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Dark Souls Board Game Mini Boss Guide: Winged Knight

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"The undead here are not alone, however, for amongst them can be found the corrupted guardians of old. The greatest and most deadly of their number are the powerful Winged Knights, their holy vows forgotten. These are joined by Outrider Knights from the Boreal Valley, driven to insanity by the Eyes of the Pontiff and now little more than mindless beasts. If you are to continue your journey into Lothric, you must defeat not only these poor, tortured souls, but also the most powerful denizen of the High Walls: the dreaded Dancer of the Boreal Valley." — excerpt from Dark Souls: The Board Game Core Rulebook

Dark Souls: The Board Game

Dark Souls: The Board Game is a dungeon-crawler that uses dice, AI behavior cards, and node-based movement to simulate the tense atmosphere, solid combat, and overall difficulty of the video game franchise that it is based on.

When you set the board up for your initial exploration, you will choose a mini boss to face at the end of your exploration. Once the mini boss is defeated, you will set the board up again for your next exploration and choose a main boss to face at the end of your next exploration. There are different game modes where you can face multiple mini bosses before you face your main boss, but the typical way to play is just one mini boss and one main boss.

In the base game, there are four mini bosses: Gargoyle, Titanite Demon, Winged Knight, and the Boreal Outrider Knight. There are also two main bosses: Dancer of the Boreal Valley, and Ornstein & Smough. In this guide, I will only be covering the Winged Knight and the rewards given to players once defeated.

Other Boss Guides

The Winged Knight's data card

The Winged Knight's data card

The Winged Knight

The Winged Knight can very quickly become overwhelming if you let the fight wear on for too long. It has three physical defense, and only one magical defense meaning that ideally you will want to attack it using magic attacks.

It starts with 24 health, and when you eventually manage to reduce its health to 12 or below, it will "heat up" but more on that later.

The Winged Knight also has an ability, Heavy Blows, and just like with the Titanite Demon it is sure to make your fight against it increasingly frustrating. This ability is active from the very start of the fight, and makes it so that it whenever a character rolls a three or higher on a block roll they must use one stamina. Be careful using your attacks that require a lot of stamina as you may find your stamina bar quickly filling up.

The Behavior Cards

All of the behavior cards for mini bosses and main bosses will have a movement phase and an attack phase, but not necessarily in that order. There will be times that the movement phase is also the attacking phase as well, and the boss will deal damage as it moves across the board.

When you finally make it to the boss you will separate the behavior cards from the heat up cards. You will shuffle the behavior cards and draw the appropriate amount for the boss indicated on their data cards - for the Winged Knight it is four. This will be the "behavior deck".

If you managed to find any gravestones through your previous encounters then you may reveal a behavior card for each gravestone.

Once you start the boss encounter you will draw from the behavior deck, and follow what the behavior card says in order to control the boss on its turn. Once you have gone through the deck you will flip it back over without changing the order of the cards. This way you can memorize the boss's attack pattern and have a better chance of survival.

When looking at the boss's behavior cards, an important thing to watch out for is where their weak point is located. A weak point is an area on the boss that when attacked will give you an extra black die to roll when doing damage. The weak point changes from attack to attack, and you can see where it is by looking on the behavior card below their attack. The red portion of the boss's attack arc is their weak point. Always try to position yourself to take advantage of that extra black die as any additional benefit during a boss fight can be the difference between life and death.

Another mechanic to keep in mind is the "pushing" mechanic. Any time a boss moves to a node they will push any character on that node to an adjacent node that is further from the boss. If there are multiple nodes that fit this description then the player controlling that character can choose where their character gets pushed. Occasionally some attacks will also cause the characters to be pushed, so be on the lookout for the little shield icon above the boss's attack. One final note is that bosses cannot be pushed by players, and can only be pushed if another boss happens to move on to their node.

There are five normal behavior cards for the Winged Knight:

  • Charging Assault
  • Sweeping Blade Swing
  • Backhand Shaft Strike
  • Diagonal Uppercut
  • Overhand Smash
dark-souls-board-game-mini-boss-guide-winged-knight
The Winged Knight's normal behavior cards

The Winged Knight's normal behavior cards

Charging Assault

Of the normal behavior cards this one is potentially the Winged Knight's deadliest one. He will start by moving forward one node towards the character with the Aggro token. He will then attack all nodes within range in front of him for four physical damage. He will then repeat everything one more time. After he attacks his weak point will be on his right side.

This attack has a range of one node, and you will need to successful dodge rolls in order to evade this attack.

Sweeping Blade Swing

The Winged Knight will start by advancing one node towards the nearest character. He will then attack all nodes within range to to his left and in front of him for five physical damage. This attack will also leave the knight weak on his right side.

This attack has a range of one node, and you will need one successful dodge roll to evade it.

Backhand Shaft Strike

With that attack the knight will advance one node towards the nearest character. He will then attack all nodes within range to his right and in front of him for five physical damage. This attack will leave him weak on his left side.

This attack has a range of one node, and you will need one successful dodge roll to evade it.

Diagonal Uppercut

The Winged Knight will attack first before moving. He will attack all nodes within range to his right and in front of him for five physical damage. Afterwards, he will back away from the nearest character. His weak point will be on his left side.

This attack has a range of one node, and you will need one successful dodge roll to evade it.

Overhand Smash

The Winged Knight will advance two nodes towards the character with the Aggro token. He will then attack the character with the Aggro token for five physical damage. This attack is an area-of-effect attack (AOE), so it will hit any other characters on that node as well. This attack will leave the knight weak in the back.

This attack has a range of one node, and you will need to successful dodge rolls in order to evade this attack.

The Heat Up Cards

When you reduce the boss's health to its "heat up" point - this is 12 for the Winged Knight - you will add one random heat up card to the behavior deck. You will shuffle the deck and continue on as normal. You will need to relearn the boss's attack pattern, so proceed with caution once you reach this point in the fight.

Some bosses have abilities that activate at this point in the fight, so be mindful of the boss's data card.

There are three heat up cards for the Winged Knight:

  • Pillars of Light
  • Double Slash
  • Whirlwind
The Winged Knight's heat up behavior cards

The Winged Knight's heat up behavior cards

Pillars of Light

The Winged Knight will not move with this attack, but it doesn't matter. His attack will hit all nodes in all directions for five magical damage. This attack has an infinite range, so there is no way to escape other than with a successful dodge. Fortunately, you only need one successful dodge roll to evade it.

Double Slash

As the name implies this attack occurs twice. First, he will advance one node towards the nearest character. He will then attack for six physical damage in all directions within range except behind him. Afterwards, the Winged Knight will move and attack again.

This attack has a range of one node, and you will need two successful dodge rolls should you try to evade it.

Whirlwind

This is the Winged Knight's deadliest move. He will start by moving forward one node towards the nearest character. He will then attack in all directions within range for four physical damage. The knight will repeat this not once, but two more times for a total of three attacks. This attack can easily kill any character if you are unlucky with your block or dodge rolls.

This attack has a range of one node, and fortunately requires only one successful dodge roll to evade it.

Rewards

There are three rewards for defeating the Winged Knight:

  • Winged Knight Halberd
  • Winged Knight Armour
  • Winged Knight Twin Axes
The rewards for defeating the Winged Knight

The rewards for defeating the Winged Knight

Winged Knight Halberd

This requires 32 Strength, and 16 in Dexterity, Intelligence, and Faith. This can be a potentially decent weapon for any character that has the stats for it and is willing to invest in it. This would fight the Herald perfectly as it has a range of one node, however it does require both hand slots. This weapon also gives you one blue die for physical defense.

All of its attacks are unusable against enemies in the same node as the wielder, but fortunately its first attack requires zero stamina to use. It only uses one blue die for damage, but the weapon has two upgrade slots so you can easily upgrade the damage potential with something like a Titanite Shard and/or Blood Gem. Its second attack uses one additional blue die, but requires three stamina. Its third attack requires a whopping four stamina, but is an AOE attack.

Overall, the damage potential for this weapon is great, but the stamina requirements can quickly get out of hand if you don't manage it correctly.

Winged Knight Armour

This armour requires 24 Strength and Faith. It gives you an orange die for both physical and magical defense, has two ring slots, but unfortunately does not give any dodge dice. This armour is usable by all the characters in the Core Set, but the Knight would benefit the most from it as he doesn't care about not having dodge dice.

Winged Knight Twin Axes

This weapon requires 30 Strength and 34 Dexterity, and would be perfect for the Warrior. It is a two-handed weapon, but all of its attacks occur twice. Its first attack costs zero stamina, and uses a black die for damage. Its second attack costs two stamina, and uses a blue die. Its third attack costs four stamina, and uses an orange die. All three attacks also add one to your damage roll. If you upgrade this weapon with a Titanite Shard then you are guaranteed to do at least two damage per attack.

This weapon also gives you a dodge die to help make up for the lack of defense you get from it being a two-handed weapon.

Character Guides

Good Luck!

Hopefully this has helped give you a better idea on what to expect when fighting against the Winged Knight mini boss. Feel free to comment below if I have missed something, or if you have any questions!

"You may be remembered either as Lords of Cinder yourselves, forever joining the Soul of Cinder, or as Ashen Ones, ushering in an Age of Humanity where the curse of undeath is at last lifted—but chaos will ultimately consume all." — excerpt from Dark Souls: The Board Game Core Rulebook

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