(21/41: 2012) ADAM POOTS
The Jury Duty Epiphany
Before Kingdom Death, Poots was a web developer. He had worked at Atari, built front-end interfaces, and founded a social bookmarking startup called Poots.com. In 2008, while waiting for jury duty, he picked up an RPG rulebook and decided he could do better. The ambition was specific: take the dungeon-crawl structure of HeroQuest and Warhammer Quest—games he loved as a kid—and smash it into the boss-hunting loop of Capcom’s Monster Hunter video game series. One massive creature per encounter instead of corridors full of minor enemies. A settlement that grows between hunts. Consequences that stick.
He spent ten thousand dollars of his own savings on freelance artists and 3D-printed miniature prototypes. His first Kickstarter in 2009 sought fifteen hundred dollars for a single miniature. It funded. A second campaign for an iOS app failed. Then in November 2012 he launched Kingdom Death: Monster with a thirty-five-thousand-dollar goal. It closed at two million.
The Machine Under the Darkness
Kingdom Death: Monster operates as three interlocking systems. The Hunt phase sends survivors across a procedurally generated landscape toward their quarry. The Showdown phase pits them against a monster governed by its own AI behavior deck—a stack of cards that determines movement, attacks, and reactions without a human opponent. The Settlement phase, between hunts, handles crafting, population management, random events, and the slow accumulation of innovations that represent your civilization’s cultural and technological evolution.
The AI deck is the engine room. Each monster type has a unique deck that creates learnable but unpredictable behavior patterns. Hit location cards add a second layer—when survivors strike, they draw from the monster’s hit location deck, then roll to wound, creating a satisfying granularity that makes each attack feel consequential. The gear grid, a three-by-three equipment layout with adjacency synergies, turns loadout management into a spatial puzzle.
What holds these systems together is a design philosophy most modern games have abandoned: genuine punishment. Characters die permanently. Settlements collapse. Dozens of hours of investment can evaporate on a bad roll. Poots has described this as intentional—the darkness is the point, and the stories that emerge from catastrophic loss are the game’s primary output.
The Refinement Loop
Version 1.0 shipped to backers in 2015. Version 1.5 launched on Kickstarter in November 2016 and hit one million dollars in nineteen minutes—at the time, the fastest million in Kickstarter history. That campaign closed at $12.4 million from over nineteen thousand backers, making it the fourth highest-funded Kickstarter project of any category. Sixteen new expansions arrived with 1.5, each adding monsters, settlement locations, gear, and story events that plug into the existing framework.
The evolution from 1.0 to 1.5 to the in-development 1.6 shows iterative craft improvement within a fixed architecture. Balance adjustments, streamlined rules, expanded content—but the fundamental structure has remained stable since 2012. This is refinement, not reinvention. Poots has spent fifteen years solving one design problem from every possible angle rather than testing himself against different ones.
The Empty Echo Chamber
Here is the fact that defines Poots’s position in this ranking: no other designer has publicly cited Kingdom Death: Monster as a mechanical influence. No third-party supplements exist under license. No published game lists it in an “inspired by” section. The game has a passionate community—fan-made terrain, painting guides, strategy wikis, an active subreddit—but that is consumer engagement, not design propagation.
Contemporary cooperative games with similar DNA—Gloomhaven, the Darkest Dungeon board game, the Dark Souls board game—may share thematic territory, but none have documented connections to Kingdom Death’s specific mechanical innovations. The AI behavior deck, the hit location system, the gear grid—these are well-built tools that nobody else has picked up. Whether this reflects the game’s intimidating complexity, its niche aesthetic, or simply the insularity of its community, the result is the same: massive commercial success with near-zero design influence.
The Scoring Case
Invention: 6 — “Smart combination”
Poots fused dungeon-crawl fundamentals (HeroQuest, Warhammer Quest) with boss-hunting structure (Monster Hunter) and settlement management into a coherent whole that felt fresh in 2012. The AI behavior deck and hit location system are genuine creative contributions that opened modest new design space. But no new category emerged—this is a sophisticated synthesis of existing elements, not something people looked at and said “what IS this?” He was ahead of the field in combining these specific ingredients. 6 vs 5: ahead, not with.
Architecture: 7 — “Built to last, built for itself”
The system supports one hundred or more hours of campaign play. Subsystems interlock meaningfully—what you kill determines what you craft, which determines how you fight the next thing. Sixteen expansions plug cleanly into the core framework, demonstrating real extensibility. BGG complexity rating of 4.27 out of 5. Balance criticisms are persistent but arguable as intentional design philosophy. The cap at 7 holds because nobody else built on this architecture—brilliant system nobody copies caps at approximately 7 per the methodology.
Mastery: 4 — “Developing craft”
One game, refined iteratively over fifteen years. The refinement from 1.0 to 1.5 demonstrates improvement, and solo creative attribution is strong—Poots is the undisputed design visionary. But mastery requires demonstrated range across different design problems. A single design lineage, however deep, cannot demonstrate the breadth that separates a 5 from a 4. He has logged ten thousand hours on one problem, not ten thousand hours across the craft.
Adjustment Checklist
- ■ ✔ Longevity 10+ years (+1) — Active design from 2012 to present, thirteen years. All on one game, but the trigger is met.
- ■ ✔ Full-time career (+1) — Game design has been Poots’s primary profession since 2012. He left web development to run Kingdom Death full-time.
- ■ ✔ Awards (+1) — Golden Geek nominations for Best Innovative Board Game, Board Game of the Year, Best Thematic Board Game, and Best Solo Board Game (2015).
- ■ ✘ Branded name (+0) — Non-gamers do not recognize Kingdom Death. Fails the grandmother test.
- ■ ✘ Cross-genre success (+0) — Single format: cooperative miniatures board game. No RPGs, no wargames, no card games.
- ■ ✔ Commercial success (+1) — Over $14.4 million in Kickstarter revenue alone across two campaigns. Single title easily exceeds the $10M threshold.
- ■ ✘ Design propagation (+0) — No documented evidence of other designers building on Kingdom Death’s mechanical innovations.
- ■ ✘ Field stewardship (+0) — No documented mentorship programs, advocacy efforts, or field-building contributions beyond his own game.
The Obsidian Monument
The hidden pattern in Poots’s career is the relationship between depth and isolation. Kingdom Death: Monster is built like a fortress—massive, internally coherent, self-sustaining. Its community is devoted. Its commercial engine is proven. Its creator has demonstrated the rare discipline of spending fifteen years refining a single vision rather than chasing the next project.
But fortresses, by design, keep things out as much as they keep things in. The game’s extreme aesthetic, premium price point, and punishing difficulty have created a self-selecting audience that loves what it loves fiercely and does not evangelize to the broader design community. Poots built something remarkable in isolation, and that isolation is reflected in every pillar of this score.
He is the tabletop equivalent of a filmmaker who made one epic and spent fifteen years releasing director’s cuts. The craft within that single work is real. The question the next decade answers is whether he ever opens a second door—whether a different game, a different genre, a different problem set reveals whether the depth of Kingdom Death reflects mastery of the craft or mastery of a single puzzle.
Total: 21 points. Year: 2012.
21 points. 2012.
He is the tabletop equivalent of a filmmaker who made one epic and spent fifteen years releasing director’s cuts. The craft within that single work is real. The question the next decade answers is whether he ever opens a second door—whether a different game, a different genre, a different problem set reveals whether the depth of Kingdom Death reflects mastery of the craft or mastery of a single puzzle.
