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Grishny's Week in Gaming - December 12 - 18, 2016

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by John Kanost

12 December

Huge night at the comic store. We arrived "early" about five minutes til 6:00 PM, and found a huge crowd in the back room already setting up to play Letters from Whitechapel. All told, we had 18 gamers packed around three tables, which might have set a new record for Monday game night attendance.





Game: King of Tokyo

George's two sons Charlie and Freddy were waiting for a game, as was one of the newcomers to game night, a young man named Skyler. His two friends, Vanessa and Alexis, were content to watch while he joined us for a slightly over-stuffed game of King of Tokyo. We have both Kot and King of New York along with both of their Power Up expansions stuffed into one box now, so we had plenty of monsters to go around. Scott also joined Jonathan, Matthew and me to bring our player count to 7.

The starting player roll came down to Charlie and Matthew, and after several more tied roll-offs, Charlie was finally decided on as our starting player by the Chwazi app on my phone. Charlie, playing as Drakonis, entered Tokyo on his first turn, and Skyler, playing Meka Dragon next in turn order, quickly followed him into Tokyo Bay. Matthew came next, playing his usualy favorite, Cyber Bunny. The attacks on the monsters invading the city began, but they stubbornly refused to vacate the premises. After Matthew my turn came; I was playing Alienoid. After me were Freddy playing Captain Fish, Jonathan on Mega Shark, and Scott as Iron Rook.

Skyler was the first monster to fall, which was unfortunate in a large-player-count game that continued on for some time after his monster succumbed to the claws. The game went on at six players for quite some time after that, until Freddy's Captain Fish kicked the bucket. After even more brawling, both I and Scott found ourselves sitting in Tokyo / Tokyo Bay at 18 VP ... hoping to hold out for a win. I was at 6 HP and Scott at 3. Charlie's turn ended with me at 4 HP, with only one player, Matthew, standing between me and the win. Wouldn't you know it; he rolled five claws, enough to end me and take Scott down to 2. Scott perished soon afterwards, followed a short while later by Charlie.

It was down to the brothers Jonathan and Matthew. Jonathan was gunning heavily for a last-monster-standing win, but couldn't quite get there before Matthew's victory points surpassed 20 on his final roll of three 3's.








Game: PitchCar

Impressed that Skyler and his friends had waited through the remaining hour-plus of King of Tokyo, I decided we needed something that didn't involve player elimination for our final game of the night. PitchCar delivers the fun, and we now have our Extension to make things even more interesting. I set up one of the tracks shown in the Extension rules, and we began an eight-player game. Jonathan sat this one out so that both Vanessa and Alexis could join in.

The course was long, and had a couple of bottlenecks to content with, so qualifying laps took a bit time. After all was said and done, our pole positions were: First, Scott pitching the green car. Second, Skyler in the pink. Third, Vanessa driving black. Fourth, Freddy on blue followed by his brother Charlie driving the Tan card in Fifth. Matthew in the Orange car came next, followed by me in the Yellow car. Last but not least, Alexis in the Red car.

With such a large group, we decided to shorten the race by only completing two laps and not requiring a full turn to return to the track after fly-offs. Scott nearly gave up his first-place spot right away by forgoing to aim for the chute of the first hairpin turn, instead attempting the outside area that barely had room for the car. He did fall off the track, but thanks to our rules laxness was able to continue without losing too much of his lead. All the other players opted to take the obvious way through, resulting in a massive pileup at the start of the race as players advanced through the narrows one car at a time.

Something similar happened near the end of the lap, since we had the overpass / underpass tunnel set up and some drivers had trouble making it into the opening. Eventually everybody got through. By the start of the second lap, the cars were more spread out. Scott and Skyler were fighting over the lead, but Freddy thanks to one good pitch near the beginning of the second lap passed up both of them and began to put some good distance between his car and second place. Both Vanessa and Alexis were forced to drop out of the race early near the beginning of their second laps, but Matt jumped in and took over the Black car. He'd finished up his game of Colt Express and had been wanting to play PitchCar again. Vanessa's car was in last place when Matt took over, but he managed to end the race in fifth.

The final scores were: First place Freddy (blue), second place Skyler (pink), third Scott (green), fourth John (yellow), fifth Matt/Vanessa (black), sixth Matthew (orange) and seventh Charlie (tan). Red didn't finish the race.







15 December

Tonight was a Magic: The Gathering - Commander night at our pal Jeremy's house. Along with us were invited Brandon, Mike, Pete, and Zach, but in the end only Zach was able to make it, giving us five players including me and my sons.

Game: Magic: The Gathering (Commander format)

We wound up playing three games; the first two using the "Usurper" add-on rules which is basically playing Commander with the hidden roles and agendas from BANG! Instead of a Sheriff, you have a King; deputies equate to the King's Bodyguard, the renegade is the Traitor, and the outlaws are Assassins. In the first game, I found myself on the Assassin team with Zach, who was playing a Ghave, Guru of Spores infinite combo deck. I was playing Azami, Lady of Secrets and was mana-deprived the entire game, never getting above three lands. But I still found myself on the winning team when Zach comboed off and took everybody out in one turn.

In game two, I became the King and switched to my Ephara, God of the Polis blue-white blink control deck. This was a long and interesting game; I found myself unsure of who was who the entire game as no one ever realy attacked me, and Jeremy, who turned out to be my bodyguard, actually did the most damage to my strategy by playing Sheoldred (well, a Body Double that mimicked Sheoldred, anyway). Based on their actions, I had Jonathan and Matthew figured for my Bodyguard and Traitor, but Matthew turned out to be an Assassin. Jonathan, playing Xenagod again, built up a huge powerhouse and then asked me who I should kill, so I sicced him on Jeremy first, then Zach and finally Matthew. Jeremy kept warning me that he was on my side and I was shooting myself in the foot, but that's what they all say, right?

When Jonathan finally killed Matthew, I asked him if we won, and he said "no" at which point I finally knew him as the Traitor. Fortunately, I'd JUST drawn into the card I needed to lock down his deck; good old Stonehorn Dignitary. I already had Deadeye Navigator in play and plenty of mana. Jonathan tried to kill the Dignitary using the ability on his Gruul Ragebeast, but I had enough flickering mana up to protect it until I got my Crystal Shard out, giving me a way to protect it for 1 mana per turn by simply bouncing it to my hand when it was targeted. Jonathan conceded the game at that point.

The third game we decided to just play a regular 5-player melee game, but didn't have time to finish it. It looked good for a Jonathan win as the table foolishly accelerated him to turn 7 on turn 2 by letting him get five lands out with Tempt with Discovery. But I was playing with Azami again, and managed to hold him in check with counter magic long enough that Zach had a chance to build up a 48/48 Scavenging Ooze in his Vorel deck; he then played Thassa, God of the Sea, made the Ooze unblockable, and took Jonathan out of the game on the penultimate turn. We ran out of time at that point; Jeremy took the final turn, drew his card just to see what it was, and then declared the game over.


17 December

Game: Orléans

Today I finally got around to trying out one of the solo scenarios from the Orléans: Invasion expansion. "The Dignitary" was the name of the scenario I played. In this particular game the goal is to get 8 citizen tiles (or 7 if you want to play it in "easy" mode); there are no goods, a limited number of followers of each type, and you start with no money. Instead of playing with random events every round, there is a pre-programmed set of 16; if you fail to acquire that eighth citizen by the end of the final round, you've lost.

There are five cities on the map where citizens are placed, and one way to acquire them is to travel to those cities in the course of moving your merchant and building guild halls. (There are no points associated with this, but some of the events pay out for your guild halls, so it is worthwhile building them anyway.)

I didn't think I was going to make it, but I managed to acquire my eighth citizen during the fifteenth round!


18 December

Today was The Secret Cabal Gaming Podcast's annual Christmas party at Beermongers in Dallastown. I had church in the morning (we put on our annual Christmas musical program) so wasn't able to make it there until around 1:30, and only had until 6:00 to get in a game. I was hoping to get a chance to sit down and learn Trickerion from Chris Miller, but when I arrived he was already in the midst of a game of Railways of America that had quite a bit of time left to complete. In the other room, I found [user=VictorTheGeek]Victor[/user], Chris and Peter chatting about what to play, so I decided to jump into a game with them, especially when I saw what they were pulling out...

Game: Great Western Trail

When I first heard about Great Western Trail, I wasn't all that interested since Western-themed games in general have never grabbed me. But after listening to both the Blue Peg, Pink Peg gang and then The Secret Cabal guys on their most recent episode give this game high praise, I knew I had to at least give it a whirl.

In Great Western Trail, players are cattle ranchers looking to build a profitable business while repeatedly driving cattle from their ranches across the titular trail to the Kansas City where they'll sell their cattle for profit and rewards. The game board itself is the trail; a rondel of action select spaces interspersed with various hazards, Indian reservations, and opportunities to improve.



Your herds of cattle take the form of a deck of cards, which you will add to and possibly winnow through the games' deck-building mechanism. Many of the various action spaces along the trail give you opportunities to sell off cattle for immediate cash rewards, which can be spent on a variety of actions, including the chance to construct your own building along the way, give you exclusive places to conduct business and sometimes requiring the other players to pay to pass.

Your personal player board has a variety of options for customizing and improving your game engine--the engine-building was probably my favorite aspect of this game. You'll be able to move discs from your board to claim rewards on the main board while opening up additional actions to take. You'll also be able to hire workers to add to your board: cowboys, craftsmen, and conductors, all of which serve various purposes when taking action spaces on the main board. Cowboys are needed to buy better cattle cards for your deck; craftsmen let you construct new and better structures on the board, and conductors advance your personal locomotive down the rail line from Kansas City.



At the end of the trail/rondel is Kansas City, where every player always ends up. The goal here is to craft a hand of non-matching cattle cards; the higher the values the better. Matches are not scored, so it's best to have each type of cow in your hand to be unique. However much your unique cattle add up to, adding in spent "influence" points you can ship your cattle that far down the rails from Kansas City, potentially getting as far west as San Fransisco for the highest possible bonus points.



Each time a player advances to Kansas City, new hazards and teepees will be placed, and new workers will be placed into the hirable queue, advancing a marker down the board each time a row fills up. This marker determines the game end; whoever advances it off the bottom of the board will collect a 2-point bonus and each player after them will get one final turn before scoring. Final scoring looks at a variety of different point-scoring possibilities--this is certainly a point-salad style game.

I really enjoyed the game. I didn't really understand what I was doing right away and had to have many things explained to me more than once; luckily for me I was the only completely new player in the game; Victor taught and Chris and Peter had both played at least once before. For me at least this was one of those games that just "clicked" after a while and once I began to understand it, I could see all kinds of possibilities. To my surprise, I won--by a LOT. My final score was 18 points ahead of Victor, who took 2nd place. I owed it largely to acquiring quite a few high-value cattle cards to add to my deck, and then being fortunate enough to get them into my scoring hand for Kansas City two or three times, which in turn made me a lot of cash and allowed me to claim quite a few scoring bonuses.



The best thing was just enjoying the game, however. I never expect to win a game on my first play, and while it was awesome to win by such a landslide, I more importantly had fun doing it. Definitely a game I want to add to my collection at some point!

Reply: King of Tokyo:: General:: Re: Cyber Bunny/Cyber Kitty Story a Lie?

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by Magicovore

Chetil wrote:

More King of games? That's really interesting. Can you tell anything more about this?


We don't want to fall in the "communicate too early" trap once again! We try to learn from our mistakes.

There's already some information available on Cthulhu Monster Pack in bgg forums. About upcoming stuff, it's still "work in progress" right now, we will communicate on those games when it's time.

Reply: King of Tokyo:: General:: Re: Gotta Catchem All!

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by Schneu

The one reason that I have to get as many as I can, (and make more!) is that we play with the "describe your damage" rule. The damage is described as coming from some aspect of the monster as shown on its image, or something that they did to the environment (like trashing buildings on you or tossing cars/ helicopters, etc.) Each of the monsters have a few obvious details that can be used in this way, like the rockets or sword of Cyber-bunny.

It is amazing to see the imagination of your friends and especially their kids when they do this. So it becomes more of a battle-royale feeling. This is where the collection comes in, because a battle of various Pokémon against giant Minions or retro movie monsters like Stay-puft... If done right, it can bridge generations...

<Lurk mode re-engaged...>
-Matthew

Reply: King of Tokyo:: General:: Re: An insert fitting both Tokyo, New York and the power ups?

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by RhythmRunneR

daloester wrote:

The Broken Token's KONY insert fits both base games + expansions (and promos) quite nicely!


Would you be able to provide a picture of the combined games / expansions in one box using the KoNY insert? Not doubting you, I would just like to see how it was done. One thing that seems problematic is the token tray size, as they are a snug fit in the KoT insert. Do you have to store tokens separately? Broken Token also has this in the KoNY insert description:

"Get organized with our box organizer designed for King of New York... ...This organizer is also compatible with King of Tokyo (will fit either game, but not both games combined)."

Reply: King of Tokyo:: General:: Re: Typo in Target Exclusive Edition?

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by Mike2316

mwcoletta wrote:

Hello, I received this game in a Yankee Swap and it was the target exclusive version with Baby Gigazaur.

I noticed that on the card titled "Nova Breath" it reads "Your (Claws) Smach all other monsters". I assume that Smach was meant to be Smack, am I right? Is this typo present in all the new target versions or is mine just special.

Sorry if this has been posted about before I looked but didn't see anything. Thanks for any information!


I have the target exclusive version as well same thing with "Nova Breath"
It's clearly a type-o I look at it this way it's minor and makes it more unique (even more so if they fix it)

Review: King of Tokyo:: Story Board reviews King of Tokyo

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by Morningstar_81

Originally published here, do not reproduce without permission or attribution:
http://storyboardwebseries.tumblr.com/post/154134147092/king...

Synopsis: You are a kaiju, a giant monster, with designs on destroying the legendary city of Tokyo. However, you are not the only monster with this goal and so you must duke it out in a battle royal to become the King of Tokyo.

To win you must either be the last monster standing, or the first to achieve 20 points. To eliminate your rivals and garner points, you will try to dominate the central district of Tokyo, from where you can reign destruction upon the other monsters.

On your turn, you will take a set of five dice, and you will be able to roll any number of them up to three times. The symbols you finish with can be applied to particular actions: attack, heal, gather energy, or potentially score points. You effectively, have a Yahtzee mechanism to drive your actions each turn. Energy can be spent on buying unique power ups, while sets of numbers (e.g. triple 3s) can give you points directly.

A key feature of the game is that there is usually only one spot available in downtown Tokyo (two if there are five or more players in play). Damage through the attack moves are assigned to the monsters where you are not: if you’re in Tokyo, all monsters outside of Tokyo take damage, and the opposite is also true. This means that while you’re in Tokyo, you can dish out lots of damage, but you are also on the punishing end of several sequential attacks.

Commentary: This is really Yahtzee with giant monsters. It’s a game that is fickle in nature, as the way that the dice fall will ultimately determine your play and your game. There is a limited amount of strategy available within these choices, but this is mostly a game where you allow the weirdness of the game to catch you up.

Because of the above, this game falls more within the casual and family side of the spectrum. So much changes by the time it gets back to your turn that being able to plan a longer game is not really possible. However, the pace of the game is brisk and this means the game ends faster than not. This is fortunate because this is inherently a game with player elimination, and so anything that drags the game out will leave several people out for a while.

Verdict: Grab King of Tokyo if you want a family fun game, or King of New York if you want something with a bit more strategy. Either way, the Power Up! expansion for each edition is an essential addition, and the rest is mostly redundant.

Expansions: King of Tokyo has one main expansion in Power Up!. It also has a variety of promo cards, and another formal expansion in Halloween. The various promos are entirely optional, but they are game functional. They can be seamlessly added to your game without problem.

Power Up! introduces the concept of evolution cards, which gives each monster an asymmetrical play style. You can trigger the effects of these cards to give your monster unique game effects reflecting the theme of your monster. I consider this a must have expansion for the game, as it adds more flavour to the types of monsters you can choose.

Halloween introduces two more Halloween themed monsters, with their own unique evolution cards, along with additional costumes within the energy cards. However, unless you have a particular interest in either pumpkin jack or the bogey man as monsters, you can pretty much skip this. The costumes are too gimmicky, and the flavour of this expansion jars with that of the game itself.

There is also a stand-alone spin off in King of New York, also with a Power Up! expansion for its unique set of monsters. The main difference between the two games is that New York includes a more involved city board with several districts. These districts have buildings and military units within and in this way, they add more options for scoring points and how to play. You can use the monsters from either edition in the other, but they are otherwise not compatible games.

Reply: King of Tokyo:: Reviews:: Re: Story Board reviews King of Tokyo

Dukes of Dice Podcast - Ep. 122 - What a Wonderful World

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by Sean Ramirez



The Dukes of Dice... A podcast about Board, Card and Role Playing Games

[MP3]http://traffic.libsyn.com/dukesofdice/DoD_Ep_122_-__What_a_W...|Dukes of Dice - Ep. 122 - What a Wonderful World[/MP3]
For a direct download click here


This episode the Dukes...

... Discuss recent plays of Scythe: Invaders from Afar, Power Grid: The Card Game, One Deck Dungeon and Glux (6:30);

... Discuss the latest gaming news including info about the new 2nd ed. of King of Tokyo: Power Up! expansion, the Dominion 2nd ed. Big Box, The Resistance App, and the Kickstarter for the Con Carrier board game bag (16:36);

... Review Stronghold Games' Terraforming Mars (23:57);

... Look back at their review of 7 Wonders: Duel (including the Pantheon expansion) (56:47) and Codenames in their Dukes' Double-Take (1:07:13); and

... Solo travel games for Alex's upcoming trip (1:12:11).

Please consider supporting the Dukes of Patreon!

For our full podcast archive, click here.
Available also on iTunes and Stitcher.
Visit our website (www.dukesofdice.com), follow us on Twitter (@dukesofdice), like us on Facebook (www.facebook.com/dukesofdice), join our BGG Guild (Dukes of Dice) or subscribe to our YouTube channel.

Thread: King of Tokyo:: Rules:: Camouflage with more damage than life

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by fjehoel

Situation as follows. I throw 3 smash, while the opponent has 2 life left and the camouflage card. What happens? I can imagine several scenario's:

1. Other player rolls 2 dice if one heart, then loses only 1 life and thus still lives.

2. Other player rolls 3 dice, if 2 hearts, then loses only 1 life and thus still lives.

I didn't calculate the exact odds, but the first case is easier to survive than the second...

Any ideas how this card should be interpreted?

Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by a1bert

For me it is clearly 2, because I don't remember any rule that would limit the damage you can cause to the number of life remaining.

Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by Necr0mancer

fjehoel wrote:

2. Other player rolls 3 dice, if 2 hearts, then loses only 1 life and thus still lives.


Camouflage says...

Camouflage wrote:

If you take damage, roll a die, on a heart roll you do not take the damage.


Since you rolled three smashes, they take three damage. Since they take three damage, they get to roll three times. Any heart they roll will prevent the damage that they would have taken.

In addition to the above, they could also roll three hearts and take zero damage.

Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by MercifulBiscuit

If that's the literal wording of the card, then I'd argue that if you roll one heart, you negate all damage. The downside being that you only get one roll to do it with.

Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by Necr0mancer

MercifulBiscuit wrote:

If that's the literal wording of the card, then I'd argue that if you roll one heart, you negate all damage. The downside being that you only get one roll to do it with.


I didn't have the card in front of me and I got the wording from the internet. Turns out it wasn't right and I corrected it from the card now that I got home.

2011 Five Year Look Back

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by sean johnson

I was thinking I wanted to do a five year look back post in 2017, and then I realized there was still time to do that for 2011 this year. In 2011 we had not yet started this blog, but this was the year that Game On Game Night got its beginnings. Back then Game On! With Cody and John was still going. The constant plugging on the podcast helped draw in a lot of visitors that first year. As a result of the game night I played a lot more new releases that year than I had up to that point.

At this point I have played a little over eighty games released in 2011. There are a few games from that year that I have yet to play. Most notably are Ora et Laboraand Trajan. 2011 is also the year that we started to hit that too many game threshold. Several of the games we have from 2011 are underplayed with less than 10 plays. In 2009 and 2010 we tended to get less games to the table more often, but in 2011 we transitioned to playing more unique games less often. Now that we are five years removed from 2011, here are the games from that year that I enjoy the most.

10. Penny Arcade: The Game – Gamers vs. Evil

This was part of the big wave that deck builders that came out after Dominion. Like many of those games this tweaked the formula just a bit. This has two currencies like Ascension, a common pool of cards like Dominion, and bosses to fight like DC Deckbuilding game. We have this game and it’s expansion, but we have only gotten the cards out of the box a handful of times. However, we have played it a lot on phones. Whenever we are out and about and want to play a game together this is my wife’s go to game. It is a really by the numbers deck building game, but deckbuilding is fun and this game is fun enough for us to play over and over.

9. Fortune and Glory: The Cliffhanger Game
Back in 2011, $100+ were not as common as they are today. The price tag really scared me away, but this was a game I really wanted. I finally traded for it, and this game lived up to my expectations. A long set up time and fairly lengthy play time keeps this game from getting played as much as I would like it to. However, the game creates a fun pulp story. I am really on board with the kind of games that Flying Frog makes, and this one is no different.

8. A Few Acres of Snow
I know this game is marred because there is a dominant strategy (which I do not know how to execute, so it has not been an issue for me). However, I really enjoy the system. This was the first game to use deckbuilding in a really unique way. I have not played this game as much I would like, but I have enjoyed it every time it makes it out to the table.

7. Discworld: Ankh-Morpork

This is the second Martin Wallace on the list, and this game is also one of our most underplayed games. Both my wife and I like it, so it should get played more. This game has a lot going for it. I love the way the card play works in this game, and every turn has interesting choices. I like that this card interaction is combined with area control, and finally players have their own unique victory condition.

6. The Castles of Burgundy
This is a game that we traded for a couple of years ago, and one of the major reasons for doing so is that I know several people who really like this game. I believe this is the highest rated game from 2011 that I have included on this list. Despite having a color palate that just screams bland, this game is a lot of fun. This game captures that feeling of building something as the player board gets more and more full. This is also the quintessential point salad as it seems everything that is done yields points. The challenge is just squeezing more points out of the game than everyone else.

5. Yomi
I got the complete first edition when it came out. I have played this game quite a bit, but only a handful of plays have been in recent years. That is a shame because I like this game quite a bit and it is a game that benefits from playing a good deal. I know this game has an online client but I have yet to really spend anytime with it for reasons. I think I have tried just about every game that tries to capture a fighting video game in board game form, and I like this one the best (though Exceed might be really close).

4. Ninjato

This is one of the first games I got really excited about after discovering on BGG. In 2010 I learned that the designer is local and I tracked him down at a local con and asked if I could playtest it. The game changed a good deal between then and it’s release but this was a must get game for me in 2011. I really like how this game incorporates push your luck mechanisms. I also think this is one of the most thematic euro games I have played. If my wife picked her favorite game from 2011, I am fairly confident that this would be the winner.

3. King of Tokyo
This is my most played game from 2011. This is a great gateway game that is very accessible to people. It mixes pushing your luck with beating people down in a very engaging way. In 2015 I qualified for King of Tokyo tournament and promptly lost in the first round. This showed me that while this game is accessible, it has a bit more strategic depth than I ever thought possible.

2. Core Worlds
Of all the games on this list this is probably the one I want to play the most right now. I really adore this game and it has been way, way too long since I have played it. The game’s play time is deceptively long which might be one of the reasons why it does not make to the table as much as I want. This is probably my favorite deck building game. I really like the space conquest theme and artwork. I love the progression of this game. It feels like players are making a march to the core worlds. It is so much fun to watch my forces grow and my space empire expand.

1. Blood Bowl: Team Manager – The Card Game

This is my favorite game of 2011. I remember demoing the game at Gen Con that year. I was really liking it, and a FFG person came by and said that there were less than ten copies left. I immediately got up and bought it. I really enjoy the back and forth tactical play of this game. I like that this game gives the synergy of a CCG style game in a much more manageable and accessible game. This is a game that I am always willing to play and it is a great time every time. I am happy that it got two expansions, but I wish they made one more to include some of the good aligned factions like high elves and lizardmen.

Reply: King of Tokyo:: General:: Re: Cyber Bunny/Cyber Kitty Story a Lie?


Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by fjehoel

I think I have the restyled 2016 edition of the game. On my card it says:

If you lose (heart), roll a die for each (heart) you lost. Each (heart die) reduces the loss by 1 (heart).

Where the words in () are symbols. This therefore got us confused, since it doesn't talk about damage dealt, but about (heart)/health lost. And how can you lose 3 (heart)/health when you only have 2... If your card mentions damage dealt, I would definitely agree that you can have more damage dealt than health lost and thus would need to go for the option 2.

Thanks for your quick replies!

Reply: King of Tokyo:: Rules:: Re: Camouflage with more damage than life

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by a1bert

They have changed it then, that's why quoting the card is important.

But I think the new wording does not make the interpretation easier, it makes it harder.

Reply: King of Tokyo:: Reviews:: Re: Story Board reviews King of Tokyo

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by Geekymike

Morningstar_81 wrote:


On your turn, you will take a set of five dice,


With all due respect, you roll six dice unless you have modifiers (extra head)

Reply: King of Tokyo:: General:: Re: Are Expansions compatible with New Edition

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by seriouslyboard

Mattintheweb wrote:

Everything Richard said is true (thanks! :) ), with one small update: while nothing is confirmed yet, we're currently considering the release of an updated version of the Halloween collector pack. It would probably just be a small update, since Régis was already the artist on this expoansion. ;)


Matthieu, it would be really good if these issues could be summarised and clarified by you or the publisher so people like us (retailers) can provide accurate information to our customers regarding the compatibility or otherwise of expansions with the new edition game. Ideally that kind of information would sit in the BGG listing or the Iello product listing. Just a thought. - Dave, SB.

Reply: King of Tokyo:: Reviews:: Re: Story Board reviews King of Tokyo

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by Morningstar_81

Geekymike wrote:

Morningstar_81 wrote:


On your turn, you will take a set of five dice,


With all due respect, you roll six dice unless you have modifiers (extra head)


Thanks for catching that.
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