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Survivors collect resources to develop their settlements and craft gear. There are 5 types of resources: Basic, Vermin, Monster, Indomitable, and Strange. All resources have shared resource keywords (bone, organ, hide, etc.). Some costs are listed by resource type (e.g. 3x bone, 2x organ) and any resource of that type can be spent. However, some crafting costs specify specific resources by name. No substitutions may occur in these cases. If a recipe has "resource" listed as a cost, then any resource can be used. When a resource is spent, archive the corresponding card or remove its entry from the settlement storage.[1]

Survivors Gaining Resources

When a survivor gains a resource, draw a card from the appropriate resource deck and place it next to their gear grid in the play area. The survivor is now carrying this resource. This has no effect on the survivor's ability to fight or hunt. Any resources a survivor gains during the hunt and showdown are placed beside the survivor's gear grid. Survivors may spend these resources or activate a resource's rules at any time during the hunt or showdown. If resources are gained during the settlement phase, place them in the play area.[2]

Groups Gaining Resources

When a monster is defeated, the players collect the rewards listed on the monster's story event. All living survivors need to decide how to divide them. Sharing and spending resources will greatly affect the outcomes of your campaign. Some groups may divide resources fairly, then trade them. Others may pool resources together and spend them as a group.[2]

Resource Limit

When you are directed to gain a resource and that specific card is not currently in the resource deck, you do not gain it, nor do you add it to the settlement storage. You gain nothing. The situation can occur when an event or effect of a card lists a specific resource to gain, and that resource is currently being carried by a survivor.[2]

Resources and Death

When a survivor dies or is lost during the hunt phase, another survivor simply takes the resources they were carrying. When a survivor dies during the showdown, any resources they were carrying are regained by the group at the end of the showdown if the survivors are victorious. When all survivors die, all of the resources they were carrying are lost.[2]

Resources with Special Rules

Some resources have special rules. They can be performed at any time during any phase by the survivor holding the resource. Some resources have special rules that are triggered when they are gained and should be performed then. A resource must be removed from settlement storage to use its special rule. A survivor may only do this during the Develop step of the settlement phase.[2]

Trading Resources

Sometimes a survivor will gain a resource with special rules that may greatly benefit another survivor. During the hunt phase, survivors may give each other resources at the start of any hunt turn before an event is revealed. During the showdown phase, survivors may give each other resources any time during their act if they are adjacent. A survivor can pass a resource as they are moving by without ending their movement. Survivors may freely trade resources during the settlement phase. When a survivor receives a resource from another survivor, it is not considered gained.[2]

Resources Stay in the Settlement

Once resources are brought to the settlement, they many not be taken on future hunts and showdowns unless otherwise stated. Any resources taken from the settlement storage must be returned during the Record & Archive Resources step of the settlement phase unless an ability, effect, or gear card states otherwise (e.g. Satchel).[2]

Perishable Resources

Perishable resources cannot be added to the settlement storage. At the end of the settlement phase, it is lost. Archive it. In order for perishable resources to last more than one lantern year, they must be carried out of the settlement using an ability, effect, or gear card (e.g. Satchel).[3]

Basic Resources

Represented by the Basic Resource Icon icon. Generic resources that can be gained from most quarry monsters and many events.[4]

List of Basic Resources

Notes

Vermin Resources

Represented by the Vermin Resource Icon icon. The fauna of Kingdom Death has a variety of small, bizarre species. These are represented by vermin resource cards. Vermin resources can be found in Bug Patches during showdowns or as a result of events. Vermin cards describe how each vermin can be used. Vermin can also be used in Story Event Icon Cooking. [1]

List of Vermin Resources

Notes

Monster Resources

Represented by the Monster Resource Icon icon. Monster resource cards are typically gained only from fighting that monster. Each quarry monster has a unique deck. Monster resources can be used and spent as their resource type or as their specific resource name. Some monster resources have additional rules.[5]

Node-Specific (Nx) Resources

A resource requirement. Node-specific resources must be obtained from showdowns with monsters of the listed node (e.g. the crafting requirements for Sun Vestments are 6x hide, 1x Perfect Hide, and 2x organ from a Node 3 level 1+ monster, therefore the organ requirement must come from a monster organ resource from the Dragon King, Sunstalker, Phoenix, or any other node 3 monster).[6]

Crimson Crocodile Resources

Dragon King Resources

Dung Beetle Knight

Flower Knight Resources

Frogdog Resources

Gorm Resources

King Resources

Phoenix Resources

Screaming Antelope Resources

Smog Singers

Spidicules Resources

Sunstalker Resources

White Lion Resources

Indomitable Resources

When survivors defeat a monster with the Indomitable trait, they gain a single indomitable resource as part of their rewards. Draw one at random from the monster's indomitable resource deck. Do not draw anything if the monster does not have any indomitable resources or the Indomitable trait. Indomitable resources are impressive specimens that may inspire patterns for new gear.[7]

Indomitable Resources and Monster Resources

If an effect instructs a survivor to gain a monster resource of their choice, they cannot gain one of its indomitable resources. Indomitable resources have resource keywords and may be spent as such (bone, hide, organ, etc.).[7]

Crimson Crocodile Indomitable Resources

Gorm Indomitable Resources

Frogdog Indomitable Resources

King Indomitable Resources

Phoenix Indomitable Resources

Screaming Antelope Indomitable Resources

Smog Singer Indomitable Resources

White Lion Indomitable Resources

Strange Resources

Represented by the Strange Resource Icon icon. Strange resources are resources that are only gained in specific circumstances, and can be unique or difficult to come by. Strange resources can be extremely rare monster parts, refined metals, and useful herbs. Gain strange resources as directed by events in the game. [1]

Strange Resources and Monster Resources

Strange monster resources (e.g. Elder Cat Teeth) are not considered part of a monster's pool of resource cards and cannot be selected if an effect instructs a survivor to gain a monster resource of their choice. Strange resources have resource keywords and may be spent as such (bone, hide, organ, etc.).[1]

Core Game Strange Resources

Dragon King Expansion Strange Resources

Dung Beetle Knight Expansion Strange Resources

Event Strange Resources

Frogdog Expansion Strange Resources

Gambler's Chest Expansion Strange Resources

Gorm Expansion Strange Resources

Lion God Expansion Strange Resources

Lonely Tree Expansion Strange Resources

Manhunter Expansion Strange Resources

Slenderman Expansion Strange Resources

Spidicules Expansion Strange Resources

Sunstalker Expansion Strange Resources

Vignette of Death: Killennium Butcher Strange Resources

Vignette of Death: White Gigalion

White Box & Beta Content Strange Resources

References

  1. 1.0 1.1 1.2 1.3 Kingdom Death: Monster 1.6 Core Rulebook, pg. 56
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Kingdom Death: Monster 1.6 Core Rulebook, pg. 56
  3. Flower Knight Expansion Rulebook, pg. 2
  4. Kingdom Death: Monster 1.6 Core Rulebook, pg. 229
  5. Kingdom Death: Monster 1.6 Core Rulebook, pg. 232
  6. Gambler's Chest Expansion Rulebook, pg. 193
  7. 7.0 7.1 Gambler's Chest Expansion Rulebook, pg.
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