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Kingdom Death: Monster – Death Drifter Crossover thumbnail

Kingdom Death: Monster – Death Drifter Crossover

Expansion for Kingdom Death: Monster

Kingdom Death: Monster – Death Drifter Crossover Rulebook

Table of Contents

Table of Contents

  • Knowledge Cards
    • Guarding Rush
    • Phasing Strike
    • Chain Dash I
    • Chain Dash II
  • Rare Gear
    • Death Drifter Cloak
  • Rare Weapons
    • Severing Twilight
  • Glossary Entry
    • Afflicted

Knowledge Cards

Guarding Rush

Knowledge, Wanderer, Death Drifter

Cost badge: 4

+1 movement

When you dash, gain a deflect token until the end of the round. Limit three times per round.

Phasing Strike

Knowledge, Wanderer, Death Drifter (trait line partly [illegible])

Cost badge: 4

Only the right-hand part of this card is visible in the photo; the left side is covered by the Guarding Rush card.

[illegible] move; you may move [illegible] (… t end on) spaces the … er occupies.

[illegible] … gh a monster, roll 1d10. … nster suffers a wound.

Chain Dash I

Knowledge, [tenet?], Wanderer, Death Drifter

Cost badge: 0

Theory

Theory: An inkling of an idea that currently has no effect. With enough observation, the theory may advance into something useful.

Observation

When you dash, gain +1 [icon; movement-type icon, not identified].

The lower stat line of this card is blurred in the photo; the Observation text above is the only part read.

Chain Dash II

Knowledge, [illegible], Wanderer, Death Drifter (partly [illegible])

Cost badge: 4

Only fragments of this card are visible; it sits behind Chain Dash I and is not legible.

After perfo[rm]… may imm[ediately]… ignoring… perform th[is]… [illegible]

When you… [illegible]

Rare Gear

Death Drifter Cloak

Item, Cloth, Other

Irreplaceable

After you roll 1d10 as part of a death drifter knowledge or fighting art, you may change the roll result to a lantern 10. Limit once per round.

Rare Weapons

Severing Twilight

Weapon, Melee, Two-Handed, Finesse, Lantern, Order, Other

Stat strip: [icon, not identified] 3 / 6+ / 7

Irreplaceable, Deadly

When you wound with this, place a prep token on a weapon in your gear grid with Load.

Glossary Entry

Afflicted

The Hyper Light neurosis. The symptoms return the moment you stop moving. At the end of your act, if you did not dash this round, you are knocked down and gain a bleeding token.