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Thread: King of Tokyo:: Variants:: An idea for the eliminated players.

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by DepressedMonk3y

I have have been trying to think of a variant to include players after they have been eliminated because when have we played it at my group always with 5-6 players I am finding eliminated players are getting bored of waiting for game to finish.

So I have come with; eliminated players become the army and on their turn they get to roll all the dice once and all the attack dice are used against the monster in Tokyo, the monster can leave afterwards and the next monster goes in if he attacks. If no monsters are in Tokyo then the army attacks all monsters.

Please your thoughts on this. Or should it be left alone and the eliminated players shouldn't of sucked at playing.


Thread: King of Tokyo:: Variants:: Exploring Tokyo! - A KoT fan expansion idea (Feedback please)

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by happycannibal

So, I have this idea for a KoT expansion - What if the monsters could explore Tokyo once in Tokyo (or Tokyo Bay)? This expansion would be a deck of cards that represented thematic places in Tokyo that players could occupy once in Tokyo (or Tokyo Bay). The places would offer abilities much like the existing playdeck.

This is currently in the brainstorming stage and I would love some feedback. Here's what I have so far.

Once in Tokyo (or Tokyo Bay), at the end of your turn, look at the top three cards of the Tokyo Location Deck. You may do this while the other players take their turns. Before you begin your next turn, put them back in any order or shuffle the deck.

Instead of rolling their dice for the turn, players occupying Tokyo (or Tokyo Bay) may elect to put the top card of the Tokyo Location Deck into play by placing it on the Tokyo game board face up. There can be multiple explored locations on the Tokyo game board.

At the end of their turn, players occupying Tokyo (or Tokyo Bay) may occupy any unoccupied Tokyo Location Card by placing their figure on top of the Tokyo Location Card.

Feedback?
---------

Now to the card ideas. The cards will have a range of thematic abilities and effects associated with them. Here are some ideas to get us started. Keep in mind these are just ideas with working titles.

Tokyo Defense Station
You treat 3's as if they were claws instead.

Hospital
Hospital comes into play with five health counters on it. At the end of your turn you may remove a health counter to gain two life.


Under Tokyo Bay
If you would take damage, roll a die. If you roll a 1 or 2, take no damage instead.

Research Laboratory
At the end of your turn you may use a Discard ability from the ability discard pile.

News Station
When you enter News Station, get +1 victory point.
At the beginning of your turn, if you are in Tokyo or Tokyo Bay, gain 3 victory points instead of 2.

Monument of Tokyo
You may deal damage to Monument of Tokyo instead of other players. If you do, put a damage counter on Monument of Tokyo. If there are 20(?) damage counters on Monument of Tokyo at the end of your turn, you win the game.

Something cool to destroy
If you would deal damage to other players, you may put that many damage counters on this card instead. If there are 5 or more damage counters on this card, gain 4 victory points and discard it.

Feedback?
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Thread: King of Tokyo:: Variants:: Japan Self-Defense Forces: An eliminated player variant

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by carlwhite

Riffing off of another poster's thoughts about having eliminated players act as the Japanese army, I came up with this idea.

* Each eliminated player loses their monster card and gains a J.S.D.F. card. I'll get round to designing that at some point, once I'm happy this works.

* On their turn they roll 3 dice, with 2 re-rolls
- Hearts: gain 1 heart token per die
- Claws: deal 1 damage per die, to any 1 monster of your choice
- Energy: gain 1 energy cube per die
- 1, 2, 3: 111, 222, 333 or 123 allows the army to swap the current Tokyo monster with any other active monster

Heart tokens can be played at any time, to prevent an opponent using one heart die per token.

Energy can be used buy a monster card in play, and discard it.

The variant is intended to keep eliminated players engaged, add a bit more chaos and some more "take that" nastiness to the game. It runs a couple of risks though:

* Kingmaker issues: eliminated players may have too much control over who wins

* Game length: this is already quite a short game. Adding another damage source, preventing healing and having the ability to put vulnerable monsters into Tokyo may shorten it further

I'll be doing some testing to see how it works in play, but would welcome any thoughts in the meantime.

Thread: King of Tokyo:: Variants:: Stay Puft Marshmallow Man?

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by sgibson260

So has anyone thought to make a fan-made monster of the Stay Puft marshmallow man from the first Ghostbusters movie? I might give it a try, but my photoshop skills are not the best.

Thread: King of Tokyo:: Variants:: Anyone have a team variant?

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by staticelf

Only played three games so in our last game the Healing Ray card came out....why in the world would you get that? I immediately went to the rules to see if I had missed a "teams" advanced rule where that would be useful but couldn't find it and also saw that no one had posted a team variant here on BGG.

My ideas for a team variant...

Still only one monster in Tokyo at a time

Team must earn a cumulative 30 star points to win.

"Attack" dice always hit other team(s) monsters
(gotta play test this. I'm thinking it might need to be "if your teammate is in Tokyo and no other team is in Tokyo Bay then Attacks are not used...or perhaps they become Hearts or Energy?)

That's all I have for now...will play test and evolve..lease let me know if you have any input or your own rules.

Thread: King of Tokyo:: Variants:: King of Tokyo 2 player Texas Tornado Variant.

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by kryyst


I haven't tested this much to see how it stands up. However so far it
works pretty well (very well according to my 5yr old daughter).

Rules
1. Each player picks 2 monsters.
2. You don't use Tokyo at all – remove it.
3. Turn order works as normal. By that I mean you aren't alternating
turns between monsters just between players, your monsters are working
as a team not individually.
4. The application of dice works a little differently.
A) Any energy you roll is common pool for you.
B) Any health or VP's you roll must be assigned to ONE of your
monster. For example if you rolled 3 hearts you can't give 2 to
monster A and 1 to monster B. However you could assign all the
hearts to monster A and all the VP's to monster B.
C) Your opponent gets to decide which of their monsters takes any
damage assigned. But again all the damage from a single roll must be
assigned to ONE monster.
5. Power cards slight change.
A) Ignore any Power Cards that reference Tokyo or don't mechanically
work in a 2 player game. No need to presort just set it aside and
deal a new card.
B) Card text that targets all other players/monsters also effects
ONE of your monsters, your choice. Cards that effect all
monsters still effect all monsters.
C) Any power cards purchased are common to your team. For example
Spiked Tail works each time you roll, it's not specific to one of
your monsters.
6. Play continues until one monster racks up 20vp's or one player loses
both monsters, basically the same as the normal game.

Some observations:
Initially looks like having one monster with 20 health. However because
you can't split results between monsters it does behave differently.

At first I thought it would be simple. Apply all the VP's to one monster
and manage damage on the other. This is a basic strategy that holds out
fairly well in the beginning. Until your opponent gets a higher
damage roll and you start to need to assign damage to your other monster.
Which means you need to figure out which monster to heal and things start
to go down hill, then the game really begins.

Also we seem to get more more power cards into play, which really makes
things interesting. Usually we have each ended up with about 5 keep cards
plus a few discards have been played as well.

The damage everyone cards become very strategic since you are also
damaging at least one of your own monsters.

The game duration feels pretty good. So far the games we've played this
way have lasted about 30-40 minutes, up from about the 15 mins a 2 player
game lasts if you play by the normal rules. The pacing of the games
starts out simple as everything is manageable. Then some event will
happen, lucky damage roll, specific power card, really good VP roll etc...
Then the whole thing goes nuts as you need to really watch what is going
on to try and either win or hammer your opponent to prevent them from
winning.

Thread: King of Tokyo:: Variants:: Jaeger Attack (!)

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by chromaticdragon

"When giant monsters arrive on Earth, inexplicably they start a brawl of gigantic proportions that threatens to level the megacity of Tokyo. Afraid that the gigantic creatures would soon take their fight to other population centers once Tokyo was destroyed, countries around the world focused their resources on constructing a special type of weapon to fight the monsters - massive robots piloted by humans, known as Jaegers..."

No points for guessing the inspiration for this variant.

The idea is to have a deck of cards that represent these Jaegers attacking the players. This allows for a 3rd endgame which is the extermination of all the monsters and a victory for humankind! (Hurray!?)

This is just a draft proposal so feel free to comment.

ADDITIONAL RULES:

Shuffle the Jaeger Attack deck and set it aside. The first player to reach the following number of Victory Points draws a Jaeger Attack card at the end of his or her turn: 7, 13, 18.

Victory conditions are only checked after resolving the Jaeger Attack card.

If there is only 1 player left, immediately draw a Jaeger Attack card and resolve it. If the player survives, he or she wins the game.

If a card effect can target more than 1 valid player, the player who drew the card decides.


JAEGER ATTACK DECK (10 cards):

Cherno Alpha - Meltdown:
Each player takes damage equal to number of upgrade cards owned.

Cherno Alpha - Tesla Punch:
The player with the most Energy discards 3 Energy cubes or takes 2 damage.

Crimson Typhoon - Hurricane Fists:
The player with the highest VP, highest Life & most Energy, each take 2 damage.

Crimson Typhoon - Plasma Gun:
The player with the most upgrade cards takes 3 damage.

Gipsy Danger - Rocket Punch:
The player with the highest VP takes 3 damage.

Gipsy Danger - Particle Cannon:
The player with the highest VP takes 2 damage & loses 1 random upgrade card.

Striker Eureka - Missile Barrage:
All players take 2 damage.

Striker Eureka - Blade Gauntlet:
The player with the highest Life takes 3 damage.

Coyote Tango - Monster Hunter:
Each player not in Tokyo (or Tokyo Bay) must discard 2 Energy or take 1 damage.

Coyote Tango - Tokyo Guardian:
The player in Tokyo (and Tokyo Bay) takes 2 damage.

"Today we show the monsters that we are not insignificant insects to be trifled with!"robot

Thread: King of Tokyo:: Variants:: Revenge of the Humans-A one player variant

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by Deny

Hey you geeks.
I had an Idea for a solo variant for KoT. Maybe you like it.

Revenge of the Humans
A one player variant

Finally you are King of Tokyo and then the Humans want there city back. They even have a pet for them to do it.

Setup

It is just like a two player game. Choose a Monster for you and a Monsterpet for the Humans.

The Game

Your turn

You begin and do your turn like you normally do.
Roll the dice, take some and roll them again.
Than do the dice actions and after that you can buy cards.

The turn of the humans

You roll the dice fort hem ONE TIME and then you do the actions for them. Therefor there are some special rules.


For victory Points the Pet only needs two dice with the same number. Every additional Dice with the same number adds one point.

With hearts it can heal itself even if it is in Tokyo.

With claws it attacks you.

The Monster of the Humans doesn't keep kristals, it gets cards imidietly, form the draw so you don´t know what it might get.

For the first card it only one needs lightning

For the second card it needs 2 lightnings

For the third card it needs 2 lightnings

Every additional card cost 3 lightings

This includes every card they get. The discard ones and the ones you keep.


For example: The humans have already a card, and they get three lightings they can get one card. The remaining lightning is useless.

If a card needs a player decisions (like roll again fort two energy) than you will discard this card without any effect and the humans get another one.

In Tokyo

If a Monster is in Tokyo at the start of its turn it only gets one Victory point.

At every Attack the pet gets it will leave Tokyo immediately.

The End
Just like the rules say, a monster is dead or gets 20 Victory Points.



I played it a few times and it seamed pretty balanced, but the Humans never got any heart points. so i made the two variants.



Variant 1:
Change the benefits of heats for the Pet. For every heart it gets two health points.
Variant 2:
The Pet only leaves Tokyo if it is under 5 health points.


I hope you like it, and sorry for my english, i am from german and i can understand english quite good but the writig of it is kind of hard. :-)



Thread: King of Tokyo:: Variants:: Resilient Monsters: Removing Player Elimination

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by Ludus Rex

My friends and I love this game. We play it constantly. It's got theme like a boss, the right amount of strategy and luck, variance out the wazoo, and is a general bag of win on more levels than I can count.

My only beef, is player elimination. I thought that every game enthusiast has recognized, since Monopoly, that this was a bad idea? This is especially true when you stop to consider how poor the two player version of this game is.

Imagine you're playing with 3 players and one player is quickly and unexpectedly knocked out by a freak roll of 5/6 claws (has happened to us). Now your perfectly fine 3 player game has become a terrible 2 player game, and all 3 of you are unhappy about it.

This happened to us, we were confused because the game was otherwise so enjoyable.

The counter-argument (which is both fair and valid) is that the game is short enough for player elimination not to matter much. While reducing the impact of player elimination is appreciated, I still greatly prefer a game where we all get to see it through to the end.

You've probably figured out where this is going, so I humbly submit our minor house rule modifications for your geek-sideration:

1)A monster who is KOed (reaches 0 health) immediately loses 5VP and is removed from Tokyo, if he/she was in Tokyo (attacker moves to capture Tokyo as normal)

2)A KOed monster skips his/her next turn entirely

3)The KOed monster is revived with full health and all power cards intact, none the worse for wear (except the 5VP), on his/her next active turn after their skipped turn.

4)Monsters who are KOed are immune to additional damage/effects until revived at the start of their next active turn (after the skipped turn)

Thematically, this just means that a KOed monster is not destroyed but temporarily toppled and seeing stars. It changes the strategy of the game a bit, and allows much more time for accumulating "Keep" cards which is the part of the game my group most enjoys.

You have probably guessed that implementing any system that can remove VPs from the scorecards is likely to prolong the game, and you're absolutely right. Our average games range between 25 and 55 minutes now. We've had as long as 1hr 20, though it should be noted that it's normally closer to 45.

So if you're up for a slightly longer game, where nobody gets knocked out and you get to build power cards for a more diverse experience (the combinations get fun), I highly recommend this variant.

We have found it to be a great improvement, on an already remarkable game. Hope you enjoy.

Thread: King of Tokyo:: Variants:: Alterations and Explanations of those Alterations

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by lategame

Here is my set of minor variants to King of Tokyo and King of Tokyo: Power Up (variant 4). I’ve tested them and I like the alterations they make to the game play, but I can’t say that I am certain that they are totally and absolutely balanced and perfect. I also will give my reasoning at the end, behind each tweak so that you can determine if these are changes that you might want to try for yourself and if these are behaviors you have encountered within the group you play King of Tokyo with. All of these changes can be implemented individually or as a group.



King of Tokyo Alternate Rules


1. Starting energy:

All players start with 2 energy.

2. Maximum Health:

2-4 players – 8 health. Players cannot heal above 8 health by default. Cards can raise the max health, but only to a maximum of 10 instead of 12.

5-6 players – 10 health.

3. Energy Set:

If a player rolls a set of 3 or more energy symbols on their turn they may choose to sweep the set of power cards available for purchase and place a new set of 3 power cards on the table. This must be done before they purchase any cards on their turn. (This replaces the normal energy sweep rule).

4. Heart Set:
If a player rolls a set of 3 healing symbols on their turn they draw 1 evolution card.
The player may choose not to use all of their hearts for healing (or they may not be able to use all of their hearts for healing), in which case they may draw 1 additional card from the evolution pile (regardless of the number of unused hearts).

At the end of their turn a player keeps or plays 1 of the evolutions drawn and the other card is placed under the pile of evolutions.



Reasoning


1. Starting Energy:
The cards are a fun element of the game. This change just allows people to buy their first card a little earlier. It gives players who are rolling for attacks and points the ability to buy at least 1 card during the game, and it allows people who are aiming to collect a lot of energy and buy a lot of cards the ability to start that process before another player runs away on points.

2. Maximum Health:
It shouldn’t come as a surprise to anyone that this game is not ideally suited to low player counts. Specifically the issue that I’ve encountered is that at low player counts it can be hard to get anyone out of Tokyo. That’s because it takes a lot of individual player investment to attack a monster down to a low enough health that they start to feel vulnerable. In a 3 player game, if a person enters Tokyo they are all but guaranteed to get the 2 points for starting their next turn in Tokyo. Unless someone really commits to attacking the monster in Tokyo rather than scoring points, healing, or collecting energy, that monster will likely still have over half their health at the end of a round. Lowering the maximum health makes the decision to stay in Tokyo or leave more of a gamble.

Also in a game with 2-4 players you can always choose to leave Tokyo and be safe from normal attacks until the person who forced you out has their next turn. This gives you at least a turn with which to recover. In a 5 or 6 player game not only are their more players, there are more opportunities to be attacked (both the person in Tokyo and Tokyo Bay can attack the people outside, and if a player leaves Tokyo after being attacked they can still be attacked by the person in Tokyo Bay before their next turn). This makes the full amount of health much more necessary in a 5-6 player game.

3. Energy Set:
Nobody ever uses 2 energy to sweep the selection of cards, energy is sufficiently rare no one wants to waste it on a gamble. This replaces that rule in a way that rewards players who are deliberately pursuing an energy and power card based strategy. It gives a small incentive to roll for a high number of energy as an alternative to say rolling a set of 3s and 1 additional energy. It also allows players the ability to pick and choose their powers a bit to set up some combos rather than being forced to choose inferior cards if you happen to be rolling a lot of energy. Of course this is always a gamble because the player doesn’t know what will come up in a wipe, so choosing a decent card on the table may actually be a better option.

4. Heart Set:
For a player near death getting a set of 3 hearts can put them back in the game. They get to heal a bunch and they get a random evolution power from their deck. This variant maintains the “change of fortune” that this expansion brings to the table, while giving a different benefit to those players that have been more conservative with their hearts. It gives players who have close to full health or who are hanging out in Tokyo a reason to press their luck and pursue a heart set (rather than simply being happy when they luck into a heart set). It provides occasional scenarios where a player may want more than 3 hearts. It also gives an interesting choice to a player who has 4 health and rolls 3 hearts (do you use all the hearts heal up to 7 and get a random evolution power, or use 2 hearts heal up to 6 and get a choice of evolution powers). Finally it gives a little more opportunity to set up combos of powers rather than totally relying on luck of the draw.

Thread: King of Tokyo:: Variants:: King of Tokyo – non-gamer variant

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by eddy_sterckx

King of Tokyo – non-gamer variant

Hi,

Last weekend we introduced Kind of Tokyo to a bunch of non-gamers – real non-gamers – the kind who say they don’t like to play games because they require you to think.

I knew the cards would be too much, so we ditched those. I also knew they’d have a lot of fun with just the combat portion so we changed the rules as follows :

- No cards
- Collect gems as per the normal rules
- In your turn you can use any or all the gems you’ve collected at the end of your turn to create additional hits (cost : 2 gems / hit) or to gain life-points when not in Tokyo (cost : 2 gems / life-point)

It played surprisingly well and everybody had a great time just fighting each other

Thread: King of Tokyo:: Variants:: HULK SMASH Variant ( can be used with both Vanilla and Power-Up)

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by Aedon

So my lunch games group has been playing KOT a lot. One of the guys complains constantly that the game should be about attacking and the whole "victory points thing" is just a waste of time, so we have listened to him and have invented the Hulk Smash! variant. Don't worry, we still love the original game, but we have play-tested this new variant over 24 times and we love this one as well.

KOT - Hulk Smash! Rules:

No more Victory Points at all. They are out of the game!
Any time you see a card that has a victory point, you read it as health. Lose a victory point, means lose a health. Gain a victory point, gain a health. Continue using all the cards in the deck as well as the Power-Up Expansion set.
When you enter Tokyo, you gain ONE HEALTH. If you start your turn in Tokyo, you get to attack all other monsters with ONE EXTRA ATTACK

Rolling the Dice: Since Victory points are omitted from the game, we still have to be able to utilize the numbers on the dice. Here is how you do it.

Resolving the numbers on the dice still works the same, you have to have three of a number to use them. In Hulk Smash you can use this number to add to either an Attack or a Heal. However, you must have a minimum of three of one numberPluseither an Attack OR a Heart in order to use the three numbers.
Examples
if you roll 3 3 2 1 H A, all you get is One Heart and One attack.
if you roll 3 3 3 H A E, you get to choose which one you want to add three to, either the Hearts or the Attacks and get one Energy.
If you roll 2 2 2 2 H E, you get 4 total hearts, one for the heart you rolled, 2 for the triple 2's and one more for the extra 2 that was rolled plus the one Energy.
If you roll 3 2 2 1 3 E, all you get is one Energy.
If you roll 3 3 3 E E 1, all you get is two Energy.
If you roll 3 3 3 A A H, you can choose to either get 5 Attacks and ONE heart OR 4 Hearts and two attacks.

If you are using the Power-Up Expansion, you still have to physically roll three hearts to Evolve. The numbers only add to the heart total.

Here is a link to a previous post with another variant we have played. http://www.reddit.com/r/boardgames/comments/13wk6f/just_got_...

Thread: King of Tokyo:: Variants:: Another attempt to encourage card purchases

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by fearoffours

I've read some of the ideas about how to deal with the fact that some cards are less desirable than others: double energy cubes; start with a draft; remove 'boring' cards; allow players to swipe card draws...

I'd been thinking more along the lines of increasing the attraction of less desirable cards by putting an energy cube on unchosen cards, like you would in many other games, Puerto Rico role cards being the obvious one.

Trouble is, when/how often would you do this? I had three ideas:
* After every round (each player having had a turn)
* After every card purchase
* After every time a player who could afford a card chose to pass it up

Any thoughts on if this would be a good way to get the cards to refresh more often?

Thread: King of Tokyo:: Variants:: A more complex 2 player variant

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by Lanster27

I've been reading a bit on 2 player variants for this game, and it seems no one has proposed this kind of play, so let's see what I mean.

This is for people who knows the rules of the game, played several games to understand the difference between 2 players and 3 or more players games, and is looking for a more complex 2 player variant.

------------------------------------
Guardian of Tokyo - 2 player variant

- Each player choose 1 monster as usual

- Introduce 1 more monster as the Guardian of Tokyo (dummy player)

- When a player enters Tokyo, the other player will assume control of the the Guardian, in addition to controlling their own monster

- When a player controls both their own monster and the Guardian, the player's monster goes first, then the Guardian.

- When a player is controlling the Guardian, roll all 6 dice, but not allowed to re-roll any of them. 1, 2, and 3 does nothing. Claw will hit the monster in Tokyo for 1 damage. Hearts will heal the monster outside of Tokyo for 1 health. Energy will give the Guardian 1 cube. Once the Guardian has picked up 5 cubes, discard 5 cubes and deal a random card from the card deck to the Guardian. Any damage increasing or negative effects cards on the Guardian will only affect the monster in Tokyo. Any defensive effects and extra healing effects will only affect the monster outside of Tokyo.

- Monster in Tokyo can yield to both the player's monster and the Guardian. The Guardian cannot enter Tokyo. That is, if player yields to the Guardian's attack, the player's monster outside of Tokyo enters Tokyo instead.

- The Guardian cannot take damage, in combat or from cards.

- The Guardian cannot receive Victory Points.
------------------------------------

Phew, that's a long one. So the idea behind this is it gives the player outside of Tokyo a friend to help out, as the monster in Tokyo have a big advantage if there are not enough players to threaten him/her with a knock-out. It still give players incentives to enter Tokyo, as you still get a bunch of victory points by entering and staying.

The dummy player is quite balanced, as it gets no re-rolls to have the chance to get all claws. However this can be easily modified to give the dummy player 1 re-roll per dice if you think the dummy player is not dishing out enough punishment to force a yield after a few turns. The card powering up of the dummy player makes it seem like it's not just the player doing extra dice rolls and is still adding personality to the dummy monster.

It is possible to completely skip the Guardian's turn if players attack every round and the monster in Tokyo yields every round (as the Guardian will always go after the player's own monster). But if this is happening, no one is getting the 2 VP from staying in Tokyo, so no one gets a straight advantage.

To me, the rules are good and once you have played it a few times, the Guardian becomes your second monster when you are attacking Tokyo, though with a handicap. It adds more randomness to 2 player games, and provides more tension. It also adds personality to the Guardian dummy player, as it is changing sides all the time, while staying immortal and growing stronger. Of course, it also comes with the problem of making the game more complex and longer.

Comments and feedback will be great. Any suggestions to modify or change the rules are welcomed.

Thread: King of Tokyo:: Variants:: Resurrection (another method to avoid player elimination).

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by faranv

I've been thinking of ways to avoid player elimination and came up with this idea. If a player is killed, they receive a 'resurrection' token (a cube or marker from some other game) in addition to losing their victory points. They come back to life with 10 health and continue playing. If at any point you are the only player without a resurrection token, you are the victor. This still allows for both victory routes (Killing all the monsters, or victory points). I've never tried this, but intend to do so next time I play. I guess the main issue with this would be if one of the 'resurrected' players killed one of two remaining players, conferring victory upon the other. If anyone has any experience with a similar variant, I would love to hear your thoughts or suggestions.

Thread: King of Tokyo:: Variants:: Starting Ability

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by colormage1

One of my problems with the base game (something that Power Up somewhat remedies) is how similar all the monsters are.

So... How about coming up with starting abilities for each?


Gigazaur -- Whenever you roll three or more ATTACKS, gain 2 life.

Cyber Bunny -- If you purchase a Discard card while in Tokyo, gain 1 energy and 1 life.

Aleinoid -- At the start of your turn, you can sweep a card. If you don't, gain 1 energy.

Kraken -- You roll 1 less die while in Tokyo, but can heal in Tokyo.

Meka Dragon -- After you finish rolling, you can turn any die to an ATTACK.

Pandakai -- Whenever you roll "1+1+1" you gain 1 life and 1 energy in addition to its other affects.

The King -- You start and have a maximum of 11 life.

Thread: King of Tokyo:: Variants:: A variant to see more cards

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by nerman8r

An variant that seems obvious to me is to discard one card from the selection when no one's buying cards. It would work like this:

The three available cards are placed in a row next to the deck. If the card closest to the deck is purchased, simply replace it. If another card is purchased, move the card(s) closer to the deck down a spot, and place the new card next to the deck.

Whenever a full round passes without anyone buying a card, discard the card furthest from the deck, move the other cards down a spot, and place a new card next to the deck.

Hope that makes sense. It's late and I don't think my writing skills are up to my usual standard.

Thread: King of Tokyo:: Variants:: Slight tweak to Tokyo Scoring

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by ranapuer

First, credit to [user=Skyzero][/user] for inspiring this variant. Check out his topic here for a good starting discussion point concerning a similar variant.

I've seen a lot of players complaining about 'dipping' or the general idea of entering Tokyo with full intention of leaving at the first opportunity. This is obviously more effective in the larger games where making it around the table is very difficult, and can pose a significant problem in more tentative playgroups where the stagnant strategy is to focus on rolling for points.
To be clear, I don't consider the base rules 'broken' or 'bad.' This is simply a variant to match rewards to the risks of staying in Tokyo and promote interesting decisions instead of the instantaneous reaction of "ok, it's yours" that sometimes becomes common.

The variant
-At the beginning of each turn, the player in Tokyo receives one point
-Players receive no points for taking control of Tokyo (this is just to offset the fact that they'll gain that point at the beginning of the next player's turn. In fact, those staying in Tokyo for a single turn will receive the same amount of points as in the original rules; only those who stay for multiple turns will benefit from this change.
-In a five or six player game, there is no second monster in Tokyo. Play with Tokyo rules for a two through four player game, with Tokyo holding only one monster at a time. If your group loves watching monsters attack from Tokyo, scrap this third bullet point and just play with the first two. However, with the greatly increased rewards for remaining in Tokyo for the entire round, it might be too easy for players in Tokyo to accumulate a ton of points if they can hang out in Tokyo with another player and be immune from one other player's attack each round.

Pros:
-'Dipping' gets a significant (but not devastating) nerf. There is now incentive to stay in Tokyo (or at least think about it) even when you know you won't be able to make it around the table. Balancing the risk of taking damage with the reward of gaining more and more points is now a key element to the game.
-If you find the two-monsters-in-Tokyo rule to be clunky (I personally don't, but I know some who do), this provides a good way to get rid of that while still giving players a good reason to take control of Tokyo and stay in for at least a little while.

Cons:
-In a five-plus player game, you will likely never see anyone attack from inside Tokyo (it's too hard to make it all the way around the table). This can actually be a good thing if you don't like the inherent swinginess, but it's an intense enough moment that I feel it's fairer to list this in the Con section
-Some of the intensity of judging if you'll make it all the way around is lost, in favor of a series of less-intense decisions of whether to stay or yield at any particular time. Some people really enjoy that part of the game, although others dislike the importance placed on making that one decision

Neutral:
-The high-intensity moments where someone has to yield Tokyo right before it would have been their turn are gone. This can be a feel-bad moment for newer players, but it also allows more experienced players to gain an edge in making better long-term risk-management decisions (i.e. one round instead of one turn). Of course, there are more chances for short-term risk-management decisions, which will hopefully reward more skilled players to a greater degree over the long run.

tl;dr version:

These rules help the game scale better regarding Tokyo scoring and open up a greater number of decision points for players to think about staying in Tokyo during larger games.

Feedback and discussion appreciated

Thread: King of Tokyo:: Variants:: Deadly Drones - a simple 2 player variant

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by divinentd

My girlfriend enjoys this game, but it just doesn't play well with 2; Tokyo isn't nearly scary enough. Looking over other variants here we felt they were too complicated. We didn't want to do any bookkeeping for phantom players, we just want Tokyo to be too deadly to stay in for long. Here's our version (played multiple times to fine-tune)

1. Place a drone monster on each side of the board (Meka Dragon and Cyber Bunny look appropriate)
2. The drones each take a turn after the player to their right.
3. Drones (rolled by the player not in Tokyo) get a single re-roll, and always keep all claws.
4. Drones automatically cede Tokyo if attacked with any claws.
5. If a drone attacks from Tokyo each player takes damage. Drones never die.

We tried different number of re-rolls, but felt this best matched the danger level of staying Tokyo in a 4-6 player game, although that will vary by group.

Thread: King of Tokyo:: Variants:: fast, simple variant for 2 players: Teams.

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by clonea

It's simple. The two players have two monsters each.
Their buddies CAN damage each other.

You play two monsters. The other player plays two monsters.

When one monster loses all their hit points, they are out. But keep the victory point total.

Game ends when all of one team of monsters is knocked out. OR...when one monster hits 20 victory points.

You win if you take out the other team's monsters before any single monster hits 20 VP.

IF someone hits 20VP? Well the guy with most combined victory points (i.e. total both your monster's vps), is the winner.

So team A had 20vp and 6 vp (team total 26)
Team B had 13vp and 16vp (team total 29). Team B wins.

That's it.
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