KDM Player Console
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This product contains small parts and small rare earth magnets, so is not suitable for young children.
The main purpose of the grid is to cut down on paper/token based admin, a feat that is achieved by following configuration:
- A wooden gear grid to hold gear cards. Sleeved cards fit too comfortably.
- Dials to track attributes such as Strength, Evasion, etc. The range is now pretty high, it can go up to 20-30. Maybe a bit too high for e.g. Luck, but we had games where Strength was 14 for some characters in LY13. So better to be safe than sorry
- Attribute dials can also indicate negative numbers, as those attributes can go into the minus due to penalty tokens.
- Hit locations/Armor can be maintained the same way, indicates also Light/Heavy injuries.
- Survival, Insanity and Bleed tokens are also having an own dials.
- Finally, there is an Extra dial, which can be used for showdown specific stuff like Phoenix Age tokens, or can be used to record how many charges of an ammo (e.g. Sunspot Darts) has been used up.
- On the bottom line of the gear grid, there are some frequently overlooked rules. These will be of course covered by gear, but it is there for an easy reach if needed. (Sorry, I could not squeeze knockdown and collision rules)
- New versions all comes with holes to make card removal easier
Another benefit, that this grid serves as an easy persistent storage for gear grids: no need to push back cards any more to box/card holders. You can just keep the gears in the grid until the next play night.
The main idea is to keep permanent stats on paper (like base Strength, Accuracy, etc), but everything that is "transient" (e.g. tokens, gear-provided stats) are reflected in dials.
We usually use this so that when survivors depart, every player sets first the permanent attributes, survival and insanity (these are recorded on character sheet) and also the armor on each hit locations. Then attributes further modified by "transient" values coming mostly from gear affinities and power. When hunt/showdown is ongoing and someone receives a +/- token, we just adjust the dials. Survival/Insanity is updated back to character sheets once per session at most, but if same characters will be used next time, even this is not necessary.
This way character sheet is used only for recording fighting arts, disorders and permanent abilities, which is not so frequent. An full-page character sheet can be kept on top of the grid (or under it), so this grid is the entire space needed for a character.
The magnets should be glued into the dials and board with the same polarity (direction) for all magnets, preferably by using epoxy glue. Then the dials can be clicked into place (after the epoxy has dried) by matching the logos on the dials. My preferred setup is the following
- 1st line: Move, Strength, Accuracy -> The dials, that has a "-" sign, as these can be negative.
- 2nd line: Evasion, Luck, Speed -> The dials, that has a "-" sign, as these can be negative.
- 3rd line: Extra, Bleed, Survival -> Dials, that have an 1-4 (Bleed) and 1-5 ranges (Survival, Extra)
- 4th & 5th line:
- Brain -> The one dial, that has "L" sign, but no "H" (as brain can get only light injuries)
- Head -> The one dial, that has "H" sign, but no "L" (as head can get only heavy injuries),
- Arm, Body, Waist, Leg -> Dials, that has both "L" and "H" signs.