Kingdom Death: Monster
A Collection of Designer Notes
The following information was originally culled from forums and the Kingdom Death: Monster Kickstarter pages byaredman and Götz Kirchhauser and originally edited by Ashan. Further notes were compiled with final organizing and editing by Victor Garrison. This is a fan document and is not intended to be perceived as an official Kingdom Death release.
Part I: Kingdom Death: Monster Game Play Comments and Notes
The design "vision" if you will, is that in a single game session you will have 1 hunt phase ,1showdown phase ( fight ) & 1 settlement phase. Spanning about 30-90 mins depending on whathappens and how long your gaming group takes. We personally game for extended periods of time andusually do 1-3 sessions in total. It's a campaign so your looking at a minimum of around 15-20 sessionsin total to take down the boss, but there are a lot of built in variables that can greatly extend or shortenthis overall estimate.There are no dungeons, with doors and rooms in the traditional sense. There is a bit of randomexploring while you "hunt" a target, but that is done with dice rolls and a table based on the creatureyou are currently hunting. The board is pretty much an arena, with some exceptions on how differentmonsters interact with it. Some will fly, drag players around, hide, etc.Currently yes, you will only be fighting one monster at a time. There may in the future be monsterswhich have several parts or characters, but for now I am focusing on the core "boss" concept.The settlement/civ part of the game is basically the "shop & manage" phase. The board is not neededand instead you use information tiles and innovation cards that express what you can do, build, visitetc. If you are familiar with warhammer quest, imagine the settlement phase with modular locationsand a bit more depth connecting everything.I've had many backers request that the locations be made into tiles or little physical houses and while Imust admit I am totally charmed by this idea I don't want to complicate the civ part of the game andrequire building positions etc, etc. Not crazy about tokens or token tracks. They are the kinda thing where once you have loads of em, youforget to move them or worse yet lose the token and up using scrap paper or a dice anyway. To keepthings simple, the game does not have any derived stats and everything is basically gear based.The "settlement" consists of several 4"x8" heavy cards (might make them tiles), each representing alocation. You begin with just 3. The card itself has all the rules of what you can do at the location, whatstuff you can craft or what special rules happen when a survivor interacts with it. Generally speaking,