Screaming God and Black Knight GenCon demo breakdown
Screaming God
For the demo, we all started with no armor, 3 bleed, and 4 survival. This is a quarry that shows up after the watcher so quite late game. As such, we had access to some nice weapons. I believe it was an oxidized zanbato, sky harpoon, the bow from sunstalker and either a finger of god or lance of longines, some spear. No new gear was shown, just the monster.
So the setup is interesting. The premise is there is a heard of screaming antelopes stampeding from one end of the board our way (they had some awesome 3d printed sculpts of what a wall of screaming antelopes looks like, I can post pictures later maybe) and we're tasked with killing this creature that is kind of like a super antelope while running away from the stampede. The stampede itself doesn't move, instead at the beginning of every monster turn, he draws a card from a special deck that shows where 3 3x3 "walls" are placed, always on the end opposite the stampede. Then, all the wall pieces are moved 6 spaces toward the stampede, simulating us running. If you are caught by the wall, you're dragged with it. If you get dragged or knocked into the stampede wall, I believe it is instant death but it didn't actually happen to us. As you can imagine, positioning is pretty important. Especially because he had a trait that came up a lot where a huge area of effect in front of and diagonally outward would be knocked down. So if you get knocked down behind a wall and then it moves you back I to the stampede next turn, that's not great.
The screaming god had basically infinite movement so there was no dash cancelling or anything like that. We only saw b level AI cards but they were fairly standard, low speed, low accuracy, high damage and sometimes afterdamge of moving the monster. Which sucked because he had a super version of trample where if you suffer collision, you roll a d10 and need a lantern to not insta die. This could of been for demo purposes to speed us up though, idk if final.
But anyways, the fight was fun, constantly moving around this ever shifting barrage of walls while still trying to land attacks. I also found out theres a twist when it comes to gaining resources from him after the fight. I'll paraphrase what the demoer said since I'm not sure if he was speaking in lore terms or literally. "Just because you killed the screaming god, that doesn't stop the stampede coming your way. You dont have as much time to try and harvest resources. The further away from the stampede you are, the more you can get. So do you move 6 spaces closer to harvest those big useful horns or spend less time getting something easier off him?" Something along those lines. So where you are when you get the killing blow really matters which is interesting, especially because the moving walls are constantly shoving you closer to the stampede. I thought it was a cool touch.
Black Knight
This was probably my favorite of the two and I could see it becoming my favorite nemesis. Setup was no survival, 3 bleed, and no armor, though the light and heavy boxes could actually come into play against him while the screaming god seemed to have a minimum damage of 5 so the boxes didn't matter. He appears much earlier so our gear was not as good. I had a single lion katar but also a full lion set so it was a little powered up. We also had another sky harpoon, finger of god and a butcher cleaver.
Interestingly, the board was modular, consisting of 4x4 grids placed together to make the same size as a regular board. It could of just been to show off the ridiculously nice plastic board they had made just for demoing, idk. But strewn all about it were a ton of garbage terrain and several statues. The statues exist at the vertex of some grids and had some arrows to help out. Basically if you were knocked into a statue, you would rebound at a 90 degree angle to the path of entry. The kicker is if you're knocked off the board, you need to roll a result based on how far you would of been knocked off the board or you die and you can be knocked through the garbage terrain, taking one point of damage for each one passed through. His standard knockback seemed to be 8 so you can quickly wrack up a ton of damage from the garbage piles. However, the garbage piles went away after you took damage from them so gray the board would clear out. It was also frustrating because with the knockback 8, he was then very difficult to get to attack, especially with no survival.
He did a lot of picking a character up and throwing them at the statues so just like with the screaming god, positioning was vital. I didn't get to see quite as much since we died much quicker to him (for what it's worth, I was the last standing survivor against the screaming god and killed it on a critical hit with savage to do his last two health. The black knight killed us all easily with probably 4 or 5 ai cards left. Keep in mind, they had far fewer ai cards and toughness than usual for demo purposes.) He also had a few attacks where he leaped off the board and crashed down in a 4x4 piece of the board and would knock down survivors.
From what I saw, the fight will be fantastic. I love the positional awareness you need to have against him, really cool.
Conclusion
Both demos just got me super pumped for the next set of expansions. You can tell the designers have learned a lot about kdm and how we play and are starting to design into that. I love having to think about where I'm positioned at all times. It sucks that these are still 2 years out or so but it certainly seems like good things are coming to those of us that wait.