AI Card

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AI cards are used to create unique monster encounters. The recipes for AI decks for each monster level are listed on a monster's story event and make every showdown different from the last. Most AI cards are unique and describe a myriad of strange and terrifying behaviors.

AI Anatomy[edit | hide | hide all]

AI cards are made up actions, flows, and alerts. Some cards have persistent injuries, and definitions:

  • Crest: The icon-sized version of a monster's crest designates which AI deck it belongs to.
  • Name: The name of the AI card.
  • Card Level: The most common card levels are Basic, Advanced, Legendary, and Special (marked on the top right of the card as Basic AI Icon, Advanced AI Icon, Legendary AI Icon, and Special AI Icon).
  • AI Type: There are a variety of AI card types including Normal, Moods, Durations, Traits, and Repeat. An AI card is Normal unless another type is listed.
  • Pick Target.
  • No Target.
  • Flows.
  • Alerts.
  • Move & Attack Target Action.
  • Attack Effects: Rules for attack effects are contained in a box below the attack profile, and applied when the trigger occurs.
  • Persistent Injury Actions.
  • Intimidate Actions.
  • Definitions: Definitions are included on AI cards in gray corners, they explain terms in bold referenced elsewhere on the AI card. Definitions are not actions and are not performed.

Creating the AI Deck[edit | hide]

A monster's AI deck is assembled from its pool of unique AI cards. AI deck construction is different for each monster and also varies by monster level. Consult the monster attributes section of the monster's showdown story event in the row corresponding to the monster's level. This will indicate the number of basic (Basic AI Icon), advanced (Advanced AI Icon), legendary (Legendary AI Icon) cards to include. To build the deck, set aside the monster's special (Special AI Icon) AI cards. Separate the monster's Basic, Advanced, and Legendary AI cards into stacks and shuffle each stack. Draw the indicated number of each card from each stack without looking at them. Combine the resulting cards and shuffle them to create the AI deck. Place the AI deck facedown on the monster controller panel.

Ex. To build a Level 3 Screaming Antelope, separate its Basic, Advanced, and Legendary cards into 3 stacks. Draw 12 Basic AI cards, 8 Advanced AI cards, and 3 Legendary AI cards. Combine these cards and shuffle them to create the AI deck.[1]

Monster Special Cards[edit | hide]

Each monster showdown story event lists any special (Special AI Icon) cards that start in play. These cards are often trait cards, and are not added to the AI deck. Place these cards face up on the monster controller panel and apply their rules for the duration of the showdown. [1]

Drawing AI Cards[edit | hide]

The monster controller draws the top AI card of the monster's AI deck and plays it. If the AI deck is empty, shuffle the discard pile into it and draw the top card. If the AI deck and discard pile are empty, the monster performs its Basic Action.

If an AI card contains an action to "draw AI Card Icon" , complete any applicable actions on the current AI card before drawing and playing a new AI card.[2]

Playing AI Cards[edit | hide]

During the showdown, after drawing an AI card, the monster controller should read the card in its entirety, then perform all the actions on the card. AI cards consist of actions, flows, alerts, and persistent injuries. Perform each action before moving to the next. Some cards may only have 1 action.

Some AI cards are conditional. If the conditions are met, perform the action. Otherwise, continue to the next action. If there are not further actions on a card, the card is resolved. Discard the AI card by placing it face up on the monster controller panel in the discard pile. [2]

Pick Target[edit | hide]

Monsters choose their target based on a Pick Target list or diagram at the top of most AI cards. A Pick Target list is made of a series of conditions. Each may include several terms that create a single condition. Start with the first condition. The mosnter controller should check if the conditions for targeting can be met. If not, move to the next condition and so on. Stop when a target condition is met.

In some cases, the target is determined by an area or zone, such as an adjacent survivors, or all survivors in a zone described by a diagram. These AI cards will illustrate or clearly state the area of the board that determines the target. The dark grey box represents the monster and its current facing. In some cases, more than one target may be picked. Each AI card will specify if multiple survivors can be targeted by that AI card.

The last condition of the targeting list is No Target. When this is reached, instead of performing any other action on the card, discard it and perform the indicated No Target action or rule. This is most often the monster's instinct.

The target may not be changed once the target is chosen (including effects of gear like Fecal Salve).

Often, multiple survivors will satisfy a targeting rule. For instance, multiple survivors might be considered closest. In these cases, the monster controller decides which survivor becomes the target. Monster controllers can use their decisions to give advantages to the monster or to the group, or approach each decision randomly.

Some attacks have collateral damage that effects survivors in a zone. In these cases, these survivors are not targets unless otherwise stated.[3]

Common Targeting Terms[edit | hide]

Facing[edit | hide]

A monster is facing all spaces on the board that are in front of the monster.

In Field of View[edit | hide]

A survivor is always in a monster's field of view, unless they are in the monster's blind spot or the monster's line of sight is blocked. Only terrain with the Obstacle rule blocks field of view.

In Range[edit | hide]

A survivor is in range of a monster if the number of spaces between them is less than or equal to its current movement (including modifiers). If in range is followed by a number, such as range (8), that number replaces the monster's movement when calculating to see if a survivor is in range.

Random Survivor[edit | hide]

The monster controller should randomly pick a survivor. Use a dice, names in a hat, or any other preferred method.

Threat[edit | hide]

A threat is any survivor that is not knocked down or using specialgear/terrain to prevent being considered a threat.

Closest Survivor/Threat[edit | hide]

The survivor/threat fewest spaces away from the monster.

Last to Wound[edit | hide]

The last survivor to wound the monster.

Non-deaf Survivors[edit | hide]

Survivors not suffering from the deaf severe head injury.

Most/Least X[edit | hide]

The survivor with the most/least of the listed condition (e.g. bleeding tokens, insanity, etc.). Zero can count as most or least unless otherwise stated.

Flows[edit | hide]

A flow is represented by a bar with an arrow. An action following a flow is performed after the action above it. Flows represent a subtle hesitation or opening in combat called a survival opportunity that survivors may take advantage of by spending survival.[4]

Alerts[edit | hide]

Alerts are represented by a bar with an alert symbol. Actions following an alert contain important conditional information that must be considered to determine if the action is performed. Continue to perform any further actions on the AI card unless stated otherwise. Alerts are not survival opportunities, so survival may not be spent during an alert.[4]

Move & Attack Target Actions[edit | hide]

Move & Attack Target actions are the most common way a monster will attack survivors. Move & Attack Target, unless specifically stated otherwise, is an instruction to move the monster towards its target up to its current movement or until adjacent, turn to face them, and attack using the action's attack profile. If a monster is already adjacent to its target, it will turn to face its target and attack without moving.[5]

Variants of Move & Attack Target Actions[edit | hide]

Other actions such as Materialize & Attack Target, or Move & Intimidate Target, are performed similarly to Move & Attack Target action, but with rules of another behavior substituting for a portion of the action. The Materialize & Attack action on the Pheonix's Wing Punch AI card is performed the same way as a Move & Attack Target action, but the Phoenix materializes facing and adjacent to the target instead of moving. Likewise, the Move & Intimidate Target action on Butcher's Gaze of Truth AI card full moves the Butcher in the same was as a Move & Attack Target action, but intimidates the survivor instead of attacking. Some attack profiles will only be preceded by an instruction to attack the target. On these profiles, the monster does not move before attacking. Some actions will simply state to full move towards the target, then attack the target. This is effectively the same as a Move & Attack Target action.[5]

Move into Range & Attack Target Actions[edit | hide]

Some monster attack profiles have range. Range determines how far a monster's attack can reach. A standard attack profile requires the monster to be adjacent to its target. A range attack profile enables the monster to attack from a number of spaces away from the target. Monsters maneuver to keep the survivors at bay while they attack. When a monster perform Move into Range & Attack Target, move the monster towards the target until it is a number spaces equal to the range away from the target. If the monster is adjacent to the target, it will move away from the target to put space between them.

Ex. The monster controller draws Hail of Fingers. The closest threat, Allister is adjacent to the monster. The monster moves until its 6 spaces away from Allister. Then it turns to face Allister, and attacks![6]

Monster Movement[edit | hide]

Main Article: Movement
Actions will dictate when to move the monster. Most commonly, this will be in the form of a Move & Attack Target Action after a monster has picked its target.[5]

Attack Actions[edit | hide]

Main Article: Monster Attacks
Attack actions direct a monster to attack. The second portion of a Move & Attack Target action tells a monster to attack its target. Attack actions are followed by attack profiles. Attack profiles on AI cards list the 3 basic components of an attack: speed (how many dice in an attack), accuracy (the likelihood of hitting), and damage (how much damage a hit causes). If the monster performed a Move into Range & Attack Target action, the attack profile will also contain a range component.[7]

Intimidate Actions[edit | hide]

Intimidate actions are not attacks, and survivors can not spend survival to dodge intimidate actions. Intimidate actions cause brain damage instead of damage to physical hit locations. Monster's don't need to be adjacent to their targets to intimidate. Follow the specific rules on the AI card to perform each unique Intimidate action.[8]

Persistent Injury Icon Persistent Injury Actions[edit | hide]

Persistent injuries are conditional actions that replace the normal rules of an AI card. If a persistent injury action is performed, ignore any other actions on the card. Persistent injuries are only performed when the monster draws an AI card with a persistent injury action that matches a persistent injury on a hit location in play.[8]

Playing Moods & Traits[edit | hide]

Moods & Traits are a type of AI card that persistent effects over multiple rounds. These cards may change a monster's behavior and/or actions as play continues. Apply any persistent rules as long as the card remains in play (any time after it is drawn and before it is discarded). Perform any conditional actions as their conditions are met.

Moods can be removed by some items or through conditions listed on the card. If a monster suffers a wound when it has an empty AI deck and discard pile but one or more active moods, it is defeated.

Ex. The White Lion's Ground Fighting mood states that the monster does not draw AI cards while this card is in play. Instead, each round the monster controller will monitor the Zone of Death specified on the card and perform a Basic Action on targeting any survivor that spends activation in the specified spaces. When the monster is wounded, discard Ground Fighting. When the card is discarded, the White Lion's behavior returns to normal.[9]

Life Trait[edit | hide]

The Life card is a unique trait card that is used for encounters with some monsters and gameplay variants. It represents a monster's life in place of its AI deck. A pair of d10s should be placed in the marked spaces using the dice faces to represents a numerical value.[10]

When a monster has the Special AI Icon Life listed in its monster characteristics it will be followed by a number. The is the number of wounds the Life trait starts with. Instead of removing wounds by removing AI cards to the wound stack, wound the monster by reducing the number on the Life trait. When the number on Life is reduced to 0, the monster is dead. One consequence of Life is that a monster does not lose AI cards and is always fighting with its full deck! Rules that trigger when the monster is wounded still apply as normal. When a monster with Life heals, if the monster's current life is less than its starting value, increase the Life number by the indicated amount (up to the starting value). If any rules would give the monster the Life trait multiple times, combine the amounts to find the Life trait's starting number.[10]

Indomitable Trait[edit | hide]

Indomitable is a unique trait card that is used for encounters with all level 3+ monsters. These monsters are so powerful that they stand much faster when they are knocked down, providing a very narrow opportunity for survivors to take advantage of their weakened state.[10] When survivors defeat a monster with the Indomitable trait, they gain a single indomitable resource as part of their rewards.[11]

Playing Duration AI Cards[edit | hide]

In order to be resolved and discarded, duration cards must be drawn twice. The first time a duration card is drawn, perform any "when drawn face down" actions. Then, instead of discarding it, place the duration face up on top of the AI deck. The next time a monster would draw an AI card, it will draw the duration card for a second time. Perform any "when drawn face up" actions. Then, discard this card. Some duration cards will have effects that are persistent while they are face up on top of the AI deck, waiting to be drawn again. Any effects that manipulate the AI deck besides wounding (Rawhide Headband, Whistling Mace) are ignored while a duration card is face up. If a monster is wounded while a duration AI is face up, the duration is moved to the wound stack.[8]

Playing Repeat AI Cards[edit | hide]

Repeat AI cards are a type of AI card that are performed turn after turn, often powering up! After a Repeat AI card is resolved, place the card face up on top of the AI deck instead of discarding the card. The next time the monster draws an AI card, it will draw the face up Repeat card from the top of its deck. While a Repeat card is on the top of the AI deck, ignore any effects that manipulate the AI deck (Rawhide Headband, Whistling Mace, etc.). The only way to remove a Repeat AI card from its loop is to wound the monster. Remove any tokens and move it to the wound stack (or to the discard pile if the monster has the Life trait).

Ex: The monster controller draws Whipping & Snapping and adds a token to the card. After the card is resolved, it is placed face up on the AI deck, with its tokens on top. Next turn, the monster draws Whipping & Snapping again, adding another token. With two tokens, the attack gains +2 speed and +2 damage! [6]

Playing Relentless AI Cards[edit | hide]

Relentless AI cards are a type of AI card found in the Lion God Expansion. At the end of a Relentless card, if there are any threats in the monster's field of view, reveal the next AI card. If it is Relentless, play it.[12]

Playing Overtone AI Cards[edit | hide]

Each monster level specifies how many overtone cards (Overtone Icon) the AI deck contains. When an Overtone AI card comes into play, place an overtone token on the base of each monster without a token. When a monster with an overtone token is wounded, archive their token. Overtone cards are discarded from play when all monsters have no overtone tokens.[13] Rules that affect moods also affect overtones.[14]

Playing Harmony AI Cards[edit | hide]

When a Harmony AI card is drawn, each monster performs it one at a time. The monster controller chooses the order in which the monsters perform the harmony.[15] Continue to perform this card until all monsters act, even if a monster performs its instinct or suffers a persistent injury (this may cause multiple monsters to perform their instinct).[14]

Survivor Status AI Cards[edit | hide]

Survivor Status Cards are special (Special AI Icon) AI cards that track conditions for an individual survivor rather than a monster. When a survivor gains a Survivor Status Card, place it in a convenient location next to their gear grid. The effects on the card apply only to them. Some status cards will have conditions that will need to be monitored and tracked. Others grant survivors actions that are unique to a showdown. If a monster's story event has a Survivor Status Card in its setup, all survivors gain the card at the start of the showdown.[8]

Weapon Proficiency Survivor Status Cards[edit | hide]

Weapon proficiency survivor status cards represent a connection forged by a shared passion. They are given to the survivor with the highest weapon proficency in a particular type of weapon (with a minimum of 1).[16]

References[edit | hide]

  1. 1.0 1.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 65
  2. 2.0 2.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 66
  3. Kingdom Death: Monster 1.6 Core Rulebook, pg. 68
  4. 4.0 4.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 52
  5. 5.0 5.1 5.2 Kingdom Death: Monster 1.6 Core Rulebook, pg. 69
  6. 6.0 6.1 Gambler's Chest Expansion Rulebook, pg. 54
  7. Kingdom Death: Monster 1.6 Core Rulebook, pg. 70
  8. 8.0 8.1 8.2 8.3 Kingdom Death: Monster 1.6 Core Rulebook, pg. 71
  9. Kingdom Death: Monster 1.6 Core Rulebook, pg. 67
  10. 10.0 10.1 10.2 Kingdom Death: Monster 1.6 Core Rulebook, pg. 55
  11. Gambler's Chest Expansion Rulebook, pg. 55
  12. Kingdom Death Living Glossary
  13. Gambler's Chest Expansion Rulebook, pg. 193
  14. 14.0 14.1 Gambler's Chest Expansion Rulebook, pg. 60
  15. Gambler's Chest Expansion Rulebook, pg. 192
  16. Gambler's Chest Expansion Rulebook, pg. 62