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Darklight: Memento Mori is a Dark Fantasy Adventure Board Game of cooperative Dungeon Crawling. Inspired by the Diablo series, Warhammer Quest, Dark Souls, and Dante Alighieri, the game puts up to four players in the shoes of undead adventurers bound together by the Cursed Heart in service of the Grim Warden, the Angel of Death. These Accursed embark on quests, exploring themed and randomly generated dungeons and slaughtering hordes of vicious monsters for their souls.
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The game enjoyed a successful Kickstarter campaign in March 2016 and shipped in March 2018.


The game contains examples of following tropes:

  • Adventure Guild: The Accursed Guild found in some towns is essentially this: a place where all Accursed congregate between missions. Mechanically, it allows you to spend souls on level-ups, and while quests can be picked up anywhere in the settlement, it would make most sense, flavor-wise, for townsfolk to send them to the Guild.
  • Anthropomorphic Personification: The Grim Warden is one of humanity's fear of death.
  • Barbarian Hero: The Nephilim is a classic barbarian, from their size and muscularity, through their disdain for any kind of armor, to their propensity for Unstoppable Rage.
  • Cataclysm Backstory: The world of Darklight, Intermundis, has been ravaged by the Soul Plague, which saw demons invade and overrun the place, indirectly spawning the Grim Reaper into existence.
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  • Fighter, Mage, Thief: The classic trio is represented in the base game by the Black Knight, the Witch, and the Outcast, while the Exorcist supplements them as a D&D-like cleric.
  • Grappling-Hook Pistol: One of the Duelist's (i.e. the Courtesan/Chevalier) special abilities is a mechanical appliance that lets them quickly scale elevated terrain without having to use the stairs, as well as tumble away from attacks onto elevated terrain.
  • Kick Chick: The Courtesan has a whole Skill Tree devoted to kicking her enemies.
  • Maximum HP Reduction: Each Severe Wound inflicted by some events reduces the number of regular Wounds an Accursed can take before dying by one, and they can generally only be healed in a town.
  • Noob Cave: The first quest in the book, "Awakening", is designed specifically to get new players acquainted with the game, as well as serving as a prologue to the story campaign that comes with the base game.
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  • Purely Aesthetic Gender: The Accursed cards have the male and female versions of the respective hero on each side, with their stats identical in every way (no gender-flipped miniatures are available yet, however).
  • Randomly Generated Levels: Whenever the Accursed open a dungeon door, the next dungeon tile is drawn randomly from a shuffled deck, creating randomized layouts for every quest.
  • Sanity Meter: Each Accursed has an Insanity track in addition to Wounds track, since some attacks deal Sanity damage instead of Wounds. Taking maximum allowed Insanity damage (different for each Accursed) lowers all of their stats by one until it is cured, while taking double the maximum Insanity renders them incurably insane and, thus, unplayable anymore.
  • Resurrected for a Job: The Grim Warden had granted the Accursed with the Cursed Heart for a purpose, although what it is is initially unclear. The Revenant, however, is not bound to the Heart, instead having come back by their own desire for revenge.
  • Squishy Wizard: The Blood Witch/Warlock have very few hit points and their starting gear forces them to rely almost exclusively on the fickle Source magic early on in the game.
  • Stripperific: While not as revealing as the original design, the Courtesan outfit in the game still shows more skin than is strictly safe for combat (although this applies to the Chevalier's outfit, as well).
  • Sword and Gun: The Courtesan/Chevalier from the Adventurers Pack add-on starts the game with a rapier in one hand and a gun in the other. These are also their weapons of choice on the official art and even their mini.
  • Unnecessary Combat Roll: Averted in that combat rolls (or "tumbling", as this mechanic is known) are very much necessary to avoid the worst of incoming damage. Because tumbles cost a good chunk of your limited stamina pool, this creates a stamina management gameplay very similar to that in the Dark Souls series that inspired it.

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