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Reply: King of Tokyo:: Reviews:: Re: 20X Reviews - King of Tokyo

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by z10n x

Just as one example, there's a card that costs only 5 energy and allows players to purchase cards from other players. Someone purchased that card in a recent game, and we couldn't do anything to counteract it.

I don't think the cards are inherently unbalanced, but sometimes a combination really breaks the game. Still fun regardless!

Games Played in December 2016

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by Bobby Warren

A little of this, a little of that and not mush else to say except what is below.

In December I played 33 different games a total of 65 times and ten expansions accounted for 17 recorded game plays. Seven of the games and two of the expansions were new to me, and I played 12 of the games and two of the expansions in November.

Those played games to finish out the year are:

51st State: Master Set
Times Played:1
Last Month Played: 10/2016
My Rating: 7

I mixed in the promos I ordered from Portal games and we played with the New Era cards. It was a my Merchants against T’s Mutants.

In our group, T is the one most likely to attack others, and he did attack a few times. I ended up focusing on getting VPs from deals and had a card that let me score three points a turn that he thankfully didn’t attack. I won but T’s last round scoring brought him close.


Bluff
Times Played:2
Last Month Played: 7/2016
My Rating: 8

We played two games of this at Mike’s, using the latest version of Liar’s Dice which has the neoprene board.


Carcassonne: Amazonas
Times Played:1
Last Month Played: New to me
My Rating: 7

I was excited to try this after Mike said he was getting it. Both he and I were tentatively disappointed.

The river will either force a long and skinny board or large parts of it could end up being ignored. Also, the rover point scoring felt more random than just about any other mechanism in another Carcassonne game. I got screwed by drawing a couple of the too-many river tiles early in the game, which let the other two score rivers and jump way in front of me. I managed to catch up some by the end but never felt like I was in contention.

I’d like to play it again before rendering a final judgement on the game, but as of now it’s only an average game and a below-average Carcassonne entry. Yes, that is a “7” in my book.


Clank!
Times Played:1
Last Month Played: 11/2016
My Rating: 8

Just once into the breach this month. If the Saturdays weren’t holiday month Saturdays I suspect it would have been played once or twice more.


Colony
Times Played:1
Last Month Played: 11/2016
My Rating: 7

I managed to get the auto-upgrade cards (a 2, 3, and 4) and was prepared to win, but Matt jumped to the victory before I could take the turn that was to be my last.


Cottage Garden
Times Played:4
Last Month Played: New to me
My Rating: 7

This is a replacement for Patchwork. It does much of the same things as that game, but smoother and it plays with up to four players.

Mike and I played it twice and he and I played it with T and Michael. We also played with Matt and Jerry.

It was a blast with both two and four and I will likely be getting this when it comes out from Z-Man games.


Dice City
Times Played:1
Last Month Played: 5/2016
My Rating: 7

Expansion Played:All That Glitters and Crossroads expansions.

Mike and I played with card from the first two expansions. We selected five cards of each type, including two of each type from Crossroads. It has peaked already and I suspect it won’t see regular play, but I can see it getting played occasionally since Mike, Nico, and I all own it.


Doom: The Board Game
Times Played:1
Last Month Played: New to me
My Rating: 6

It’s kind of slow. While it takes about two hours, the number of turns each player gets is relatively few and that makes the game feel like it is moving even slower. The initiative system, while cool, can make it seem longer if you go early one round and late the next.


Flash Point: Fire Rescue
Times Played:1
Last Month Played: 9/2016
My Rating: 8

We played on the brownstone board and ended up with a loss.


Hero Realms
Times Played:4
Last Month Played: 11/2016
My Rating: 7

I could see my rating go down on this. I really prefer the mix of cards in Cthulhu Realms and having just three “suits” allows for better deck building in such a short game.

All four of the games were against Mike. The first was with the starter decks from the base game and the rest were using the hero decks and they add a nice flavor to the game.


High Score
Times Played:1
Last Month Played: 11/2016
My Rating: 8

The most average of all the rolls in any of the three rounds was mine. So I can happily tell the others to “Eat it!”

We had a tied score between T and Nick, who won the tiebreaker of having the highest single round between the two of them. His win for the month. :)


Isle of Skye
Times Played:2
Last Month Played: 9/2016
My Rating: 7

My weakness in this game is still not making sure I get some end-game scoring.


Keltis: Das Würfelspiel
Times Played:1
Last Month Played: 4/2016
My Rating: 7

This was the odd game were both Mike and I had all four of our tokens on the board. Usually we have just three because that allows us to focus on scoring with just them and means less of a chance of scoring negative points for one or more of them.


King of Tokyo
Times Played:1
Last Month Played: 9/2016
My Rating: 8

Expansion Played:Power Up! and Halloween.

We played a really fun game with five players. There was lots of laughing and trash talk!


Lord of the Rings: Journey to Mordor
Times Played:1
Last Month Played: New to me
My Rating: 6

It’s light. So fluffy light that it is barely more than just rolling dice. We played with the “advanced” rules.

It was a nice diversion and I would play again, but I won’t be buying it.


Medici
Times Played:1
Last Month Played: 10/2016
My Rating: 9

Allison and Nick were at the store on a Saturday, so we played. This time was with four and the tile mix ended up being a bit odd. We never saw the gold tile and one ofo the goods only was bought a very few times.

Nick won. We need to stop that from happening.


Nyet!
Times Played:2
Last Month Played: 1/2016
My Rating: 5

Michael wanted to show it to Nick, so the three of us played a round. We also played later in the day when Allison was there so she could see the game and they could decide if they wanted to get it.


Oceanos
Times Played:2
Last Month Played: 11/2016
My Rating: 7

Mike’s set is obviously defective. The card selection for both games with it was horrendous as I saw entire rounds without crystals or bases. Iello should send him a replacement copy that actually works properly and take back his buggy one!


One Deck Dungeon
Times Played:1
Last Month Played: New to me
My Rating: 7

Mike backed this and we played the easiest scenario, against the Dragon, with the Mage and the Warrior. We made it to the final battle but were killed early on.

It’s a fun cooperative game designed for one or two players and I would recommend it if you were looking for solo game to play.


Orléans
Times Played:1
Last Month Played: 6/2016
My Rating: 8

I went over the game again for Mike who needed the refresher. I went for making my boatmen and scholars wild by getting the Herb Garden and School tiles and then grabbing citizens and maxing out the development track.

Both Mike and I thought I was well ahead of him during the game, but when we tallied the final scores he was a point ahead of me and won.


Pandemic: Iberia
Times Played:3
Last Month Played: New to me
My Rating: 8

Wow! Like Reign of Cthulhu, this takes the basic game, twists it a little, and comes up with an utterly playable and familiar game that has new choices and decisions to make. We played it twice at Mike’s with five epidemics and lost badly both times.

I then broke out my copy and Michael and I played to end a Saturday, and my gaming 2016, using four epidemics and ended up beating the game.

It really is a blast and I look forward to playing with some of the included expansion/variant rules.


Pandemic: The Cure
Times Played:3
Last Month Played: 11/2016
My Rating: 8

Expansion Played:Experimental Meds for all of the games.

We lost every time. That’s a good thing. :)


Pathfinder Adventure Card Game: Mummy’s Mask
Times Played:6
Last Month Played: 11/2016
My Rating: 8

We finished off the beginning adventure, beating scenario four on the first try but it took us two tries to beat the last one. The real enemy in the loss was just the amount of time it took to get through the decks, plus a couple of bad rolls (i.e., me twice needing a two or greater on a d10 to close a location and rolling a one each time).

We also started adventure one and beat the first three scenarios we chose to play. The players are allowed to choose the order for the first four scenarios and then play the last one after completing the others.


Pathfinder Adventure Card Game: Wrath of the Righteous
Times Played:9
Last Month Played: 11/2016
My Rating: 8

Expansion Played:Herald of the Ivory Labyrinth for six of the games and City of Locusts for three of them.

Michael and I moved into and completed the fifth adventure. And made it through the third scenario in the fifth adventure. Soon it will be done and we’ll go hunting mummies!


Ra: The Dice Game
Times Played:1
Last Month Played: 10/2016
My Rating: 8

Yeah, we’re still playing this. Ain’t it cool!


Race for the Galaxy
Times Played:1
Last Month Played: 11/2016
My Rating: 8

Expansion Played:Xeno Invasion.

Just one quick game when we didn’t have enough time for one more scenario of the Pathfinder Adventure Card Game. I think it might be time to go back to the original set of cards and expansions.


Robo Rally
Times Played:1
Last Month Played: Before 2003
My Rating: 7

We played a four-player game using Mike’s copy which is either the 2005 or 2010 edition. The map was on a single tile and all four flags were on the first half of the board.

I won after Mike and Matt bit the dust.

I still like the game, but it is sure dated and takes a long, long time to play. I wasn’t a huge fan of the flag layout on the map. It would have been better to spread them out a little and force the robots to cross either other going to and fro, but it still worked. Jerry almost won by being the last to survive and being in last the entire game.


Roll Player
Times Played:2
Last Month Played: 11/2016
My Rating: 7

My Human Wizard was just a little more superior than Mike’s Frogkin Druid. It would have turned out differently if Mike had not misread one of the traits he bought.

Game two was my Dragonkin Thief competing against Mike’s Human Ranger and Greg’s Elf Barbarian. The way of the thief was the superior way. Money, baby. Money!


Villages of Valeria
Times Played:3
Last Month Played: New to me
My Rating: 7

It’s fun but I agree with Mike that it just doesn’t seem to flow. I want to play it some more, and soon, but I think this might be one that ends up dropping a point, or so, in the ratings and being relegated to gathering dust. Kind of like Jay Cutler in the NFL beginning in 2017.


Viticulture
Times Played:1
Last Month Played: 3/2016
My Rating: 7

We played using Mike’s Inferior Edition which is the worst of the three editions.

The basic set-up has been removed and the “Mamas and Papas” expansion from Tuscany was made the standard way to start the game. I didn’t like that expansion. They also added the expansion that allows the fields to be sold, which just makes more money available. The visitor cards felt much more powerful in some cases and their relative power is varies greatly. They add way more randomness to the game.

Why anyone would ever buy another game from Stonemaier when this has gone through three rapid editions, changing the rules constantly. So if you own the initial edition, someone else owns the second, revised edition, and someone else owns this, you will be playing with different rule.


Warmachine
Times Played:2
Last Month Played: 11/2016
My Rating: 9

My first game was against Ben’s Retribution and I expected to lose because he went with a shooty list and I eschewed the choir to go for the big warjack. It was a horrible game since my rolls sucked, his didn’t, and I also made a couple of bad choices.

Game two was against the other Ben’s Circle Orboros. He left Wrong Eye, his hired minion, vulnerable and I tried taking him out to also take out his gator warbeast, but my attempt failed a couple of times because the darned walking luggage made a couple of saving rolls. Then Ben rolled over me. What a disappointing month.

Month four lets me switch out my warcaster (general) and double the size of my army, so now I will start playing with things how I might normally play. I don’t know if I will consistently be able to beat the better players, but I will feel more competitive while losing. I hope.

Also, starting a new job means my playing time might be curtailed some, but I hope to get in at least two games in January. Or more. Much, much more!


Würfel Bohnanza
Times Played:1
Last Month Played: 9/2016
My Rating: 8

We needed a quick game for five players and this fits the bill.


Zombicide: Black Plague
Times Played:2
Last Month Played: 11/2016
My Rating: 8

Michael painted all my zombies from the base game because he found the exercise relaxing. Since he painted them, he wanted to play. So he, Nick, and I played with two characters each and we played quest 2, “The Black Book.”

It was a successful adventure.

Later in the month, Michael, Mike Mc., and I played quest 4, “Famine” and won, even though the last food item was the next to last card in the deck.

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by a1bert

nerman8r wrote:

a1bert wrote:

I agree. Each card can be used only once per turn, otherwise you could get infinite score with cards that give you VP by rolling certain combinations.

Again, no. You still only have so many dice. With six dice you can get 6 3's and score six points.

If you can activate cards with costs more than once, what prevents you from activating cards that do not have costs more than once?

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by bakija

a1bert wrote:

I was talking about cards that give extra VP when you roll a certain combination, like one of each die face. Why can't I use this card more than once per turn, if I can use some other card more than once per turn?


Presumably 'cause you only take dice results when you are done rolling. You roll the dice. Put some aside, pick some up and roll a second time. Then you put some aside, pick some up and roll a third time. Then you resolve the dice.

You don't, however, roll some dice, resolve the results, pick some up, roll them, resolve them again, etc. As otherwise, you could roll 6 energy, take 6 energy, pick up all the dice, roll them again, roll 6 claws, do 6 damage, pick up the dice, roll them again and roll 6 3's and get 6VPs. But that isn't how the dice work. You roll them till you are done rolling them, and then resolve the effects when you are done rolling them.

The card that says "score 2VP if you roll 1, 2, 3" doesn't (presumably) mean you can roll the dice, find a 1, 2, 3, score 2VP, and then pick them up and roll them again any more than the basic rule that says "score 1 damage for each claw you roll" means you can roll 3 claws, score 3 damage, and then roll them again. You roll dice till you are done rolling and then resolve them with whatever resolution abilities that are out there.

Reply: King of Tokyo:: General:: Re: Evolution card templates - wip

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by a1bert

bakija wrote:

The card that says "score 2VP if you roll 1, 2, 3" doesn't (presumably) mean you can roll the dice, find a 1, 2, 3, score 2VP, and then pick them up and roll them again

If there is no limit to how many times a card ability can be used, I can score 2VP using the card, then immediately use it again, because I rolled 1, 2, 3.

Yes, this is ridiculous, I know this is not how it can be used, that's part of my argument.

So, what is the thing that allows some cards to be used multiple times and some others not?

Edit: Answering myself - because almost all cards have "each turn" or other qualifiers restricting their use to specific moments.

But the following are the hard ones.

Telepath: Spend 1
to get 1 extra reroll.

- Sounds like you can use it once, and the wording limits you to 4 rerolls. But it may also be interpreted 1 extra reroll per energy spent.

Rapid Healing: Spend 2
at any time to heal 1 damage.

- It practically gives you instructions to use it in rapid succession.

Stretchy: You can spend 2
to change one of your dice to any result.

- Can probably be used multiple times, but can be argued to be able to only change one die. Counterargument: does not have "each turn" like other cards.

Smoke Cloud: ... Spend a charge for an extra reroll...

- Can be used multiple times, does not say "1 extra reroll".

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by bakija

a1bert wrote:

Yes, this is ridiculous, I know this is not how it can be used, that's part of my argument.

So, what is the thing that allows some cards to be used multiple times and some others not?


What prevents this from happening is when you resolve the dice. You roll (multiple times) the dice. Then you resolve the dice. Which is what keeps the thing you are mentioning from happening--you don't get to score VP dice during the rolling process. You get to score the VP dice when you resolve the dice, the same as when you get to do damage and collect energy. If you could use the "score 2VP when you roll 1, 2, 3" ability more than once per turn, you could do the same thing without the ability--roll 3x3, score 3VP, pick up those dice and roll them again. But that isn't how the dice work. That is what prevents you from using powers like that more than once per turn. The basic rules structure.

I realize that the rules on what the cards say are probably a little more vague than they could be. But I think the thing that is important here is that the way the game works, you roll dice, re-roll dice, and then you stop rolling the dice. And then when you stop rolling the dice is when you resolve what they do. Not during the rolling.

If a power is something that can be used more than once per turn by virtue of the rest of the rules, you can use them more than once per turn (unless they say otherwise).

Telepath: Spend 1
to get 1 extra reroll.

- Sounds like you can use it once, and the wording limits you to 4 rerolls. But it may also be interpreted 1 extra reroll per energy spent.


Why does the wording limit you to 4 rerolls? The card is pretty straight forward. You spend an energy. You get to reroll your dice. If you spend another energy, you reroll again. You are already limited by the energy you have. And that rerolling dice has a upward limit to utility (see: you roll the dice, then you resolve the dice when you are done; you don't roll, resolve, roll, resolve, etc.). You can theoretically use Telepath to reroll as many times as you have energy to spend. But how often would you need to? I mean, like, it is possible that you will be in a situation where if you can roll that last 3 on your last die for a 3VP set, you win the game, and you just keep rerolling till you run out of energy. Which is totally within reason, as the rules work.

Rapid Healing: Spend 2
at any time to heal 1 damage.

- It practically gives you instructions to use it in rapid succession.


Sure. What in the rules would indicate you can't use this more than once per turn? You spend 2 energy. You heal a point of damage. Again, a significant limit (the amount of energy you have). 2 energy is harder to get than healing 1 damage. That is the limitation. If you have 10 energy? Heal 5 damage.

Stretchy: You can spend 2
to change one of your dice to any result.

- Can probably be used multiple times, but can be argued to be able to only change one die. Counterargument: does not have "each turn" like other cards.


Again, built in limit. Energy. Spend 2 energy. Make one of your dice anything you want. If you have 10 energy? Do this to 5 dice. Most of the time, however? Probably not worth it. As 2 energy is a higher cost than just dealing with the dice you roll most of the time. Again, you need that 3? Or one extra damage? Or both? It'll be handy. Most of the time, 2 energy to pick a die face is expensive enough to be the only limit you need.

Smoke Cloud: ... Spend a charge for an extra reroll...

- Can be used multiple times, does not say "1 extra reroll".


Sure. Why would there need to be a limit to using the card? An extra re-roll is of limited utility, as it is random. I mean, it is handy, sure, but it isn't busting the game to get 3 extra re-rolls in a single turn. As again, re-rolls have an upper limit of usefulness. You throw 6 dice. Let's say you keep 3. You throw the other 3 again. You keep 1. You throw the last 2 again. If you don't like them, you can use Smoke Cloud to re-roll them again. And again if you want. And yet again still if you want. But re-rolling those last 2 dice 5 times is not that likely to have that big of an impact on the game. 'Cause of when you resolve the dice. When you are done rolling them.

Thread: King of Tokyo:: General:: Some Questions

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by knatebaker

1. How is the newest edition different from the first?

2. How interchangable is KoNY and KoT?

3. Is there a reason to want one over the other if Im playing with a younger group or want it as a lighter filler?

Thanks
Nate

Reply: King of Tokyo:: General:: Re: Some Questions

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by nerman8r

If you look through the forums you should find more complete answers, but in a nutshell:

1. They're not that different. A couple monsters are changed, the aesthetics of the monsters is changed, and I believe there's one change to the KoT rules. The new rule is basically better for gameplay, but you could always use the new rule even with the old edition. Oh, and one card is different, but if you have the old edition, you could always remove the card, and even if you don't, it won't come up often.

2. The monsters are interchangeable (since the difference between monsters is purely cosmetic) and at least one expansion crosses both games. The KoT Power Up and Halloween expansions don't work with KoNY, but the KoNY Power Expansion *does* work with KoT

3. KoT is simpler, so I assume it would be easier for children, but I don't know much about children, honestly.

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by nerman8r

The cards that give you points for certain combinations happen when you resolve your dice, and that only happens once. It's a passive effect that is triggered at the time. Even if you didn't want the points, you would have no choice.

Energy Drink, on the other hand, is saying you can pay a cost to do an extra thing. You choose when it gets activated, so there's no limit to how many times you can do it, except for your energy supply.

Ultimately, I have no "proof" that this is how it works, but I do play Magic: the Gathering, which has thorough rules for how everything works, and the KoT cards are designed the same way by the same designer. I'm pretty sure Richard Garfield and the folks at Iello would agree with me.

Reply: King of Tokyo:: General:: Re: Some Questions

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by grarrrg

0. Mostly what he said.

1. Almost purely cosmetic. 1 rule change, 1 card change, and some cards have updated wording (but are functionally identical).
If you have neither, get the new one. If you have the old one, you're probably fine as-is.

2. Clarification: the NY Power Up is essentially 2 expansions. One half is for NY monsters to use in NY, the other half is for NY monsters to use in Tokyo. You can't use both halves at the same time (without some house ruling anyway).

3. Children are small, loud people that like to make messes.

Reply: King of Tokyo:: General:: Re: Energy Drink card clarification

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by grarrrg

nerman8r wrote:

The cards that give you points for certain combinations happen when you resolve your dice, and that only happens once. It's a passive effect that is triggered at the time.

IELLO has clarified that any card that says "when you roll X > get [thing]" only applies to the final result of your dice rolls, unless the cards specifically states otherwise.
(Will link to post when able)

Reply: King of Tokyo:: General:: Re: Some Questions

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by nerman8r

grarrrg wrote:

3. Children are small, loud people that like to make messes.

Oh, *those* people. Thanks Grarrg! In that case, I'd say keep the precious, precious games away from those mess-makers.

Reply: King of Tokyo:: Reviews:: Re: 20X Reviews - King of Tokyo

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by Necr0mancer

z10n x wrote:

Just as one example, there's a card that costs only 5 energy and allows players to purchase cards from other players. Someone purchased that card in a recent game, and we couldn't do anything to counteract it.


Did you remember to give the player who had the card being purchased the energy for the card? The player who no longer has the card now has a bunch of energy that they can buy new cards with.

Reply: King of Tokyo:: Reviews:: Re: 20X Reviews - King of Tokyo

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by z10n x

Necr0mancer wrote:

z10n x wrote:

Just as one example, there's a card that costs only 5 energy and allows players to purchase cards from other players. Someone purchased that card in a recent game, and we couldn't do anything to counteract it.


Did you remember to give the player who had the card being purchased the energy for the card? The player who no longer has the card now has a bunch of energy that they can buy new cards with.


Yeah, we did. You're right; it does help. But any good card we bought after that was just as susceptible. Really, it didn't benefit the person who had the card I mentioned. She didn't have time to use all her new cards. It instead benefited the one player who was rolling full out for victory points. We lost the ability to deal her extra damage, and that allowed her to win.

Thread: King of Tokyo:: General:: Does Bang: The Dice Game do it better?

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by TFJ383

Recently, I've been feeling as if Bang: The Dice Game has by large replaced King of Tokyo for me. KoT hardly hits the table, and the one time I've played it over the last 4 months or so, it was because a local gaming shop made a life-sized version for kids to play on.

B:TDG, on the other hand, hits the table every gathering we have that has at least 5 or 6 people present, takes a quarter of the time to play, and (for me personally) feels a bit more engaging and balanced:

.Roleplaying in B:TDG game is a bit more interactive, as both your role and hidden job you get play into that, whereas KoT feels a bit more flat in regards to the roleplay (again, my opinion). The Yahtzee rolling feels a bit more decision-driven and engaging, as there's always a chance you'll roll something bad if you press your luck, and you aren't just mindlessly attacking, as your attacks could give away your role in the game, or you're just not sure who to attack.

.The Old Saloon expansion makes it so each role has a few different powers you might get in addition to your hidden job, but there's strategy as to whether you use it or not, revealing your hidden job and thus potentially making you a target. The KoT Power Up cards, while they make the monsters unique, feel fairly tacked on and have no negative being used, making them feel like they are choices being made for you a majority of the time than adding more choices. Yes, you do need to choose to get three hearts to draw one, which can be a huge sacrifice, their effects are very straightforward and require little to no thought regarding their use.

.The character roles of B:TDG definitely effect the game more in terms of how they are played, the variety from game to game, and can allow for different strategies to be considered each game according to what character you get in tandem with your hidden job. KoT requires you to get the expansion to have that variety in the first place outside of aesthetics, and regardless of your character you more or less have your standard two ways to win which you can charge for at the same time without much thought.

.I struggle to see how the acquisition of the purchasable cards in KoT is in any way balanced, as it often feels like, once you get a certain card that slows opponents from hurting you (like the armor), you can coast outside of Tokyo until you get 20 points via die rolls. Other cards in the past have felt unbalanced as well, although none come to mind when writing this.

.As I mentioned above, there are no negatives to rolling dice in KoT, meaning someone can sit outside of Tokyo, roll everything they have repeatedly until they get as many 3's as possible every turn, and win without any real trouble. The person in Tokyo can attack, but they have to struggle to stay in Tokyo long enough to do so, and they often can't afflict enough damage to matter, as the person outside of Tokyo can always heal.

.B:TDG doesn't just have intersting choices to make with dice in the obvious ways, ie I could roll another dynamite or arrow. You also have to account fro the potential of rolling a 1 or 2 die when you don't necessarily want to shoot either person in that numerical range. This can lead to some very interesting and telling choices that can change people's perspectives of you and allow for the game to force you to further question what to do with your dice and how to use them.

.Once you're out of a game of KoT, you have to wait ever so impatiently until the game is over, which can take a LONG time if you've got those last two monsters turtling until they can get those last few points and win. While the base game of B:TDG has the same issue, the expansion at least adds the ghost role, which allows the person to suffer the most from this to continue playing until the end. And even then, the games are so much shorter it doesn't matter nearly as much.

.KoT feels like a filler game, yet takes up as much time as a standard game, making it often outlast its welcome in my experience, and often with anti-climactic endings.

.Lastly, KoT's best way to win, points, feels very... against the theme. I don't think of points when it comes to a Kaiju movie, I think of monsters beating the living $#!? out of each other. In this way, B:TDG feels like it has much better themeing, as it always feels like a battle to the death and is exciting in that sense. There's more desperation and excitement over every roll, and more memorable moments.

That's not to say that B:TDG is perfect; some of the early game plays are weak because no one knows who to shoot, some players can be knocked out way too quickly, and I wouldn't necessarily call it a balanced game. But despite all that, I can remember a lot of games that I've played in B:TDG, huge moments that I can bring up to this day and others will remember it fondly. That time I rolled 5 arrows on my first roll, killing the Sheriff in a blaze of glory. The time everyone was trying to kill me because my character had an annoying voice, yet I was the one to kill the Sheriff. That rare game where two Renegades were the last ones standing. B:TDG is just brightly memorable in that regard, and brings a level of engagement that KoT simply has never achieved for me.

I know this has become something of a ramble, and I apologize, but what do ya'll think; does KoT do enough different and well enough to warrant it's place on people's shelves, or does B:TDG bring more to the table? Or do you like both equally in their own ways?

Reply: King of Tokyo:: General:: Re: Does Bang: The Dice Game do it better?

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by broggi

To me, and others in my gaming group, Bang the Dice Game was kind of a letdown compared to the card game version. So King of Tokyo fits in the quick, light dice game niche, while Bang the Dice Game has not been brought to the table since.

Reply: King of Tokyo:: General:: Re: Does Bang: The Dice Game do it better?

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by ras2124

If you play with several people, I can see where you are coming from. Bang works better with larger groups and KoT with 6 can be slow. I think most people play KoT closer to the 4 player region where it shines though, and Bang with 4 is not that great IMO.

So essentially both a great but each does a different range of players better.

Thread: King of Tokyo:: General:: Smash - iOS/Android game with very similar theme

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by odinMithrandir

Hi folks,

I just happened to stumble upon this game "Smash". Do look it up if you guys get a chance. It is free.
The theme is so much similar to KoT.
You recruit monsters and you go smash cities. When I looked into the details and fine print I expected to see Richard Garfield's name in there somewhere. But I didn't see it.

Anywho, for those you who enjoy KoT, you may enjoy the game also.
Give it a shot

2017 Gaming Day 3 - with the kid!

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by Denise Patterson-Monroe

So far this year I've gamed every day, let's see how long I can keep this up!

Tonight after dinner I told my son to pick a game. I don't know why I asked, I should have known he would pick King of Tokyo.

image by deniseibase, on Flickr

I told him I was going to win, I was just trash talking him, but then I started having rolls like this -

image by deniseibase, on Flickr

So turns out I DID in fact win :)

Then I picked a game, and suggested Dream Home because I knew he hadn't played it yet.

"Nah," he said, "I don't like that one too much."

"You haven't played it."

"Yes I have."

"No, I just got it. I've only played it once and it wasn't with you."

"Yes, you did, it's the one with the weird animals."

"What?" I showed him the box.

"Oh! I thought you meant that one," he said, and pointed to Dreamwell. :)

Sorry, Nick and Travis! :p

He liked Dream Home well enough for once, I don't know if he'll want to play it again. Interestingly, it's more competitive with two than with four since you are throwing out a column too. And I do love the art. But there's not a lot there, and if I want a light drafting game, this has no advantages over Sushi Go!.

OK, so that's three days - tomorrow I have to work late and take a kid to karate, let's see if there's time for more gaming after!
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