by Skadar
Gah! Okay... that will do it then. Thanks!↧
Reply: King of Tokyo:: Rules:: Re: Occupying Tokyo: Gain 2pts at beginning of EVERY turn or YOUR turn?
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Reply: King of Tokyo:: Rules:: Re: Occupying Tokyo: Gain 2pts at beginning of EVERY turn or YOUR turn?
by JimbobJones
Wow, I was about to go all "READ THE RULES!!!" on you, but it does say "the turn" in the callout about gaining points in Tokyo. Crazy.But, yeah, it's the beginning of your turn. The 5/6 player example says it:
"On his turn, MekaDragon gains 2 for starting his turn in Tokyo"
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Reply: King of Tokyo:: Rules:: Re: Acid Attack
by S_Bartfast
I take it if you do allow a monster to leave Tokyo when only damaged by an Acid Attack the monster with the card would be obliged to take there place? If you were running low on health and wanted to stay out of Tokyo, if you were to have Acid Attack you'd be in the unfortunate position where no matter what you roll the other monster always has the option of putting you in, which could well do you in.↧
Reply: King of Tokyo:: Rules:: Re: Acid Attack
by S_Bartfast
This thread seems to say Acid Attack is not considered an attack, so no yielding of Tokyo:http://boardgamegeek.com/thread/878746/so-how-exactly-do-i-p...
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Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by MoBroHinack
Muz333 wrote:
jonahmaul wrote:
Muz333 wrote:
Still no information? Been waiting patiently for so long now. :(
They're probably a bit busy with Zombie 15.
Ah, that's true. Hopefully a small teaser will make its way out soon for KoNY. It's the only game release I've ever been excited to wait for (however I'm only a few months into the hobby but have already spent over £1000 :O).
Yes, i´m waiting for it too, they had to put out a little Information for us soon, so we can all can get a good sleep :p
@Muz333 how did you do it? With a Space Penguin on Ebay??:D
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Board Games that I Used to Know
Rhiannon talks about board games that started as another game and were turned into other games.
Youtube Video
Youtube Video
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Musings on Starting a Community Board Game Program
I've been working on developing board game programming for my local community center. I'm meeting with the Director again today, which of course, has me thinking about the design of my program.
Here's the gist of it:
It's a ten-week program. We're going to run it in a repeating four-week block for the remainder of this school year and then start the ten-week run at the start of next school year. Using the mini-sessions to test the waters of interest and adjust on a more manageable scale.
It's based on mechanics. I've talked about this briefly on our podcast, but I'll bring you up to date. After a lot of discussion with my husband, I decided on doing it based on mechanics. The Director thought it would be good to do "theme weeks", which is the way I used to run my adult game group before I stopped. I wasn't in love with it though since the program is designed for brand new gamers, and while themes are fun, it can make learning games more difficult. I thought about doing it based on genres, but it wasn't focused enough. Ultimately, I decided to go with mechanics because it allows gamers to understand how a single mechanic works in a variety of games. It makes teaching easier in that I can give a general overview of how the mechanic works and then apply it to each specific game. It also allows players to decide on their comfort/enjoyment of a type of game versus a theme of a game. Another main reason I picked mechanics is because it's easier to plug and play games based on age/ability/interest.
As you may or may not know, I have a background in education. I taught high school English and reading through a Special Education Department as well as some adult ed GED classes. In both of these capacities, I developed curriculum because it wasn't readily available for my students (such is the life of the red-headed bastard stepchildren programs of the education world but I digress). My point is, my brain thinks like a teacher who is charged with reaching a diverse group of learners with, in some cases, extremely varied learning needs. If you happen to be in education, you might be familiar with Understanding by Design principles. The lesson plans/training materials I am working on will follow this framework.
I'm trying to run the program with each week increasing in difficulty. I realize this is a completely subjective list, but I'm trying to make games structurally approachable. I did spend some time on the Geek researching gateway games, etc. to make sure I was on a somewhat coherent path. The definitions were the result of looking at several resources. The games were mostly chosen based on personal experiences, but some were picked based on suggestions and/or trolling the Geek. Anyway, here's an outline of the program.
The 10-Week Program Outline
Week 1: Set Collection
Week 2: Press Your Luck
Week 3: Deck Building
Week 4: Tile Placement
Week 5: Auction
Week 6: Worker Placement
Week 7: Area Majority
Week 8: Action Selection
Week 9: Resource Management
Week 10: Co-ops
The Four-Week Mini-Sessions Outline
Week 1: Set Collection
Overview: Set collection involves players collecting sets of cards, goods, or tiles in order to obtain points, resources, or benefits.
Established Goal: Players will be able to play games that use the set collection mechanic.
Understandings: Players will understand...
how set collection works in a variety of games.
how set collection enables players to accomplish different goals.
Essential Question: How do board games use the set collection mechanic?
Example Games
Ticket to Ride
Tokaido
Looting London
Ra
Week 2: Press Your Luck
Overview: Press your luck involves players tempting fate by deciding how long to stay in an action. It is up to the player to choose whether to play it safe and save their progress or keep going until they lose their progress.
Established Goal: Players will be able to play games that use the press your luck mechanic.
Understandings: Players will understand...
how press your luck works in a variety of games.
how to calculate the odds they earn a desired result in a game.
Essential Question: How do board games use the press your luck mechanic?
Example Games
Incan Gold
King of Tokyo
Can't Stop
Pasha
Week 3: Deck Building
Overview: Deck building involves building a deck of cards from a base set. Typically, cards can be purchased or drafted and offer unique abilities. It is not uncommon to have chaining effects, offering points or other benefits.
Established Goal: Players will be able to play games that use the deck building mechanic.
Understandings: Players will understand...
how deck building works in a variety of games.
how to effectively build a deck and utilize chaining effects.
Essential Question: How do board games use the deck building mechanic?
Example Games
Dominion
Smash Up
Thunderstone Starter Set
Quarriors
Week 4: Co-ops
Overview: Co-ops, short for cooperative games, involve players working together to try to beat the game. Typically, there is little or no competition, but some co-op games involve a traitor who tries to hinder other players' progress toward beating the game. There's only one winner: the players or the game.
Established Goal: Players will be able to play cooperative games.
Understandings: Players will understand...
how cooperatives work in a variety of games.
how to simultaneously use multiple mechanics to work with players to beat the game.
Essential Question: How do board games use the cooperative mechanic?
Example Games
Forbidden Desert
Forbidden Island
Castle Panic
Hanabi
Other Possibly Interesting Points
I'm using high school volunteers to run game tables. The high school students in my town are required to complete so many hours of community service in order to graduate high school. In an effort to save costs for the community center as well as provide a service to the community, I've decided to use high school students to teach. This is also true of my TableTop Day event, although I will have staff as well that day.
Training materials will include lesson plans and videos. Being able to have anyone run the program was important to the Director. Thus, I am making training materials to accommodate this need. I decided to do both lesson plans and videos to reach people in a variety of formats. Truth be told, the lesson plans will function as a sort of script for the videos. Speaking of the videos, I think I'm going to create two segments. One where I teach the teacher and cover things to watch out for, helpful modifications, etc. The other where I teach the player as a sort of sample teach.
Games were purchased and donated. I was given a budget to purchase games. All of the games listed above were purchased. In addition, game companies and stores graciously donated some games, which fit nicely into the other weeks' categories. The ones that don't will be available for open gaming events. All of the games will be available to play during my TableTop Day event.
The program is for school-aged students, families, and seniors. The four-week mini-sessions are targeted for the school-aged students. However, starting in the fall (possibly the summer), there will be programming for all levels of players. The school-aged students will be able to attend an after-school program, complete with transportation from the school. Families will be able to have open gaming one night a week (although this may be better for a once a month on a weekend type event). The senior center will also have a board game day once a week around lunch time.
And that's that. I'll be sure to post completed program stuff soon (I'm hoping by the end of the month).
Here's the gist of it:
It's a ten-week program. We're going to run it in a repeating four-week block for the remainder of this school year and then start the ten-week run at the start of next school year. Using the mini-sessions to test the waters of interest and adjust on a more manageable scale.
It's based on mechanics. I've talked about this briefly on our podcast, but I'll bring you up to date. After a lot of discussion with my husband, I decided on doing it based on mechanics. The Director thought it would be good to do "theme weeks", which is the way I used to run my adult game group before I stopped. I wasn't in love with it though since the program is designed for brand new gamers, and while themes are fun, it can make learning games more difficult. I thought about doing it based on genres, but it wasn't focused enough. Ultimately, I decided to go with mechanics because it allows gamers to understand how a single mechanic works in a variety of games. It makes teaching easier in that I can give a general overview of how the mechanic works and then apply it to each specific game. It also allows players to decide on their comfort/enjoyment of a type of game versus a theme of a game. Another main reason I picked mechanics is because it's easier to plug and play games based on age/ability/interest.
As you may or may not know, I have a background in education. I taught high school English and reading through a Special Education Department as well as some adult ed GED classes. In both of these capacities, I developed curriculum because it wasn't readily available for my students (such is the life of the red-headed bastard stepchildren programs of the education world but I digress). My point is, my brain thinks like a teacher who is charged with reaching a diverse group of learners with, in some cases, extremely varied learning needs. If you happen to be in education, you might be familiar with Understanding by Design principles. The lesson plans/training materials I am working on will follow this framework.
I'm trying to run the program with each week increasing in difficulty. I realize this is a completely subjective list, but I'm trying to make games structurally approachable. I did spend some time on the Geek researching gateway games, etc. to make sure I was on a somewhat coherent path. The definitions were the result of looking at several resources. The games were mostly chosen based on personal experiences, but some were picked based on suggestions and/or trolling the Geek. Anyway, here's an outline of the program.
The 10-Week Program Outline
Week 1: Set Collection
Week 2: Press Your Luck
Week 3: Deck Building
Week 4: Tile Placement
Week 5: Auction
Week 6: Worker Placement
Week 7: Area Majority
Week 8: Action Selection
Week 9: Resource Management
Week 10: Co-ops
The Four-Week Mini-Sessions Outline
Week 1: Set Collection
Overview: Set collection involves players collecting sets of cards, goods, or tiles in order to obtain points, resources, or benefits.
Established Goal: Players will be able to play games that use the set collection mechanic.
Understandings: Players will understand...
how set collection works in a variety of games.
how set collection enables players to accomplish different goals.
Essential Question: How do board games use the set collection mechanic?
Example Games
Ticket to Ride
Tokaido
Looting London
Ra
Week 2: Press Your Luck
Overview: Press your luck involves players tempting fate by deciding how long to stay in an action. It is up to the player to choose whether to play it safe and save their progress or keep going until they lose their progress.
Established Goal: Players will be able to play games that use the press your luck mechanic.
Understandings: Players will understand...
how press your luck works in a variety of games.
how to calculate the odds they earn a desired result in a game.
Essential Question: How do board games use the press your luck mechanic?
Example Games
Incan Gold
King of Tokyo
Can't Stop
Pasha
Week 3: Deck Building
Overview: Deck building involves building a deck of cards from a base set. Typically, cards can be purchased or drafted and offer unique abilities. It is not uncommon to have chaining effects, offering points or other benefits.
Established Goal: Players will be able to play games that use the deck building mechanic.
Understandings: Players will understand...
how deck building works in a variety of games.
how to effectively build a deck and utilize chaining effects.
Essential Question: How do board games use the deck building mechanic?
Example Games
Dominion
Smash Up
Thunderstone Starter Set
Quarriors
Week 4: Co-ops
Overview: Co-ops, short for cooperative games, involve players working together to try to beat the game. Typically, there is little or no competition, but some co-op games involve a traitor who tries to hinder other players' progress toward beating the game. There's only one winner: the players or the game.
Established Goal: Players will be able to play cooperative games.
Understandings: Players will understand...
how cooperatives work in a variety of games.
how to simultaneously use multiple mechanics to work with players to beat the game.
Essential Question: How do board games use the cooperative mechanic?
Example Games
Forbidden Desert
Forbidden Island
Castle Panic
Hanabi
Other Possibly Interesting Points
I'm using high school volunteers to run game tables. The high school students in my town are required to complete so many hours of community service in order to graduate high school. In an effort to save costs for the community center as well as provide a service to the community, I've decided to use high school students to teach. This is also true of my TableTop Day event, although I will have staff as well that day.
Training materials will include lesson plans and videos. Being able to have anyone run the program was important to the Director. Thus, I am making training materials to accommodate this need. I decided to do both lesson plans and videos to reach people in a variety of formats. Truth be told, the lesson plans will function as a sort of script for the videos. Speaking of the videos, I think I'm going to create two segments. One where I teach the teacher and cover things to watch out for, helpful modifications, etc. The other where I teach the player as a sort of sample teach.
Games were purchased and donated. I was given a budget to purchase games. All of the games listed above were purchased. In addition, game companies and stores graciously donated some games, which fit nicely into the other weeks' categories. The ones that don't will be available for open gaming events. All of the games will be available to play during my TableTop Day event.
The program is for school-aged students, families, and seniors. The four-week mini-sessions are targeted for the school-aged students. However, starting in the fall (possibly the summer), there will be programming for all levels of players. The school-aged students will be able to attend an after-school program, complete with transportation from the school. Families will be able to have open gaming one night a week (although this may be better for a once a month on a weekend type event). The senior center will also have a board game day once a week around lunch time.
And that's that. I'll be sure to post completed program stuff soon (I'm hoping by the end of the month).
↧
Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by Muz333
MoBroHinack wrote:
Muz333 wrote:
jonahmaul wrote:
Muz333 wrote:
Still no information? Been waiting patiently for so long now. :(
They're probably a bit busy with Zombie 15.
Ah, that's true. Hopefully a small teaser will make its way out soon for KoNY. It's the only game release I've ever been excited to wait for (however I'm only a few months into the hobby but have already spent over £1000 :O).
Yes, i´m waiting for it too, they had to put out a little Information for us soon, so we can all can get a good sleep :p
@Muz333 how did you do it? With a Space Penguin on Ebay??:D
Nope but in about three months I've bought over 30 games not including expansions. All it took was my friend to say "Have you seen this show Tabletop? We should do a game night".
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Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by mrranch
Ha! I know that EXACT story! Tabletop opened my eyes a little over a year or so ago, and now I have remodeled a section of my basement to be a permanent gaming room with over 100 games on the nearby shelves.Crazy how this can spiral out of control so fast!
:)
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Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by doscar
mrranch wrote:
Ha! I know that EXACT story! Tabletop opened my eyes a little over a year or so ago, and now I have remodeled a section of my basement to be a permanent gaming room with over 100 games on the nearby shelves.
Crazy how this can spiral out of control so fast!
:)
Next thing you know you are subscribing to forums like this just to hear a little something about another good game coming out even though you haven't played through all the ones on your shelves yet! Ha!
Crazy how this can spiral out of control so fast!
:)
Next thing you know you are subscribing to forums like this just to hear a little something about another good game coming out even though you haven't played through all the ones on your shelves yet! Ha!
I understand the feeling completely. It started with me rewatching an old episode of Totally Rad Show last year. Smash Up started my gaming addiction alongside with King of Tokyo. Man, how time and money flies by.
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Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by max_s
One thing I've been wondering is that in Power Up! expansion rulebook said that monster types will have a use in later expansion - will there be another King of Tokyo expansion or does it mean that we can use the same monsters in King of NY (which would be the 'expansion' but also stand-alone)?↧
Reply: King of Tokyo:: General:: Re: Any info on King of New York yet?
by Hockey Mask
The Halloween expansion went out of its way to say it was Collector Pack 1 which tells us there is something more planned in the future for KoT. Iello said the monsters and snorers would be able to be used in either KoT or KoNY.↧
Reply: King of Tokyo:: General:: Re: Tokyo. New York. What city is next?
by dbolyard
Skip to the bold print to read what I'm really trying to say. :DI'm sure the development KoNY is riding on KoT's success, even still dependent on it. I just purchased KoT myself. And along with masses of others, I think it's great. However, I personally would not consider buying another game that sounds to be so similar when there are so many other very different and excellent games I'd like to purchase and play.
A further example: Forbidden Island was a success and the price point to production quality is amazing. Forbidden Desert may not have been possible without the former, and it too has an excellent price point to production quality. Everything I've read indicates Forbidden Desert is the superior game, yet I don't think it has been as successful as its predecessor. I really want to purchase it and play it, but every time I almost take that step, I think, "But I can put that money toward buying another excellent game with completely different and interesting mechanics instead. After all, I already own Pandemic and Forbidden Island."
That all being said, KoNY isn't a sure bet on the game market. And expansions like the evolutions for KoT are by nature designed to spice up a game that has become somewhat trite, to improve a less than stellar aspect of a game, or to just make a great game better. Each of these aspects of expansion extend the life of a game for the consumer and the life of its profit on the market for the manufacturer et al. And it's all driven/fueled by $$ in the end, even when the results are creative and appreciated by the consumer. If it's not going to be profitable to do so, it's not sensible for the manufacturer to include "extras" from the get go. Moreover, evolutions were an expansion for KoT. Perhaps KoNY will be different enough make this discussion of evolutions irrelevant.
...and the term compatible does not mean "same."
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Thread: King of Tokyo:: Variants:: King of Tokyo Template
by ahdont
My son and the family have enjoyed the game, while we are playing it, my son start to come up with many great ideas. I was wondering if there's a card template out there so we can work on it as a hobby so that we can put some new ideas into our version of KOT. Cheers↧
New Image for King of Tokyo
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Reply: King of Tokyo:: Variants:: Re: 5-Player Tweak, proposing incentive to stay in Tokyo
by mst3k4L
bandit_boy7 wrote:
When a Monster is in Tokyo/Bay, if they take any amount of damage from the dice on another player's turn they may take 1 energy from the supply.
I always play with this rule. It prevents turtling near the end, gets more cards into the game, and provides a better incentive to stay in Tokyo an extra turn or two.
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Thread: King of Tokyo:: Strategy:: odds of rolling a set of matching die with 0,1or 2 rerolls
by alexr
http://anydice.com/program/375b
thanks to Jasper Flick for figuring this out.
Trying to get X of a kind with up to two re-rolls of non-matching dice.
First going with any value, whichever gets the most matches.
Second going for one specific value.
"any, 0 rerolls",2.14120370370316,0.591320792372944,1,5
#,%
1,9.25925925926
2,69.4444444444
3,19.2901234568
4,1.92901234568
5,0.0771604938272
"any, 1 rerolls",2.67768347050852,0.7420946928100404,1,5
#,%
1,0.857338820302
2,45.0102880658
3,40.9022062186
4,11.9670210334
5,1.26314586191
"any, 2 rerolls",3.07922366382052,0.8257053644415776,1,5
#,%
1,0.079383224102
2,25.6010897729
3,45.2401686523
4,24.4764940981
5,4.60286425257
"specific, 0 rerolls",0.8333333333336449,0.8333333333334126,0,5
#,%
0,40.1877572016
1,40.1877572016
2,16.0751028807
3,3.21502057613
4,0.321502057613
5,0.0128600823045
"specific, 1 rerolls",1.52777777777915,1.0300275676526702,0,5
#,%
0,16.150558289
1,35.5312282358
2,31.2674808475
3,13.7576915729
4,3.02669214604
5,0.266348908851
"specific, 2 rerolls",2.1064814814826,1.1040962979366322,0,5
#,%
0,6.49054715189
1,23.6255916329
2,34.3988614175
3,25.0423711119
4,9.11542308474
5,1.32720560114
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Reply: King of Tokyo:: Variants:: Re: King of Tokyo Template
There is Garfield's Gift, which is sort-of a blank card.
I don't think there's an actual public template, though. I had a brief PM convo with one of the IELLO devs, who mentioned offhand that he would like to upload a blankish template for Evolution cards. I dunno if it's going to be four blank templates (I've noticed each species has specific border pattern, with Gigazaur's being slightly more awesome than other mutants) or just one, but I don't think a template for the standard deck cards were part of that comment.
As awesome as an offer like that sounds, I didn't really pry for a lot of info, because I didn't want to be rude to a guy who was doing me a favor. Also, because the comment was worded kinda like a "maybe," I withhold specifics, because: no names, no deadline = no promises, no pressure on dude.
I don't think there's an actual public template, though. I had a brief PM convo with one of the IELLO devs, who mentioned offhand that he would like to upload a blankish template for Evolution cards. I dunno if it's going to be four blank templates (I've noticed each species has specific border pattern, with Gigazaur's being slightly more awesome than other mutants) or just one, but I don't think a template for the standard deck cards were part of that comment.
As awesome as an offer like that sounds, I didn't really pry for a lot of info, because I didn't want to be rude to a guy who was doing me a favor. Also, because the comment was worded kinda like a "maybe," I withhold specifics, because: no names, no deadline = no promises, no pressure on dude.
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New Image for King of Tokyo
by gamerdinger

Custom foamcore insert with gameboard. The insert is designed to hold the board in place. This acts as a lid to keep the bits from getting displaced.
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New Image for King of Tokyo
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