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Kingdom Death: Monster» Forums » Rules

Subject: Can we hunt a Nemesis? rss

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Bob Bob
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In our last session, we 'fought' the Lion Knight, and though we were victorious, one of his retinue disarmed our Axe-wielder.
Since there's apparently only two 1-handed axes in the game, that means he's stuck using a Bone Axe until we can either get The Butcher's Cleaver, or the result from him that lets us heal a dismembered limb.
It's year 12, and our next Nemesis Encounter isn't till LY 16, that's a long time to wait, so we were thinking of tracking down The Butcher, which I though I recalled was an option, but right now I can't seem to find it anywhere.
 
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Steve Trewartha
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You normally cannot choose to hunt a nemesis monster, no. You are correct that there is one way to trigger a special showdown with a nemesis monster. It is through
Spoiler (click to reveal)
an innovation
.

Specific name of it:
Spoiler (click to reveal)
The innovation is heart flute


Also there are a few other 1-handed axes in expansions. Gaxe from the gorm and denticle axe from the sunstalker.
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Bob Bob
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strewart wrote:
You normally cannot choose to hunt a nemesis monster, no.

Nuts, I guess he's stuck with the Bone Axe then.

Quote:
Also there are a few other 1-handed axes in expansions. Gaxe from the gorm and denticle axe from the sunstalker.


Unfortunately, neither of those is part of our current campaign, so theres not really a way for use to craft those weapons...
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Unfortunately, unless you play with the Axe friendly expansions (as mentioned above), playing an axe wielding survivor is not really a great experience if you lose an arm on that survivor.

Spoiler (click to reveal)
Maybe introduce the Gorm or Sunstalker partway through the campaign using the rules for adding an expansion to the game? (If you own either of them that is). However you can't get Denticle Axes without being able to beat the L2 Sunstalker anyway.

Otherwise it's going to have to be The Heart Flute for Cleavers.

This issue is one of the reasons why I think the Gorm is currently a must have part of the core game experience.
 
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Why is everybody leaving out the Sonic Tomahawk that can be built in the Plumery? 1h-Axe, core game, readily available.
 
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Paul Artl
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Hyos wrote:
Why is everybody leaving out the Sonic Tomahawk that can be built in the Plumery? 1h-Axe, core game, readily available.


Pretty sure the Bone Axe is better than it Sonic Tomahawk and that sword (Hollow Sword?) are both terrible, terrible weapons. If I remember correctly, Tomahawk has a strength of 2?
 
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Bob Bob
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To be honest, I missed it when looking through my box, and it doesn't show up as an Axe on the reference site I consulted. but yeah, STR 2, and needs a million affinities to get Savage (and Paired, but then the other one also needs to complete it's Red box to also get Paired or you can't use them together...)

Italics, I considered adding the Gorm, but we have already added all 3 Knights plus the Dragon King and Slenderman to our campaign and my players are showing signs of being overwhelmed at the choices. If we just did a random, 1-off Gorm hunt, what are the odds of getting the parts needed for a Gaxe?
 
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Eugene Shuvaev
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HandofBobb wrote:
Italics, I considered adding the Gorm, but we have already added all 3 Knights plus the Dragon King and Slenderman to our campaign and my players are showing signs of being overwhelmed at the choices. If we just did a random, 1-off Gorm hunt, what are the odds of getting the parts needed for a Gaxe?

I'm not Italics, but still :)

The chances are pretty good actually. You need 1 dense bone and 1 stout hide to craft a Gaxe. There are 4 hides in Gorm's 21-card HL deck, and if you'll loot one, Nigredo would help you with a dense bone.

And consider hunting a L2 Gorm to maximize the odds, it should be pretty much doable at LY12.
 
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Hyos wrote:
Why is everybody leaving out the Sonic Tomahawk that can be built in the Plumery? 1h-Axe, core game, readily available.

Because unless you have high strength it's awful unless you fight exclusively level 1 lions and antelopes. It should be at least Strength 4 or 5 considering the monster you have to kill to get it. Same with the stupid Hollow Bone swords.

Bone Axe is straight up better.

Only good Phoenix weapons are the Arc Bow, Finger of God and (possibly) the Rainbow Katana.

HandofBobb wrote:
To be honest, I missed it when looking through my box, and it doesn't show up as an Axe on the reference site I consulted. but yeah, STR 2, and needs a million affinities to get Savage (and Paired, but then the other one also needs to complete it's Red box to also get Paired or you can't use them together...)

Italics, I considered adding the Gorm, but we have already added all 3 Knights plus the Dragon King and Slenderman to our campaign and my players are showing signs of being overwhelmed at the choices. If we just did a random, 1-off Gorm hunt, what are the odds of getting the parts needed for a Gaxe?


1. Don't do it unless you have Drums -> Song of the Brave already innovated so you can instantly clear out the Gorm Climate. Otherwise you will need to either 'fudge' things by ignoring the Gorm Climate rules or deal with Gorm Climate forever. (You might, for the sake of making the game fun, want to apply GM Fiat here and just not add Gorm Climate to the game).

2. It's a reasonable chance, better if you are able to hunt the L2, depends on how set you are for crit farming in order to try and pull some resources out of the deck and increase the chances of getting the resources you want on the kill.

3. As mentioned above, you can get the Dense Bone (at a high cost) if you don't manage to draw it from the deck, so you just need the sturdy hide.
 
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Steve Trewartha
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Italics wrote:

1. Don't do it unless you have Drums -> Song of the Brave already innovated so you can instantly clear out the Gorm Climate. Otherwise you will need to either 'fudge' things by ignoring the Gorm Climate rules or deal with Gorm Climate forever. (You might, for the sake of making the game fun, want to apply GM Fiat here and just not add Gorm Climate to the game).


If we jam the gorm into a campaign and don't intend to fight it very often, we resolve gorm climate then roll a D10 and on a 6+ it goes away, 1-5 it stays.
 
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Alessio Massuoli
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strewart wrote:
Italics wrote:

1. Don't do it unless you have Drums -> Song of the Brave already innovated so you can instantly clear out the Gorm Climate. Otherwise you will need to either 'fudge' things by ignoring the Gorm Climate rules or deal with Gorm Climate forever. (You might, for the sake of making the game fun, want to apply GM Fiat here and just not add Gorm Climate to the game).


If we jam the gorm into a campaign and don't intend to fight it very often, we resolve gorm climate then roll a D10 and on a 6+ it goes away, 1-5 it stays.


Well, you have to fight it once to get rid of gorm climate anyway.
 
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Jeroen van Loon
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And don't forget the option to have the dismembered character choose a different specialisation, if fancy 1h axes are not within your reach.

I know axes and it's perks are nice, and I prefer them myself but hey... you'll get to try new strategies for free
 
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Bob Bob
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Oh, I know- but this guy's player is the one in our group who is having the hardest time grokking "It's not an RPG", so is fairly attached to his character/playstyle. Funny thing was, when it happened, we had an old Bone Axe in storage and we were like "well, he can just use this- unless we fight The Butcher, Superdense locations aren't really that common...", so of course, he finds the one SD location on the Flower Knight...
 
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