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Kingdom Death: Monster – Dung Beetle Knight Expansion

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

Kingdom Death: Monster – Dung Beetle Knight Expansion Rulebook

Table of Contents

Table of Contents

  • Dung Beetle Knight
  • Upgrade the Core Game
    • Current Campaign
    • New Campaign
  • Knight Expansions & Tactics Deck
  • Rules
    • Monster Level Symbol
    • On Collision
    • Monster Targeting - Stinky Threat
    • Reminders & Clarifications
  • Calcified Gear
  • Hit Location Type - Parry
  • Resin Dung Ball
    • Resin Dung Ball & Dung Beetle Knight
    • Ball Collision with Monsters
    • Ball Collision with Survivors
    • Ball Collision with Other Terrain
    • Monster Knockback
    • Resin Dung Ball & Other Monsters
    • Moving the Ball
    • Burrowing into a Giant Stone Face
  • Rumbling in the Dark
  • Showdown: Dung Beetle Knight
    • Showdown Setup
      • Terrain & Deployment
    • Aftermath
      • Victory
      • Defeat
    • Rewards
  • Spelunking of Death
    • Trial of Valor
    • Trial of Wits
  • Underground Sow
    • Prepare the Farm
    • Encase & Bury Gear
      • Bury the Gear
  • Black Harvest
    • Rotten Acanthus (Level 1)
    • Nightmare Corn (Level 2)
    • Vampiric Artichoke (Level 3)
    • Unbury Gear
      • Successful Calcification
  • Secret Meeting
    • Part 1
    • Part 2
    • Part 3
    • Old Master
    • Custom AI Deck List

Dung Beetle Knight

This expansion is designed to be added to the Kingdom Death: Monster core game. It includes:

  • Dung Beetle Knight sprues (includes survivor gear, Resin Dung Ball, and the Dung Beetle Knight Monster.)
  • 34 x Gear cards
  • 41 x Dung Beetle Knight AI cards
  • 24 x Dung Beetle Knight HL cards
  • 11 x Dung Beetle Knight Resource cards
  • 5 x Strange Resource cards
  • 7 x Dung Beetle Knight Hunt Event cards
  • 1 x Terrain card
  • 2 x Disorder cards
  • 2 x Fighting Art cards
  • 1 x Secret Fighting Art card
  • 1 x Armor Set Bonus card
  • 3 x Tactics cards
  • 2 x Innovation cards
  • 1 x Dung Beetle Knight Settlement Location
  • 2 x Dung Beetle Knight card dividers

Upgrade the Core Game

  • Add the Dung Beetle Knight Card Divider, AI, Hit Location, Hunt, and Resource cards to the monster section of the core game box.
  • Add the new disorders to the Disorders deck.
  • Add the new fighting arts to the Fighting Arts deck.
  • Add the new secret fighting art to the Secret Fighting Arts deck.
  • Add the new gear and Armor Set bonus card to the gear box.
  • Add the new terrain to the Terrain deck.
  • Add the 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: Rumbling in the Dark, Showdown: Dung Beetle Knight, Spelunking of Death, Black Harvest, Underground Sow, and Secret Meeting.

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 Dung Beetle Knight to your current campaign, add the story event Rumbling in the Dark (a story event found in this book) to Lantern Year 8 on the timeline or the next year on the timeline, whichever is later. When you trigger it, read the story and follow it through to the end.

New Campaign

To add the Dung Beetle Knight to a new campaign, add Rumbling in the Dark to Lantern Year 8 on the timeline of your settlement record sheet.

Knight Expansions & Tactics Deck

The Dung Beetle 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 DBK Errant Badge gear. This gear is crafted at the Wet Resin Crafter settlement location included in this expansion.

The DBK Errant 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 tactics cards together in your game box as the Tactics deck.

Rules

Monster Level Symbol

The ★ symbol on all game cards and events refers to the monster's level. For example, the Dung Beetle Knight's Feculent Drumming AI card instructs all survivors to suffer ★+2 brain damage. In a showdown against a level 2 Dung Beetle Knight, this would be 4 brain damage.

On Collision

"On collision" is shorthand for when a monster, survivor, or terrain tile collides with something else. Cards that read "on collision" have special rules describing what happens when two things collide. Refer to the Kingdom Death: Monster core game for full collision rules.

Monster Targeting - Stinky Threat

The Dung Beetle Knight's keen sense of smell allows it to target stinky threats or survivors. Survivors become stinky as a result of carrying gear with the stinky keyword in their gear grids, or through status cards, disorders, or other effects that make them stinky targets.

Reminders & Clarifications

If a survivor suffers damage and no hit location is specified, roll a hit location die to determine where they are damaged.

Calcified Gear

This expansion includes double-sided gear cards: they have a normal side and a calcified side. Survivors must Encase & Bury normal gear during the Underground Sow story event to start calcification. They must Unbury Gear during the Black Harvest story event to gain the calcified gear.

Once gear is calcified, flip it to the calcified side. After calcification, the normal side of that gear cannot be used.

Each gear card must be calcified individually; it is possible to have both a Digging Claw and a Calcified Digging Claw. In that case, since they are different pieces of gear, they cannot be paired.

The Dung Beetle Knight gear includes new cards for the Zanbato gear. While this gear is made at the Weapon Crafter settlement location, it can be calcified using the Underground Sow story event.

Hit Location Type - Parry

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.

Resin Dung Ball

This terrain is a unique physical model and has additional rules. It is represented by the Resin Dung Ball miniature on a 50mm base and counts as a terrain tile. It is often referred to as "the ball."

The Resin Dung Ball is moving terrain and has specific movement rules. It can also collide with survivors, monsters, and terrain, and has specific collision rules.

Resin Dung Ball & Dung Beetle Knight

The ball does not block the Dung Beetle Knight's line of sight (it is experienced with using it). The Dung Beetle Knight will not move through, be placed, or end its movement on the ball unless it suffers knockback.

Ball Collision with Monsters

The ball cannot be moved into a space occupied by a monster. If it would, stop the ball just before the monster (ending adjacent to the monster).

Ball Collision with Survivors

When the ball moves through a survivor, the ball and survivor collide. Apply normal rules for survivors colliding with terrain.

If the ball ends its movement on a survivor, they collide and the survivor suffers knockback 5 (in the same way as monsters landing on survivors).

Ball Collision with Other Terrain

When the ball collides with another terrain tile, the ball destroys it (archive that terrain tile).

If the ball collides with impassable terrain, stop the ball just before the terrain tile, then destroy the tile. If the ball collides with the Nightmare Tree or an indestructible terrain tile, stop the ball's movement just before the terrain tile and do not destroy it.

Monster Knockback

The Dung Beetle Knight can suffer knockback just like a survivor. When it does, move the monster the indicated number of spaces away from the source of knockback. If this would move the monster into or over the Resin Dung Ball, stop the monster's movement just before it, then move the ball 1d10 spaces in the same direction the monster was traveling.

Resin Dung Ball & Other Monsters

The Resin Dung Ball may appear as terrain in showdowns with other monsters. Apply the following rules:

  • The ball blocks monster field of view.
  • Monsters may move through the Resin Dung Ball. They simply jump, step, or pass over it.
  • If a monster ends its movement on the Resin Dung Ball, move the ball 1d10 spaces in the direction the monster was traveling.

Moving the Ball

When an AI card instructs you to move the ball towards a target or through a target, determine if the ball is moving straight or angled and then move it according to the following rules:

Straight: If you can draw a straight line in a cardinal direction from the ball to its target, move the ball along that path and stop its movement at the board edge.

Angled: If you cannot draw a straight line in a cardinal direction from the ball to its target, draw a line from the center of the ball to its target. The monster controller moves the ball along this path. If the ball would move off of the showdown board, continue its movement along the board edge instead. If movement is unclear, the monster controller decides it.

[Diagram: incorrect angled movement; ball must move along the diagonal line.]

[Diagram: correct angled movement, using diagonal shorthand.]

Move the ball towards the target: Move the ball the maximum distance rolled. Stop adjacent to the target.

Move the ball through the target: Move the ball the maximum distance rolled. Continue ball movement after reaching the target.

Burrowing into a Giant Stone Face

If the Dung Beetle Knight is placed on the Giant Stone Face while performing Burrow, it surfaces into the stone, stunning itself and destroying the terrain! Archive the terrain tile, ignore the effects of Burrow, and place the monster knocked down where the Giant Stone Face was. If a survivor is on the Giant Stone Face, they suffer ★ damage, knockback 7 and are knocked down.

Rumbling in the Dark

Narrative text of the story event is omitted below; the mechanical instructions are transcribed in order.

[Narrative omitted.]

Nominate a female survivor. That survivor gains +1 permanent strength.

[Narrative omitted.]

The nominated female survivor gains the Vermin Obsession disorder.

[Narrative omitted.]

Gain the Round Stone Training innovation.

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

Showdown: Dung Beetle Knight

Story Event. Location: Quarry.

[Narrative omitted.]

Instinct: Defensive Spit Salve. If there are any, put an archived Century Carapace hit location card back on top of the hit location deck. The monster flies back to its ball. Place it adjacent to the Resin Dung Ball with the ball in its blind spot.

[The Blind Spot diagram is omitted.]

The three columns headed by letter icons are transcribed as B, A and L.

LevelBALMovTghSpdDmg
173-712--
2761714+1+1
3892818+2+2

Level 1 AI cards: Baller, Power Forward, Separation Anxiety, Prepared Tunnels.

Level 2 AI cards: Baller, Power Forward, Separation Anxiety, Prepared Tunnels, Heavy Load.

Level 3 AI cards: Baller, Power Forward, Separation Anxiety, Prepared Tunnels, Heavy Load, Burrow.

Tokens (Level 3): +1 accuracy, +1 evasion.

Showdown Setup

Terrain & Deployment

  • 1 Resin Dung Ball terrain card, set up behind the monster.
  • 2 Stone Column terrain cards, set up on the yellow spaces.
  • 1 Bug Spot terrain card, set up on the purple space.
  • Place the monster in the center of the board.
  • Place survivors on any blue space.

Aftermath

Victory

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

Defeat

Nominate 4 survivors. They discover the corpses of the defeated survivors just outside the settlement. The bodies are mere husks, missing their internal organs. The nominated survivors gain +1 insanity, a random disorder, and must depart the next settlement phase, if possible.

Rewards

[Narrative omitted.]

The group gains the following rewards:

LevelReward
16 basic, 4 Dung Beetle Knight resources. 2 Caustic Preserved Dung strange resources.
27 basic, 6 Dung Beetle Knight resources. 3 Caustic Preserved Dung strange resources. 1 Scell strange resource.
38 basic, 8 Dung Beetle Knight resources. 3 Caustic Preserved Dung strange resources. 1 Scell strange resource. 1 Calcified Juggernaut Blade rare gear.

After collecting rewards, add the story event Spelunking of Death.

The first time the settlement defeats the Dung Beetle Knight after they innovated Storytelling, add the story event Secret Meeting to the timeline 2 years from now.

Spelunking of Death

Story Event.

The group investigates the monster's network of tunnels and are inspired by the rich vegetation.

If your settlement does not already have it, gain the Subterranean Agriculture innovation.

Nominate up to 4 victorious survivors from the last showdown to be spelunkers. One at a time, each spelunker rolls 1d10 on the table below.

RollResult
7+Beneath a passage of bones, you find a secret entrance and are compelled to attempt the Trial of Valor.
5-6If you have a pickaxe, you find a corpse clutching something tightly to its chest. Gain 1 Skull basic resource and 1 Iron strange resource. Otherwise, gain +1 courage.
2-4You find the remnants of an abandoned Resin Dung Ball. Gain 1 Preserved Caustic Dung Dung Beetle Knight resource.
1The passage collapses, burying you. You die. End this event.

Trial of Valor

Roll 1d10, adding half your courage (rounded up).

RollResult
1-2You die. Your corpse is incinerated. Archive your gear.
3-7You fail, but master your fears. Gain +1 courage.
8-9You fail, but grow stronger. Gain +1 permanent strength.
10+You have passed and may attempt the Trial of Wits.

Trial of Wits

Roll 1d10, adding half your understanding (round up).

RollResult
1-7You die. Your corpse is mysteriously found in the settlement.
8-9You fail, but feel an unseen gaze. Gain +1 permanent luck.
10+Gain the Hidden Crimson Jewel rare gear. If the settlement already has it, gain up to 3 fighting arts of your choice instead, as a voice only you can hear floods your mind with knowledge.

Underground Sow

Story Event.

The settlement laboriously works the ground. Prepare the Farm. In addition, you may Encase & Bury Gear.

Prepare the Farm

Nominate 1 or more survivors to be Farmers. A survivor cannot be a Farmer if they have already endeavored elsewhere this settlement phase. All Farmers toil underground, pulling nightmare weeds and fighting seed-eating insects.

The Farmers are exhausted by their task. They cannot depart or spend endeavors this settlement phase.

Roll 1d10, adding the number of Farmers to the result.

RollResult
1-6All Farmers die, nourishing the soil. Add the story event Black Harvest 1 to the timeline 4 years from now.
7-14Add the story event Black Harvest 1 to the timeline 4 years from now.
15+The Farmers zealously clear the underground farm with aid from the settlement. Add the story event Black Harvest 1 to the timeline 3 years from now and gain 2 random vermin resources. All Farmers and departing survivors this year gain the Vermin Obsession disorder.

Encase & Bury Gear

Nominate 1 or more survivors to be Embalmers. A survivor cannot be an Embalmer if they have already endeavored elsewhere this settlement phase. The Embalmers carefully construct casings and bury gear deep in mineral-rich soil.

The Embalmers are exhausted by their task. They cannot depart or spend endeavors this settlement phase.

For each Embalmer, select 1 gear with the mineral keyword and spend 1 Preserved Caustic Dung strange resource. For each piece of gear selected, roll 1d10.

RollResult
1-4Your casing is imperfect. Spend 1 bone to create a bonemeal patch for it. If you do, bury the gear. Otherwise, your casing breaks and nothing happens.
5+You bury the gear. Gain +1 understanding.

Bury the Gear

The gear has been expertly buried. Indicate this on the settlement storage and archive the gear. Gear may be recovered during the Black Harvest story event.

Black Harvest

Story Event.

The settlement nominates a survivor to be the Gatherer. The Gatherer performs one of the following events, depending on the level of Black Harvest. In addition, the settlement may Unbury Gear that they encased and buried in the Underground Sow story event.

Rotten Acanthus (Level 1)

The Gatherer descends into the darkness. They inhale dangerous vapors, gaining +2 insanity and a random disorder. They return with armfuls of rancid ferns. Picking through them, the settlement finds 2 Fresh Acanthus strange resources. If the Gatherer has Legendary Lungs, they are able to go deep enough to find a half-digested White Lion corpse. Gain 1 random White Lion resource.

This Settlement Phase:

  • Departing survivors gain +2 survival.

Nightmare Corn (Level 2)

The Gatherer descends into a tunnel. They return with baskets brimming with Nightmare Corn. If the Gatherer has Zero Presence, they harvest safely. Otherwise, kernel growths appear on their spine. Gain the Motion Sickness disorder.

This Settlement Phase:

  • You may craft gear at the Wet Resin Crafter which needs Nightmare Corn.
  • Departing survivors gain +2 survival.
  • Departing survivors that can consume gain [shield icon: value illegible at this resolution] to all hit locations.

Vampiric Artichoke (Level 3)

The Gatherer descends with a team to harvest; the Gatherer is entrusted to serve as bait. The team manages to return with a prized Vampiric Artichoke. Roll 1d10. On a result of 1-8, the Gatherer's blood is drained by the bizarre plant and they die. Regardless, the settlement feasts!

This Settlement Phase:

  • You may craft gear at the Wet Resin Crafter which needs Nightmare Corn.
  • You may craft gear at the Wet Resin Crafter which needs Vampiric Artichoke.
  • Departing survivors that can consume gain [shield icon: value illegible at this resolution] to all hit locations.
  • Departing survivors gain survival up to the survival limit.
  • Ignore 1 ingredient from any Cooking recipe.

Unbury Gear

Nominate 1 or more survivors to be Restorers. A survivor cannot be a Restorer if they have endeavored elsewhere this settlement phase. They carefully unbury the encased gear and gingerly work to free the item without damaging it.

All Restorers are exhausted by their task. They cannot depart or spend endeavors this settlement phase.

Each Restorer selects 1 buried gear from storage and rolls 1d10. The group may archive a Scell strange resource to add +4 to all Restorers' roll results this year.

RollResult
1-4You ruin the item. If the settlement innovated Sculpture, you refuse to return empty-handed and artfully use the remains. Gain the Trash Crown rare gear. In all cases, toiling in the encased gas poisons you. You die at the end of this settlement phase.
5+Successful Calcification! You are heralded as a master Restorer. If you have 0 Hunt XP, you cherish this moment forever! Draw 3 random fighting arts and select 1 to gain.

Successful Calcification

The gear is unburied. Remove it from storage and gain its calcified side. The gear is forever changed; you may only use its calcified version.

Secret Meeting

Story Event.

Nominate the survivor with the least hunt XP and follow Part 1.

Part 1

[Narrative omitted.]

The nominated survivor gains +1 understanding and the Secretive disorder. Add the story event Secret Meeting - Part 2 to the timeline 1+1d5 years from now.

Part 2

Nominate a survivor with the Secretive disorder and 3+ hunt XP. If there are none, end this story event.

[Narrative omitted.]

The nominated survivor gains the Beetle Strength secret fighting art, +2 permanent strength, and +1 permanent speed. Add the story event Secret Meeting - Part 3 to the timeline 2 years from now.

Part 3

[Narrative omitted.]

Add the Old Master to the Quarry list.

Old Master

LevelMovTghSpdDmg
4925+2+5

The sheet's "Custom Deck List" box refers to the Custom AI Deck List below.

Traits (as printed on the sheet): Life(25), Heavy Load, Sword Master, Burrow, Baller, Power Forward, Berserker.

Tokens: +1 Accuracy, +3 Luck.

Custom AI Deck List

  • 1x Backspin Shot
  • 1x Smash Shot
  • 1x Feculent Drumming
  • 1x Resin Plated Right
  • 1x Resin Hilt Bash
  • 1x Resin Sword Slash

TYPE: Dung Beetle Knight.

HUNT: Skip directly to showdown.

TERRAIN & DEPLOYMENT: Normal Dung Beetle Knight setup.

SPECIAL: If the monster suffers a wound from the Beetle Strength fighting art, it remembers for a moment. It suffers 4 additional wounds and is knocked down.

VICTORY: +1 Hunt XP, +3 Weapon Proficiency, + Level 3 Dung Beetle Knight rewards. Add 4 Elytra to settlement storage. Remove Old Master from the Quarry list, it cannot be hunted again.

DEFEAT: The survivors never return home.