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Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by nerman8r

triangulito wrote:

I just played a game in which someone got up to 5 shrink counters on them. It was a 3 player game and it seemed rather unfair, although I know it's not relatively easy for this to happen, I think that it can hinder the experience for a player.

Is there a limit or can it go up to and over 6?

Well, once a monster has five shrink counters, they aren't rolling any dice, so I don't see the point in giving them more counters, unless they have an extra head or something.

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by triangulito

With 5 they roll one, but is it actually possible to have them out of the game by shrink counters?

Reply: King of Tokyo:: General:: Re: Replacement Energy Cubes

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by scout13

Try Hobby Lobby and you could get some green or any other color crystal like the game Escape

Thread: King of Tokyo:: Rules:: Hearts - Healing maximum

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by glenloch

Just got King of Tokyo and played through once. We are unclear on how many lives you can accumulate. I understand you cannot go over 10 using card abilities, but you can using dice? If not, what are the 11 and 12 for on the monster board lives?

Thanx, BGG community!

Cathy

Reply: King of Tokyo:: Rules:: Re: Hearts - Healing maximum

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by triangulito

There are specific cards that let you go over the 10 maximum health points, once you have the card(s) your new maximum health points are 12 and that's the reason why you have the 11 and 12 on the card.

Reply: King of Tokyo:: Rules:: Re: Hearts - Healing maximum

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by glenloch

Thanx! I suspected that might be the case, but we didn't get into the cards much on the first game and I didn't find it on the rules forum or FAQs.

Cathy

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by Warpig72

We're playing with no more then 1 counter per monster.

Else wise it would be too powerful for the price of the card and would unbalance the game.

Don't forget it's a family/party game. ;)

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by nerman8r

triangulito wrote:

With 5 they roll one, but is it actually possible to have them out of the game by shrink counters?

Good point. I meant 6. There is no reason to give a monster more than 6.

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by stevelabny

Are you guys nerfing the card playing it right?

Its ONE shrink ray token per TURN that you get hit. And then on your turn, its ONE heart to remove it.

To have 5 shrink ray tokens, the monster with the power would have had to have rolled at least one claw 5 turns in a row, and you would have had to roll zero hearts 5 turns in a row (or been in Tokyo for 5 turns, which is MADNESS, you should have left on the first shrink ray token)

Plus, one of you has been sitting in Tokyo 4-5 turns in a row for at least 9-11 points.

How is the game not already over?

If crazy dice luck like this happens in a crazy dice game, just let it happen. If you want a game with no-luck, don't play a dice game.

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by P_J_Keller

Were you playing that you put a shrink counter for each claw rolled?

You only put a shrink counter on when you deal damage, i.e. one per each turn that you have rolled one or more claws.

Having 5 shrink counters on an opponent means that your opponent let you attack him five turns in a row without ever applying a heart to negate a shrink counter.

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

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by P_J_Keller

AArrggghhh Stevelabny beat me to it

However, I think you could still cancel shrink while in Tokyo as the heart is not being applied to healing

stevelabny wrote:

or been in Tokyo for 5 turns.

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

Reply: King of Tokyo:: Rules:: Re: How many shrink counter can be placed on a single monster?

Reply: King of Tokyo:: Rules:: Re: removing shrink and poison counters in Tokyo?

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by Ender02

Direct from the rulebook about removing spic and poison tokens;
...You can't get rid of these counters whilst you are in Tokyo, because it must be instead of healing.


So since you can't heal in Tokyo, you cant us an action that would be done in place of healing because you can't heal in the first place.

To answer the OP's original question, the reason you can't do it is because the rules directly say that you cannot. Pretty much end of argument.

Reply: King of Tokyo:: General:: Re: Replacement Energy Cubes

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by mhuti

Thanks everyone,

I would really like to replace the cubes like-for-like...
Translucent Green Cubes seem to be common in larger sizes but I can't find a source for smaller cubes as yet.

Meeples are certainly an option but only if I fail elsewhere.

I will investigate further, and contact the publisher if necessary.

Reply: King of Tokyo:: Rules:: Re: Hearts - Healing maximum

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by jonahmaul

Also, if you have the Power Up! expansion (which I would suggest getting if you don't as it adds a lot to the games) there are evolutions that allow some monsters to go above 10 wounds as well.

Thread: King of Tokyo:: General:: Best substitute mini's to use??

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by John_VW

not being a bit creative (making my own is not an option), anyone know of any existing mini's that could be used? they wouldn't really have to match the stand-up images, just be close to the right size and match the "theme"...and with enough options/selections to accommodate a 6 player game...any ideas? thanks!

Reply: King of Tokyo:: General:: Re: Point Collecting - boring but (too) strong strategy?

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by imtylerdurden

I believe that my experiences will help solve the belief that going for points is "too strong."

I've recently met a new set of gamers and have won 7 out of 8 games of King of Tokyo since we met (that's not by pure luck). These players were more concerned with victory points than they were anything else, hence why they lost and hence why victory points aren't overpowered.

Every game, I was called an extremely "aggressive" player. That's because the key is to roll smacks (claws/hits) to put others in a hole that REQUIRES them to heal up.

My opponents would keep a set of 3's for points to begin the game. I, on the other hand, was focused on eliminating a few players while beefing up my character with cards bought from energy cubes.

You're inevitably going to enter Tokyo if you attack early and often. This is fine, but you have to make sure you leave Tokyo ASAP because with 4+ players in the game, you will not live in Tokyo to see your next turn since you'll take too much damage.

Keep attacking. A couple characters will die by midway through the game, which means two things:

#1- There are now less players hitting you while you're in Tokyo
#2- Fewer players are taking turns, making it quicker and easier for you to get the +2 VP bonus for staying in Tokyo a full round

At this point, I sit in the middle of Tokyo gaining +2 VP each and every round while beating everyone up. Since there's only a couple players still remaining in the game, it will be my turn in no time flat and I will gain +2 VP and be able to hit everyone.

I would continually roll an average of 3 claws and force my opponents to heal up. If your opponents are forced to use half their dice to heal the damage you just dealt, that doesn't leave many dice for them to attack you back. Meanwhile, I watch my VP's rise +2 each and every round.

Once I get to approximately 15 VP's or more with only 2-3 players left in the game, myself included, I focus 100% on VP's by rolling sets of 3's.

In summary, victory points are what wins me the game 90% of the time. HOWEVER, it is the attacking strategy that puts me in a position to win. Here's an easy summary of what works for me.

-Attack early and often
-Beef up your character using cards bought from energy cards
-Eliminate a few players
-Force your opponents to heal up
-Enter Tokyo and continually attack while gaining +2 VP
-Watch your VP's rise and rise while everyone else is stuck healing

If you're using the Power Up expansion, the strategy changes somewhat. Instead of attacking early on, roll as many hearts and energy as possible.

The cards you receive from the Power Up expansion from rolling 3 hearts are incredibly powerful. They also act as a catch up mechanic because if you're low on health and have to heal up with 3 hearts, you will also be receiving a powerful card. Beef up your character as much as possible early on then follow the steps listed above.

This strategy may not work every game, but if you notice players are only going for VP's, simply beat the snot out of them. The key is to only take Tokyo over toward the END of the game.

Again, I've won 7 out of 8 games using this exact strategy. It's not flawless, but it is tested and works.

Reply: King of Tokyo:: General:: Re: Point Collecting - boring but (too) strong strategy?

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by Mislav

imtylerdurden wrote:

I believe that my experiences will help solve the belief that going for points is "too strong."

I've recently met a new set of gamers and have won 7 out of 8 games of King of Tokyo since we met (that's not by pure luck). These players were more concerned with victory points than they were anything else, hence why they lost and hence why victory points aren't overpowered.

Every game, I was called an extremely "aggressive" player. That's because the key is to roll smacks (claws/hits) to put others in a hole that REQUIRES them to heal up.

My opponents would keep a set of 3's for points to begin the game. I, on the other hand, was focused on eliminating a few players while beefing up my character with cards bought from energy cubes.

You're inevitably going to enter Tokyo if you attack early and often. This is fine, but you have to make sure you leave Tokyo ASAP because with 4+ players in the game, you will not live in Tokyo to see your next turn since you'll take too much damage.

Keep attacking. A couple characters will die by midway through the game, which means two things:

#1- There are now less players hitting you while you're in Tokyo
#2- Fewer players are taking turns, making it quicker and easier for you to get the +2 VP bonus for staying in Tokyo a full round

At this point, I sit in the middle of Tokyo gaining +2 VP each and every round while beating everyone up. Since there's only a couple players still remaining in the game, it will be my turn in no time flat and I will gain +2 VP and be able to hit everyone.

I would continually roll an average of 3 claws and force my opponents to heal up. If your opponents are forced to use half their dice to heal the damage you just dealt, that doesn't leave many dice for them to attack you back. Meanwhile, I watch my VP's rise +2 each and every round.

Once I get to approximately 15 VP's or more with only 2-3 players left in the game, myself included, I focus 100% on VP's by rolling sets of 3's.

In summary, victory points are what wins me the game 90% of the time. HOWEVER, it is the attacking strategy that puts me in a position to win. Here's an easy summary of what works for me.

-Attack early and often
-Beef up your character using cards bought from energy cards
-Eliminate a few players
-Force your opponents to heal up
-Enter Tokyo and continually attack while gaining +2 VP
-Watch your VP's rise and rise while everyone else is stuck healing

If you're using the Power Up expansion, the strategy changes somewhat. Instead of attacking early on, roll as many hearts and energy as possible.

The cards you receive from the Power Up expansion from rolling 3 hearts are incredibly powerful. They also act as a catch up mechanic because if you're low on health and have to heal up with 3 hearts, you will also be receiving a powerful card. Beef up your character as much as possible early on then follow the steps listed above.

This strategy may not work every game, but if you notice players are only going for VP's, simply beat the snot out of them. The key is to only take Tokyo over toward the END of the game.

Again, I've won 7 out of 8 games using this exact strategy. It's not flawless, but it is tested and works.

That's very well thought out strategy and I am glad to see that even the completely opposite approach to early VP collecting can be so successful.

I think your job was made much easier by the fact that most (or even all) of your opponents went for the VP route, in which case total attack (on your part) absolutely has good chance to succeed. The hardest thing is when you have just 1 VP collector and other guys playing mixed game. In this case you'll also be forced to spend some of your turns healing due to attacks from those semi-aggressive guys, enabling the VP guy to jump ahead.

Also, your 2nd step"Beef up your character using cards bought from energy cards" doesn't work as often as I would like because there simply are too many unattractive cards, and sweeping the board a few times to get some of the strong cards is quite expensive and usually not worth it since you're unlikely to get the game-changing cards as often as you would like.

In summary: I can see how your strategy could work against the full ring of VP collecting people, but if you have just 1 or 2 VP guys (especially 1 is tough) things are not so easy and a lucky VP guy seems to be in a good position to get a solid lead early on.

New Image for King of Tokyo

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