↧
New Image for King of Tokyo
↧
New Image for King of Tokyo
↧
↧
Reply: King of Tokyo:: Reviews:: Re: A Pro-Wrestler's Review: King of Tokyo
by Bigshowfan
Have amended the review to add some more critical opinion. Thanks for keeping me honest strange squirrel man...↧
Thread: King of Tokyo:: Variants:: 2- Player Variant
by voynix
As many have mentioned, this game does not play as well with 2p. I feel one of the problems with playing only 2p is that it is not that hard to stay in Tokyo, since you only have to endure one other player's attacks. The the purpose of this simple variant is to make staying in Tokyo a little more difficult. All the basic rules are the same except the following:Set Up
1. Pick a 3rd "neutral" monster (NM). He does not need a board, just a figure.
Game Play
1. NM goes last
2. On NM's turn, he rolls the dice twice (not thrice), keeping only hits.
3. If not in Tokyo, NM takes no hits (but see advanced variant)
4. In Tokyo, NM takes hits (mark hits ny placing energy cubes next to him). When he has taken at least 4 hits, he will automatically yield Tokyo. This is always reset each time NM enters Tokyo, so NM never can actually be killed.
5. In Essesnce, NM has no use for energy cubes, hearts, numbers or cards.
Advanced variant: All the above plus:
1. NM collects energy cubes.
2. When NM collects at least a certain amount (say 5?) he gets to roll the light green dice too.
3. NM takes damge outside of Tokyo: Each hit makes him lose an energy cube. (In Tokyo he does not lose energy cubes when hit).
I have not really tested this advcanced variant much yet; just toying with it.
Thoughts?
↧
Reply: King of Tokyo:: Variants:: Re: 2- Player Variant
The other option is for each hit you take while in Tokyo, roll one die. If you roll any Claws, you MUST move out of Tokyo.
This is a simple, yet effective mod, but King of Tokyo still shines with more players.
This is a simple, yet effective mod, but King of Tokyo still shines with more players.
↧
↧
New Image for King of Tokyo
↧
Reply: King of Tokyo:: Variants:: Re: 2- Player Variant
by Nidale
I like it with 2 players without house rules.I think the voting results for 2 players are wrong like with any game because anyone just hit "not recommended" because they prefer to play it with 4 players or more. (See 7 Wonders topic on that matter if you don't believe me).
It's just a different game with 2, but I like it as much.
↧
New Video for King of Tokyo
by Ausofgame

↧
King of Tokyo: Power Up!
Welcome back to Board Game Radar. I’m focusing on another expansion this time, King of Tokyo: Power Up!. King of Tokyo and the new expansion are designed by Richard Garfield and published by IELLO. King of Tokyo: Power Up! is currently scheduled to be released at the Essen Game Fair. King of Tokyo is a yahtzee-style dice game of monsters fighting over Tokyo.
King of Tokyo hit my radar last year. I heard about a small game by Richard Garfield being released in Europe. At first, it didn’t do much to excite me, even though he has designed a couple of very cool games; Magic: The Gathering and RoboRally. I thought it was great that he had a new game coming out, but it sounded like a simple dice game that I wasn’t too interested in. As time went on, I started hearing good reports of the game. I ended up deciding to take a chance and got a copy. This turned out to be a great decision, since the first edition sold out and I loved the game! It quickly became my favorite filler.
In the game, you are a giant monster attacking Tokyo. The game plays out very similarly to yahtzee. You get three rolls of the dice, keeping any number of dice after each roll. Some rolls score you points, while other help you fight the other monsters. You can damage other monsters or heal yourself. Another die roll lets you build up energy, which lets your monster gain special powers. All the while, the monsters are playing a game of King of the Hill, with the hill being Tokyo. The game can end when a monster scores 20 points or eliminates all the other monsters. There’s really nothing special about the gameplay, but the game is just plain fun! It is one of those magical games that somehow become more than the sum of its parts.
Most of what I’ve learned about the expansion have come from the Three Donkeys podcast (http://www.threedonkeys.com/blog). Each of the monsters will get a personal set of cards that only they can use when they are able to power-up by rolling 3 hearts. The cards give each of the monsters their own personality, something that was definitely lacking in the original game. Cyber Bunny will have advantages while gaining and spending energy; Kraken will get healing and Cthulhu-flavored powers; The King will have advantages towards taking Tokyo; etc... Based on the cover image, it appears that a new monster will be joining the game, a giant Panda.
I thought the podcast was extremely interesting, especially when they talked about expansion ideas that didn’t make the cut. One idea was that rolling two 1’s would give you a small power and four 1’s would give you a major power. If you rolled three 1’s, though, you would get penalized. This is a neat idea that seems to borrow from the disasters in Matt Leacock’s Roll Through the Ages: The Bronze Age. Another idea was that each monster would get it’s own personal custom die. This seems like it would have been a really cool way to differentiate the monsters, but apparently didn’t work out well in playtesting.
Despite the game not having more cool custom dice and the curious choice of adding a giant panda (we already have an oversized mammal, The King; why not a giant bug or spider?), I’m really looking forward to this expansion. It is an auto-buy for me as soon as it is available. There’s very little that I don’t like about the base game. I consider it one of my favorite games, filler or not. I would be a little concerned that anything added could hurt the game more than help it, but listening to Richard Garfield puts my mind at ease. The amount of time and effort that he put into it really makes it sound like an improvement on the game, not just a quick cash-in.
↧
↧
Reply: King of Tokyo:: Rules:: Re: Isn't the Wings card too strong?
by Moosehead
Everyone seems to be playing this card differently than we did.We read it as: Keep the card to be be used once and then discarded. As the card says: "negate damage to you for a turn". We assumed that meant a single use only.
Is that wrong? Is there a faq somewhere that explains that we are doing it wrong?
↧
Reply: King of Tokyo:: Rules:: Re: Isn't the Wings card too strong?
Moosehead wrote:
Is that wrong? Is there a faq somewhere that explains that we are doing it wrong?
The rulebook, where it explains how a KEEP card functions.
↧
Thread: King of Tokyo:: General:: Monster Boards Not Tight
by Robman
About four of my monsters boards have really loose spinners. One little bump and their counters slide, which can cause problems if you don't remember your stats. However, three of the monster boards are tight, which is perfect.It appears that the plastic pegs holding them in place are glued. I don't want to pry too hard and risk damaging them. Any ideas on how I can create more friction to tighten the spinners?
↧
Reply: King of Tokyo:: General:: Re: Monster Boards Not Tight
by isaacjames
I've noticed this too - but just on a couple of mine; they spin far too freely.↧
↧
Reply: King of Tokyo:: General:: Re: Known information about upcoming King of Tokyo expansion(s)
Spoilers from the podcast:
They then discuss named spoilers from the monster decks.
Jessica Price: "So you just handed me a stack of very interesting looking cards. ... They're each labeled with a character."
Richard Garfield: "What you're holding is cards from my final expansion concept."
Discussing Richard's "two favorites" Alienoid and Cyber Bunny.
JP: "Cyber Bunny as far as I can tell, is a shopper."
RG: "Cyber Bunny is a shopper. Cyber Bunny gets a lot of energy and has a lot of different ways to use that energy."
Discussing Cyber Bunny:
JP: "Card that makes cards cost one less."
JP: "A bunch of cards that you can get additional energy."
JP: "One that lets you take no damage, so I assume there is an assortment?"
RG: "Yeah, ... because I didn't want the character to completely guide you, I wanted to make it so that the decks had a tendency in a particular direction, everybody's got a little bit of energy creation, everybody's got a little bit of damage avoidance."
RG: "The biggest shopping card for Cyber Bunny is 'He Who Dies with the Most Toys Wins.' Which is gain a victory point each time you purchase a Keep card."
Discussing Alienoid:
JP: "So it looks like Alienoid is a character that's good at turning what would be a disadvantage into an advantage."
JP: "... each life you lost on the current turn, you can discard (this card) to gain an energy for each of those."
RG: "For example, 'Superior Alien Technology,' allows you to buy cards at half price, by putting a shoddy tech (counter?) on them. And then, those 'shoddy' cards may go away any time you use them."
RG: "And 'Precision Field Support,' allows you to flip cards up from the middle (common play deck, I am assuming) until you reveal a keep card of a certain price and then you get to keep it. So it's not actually very precise."
RG: "And, 'Funny Looking but Dangerous,' allows you to do damage to all the players when you score some victory points."
RG: "... 'Exotic Arms'. You can put as many energies as you like on the card and you have to roll at least that many claws or you suffer that much damage. But if you do roll that many claws then you do that much extra damage and you get your energy back."
Discussing Kraken:
RG: "With Kraken, you've got a lot of healing. He's got some sort of exotic attack powers. Trying to get the Cthulhu nature, so there's like a Sunken Temple, Terror of the Deep, Cultists."
Discussing the King:
RG: "The King has a bunch of cards which tie into king of Tokyo. That is, ties into taking Tokyo. He has cards that allow him to take Tokyo and retreat from Tokyo without taking any damage."
RG: "'Monkey Rush' which is an instant (Discard effect) you play and when somebody else takes Tokyo you can play it and you take Tokyo instead."
RG: "'Simian Scamper' which allows him to retreat from Tokyo without taking any damage."
They then discuss named spoilers from the monster decks.
Jessica Price: "So you just handed me a stack of very interesting looking cards. ... They're each labeled with a character."
Richard Garfield: "What you're holding is cards from my final expansion concept."
Discussing Richard's "two favorites" Alienoid and Cyber Bunny.
JP: "Cyber Bunny as far as I can tell, is a shopper."
RG: "Cyber Bunny is a shopper. Cyber Bunny gets a lot of energy and has a lot of different ways to use that energy."
Discussing Cyber Bunny:
JP: "Card that makes cards cost one less."
JP: "A bunch of cards that you can get additional energy."
JP: "One that lets you take no damage, so I assume there is an assortment?"
RG: "Yeah, ... because I didn't want the character to completely guide you, I wanted to make it so that the decks had a tendency in a particular direction, everybody's got a little bit of energy creation, everybody's got a little bit of damage avoidance."
RG: "The biggest shopping card for Cyber Bunny is 'He Who Dies with the Most Toys Wins.' Which is gain a victory point each time you purchase a Keep card."
Discussing Alienoid:
JP: "So it looks like Alienoid is a character that's good at turning what would be a disadvantage into an advantage."
JP: "... each life you lost on the current turn, you can discard (this card) to gain an energy for each of those."
RG: "For example, 'Superior Alien Technology,' allows you to buy cards at half price, by putting a shoddy tech (counter?) on them. And then, those 'shoddy' cards may go away any time you use them."
RG: "And 'Precision Field Support,' allows you to flip cards up from the middle (common play deck, I am assuming) until you reveal a keep card of a certain price and then you get to keep it. So it's not actually very precise."
RG: "And, 'Funny Looking but Dangerous,' allows you to do damage to all the players when you score some victory points."
RG: "... 'Exotic Arms'. You can put as many energies as you like on the card and you have to roll at least that many claws or you suffer that much damage. But if you do roll that many claws then you do that much extra damage and you get your energy back."
Discussing Kraken:
RG: "With Kraken, you've got a lot of healing. He's got some sort of exotic attack powers. Trying to get the Cthulhu nature, so there's like a Sunken Temple, Terror of the Deep, Cultists."
Discussing the King:
RG: "The King has a bunch of cards which tie into king of Tokyo. That is, ties into taking Tokyo. He has cards that allow him to take Tokyo and retreat from Tokyo without taking any damage."
RG: "'Monkey Rush' which is an instant (Discard effect) you play and when somebody else takes Tokyo you can play it and you take Tokyo instead."
RG: "'Simian Scamper' which allows him to retreat from Tokyo without taking any damage."
↧
Reply: King of Tokyo:: Rules:: Re: Preventing damage and yielding
by Samthere
nswesquire wrote:
The glossary from the second printing of the game says:
"If a card allows a monster to leave Tokyo with no damage from an attack, the attacker still occupies Tokyo."
This seems to say that an attack that does no actual damage can still give a player the opportunity to yield.
"If a card allows a monster to leave Tokyo with no damage from an attack, the attacker still occupies Tokyo."
This seems to say that an attack that does no actual damage can still give a player the opportunity to yield.
I think the quote you're posting would just mean that effects such as Jets still force the attacker in even though no damage was dealt, and does not indicate whether or not 0-damage attacks (rather than a damage-negating yield) give a yield opportunity.
For me, though, rob's post sums it up quite clearly.
↧
Reply: King of Tokyo:: Rules:: Re: Healing Ray mandatory and for everyone?
by Samthere
There is no reason to believe that healing ray applies to everyone. Healing ray allows you to use your heart dice to heal other monsters, not all monsters. So, instead of using your heart to heal yourself, you can give it up to heal a different monster by 1 point.The card says that they must pay you 2E for each damage that you heal. If they are at max health, you didn't heal a damage, the same way that you don't heal damage if you roll hearts for yourself at max health.
Whether you can use heal ray as the king is less clear, but in my games I would allow it - the rulebook says you can't use heart dice, but the card says you can. Since this is a rules conflict, I go with the golden rule of "specific beats general", and thus the rule written on the card overrides (unless the rulebook specifically overrides the cards). Since this is Richard Garfield, I'd say it's fairly safe to, in general, obey this principal.
↧
Reply: King of Tokyo:: Rules:: Re: Heal Before Being Forced Into Tokyo?
by Samthere
Here's my interpretation:You're not allowed to choose the order that you resolve your dice in, because there is no order of dice resolution. Once you've decided to accept a roll, the effects of that roll happen simultaneously. You figure out the effects of the dice in an order, because we're human, and we can't be expected to simultaneously change our health/VPs, take cubes and announce damage dealt, and so all examples in the rules group dice resolution into the various faces. Regardless of that, all the dice resolve at the same moment, instantaneously. Healing happens at the same time that damage is dealt, and yielding happens in response to the dice resolving, before the purchasing phase of the turn begins.
↧
↧
Thread: King of Tokyo:: Variants:: Dice Choice & VP (123) Merging
by Samthere
When I first played KoT, I loved it, but two problems with it have stood out to me from even the first games:1) Dying is harsh but appropriate. However, the general feeling I've noticed isn't that the penalty for dying is unfair, but that it's often possible to die without having been able to make any decisions to stop it.
2) For a game that's all about getting into and smashing up Tokyo, it's far too easy to stay out of Tokyo and win by rolling VPs.
My solution (though the details are still under construction) is the following:
Instead of having 6 identical dice [BGCOLOR=#000000]123♥!≡[/BGCOLOR] (1 2 3 heart energy claw)
We have two different types of dice:
Destructive dice: [BGCOLOR=#CC5555]$$≡≡♥![/BGCOLOR]
Development dice: [BGCOLOR=#5555CC]♥♥!!$≡[/BGCOLOR]
The $ (which would be a star symbol) replaces the different victory point options, and acts like a 1. With the following dice pool mechanism, this balances out a little, making it easier to get some VPs from the dice, but less dramatically valuable.
Before a player's first roll on a turn, they must select which 6 dice they will use, but they are limited to a maximum of 4 of a particular type. Once they have decided, these dice are used for all the rerolls.
This gives a player greater control over their likely outcome, without taking away the element of chance, and makes being in Tokyo a stronger source of VPs.
Cards:
Certain cards that trigger off of dice results of 1 2 and 3 would no longer make sense. They would have to be altered on a case-by-case basis, sometimes referencing the dice type.
For example:
Freeze Time normally triggers off of [BGCOLOR=#000000]111[/BGCOLOR]. Instead, it would trigger off of "scoring off-colour VPS ([BGCOLOR=#5555CC]$$$[/BGCOLOR])" or "scoring VPs from dice with at least ([BGCOLOR=#5555CC]$$[/BGCOLOR])".
Complete Destruction would probably be something along the lines of "if your final roll includes ([BGCOLOR=#5555CC]$≡[/BGCOLOR][BGCOLOR=#CC5555]♥![/BGCOLOR]) score 5$ (or whatever amount) in addition to the normal effects".
Other cards would need their values adjusted, or effects considered.
With extra heads, perhaps the player chooses 7 dice with a max of 5 from one pool, or maybe they have the same pool limit unless they have 2 extra heads, or maybe the extra head dice are just d4s with ([BGCOLOR=#55CC55]$≡♥![/BGCOLOR]).
Alternatives:
Mixing up the symbols (currently attack pairs with VPs, heal pairs with energy) - if other pairings would make the game more exciting (or possibly if there were 4 dice types, each results paired with two, but this would likely get too complicated).
Also, to decrease the difference between the on- and off-colour dice, perhaps using a d10 would work, with 3 of each on-colour result and 2 of each off. This still provides the necessary element of choice, but without increasing the ability to roll what you want by quite as much.
Note:
At the moment this is just an idea. Suggestions, adjustments, comments, et cetera, are all very welcome.
↧
Reply: King of Tokyo:: Variants:: Re: Dice Choice & VP (123) Merging
by fanaka66
How are you dying without making a decision to stop it? Just leave Tokyo ASAP if you don't want to be there.↧
Reply: King of Tokyo:: General:: Re: Monster Boards Not Tight
by scout13
agreedtoo easily
↧