Resources
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 icon. Generic resources that can be gained from most quarry monsters and many events.[4]
List of Basic Resources
- ???
- Broken Lantern
- Broken Prism Lantern
- Love Juice
- Lump of Atnas
- Monster Bone
- Monster Hide
- Monster Organ
- Perfect Bone
- Perfect Hide
- Perfect Organ
- Skull
Notes
- Perfect Organ, Perfect Bone, and Perfect Hide were added as basic resources in the Legendary Card Pack, but can also be found in the Gambler's Chest Expansion and Kingdom Death: Monster 1.6. There should only ever be one copy of each of these resource cards in your basic resource deck.
- Lump of Atnas was added as a basic resource in the Satan Santa white box expansion and is an excluded card.
Vermin Resources
Represented by the 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
Cooking. [1]
List of Vermin Resources
- Blind Rocker
- Carmine Cochineal
- Crab Spider
- Cyclops Fly
- Fiddler Crab Spider
- Gibbering Haremite
- Golden Frog
- Hissing Cockroach
- Lonely Ant
- Nightmare Tick
- Sword Beetle
Notes
- Fiddler Crab Spider was added in the Echoes of Death III white box expansion and is an excluded card.
- Gibbering Haremite was added in the Pinup Easter Twilight Knight holiday release.
- Golden Frog was added in the Frogdog Expansion.
- Carmine Cochineal was added in the Screaming Sun Armor - Lucy white box.
- Blind Rocker was added in the Deathmas - Cockroach Queen holiday release.
Monster Resources
Represented by the 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
- Blood Stool
- Crimson Bone
- Crimson Fin
- Eye of Immortal
- Flat Vein
- Groomed Nails
- Immortal Tongue
- Pale Fingers
- Pale Flesh
- Pseudopenis
- Tiny Ear
- Veined Glass
Dragon King Resources
- Cabled Vein
- Dragon Iron
- Hardened Ribs
- Horn Fragment
- Husk
- King's Claws
- King's Tongue
- Radioactive Dung
- Veined Wing
Dung Beetle Knight
- Beetle Horn
- Century Fingernails
- Century Shell
- Compound Eye
- Elytra
- Scarab Shell
- Scarab Wing
- Underplate Fungus
Flower Knight Resources
Frogdog Resources
- Aqueous Eye
- Elastic Tongue
- Gaseous Bladder
- Ironclad Spine
- Mammary Gland
- Mossy Molar
- Oily Sphincter
- Spindly Paw
- Supple Nose
- Tatty Hide
- Waxy Dermis
- Wiry Crest
Gorm Resources
- Acid Gland
- Dense Bone
- Gorm Brain
- Handed Skull
- Jiggling Lard
- Mammoth Hand
- Meaty Rib
- Milky Eye
- Stout Heart
- Stout Hide
- Stout Kidney
- Stout Vertebrae
King Resources
- Ancient Blade
- Antique Bangle
- Heavy Chain
- Hollow Crown
- King's Cloth
- King's Coin
- King's Collar
- Majestic Arm
- Pallium
- Pylorix
- Spiral Pauldron
- Stone Infant
- Void Fabric
Phoenix Resources
- Bird Beak
- Black Skull
- Hollow Wing Bones
- Muculent Droppings
- Phoenix Eye
- Phoenix Finger
- Phoenix Whisker
- Pustules
- Rainbow Droppings
- Shimmering Halo
- Small Feathers
- Small Hand Parasites
- Tail Feathers
- Wishbone
Screaming Antelope Resources
Smog Singers
- Delicate Hand
- Fluted Bone
- Fluted Severed Head
- Gaseous Belly
- Pink Flesh
- Singing Tongue
- Tail Fat
- Vocal Chords
- Whistle Tooth
Spidicules Resources
- Arachnid Heart
- Chitin
- Exoskeleton
- Eyeballs
- Large Appendage
- Serrated Fangs
- Small Appendages
- Spinnerets
- Stomach
- Thick Web Silk
- Unlaid Eggs
- Venom Sac
Sunstalker Resources
- Black Lens
- Brain Root
- Cycloid Scales
- Fertility Tentacle
- Huge Sunteeth
- Inner Shadow Skin
- Prismatic Gills
- Shadow Ink Gland
- Shadow Tentacles
- Shark Tongue
- Small Sunteeth
- Stink Lung
- Sunshark Blubber
- Sunshark Bone
- Sunshark Fin
White Lion Resources
- Curious Hand
- Eye of Cat
- Golden Whiskers
- Great Cat Bones
- Lion Claw
- Lion Tail
- Lion Testes
- Shimmering Mane
- Sinew
- White Fur
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 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
- Black Lichen
- Cocoon Membrane
- Elder Cat Teeth
- Fresh Acanthus
- Iron
- Lantern Tube
- Leather
- Perfect Crucible
- Phoenix Crest
- Legendary Horns
- Second Heart
Dragon King Expansion Strange Resources
Dung Beetle Knight Expansion Strange Resources
Event Strange Resources
Frogdog Expansion Strange Resources
Gambler's Chest Expansion Strange Resources
- Blood Diamond Tear
- Crystal Ember
- Dark Tower Ledger
- Deathmetal
- Ghost Pepper
- Hollow Stone
- Irregular Optic Nerve
- Joy of Gaming
- Lucky Dice
- Lustrous Tooth
- Master Key
- Rage Pawn
- Unclean Endroot
- White Charcoal
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
- ______'s Gift
- Bleeding Corpse Lily
- Brightfish
- Fresh Kill
- Lungs of the Sword Saint
- Pyrolytic Lantern
- Undying Heart
References
- ↑ 1.0 1.1 1.2 1.3 Kingdom Death: Monster 1.6 Core Rulebook, pg. 56
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Kingdom Death: Monster 1.6 Core Rulebook, pg. 56
- ↑ Flower Knight Expansion Rulebook, pg. 2
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 229
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 232
- ↑ Gambler's Chest Expansion Rulebook, pg. 193
- ↑ 7.0 7.1 Gambler's Chest Expansion Rulebook, pg.