Daniel (@dungeondive) caps his Wander: The Cult of Barnacle Bay playthrough with a boss fight, first bridging the story through the scenarios he filmed off-camera (Chasing Waterfalls, then the Smugglers’ Network beneath the town square) — the latter earning a relic, a support ring that beefs up Tank.
Offered a fork between confronting Elder Bane himself and hunting a rampaging beast, he picks Krex, a mutated half-lobster, half-crocodile lieutenant who willingly embraced the darkness. The boss showcases one of Daniel’s favourite parts of the game: a dedicated boss AI card deck (in the vein of the Dark Souls board game, Kingdom Death, and Hellboy) that has Krex charging through hero spaces, pushing and knocking down the party, moving after every hero turn, and interrupting each level-up with an immediate retaliatory strike.
After the cold dice of the previous session, fortune flips hard — Ross’s tidal blasts and Tank’s dragon-bow melee land crit after exploding crit, and Krex is worn down and finished, yielding two level-two treasures. Daniel signs off promising a final-thoughts wrap-up to close out the series.
Krex runs on a dedicated boss AI deck rather than the minions’ simple rules — Daniel’s favourite way to make a big bad feel distinct. What’s the best “boss brain” system you’ve played, and did it earn the fiddliness?