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Reply: King of Tokyo:: Variants:: Re: Dice Choice & VP (123) Merging

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by Samthere

fanaka66 wrote:

How are you dying without making a decision to stop it? Just leave Tokyo ASAP if you don't want to be there.


Sorry, wrote a lot and it got lost.

The decision isn't necessarily while in Tokyo - the situation I've seen is where a player has spent several consecutive turns rolling for health above all else, and dies either because they're forced into Tokyo from a single claw or just because they're not getting enough hearts. Yes, it's part of the game, but it

The dice pool isn't designed only to fix that issue, but also to try a variant where you get a little more of what you want, which makes it just a little bit more strategic. Simpler solutions for just the first point could be something like: "before you roll your dice when you are not in Tokyo, you can announce that you are recovering." Recovering could either turn VP results into healing (111 heals 1, 222 heals 2, 1111 heals 2, etc) but not trigger effects that trigger from heart dice, or instead it could allow you to heal (again, not triggering heart effects) from claws, but they deal no damage, and if you get any it counts as an attack.

AstroLad wrote:

Interesting idea and I'm sure it would be a fun variant. I think the game is fairly well balanced though. For one, you have to remember that it's really a party/diplomacy game more than anything. Your success will almost always hinge on how bad others want to hurt/help you (this is what makes the game so fun to me btw). You say that camping outside Tokyo is a key to victory, but if most are doing that, there's a very good chance the person in Tokyo will run away with it given all the free VPs he'll be getting.


That's true, but only if everyone is camping. I'm not saying that there aren't counters, or that it's always the best way to win, but just that there isn't usually all that much incentive to stay in Tokyo. It's more "eh, might as well stay, I'll survive" or "I don't want to be in here because I'll die" or "I'm fine, but you're not, so I yield". That last one is probably the biggest issue - several turns in Tokyo should provide something valuable enough to actually make the decision between staying or having another monster die something to think abuot. There's very little "YES YES SMASH TOKYO HAHAHAHAHA I WILL DESTROY TOKYO OR DIE TRYING", simply because Tokyo isn't hugely valuable. Other variants alter Tokyo to give energy, or other things, to make it a bloodier battle, and maybe that's the right thing to do. This change attempts to accomplish it by making Tokyo the primary source of VPs, rather than a pleasant bonus.

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