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Reply: King of Tokyo:: General:: Re: Inflammatory statement about brokenness.

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by pomomojo

ktice wrote:

pomomojo wrote:

In a 4+ player game how would all the players attacking one another stop the one player going for points? If I stay out of Tokyo and just focus on points and cards while the other players keep knocking each other out of Tokyo before they can attack the field, then I never take any damage until I'm ready to make my final push for 20 points and enter with 10 health.

Not saying this is a particularly fun strategy, but I'm not sure why everyone would go the attack route.


Well as I see it there just isn't enough time for points, especially when staying out of Tokyo. If everyone is taking 3 or 4 hits a turn in Tokyo, the games going to be over pretty quickly. At any rate, I don't think a balanced approach will work unless everyone is going that route.

Also there is no way to stay out of Tokyo, you will inevitably roll an attack when you don't want to.

Also, the game is symmetric, so even if you think an attacking autopilot strategy is the best, there's no reason other players can't do the same thing. Thus, the game is not "broken" by any definition that I'm aware of.


This is what I was describing my game devolved into. Not fun at all, just mindlessness - no decisions involved with the winner being determined entirely by dice rolling.


Well, if you happen to roll a claw and enter Tokyo you get a point, so not a big deal, then you can leave on the next turn, hopefully with minimal damage.
I guess I haven't found it that easy to roll 4 claws every turn. That seems like the upper limit for me. I'd say 2 claws is a consistent amount of damage.
I don't know. I found that I can get to 20 in maybe 6-7 turns. If I stay out of the fray for 3-4 rounds, then I just have to be able to survive a couple more rounds or if my last surviving opponent has taken considerable damage, I can just finish him off by switching to an attack strategy.

Definitely the game is fragile in that if all players pursue the same strategy the game loses quite a bit of its fun. If all players go for points then it's just dice rolling. If all players go for damage its just dice rolling. But there's a huge advantage for the one player who bucks the trend. If you are dishing out damage and no one is hurting you, then you'll probably win. If you avoid Tokyo like the plague and shoot for 3s while everyone else is scrapping, then you'll be in a very strong position.

This is why the game is at its best with more players. One player tries to break away from the herd and the herd has to adjust and reel them back in. Once the game gets down to 2 players there are usually few decisions left to be made, it's just a dice rolling sprint to the finish at that point.

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