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Kingdom Death: Monster – Flower Knight Expansion

Expansion for Kingdom Death: Monster
Expansions
Kingdom Death: Monster – Green Knight Armor Expansion

Kingdom Death: Monster – Flower Knight Expansion Rulebook

Table of Contents

Table of Contents

  • Upgrade Your Core Game
  • Current Campaign
  • New Campaign
  • Custom Campaign
    • The Bloom People
  • New Rules
    • Perishable Resources
    • Monster Level Symbol
  • Parry - Hit Location Type
  • Hunt Board Starting Space
  • Forest Gate
  • Fairy Ring
  • Knight Expansions & Tactics Deck
  • Story Event: Showdown: Flower Knight
  • Story Event: The Forest Wants What It Wants
  • Story Event: A Crone's Tale
  • Story Event: Breakthrough
  • Story Event: Sense Memory
  • Story Event: A Warm Virus
  • Story Event: Necrotoxic Mistletoe

Upgrade Your Core Game

Upgrade your core game with the contents of this expansion. Separate out all of the cards by their types and then:

  • Add the Flower Knight Card Divider, AI, Hit Location, Hunt, and Flower resource cards to the monster section of the core game box.
  • Add the new disorders to the Disorders deck.
  • Add the new fighting art to the Fighting Arts deck.
  • Add the new secret fighting arts to the Secret Fighting Arts deck.
  • Add the new gear to the game box.
  • Add the new terrain to the Terrain deck.
  • Add the new tactics to the Tactics deck.
  • Add the new innovation to the innovation cards in the game box (not your settlement's deck).

Use the following story events in this book in addition to the Kingdom Death: Monster core game story events:

A Crone's Tale, Showdown: Flower Knight, The Forest Wants What It Wants, Breakthrough, Sense Memory, A Warm Virus, and Necrotoxic Mistletoe.

When a story event in this book is triggered, it is denoted by the story-event icon preceding the event name.

Current Campaign

To add the Flower Knight to your current campaign, add A Crone's Tale to the next lantern year on the timeline. When you trigger it, read the story and follow it through to the end.

New Campaign

To add the Flower Knight to a new campaign, add A Crone's Tale to Lantern Year 5 on the timeline of the settlement's record sheet.

Custom Campaign

The Bloom People

Start a new campaign. The Bloom People have settled close to the Forest Gate and worship the Flower Knight as a deity.

  • Survivors cannot hunt the Flower Knight or gain the Flower Addiction disorder.
  • Gain the Sleeping Virus Flower rare gear and suffer -1 population in lantern years 5, 10, 15, and 20.
  • During the develop step of the settlement phase, you may trigger the Sense Memory story event, perform a Forest Run, and craft the Flower God Helm and Replica Flower Sword gear. (The printed bullet says Flower God Helm; the gear entry below is printed as Flower Knight Helm.)
  • All survivors are born with +1 permanent luck, +1 permanent green affinity, and -2 permanent red affinities.

Endeavor - Forest Run Cost: 1 Endeavor You may exchange any number of monster resources for that number of random Flower resources.

Gear - Flower Knight Helm Requires: Any Faith innovation Cost: 2x Bone or 1x Skull, 1x Lantern Bloom

Gear - Replica Flower Sword Requires: Any Faith Innovation, Sculpture Cost: 1x Osseous Bloom, 1x Flower, 2x Iron

New Rules

Perishable Resources

The Flower resources have the perishable rule.

Perishable: This cannot be added to 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 in a Satchel!

Monster Level Symbol

The ★ symbol on all game cards and events refers to the monster's level. For example, the Flower Knight's Salute AI card instructs a survivor to suffer ★ brain damage. In a showdown against a level 2 Flower Knight, this would be 2 brain damage.

Parry - Hit Location Type

A parry hit location represents the monster skillfully deflecting an attack.

When attempting to wound Parry hit locations, all wound attempts fail unless the wound roll result is critical. This failure triggers any Failure reactions as normal.

Survivors with the Fencing secret fighting art ignore the parry type, and resolve these hit locations as if they did not have that type.

Hunt Board Starting Space

The Flower Knight's level determines the survivors' starting space on the hunt board. When the Flower Knight is chosen as the quarry, the survivors start at the space with the icon matching the level of the Flower Knight being hunted.

Forest Gate

The Flower Knight's Hunt Board setup places the Forest Gate special hunt event card over the Overwhelming Darkness space. When survivors encounter this space, trigger The Forest Wants What it Wants story event instead of the Overwhelming Darkness story event. The space retains all of its normal rules, and cannot be skipped or ignored.

Fairy Ring

The Fairy Ring is a special feature of the Flower Knight showdown. It is not terrain. The Fairy Ring is always placed in the center of the showdown board, ignoring any effects that say otherwise (e.g. Ambush rules).

The Flower Knight has absolute control over its domain and does not allow any terrain to exist inside the Fairy Ring. If a terrain card or other effect directs you to place a terrain tile inside the Fairy Ring during the showdown or showdown setup, do not place it. If a rule or effect directs you to move a terrain tile into the Fairy Ring during the showdown, it inexplicably stops short at its border.

Knight Expansions & Tactics Deck

The Flower Knight is a Knight expansion. Each Knight expansion includes a unique Tactics deck. Tactics provide survivors new ways to fight, using what they've learned from fighting Knights.

To add tactics to your campaign, a survivor in your settlement must gain the Flower Knight Badge rare gear by defeating the Flower Knight.

The Flower Knight Badge allows a survivor to draw 1 random tactics card at the start of each showdown. During the showdown, the badge-wearer may use the current tactic to help defeat their foes.

When you draw a tactics card, place it in your play area. At the end of the showdown, archive all tactics cards.

Store all tactics cards together in your game box as the Tactics deck.

Story Event: Showdown: Flower Knight

Quarry. The story's flavour text is omitted.

Instinct: Germinate Scattered pollen flows back to the Fairy Ring. Place the Flower Knight in the center of the showdown board. Remove a +1 luck token from all survivors.

Blind Spot: the printed diagram of the Blind Spot grid is an image and is not reproduced here.

Hunt board. Select an encounter level and set up the hunt board. When survivors land on the Overwhelming Darkness space, they instead resolve The Forest Wants What it Wants.

The printed hunt board diagram shows the level 3, 2 and 1 starting spaces at the left, the Overwhelming Darkness space in the middle, and Endeavor (E) spaces with level 1, 2 and 3 markers at the right.

Stats

LevelBALMovTghSpdDmgAI cards
174-76--(5) Bloom; (6) Set Roots
284188-+1(5) Bloom; (5) Set Roots; (5) Razor Bulbs
39529

The B, A and L column headers are the printed icons (black circles with those letters) and the circled numbers beside each AI card are printed as circled digits; the printed icons are not reproduced.

Showdown Setup

Legend: Survivors (blue), Monster (red), Fairy Ring (green). The setup grid diagram is an image and is not reproduced here.

Terrain & Deployment

  • Fairy Ring, set up in the center of the board. (See full Fairy Ring rules on page 3.)
  • 1 Flower Patch terrain card, set up normally.
  • 1 random terrain card, set up normally.
  • Place the monster in the center of the board.
  • Place survivors in any highlighted space.

Aftermath

Victory

  • +1 Hunt XP
  • +1 Weapon Proficiency (if eligible)
    • Rewards

Defeat

The Flower Knight makes rich fertilizer of the survivors' corpses. Gain no benefits from your Death Principle from losing these survivors.

Rewards

When the survivors defeat the Flower Knight, they gain the Flower Knight Badge rare gear. Add the Petal Spiral innovation to the settlement's innovation deck.

If any survivors have the Fencing secret fighting art and the Ghostly Beauty disorder, they gain the Narcissistic disorder and +1 permanent evasion.

Next settlement phase, trigger the Sense Memory story event.

The group gains the following rewards:

LevelReward
14 basic, 4 Flower resources
24 basic, 6 Flower resources
34 basic, 8 Flower resources. 1 Sleeping Virus Flower rare gear

If the settlement innovated Petal Spiral when they defeat a level 3 Flower Knight, all survivors with the Fencing secret fighting art and the Ghostly Beauty and Narcissistic disorders gain the True Blade secret fighting art!

Story Event: The Forest Wants What It Wants

The story's introductory line is omitted.

Hunt Board Setup

When survivors land on the Overwhelming Darkness space, they instead resolve The Forest Wants What it Wants. Survivors may not pass over this space and must stop to resolve this event.

The survivors Test the Gate.

Test the Gate - roll 1d10

After rolling to Test the Gate, each survivor may do any or all of the following actions once to increase the roll result:

  • Gain -1 attribute token of your choice. Add +1 to the result.
  • Gain 1 bleeding token. Add +1 to the result.
  • Gain 1 random disorder. Add +1 to the result.
  • Archive 1 gear from your grid. Add +1 to the result.

Results

  • 1 - 7: Unwelcome. The survivors find themselves someplace new and bleak, inexplicably standing with the gate at their backs. End the hunt and apply the rules of the Starvation space on the hunt board.
  • 8 - 12: Begrudging Welcome. The gate swings open a fraction, the hinges singing like a forlorn flute playing a melancholy welcome. The survivors force their way through, each gaining 1 bleeding token.
  • 13+: Gracious Aroma. The survivors step through the gentle swinging gates, met by a warm, promising wind carrying a cloyingly sweet bouquet. All survivors gain 1d5 insanity and +1 understanding.

Story Event: A Crone's Tale

The story is told over several illustrated pages. Its narrative text is not reproduced; the mechanical outcome is below.

Outcome

Nominate a survivor in the settlement. That survivor grasps the ghostly blossom and gains the Sleeping Virus Flower rare gear and the Flower Addiction disorder.

You may now hunt the Flower Knight. Add it to the Quarries list on the settlement record sheet.

Story Event: Breakthrough

Introductory flavour text is omitted.

With a ferocious blow, the survivor is able to overcome the Flower Knight's bird-like reflexes.

If the settlement has innovated Drums, the rhythm of battle is maddening! All survivors gain +2 insanity.

Seizing the moment, the attacker attempts to Breakthrough.

Breakthrough - roll 1d10 Add the survivor's luck to the result.

  • 1: The monster unleashes a dizzying shriek, more felt than heard. You are knocked down and gain 1 bleeding token.
  • 2 - 4: Vines twist and coil around your torso, pulling you away. If you are inside the Fairy Ring, you are placed knocked down on the nearest free space outside of it. Gain +1 luck token.
  • 5 - 9: The Flower Knight chirps and stumbles, its armor subtly shifting colors. Gain 1 survival and +1 luck token.
  • 10+: Pressing through, your senses sharpen until you are nearly overwhelmed. Gain the Fencing secret fighting art! All survivors gain +1 survival.

Story Event: Sense Memory

Rushing into the settlement, the returning survivors desperately attempt to convey to the others the powerful memories that dwelt in the very air of the glade. Even as they pass the settlement's threshold, the memories fade and the delicate blooms clutched in their hands wilt. The settlement may pour their inspiration into Inspired Crafting.

Inspired Crafting

  • Vespertine Satchel: 1x lantern bloom, 1x leather
  • Vespertine Foil: 1x osseous bloom, 1x bone, 1x scrap
  • Vespertine Cello: 1x lantern bud, 2x flowers
  • Vespertine Arrow: 1x flower
  • Vespertine Bow: 1x osseous bloom, 1x sighing bloom, 1x organ, 1x hide

While crafting the Vespertine Bow, a renegade seed escapes into the crack between two stone faces. Add Necrotoxic Mistletoe to the timeline 4 years from now.

If the settlement has Pottery, the returning survivors are able to preserve the delicate blooms, whose scents fill the survivors' heads with wondrous ideas.

Their recollections inspire distillations of scent memory. Any survivor may craft the following this settlement phase:

  • Scent of Lost Wealth (1x warbling bloom, 3x organ): The scent produces strange tears in the survivor's eyes, sharpening their vision of potential boons. Gain the Otherworldly Luck fighting art.
  • Scent of Lost Sight (1x lantern bud, 3x organ): The survivor's scent sets others' teeth on edge. They gain the Leader fighting art and the Anxiety disorder.

If the settlement has innovated Sculpture and Song of the Brave, once per campaign they may perform the Ballad of the Wallflower.

Ballad of the Wallflower

As the song reaches its climax, the entire settlement is on the verge of understanding a hidden meaning when they mysteriously fall asleep. When they wake, the performers are found frozen in the moment, snoring soundly as strange petals peacefully sprout from their mouths and eyes.

-1d5 Population. Do not gain the benefits of your Death Principle. Increase the settlement's Survival Limit by 1. Departing survivors gain +1 understanding and +3 insanity.

Story Event: A Warm Virus

Nominate a survivor that can consume to be the host. If that's not possible, the flower withers and this event ends.

The host presses the Virus Flower to their mouth, its delicate petals changing color to match their flesh. A cozy and inspired warmth fills their being as they gently push the flower by its stem down their throat.

Down their Throat - roll 1d10

  • 1 - 5: Unable to channel the inspiration, the host roars into the darkness! Departing survivors each gain +1 courage. Then, welcome the guest.
    • If the settlement has Graves as their Death Principle, the host builds a small grave and tearfully bids farewell. Nominate a survivor with the least hunt XP. They are moved and gain the Swordsman's Promise secret fighting art. Then, welcome the guest.
  • 6 - 10: The host vividly describes the warmth to the settlement. Departing survivors each gain +1 courage and +1 strength token. Then, welcome the guest.
    • If the settlement has innovated Sculpture, the host creates a grand throne from debris and trash. Completing it, they announce "One day, the King will come to claim this." The message sends a ripple of dread through the settlement. Departing survivors gain +5 insanity and a random fighting art. Then, welcome the guest.

Welcome the Guest

As the flower is digested, a virus enters the host's blood stream and travels to their brain. The host experiences a state of euphoria, as viral genomes are injected into the cells of their prefrontal cortex and pallium.

The host's brain is rewritten, replacing the sum of their life with that of the Guest's. The host loses all fighting arts, disorders, abilities, and impairments. Then, they gain all the Guest's fighting arts, disorders, positive attributes, and weapon proficiency levels (including type). They do not gain the Guest's abilities or impairments. The host may choose to keep their name or take up the Guest's.

Guest Reminder: The Guest is the survivor that had the Sleeping Virus Flower in their gear grid when they died.

Story Event: Necrotoxic Mistletoe

Small berried plants bloom all over the settlement, and airy pollen clusters dance in the lantern light as they fall from the atmosphere above. The ghostly scene is beautiful. The returning survivors feel their hearts lift and gain 5 survival.

As the settlement frolics, enjoying the phenomenon, a few members begin to feel sleepy. Cold-nosed and covered in pollen, they sit to the side and watch everyone play.

Nominate a health-conscious survivor. They gain +1 understanding, +1 courage and check up on their sleepy friends.

Check Up - roll 1d10

  • 1 - 2: A survivor eats one of the berries, and within a matter of moments explodes in a fountain of gore and pollen. Some survivors, including the health-conscious survivor, are caught in the blast and begin to bloat. Together, they run into the darkness to detonate safely away from the others. -4 population. The corpses are infected. Do not gain the benefits of the Cannibalize Death Principle.
  • 3 - 5: One by one, the sleepy survivors' heads heave and split, spilling bloody seeds everywhere. -4 population. Unable to cope, the health-conscious survivor seeks refuge in the entrancing smell of the Fairy Ring and gains the Flower Addiction disorder.
  • 6 - 10: The health-conscious survivor realizes that the necrotoxic mistletoe has invaded their flesh and they are the source of the epidemic. With a heavy heart, they leave with the infected survivors, never to be seen again. -4 population. Do not gain the benefits of your settlement's Death Principle.

If the settlement has innovated Sculpture, the health-conscious survivor uses tools to dissect and research the plants and their pollen. As the buds appear on their body, they manage the invasive plant and gain the Acanthus Doctor secret fighting art. Sadly, a few die from the infection. -2 population.

11
+1
+2
(3) Bloom; (3) Set Roots; (3) Razor Bulbs; (5) Perfect Aim; (3) Heart of the Woods