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Thread: King of Tokyo:: Variants:: King of Tokyo: Monster Edition

by Gastel

I have before noted that my wife and kids are amazing, and today they proved it yet again. I was surprised today by an art craft that they had made for me (I had been banned from the front room for the last 2 weeks, so I knew something was up, but beyond that I was stumped.)

The made me the world's only version of...


KING OF TOKYO: MONSTER EDITION



Wow. Was I impressed.

This version's first major component is a set of masks, which the players wear. They are supposed to be Cyber Bunny, the King, Alienoid and Pandakai. However, some of these choices were made after the masks were made, so I suspect they could just be new monsterous mutants and the evolution cards will just have to stay in their tuckbox.

Pandakai's in particular seems more like a Dreadlocked-Mutant-Statue-Monster; and I for one find that even a bit scarier. The King's mask was placed on me with my eyes closed, so I didn't even know what monster I was until I was able to go and find a mirror - what a frightening surprise. I got quite a few pictures of my family in their masks, but once we started playing, I just wanted to play with them and didn't get any action shots. Later I took a picture of myself, trying to behave as I think the King would approve.


These masks are so unique they really need to be seen to get the most out of them, and I cannot stress how fun it was when the Cyber Bunny actually pretended to claw me during the game.

And that brings me to the second of the main components for the game: a set of EXTREMELY CHUNKY DICE. Before you ask, no they are not the embossed versions, but I wouldn't have them any other way. These dice are BIG. So big in fact that if you look closely you will see a regular game die on the table... you must look closely as it is very tiny in comparison.

They are however, nice and light and had only a little wear after our first game. We tossed them nice and high and let them roll around on the ground. The only problem we really faced was that two people got Extra Heads and we needed even more. We settled on 'tiny' dice to supplement and continued our game.

The game itself was a race for fame, with some scary almost-deaths for the King (myself) and Alienoid (my wife). Cyber Bunny and Alienoid collected alot of early energy and both grew Extra Heads and used their extra dice to maximum advantage. Pandakai was spitting acid, but this never really bothered anybody to drastically. The King sort of flailed around and didn't get too much going but did manage to end with 16 stars, but that was 4 stars of being useful. However, even with 5 rerolls, my daughter (Cyber Bunny) could not stop my wife from getting to 20 stars (with only 2 life left) - even with Alienoid not being on Tokyo.



I will include a picture of myself rolling the dice (so you can get an idea of the scale. For some reason the picture is on its side. Not how it is on my computer - but really this is a 1st world problem and can be ignored for now. You can see me standing on the Tokyo space as well, which was another addition to the game. You can see the new energy crystals which we use (I think this will be a regular addition to the regular version as well).

Finally, as this edition is so kinesthetic in nature, new player boxes were added to keep all of our components and cards together.

I am so happy to have a family which shares my love of games and brings their considerable imagination, talent and enthusiasm to this hobby. Not only did I get a killer game of killers, but I also got to play this with people I love and had a great day with them.

(It didn't hurt that I also got Descent and Tokaido - but that's another story all together.)

Thread: King of Tokyo:: Variants:: Simple variant to increase card use

by shoefly

This idea could very well have been mentioned in some form elsewhere in these forums, but I didn't see it on any thread name.

Its pretty simple. At the start of the game everyone is dealt 4 upgrade cards at random. If anyone gets Mimic or Parasitic Tentacles(we picked these 2 because we feel they can be overpowered to start the game with, you can add or subtract any other cards from the list you feel are too powerful) they can trade them in for 2 other cards to choose from. If someone receives no Keep cards they can trade in all 4 for a new set of 4. Everyone picks 1 keep card and places it face down next to their monster. That power is considered their innate power and they can turn it on during a normal buy step by paying half of the normal cost, rounded down(3 energy becomes 1, 5 becomes 2). That power can never be sold, or stolen(it can be lost however if the power requires it, a la Psychic Probe). And if the player dies and comes back via "It has a child!" the power remains but is flipped back over and has to be paid for again(still half price) during a normal buy phase.

Playing with my family we have found that this rule really helps to spice up the core game with many more cards hitting the table and far fewer games turning into a straight punch fest with no cards.

We just ordered the expansion so I don't know that we will still use this rule when playing with the expansion given the new Evolution mechanic, but for someone with just the base game this can add a little spice to the game.

Mike C.

Thread: King of Tokyo:: Variants:: Simple Two Player Variant

by davidernst11

I haven't found a two player variant that I think (a) keeps the game as intuitive and simple as the rules are as written, and (b) doesn't diminish the use of the power up cards. My solution is as follows:

Each person only gets one monster. All rules are as written, except:

1) If you are not inside Tokyo, you get a defense of 1. This means that if you are in Tokyo, you must roll at least 2 claws to do 1 point of damage to your opponent. 3 claws = 2 damage, 4 claws = 3 damage, etc. Being in Tokyo means that you must concentrate some of your attacks on the local army and authorities.
2) If you are still in Tokyo at the beginning of your next turn, you receive 1 energy point in addition to the two victory points you would ordinarily receive. Being in Tokyo allows you to ingest more energy from the city's power sources.

This variant allows you more of an incentive to leave Tokyo, as knowing you are less likely to take damage on the outside means that you may actually have a round or two of a buffer to heal before you get attacked again. It also will allow the power up cards to be used more often, and being in Tokyo gains a true sense of authority and powering up.

I've playtested this a few times and feel like it improves the two player version. I also tried my own version with a dummy player, but preferred this version.

Thread: King of Tokyo:: Variants:: ATTACK AND KILL - NO WINNING BY POINTS

by vikingvikingson

This was bourn from my frustration over "Monsters" playing for points and dancing about singing, "tee-he, tee-he, I won, I won..."; very unmonsterous! Monsters are for fighting, this isn't the Care Bear Parade!

I came up with this one day, tired of several players trying to attack and damage while other players sat on the sides healing and rolling for points. Usually the points would prevail. With some tweaks from the usual gaming crew it has become our default game for over a year now. We have found this variant extremely addicting, playable and amazingly well balanced.

RULES
Image may be NSFW.
Clik here to view.
There are no points, you can only win by eliminating all other monsters!!!
Image may be NSFW.
Clik here to view.
When entering Tokyo you get +1 Health
Image may be NSFW.
Clik here to view.
When attacking from tokyo you get +1 Damage
Image may be NSFW.
Clik here to view.
Number Modifiers work as before, but only apply to hearts or claws; Example: a roll of [2,2,2,2,heart,claw] would net either 4(3+1)damage + 1 health or 4(3+1) health + 1 damage, because the +3(2,2,2,2) can be applied to either the claw or heart. NOTE: you must have a natural claw or heart to apply number modifiers, so a roll of 3,3,3,3,3,3=NOTHING, but 3,3,3,3,3,claw=6 damage.
Image may be NSFW.
Clik here to view.
Cards: Some cards will be zeroed out, like "National Guard", 2 Stars(health) and 2 damage, because now all stars count as health. Cards like "Nuclear Power Plant" 3 stars and 2 health will heal you +5. BTW, you're going to need healing, believe me. Also the card Evacuation Orders is extra dangerous, damaging everyone 5, so you'll need to be careful and wipe the board if needed.

That's it and even though I know your thinking, "That's crazy and can't work", it really does and is very enjoyable and surprisingly balanced. We have played also played this variant with the expansion pack and works great, but we require natural hearts to evolve.

Please try it and then decide!

Viking

Thread: King of Tokyo:: Variants:: How to Advice for Making PnP Monsters

by bandit_boy7

In case anyone is interested in making more characters for King of Tokyo, here are the measurements (and some tips) you will need to keep your new character consistent with the look of the official would-be-kings…

CHARACTER CARDS
> The character cards are: 3.75" L x 4.75" W, and are made of 2 mm thick cardboard.

> The round hole for the topmost dial is less than 1/4" in diameter, and the center is inset 1.34375" to the right of the left edge of the character card and down 1.5" from the top.

> The round hole for the bottom dial is also less than 1/4" in diameter, and the center is inset 3.8125" to the right of the left edge of the character card and down 2.5625" from the top.

> I used a 3/16 drill bit to make the holes. I took off the rough edges from the puncture by running the drill in reverse, then got the last few burrs off with my X-Acto knife. Then I cut two 3-4mm lengths off the end of a common drinking straw. I sliced the side diagonally on both pieces, and curled them inward so that they would fit in the newly drilled holes. I coated the cardboard pieces with Polyurethane (as I usually do with all of my PnP stuff) after drilling & smoothing the holes. I left the straw segments in place while I painted the poly on. After everything dries (it may need 2 coats, which could take a couple of days to finish hard) I reassemble the dials & card, make sure the straws don't stick out, and insert the fasteners. The dials should spin easily, and the sharp-edged shanks of the fasteners can be trimmed to the desired length. Moreover, they won't destroy/enlarge the cardboard holes with much spinning use, because of the protective barrier of the straws.

> The topmost cutout box (for points/stars) is inset 1.1875" to the right of the left edge of the character card and down 0.15625" from the top.

> The bottom cutout box (for health/hearts) is inset 3.625" to the right of the left edge of the character card and down 3.25" from the top.

> The cutout boxes are the same size as the boxes for the Star & Heart symbols. They are all 5/16" square.

> The top dial is 2.875" in diameter, and the bottom is 2.125" in diameter. You will need some sort of fasteners--I used "Round Head Fasteners with Shanks" and they work fine if you don't spend all your time looking/obsessing at the back of the character cards. (You can even paint or Sharpie the heads black to match the color of the others if you like.) Obviously, you need 2 per character.

> If you are like me, and your computer (Microsoft Word) won't allow you to layout a circle with the text facing tops-toward-center, you will have to move the cutout box location to above the round hole for the bottom dial, instead of at the bottom of the card. I found that due to the placement of my text on the dials, I had to shift the cutout box location for the lower dial anyway. The most important thing is to get the placement of the round holes right. Then make the dials, and measure from the center of the dials to the text; that will tell you where to place the cutout boxes. I printed all the pieces and used thumb tacks through the center of the round hole marks & dial centers to spin it and test whether I had it all lined up correctly, before I mounted and sprayed everything.

> The text for the title/name of your monster should be 3/4" high x 1.5" wide (on average), total. If your monster has 2 lines for his name, the dominant color should be of 2 shades, with the lighter tone on top and the true, more saturated tone on the bottom. The text is also outlined in black (if you have the capability to do that--I don't)

STAND UPS
> The character stand ups that come with the game range from MekaDragon, the tallest @ 3.875", to The Kraken who is the shortest @ 3.3125". They range in width from MekaDragon again, the widest @ 4", to Alienoid, the most narrow @ only 3.54". The well in which they are stored in the box insert is an oblong oval measuring 4.5" L x 3.75" W, so that's your maximum.

> The character stand ups are made of the same 2mm thick cardboard.

> Since the black character stands that come with the game reach 7/16" up from the bottom, I recommend that you leave at least that much white space below the "feet" of your monster (assuming it has feet) as a tab to be inserted into the stand. (If you are using some other kind of stand, you may disregard this recommendation or make adjustments as necessary.) I used black plastic "Game Stands" from thegamecrafter.com--they are 1.25" square and reach less than 1/2" up the cardboard. (I got them for $0.15 each.)

> There is a white cutout border of approximately 2mm all the way around each monster stand up. There is no cutout between the "legs" (if your monster even has legs.)

> After printing on an adhesive sheet, when you are ready to mount the 2-sided stand up figure on board, I recommend sticking the side with the cutlines/outlines on the board, then cutting out the shape with your X-Acto knife. Then cut out the back side of the figure, leaving a generous margin all the way around. Peel the backing and hold it up to a bright light. Carefully adhere it to the cardboard cutout. When you are sure it's right: press it, flip it on it's face, and cut it out from behind, with your X-Acto knife.

> After you've sprayed the cutout with acrylic photo fixative I recommend letting it stand upright, by slitting a piece of corrugated cardboard and inserting the tab end of the cutout. Later, when the fumes dissipate (it make take up to 3 days in a well-ventilated area) when you apply the polyurethane with a foam brush, I recommend doing 1 side at a time and allowing it to lay flat while it dries, instead of reusing the stand up slit.

Thread: King of Tokyo:: Variants:: KOT Characters - List / Resume

Thread: King of Tokyo:: Variants:: The Defense of Tokyo variant for two

by Greybear

When only two players remain and one is in Tokyo, roll a D6. If the result is 1-3 roll it again and take D6/2 (min 1) damage from tanks and aircraft. (Or use the tanks on Martian Dice.) Actually, there might be an interesting variant for The Defense of Tokyo that involve all the Martian Dice.

Thread: King of Tokyo:: Variants:: The Ultimate Game of King of Tokyo?

by jacobugath

Has anyone ever tried using Dacker's Double Dose of Energy combined with Iceman's 5/6/7/8 variant? Both are variants that are definitely worth looking into.

Double Dose: http://boardgamegeek.com/thread/821635/thedackers-double-dos...

Double dose basically doubles up your energy accumulation.

5/6/7/8: http://boardgamegeek.com/thread/790541/a-simple-5678-players...

5/6/7/8 basically encourages people to risk staying in Tokyo in larger games because you accumulate a VP for opponent's turn that you start in Tokyo, but you do not earn one when you initially go, nor on your own turn.

Just wondering if anyone has ever tried combining these two variants? I'm excited to try this game with a larger group (7-8 players). But so far have only played with 4 using normal rules.

Thread: King of Tokyo:: Variants:: Darth Vader attacks Tokyo

by sethhumphrey

(First Post Image may be NSFW.
Clik here to view.
modest
)
King of Tokyo




These are the Evolution Card ideas I have so far. I'm afraid I buffed him too much. What ideas do you have or what changes should I make?

Also, should Vader be classified as a Mutant, Invader, or Robot? I could make a case for each of them.

1) Join the Dark Side (PE): When you deliver a 4+ attack you get 2 victory points.
2) Feel the Force (TE): Get another turn. Play immediately after your turn.
3) Light Saber Counter Strike (TE): If you are attacked with 3+ damage, the attacker receives equal damage.
4) Midichlorian Absorption (PE): Every time a monster reaches zero health, you get +4 health.
5) Assemble the Troops (PE): Roll all dice with the same face up and receive that many victory points. If you have 'Extra Head' in play, you must roll 7 dice, but get 7 VP's.
6) Rise from the Volcanic Ashes (TE): Play when your health reaches zero. Victory points drop to zero, but health increases to 12.
7) Force-ably Manipulate the Dice (PE): During each of your rolls, you can opt to change hearts to claws.
8) Padme Passion Power (PE): During each of your rolls, you can opt to change claws to hearts (only changed dice count inside Tokyo).

Thanks [user=bandit_boy7]Danny Mack[/user] for Stay Puft.

Thread: King of Tokyo:: Variants:: First Strike Variant

by riddell

In some of the KoT games I've played people avoid that first claw like the plague as they build up an initial glut of victory points and cards. This simple idea changes it up a bit and might be most appropriate when you want to encourage more monster destruction instead of victory point wins.

First Strike Variant
The claws rolled by the very first player going to Tokyo hit all other players as if that player was already in Tokyo.

I think that this might have the affect of starting the chaos of the game a bit sooner and could shorten the game a bit as some players might keep those early claws and hope for a massive strike then sneak into Tokyo and hope everyone spends a round licking their wounds.

You could even extend this a bit further and apply this idea any time a player takes over a vacant Tokyo or further still a vacant spot in Tokyo (City or Bay). In these cases any claws rolled will hit all other players and not just a player in Tokyo.

Throwing away those first claws doesn't fit the theme for me since you do damage to nothing. I think this idea came out of that.

I looked for a variant similar to this, but didn't find any. Please let me know if this is a duplicate (or close to another variant) and I'll take this down.

Thread: King of Tokyo:: Variants:: Two player variant : super simple

by brookers

When the player outside the city rolls they also roll a green die:

1,2,3: Monster in Tokyo (MIT) takes that much additional damage.
Energy: Monster outside Tokyo (MOT) gains one energy.
Heart: MOT gains a heart.
Claw: MIT may look at and purchase top card OR no effect.

No muss, no fuss!

Thread: King of Tokyo:: Variants:: 2-player Tag Team Variant

by vfxtrev

Each player gets 2 monsters. Players alternate turns; your tag team monsters do not take turns after one another. First monster to roll an attack will enter Tokyo. Only one monster can be in Tokyo at one time. The monster in Tokyo attacks BOTH his opponents monsters outside (not his tag team partner), and both tag team opponents can attack him.

When monster, who is not in Tokyo, turn comes up, he can attack. If the opponent yields, he enters Tokyo. (Tag team partners do not attack one another).

((TAG TEAM TWIST))
When monster, who is not in Tokyo, but has a tag team partner in Tokyo, he can roll a single attack, and "tag team" into Tokyo. If your monster is in Tokyo, he can not "tag team" out. ((But you could switch this rule around if you felt it worked better)).

A strategy for tagging in and out, could be to get your unhealthy monster out of Tokyo, without giving up Victory points to your opponent.

If one of your monsters dies, then it can become a 2 on 1 battle (which is fun).

All other rules with regards to healing, energy, etc, all apply.

I found adding a "tag team" component to the game, gave each player more monster awesomeness to play with at once. It worked really well, and it makes one game last longer.

Thread: King of Tokyo:: Variants:: 2-player variant without neutral monster

by Le bretteur

In order to make more difficult to stay in Tokyo, the player has to hit twice to attack the other player. It means that 2 attacks reduces only one life. Furthermore, the gain for staying in Tokyo is only 1 victory point and 1 energy. The other rules remains.

Thread: King of Tokyo:: Variants:: Iello's kindness and plastic stands

by werdynerdy

Hi,
My family loves King of Tokyo, but noticed that when handled, the wheels on the character boards have a tendency to shift, which can lead to unintentional confusion. We solved this by using the plastic stands intended to hold up the character images instead to hold the character boards. This makes the boards freestanding and reduces the need to handle them. A perfect solution!

Except when playing with a full roster- then all the character stands are accounted for. So I wrote to Iello to ask whether one could purchase additional stands. Not only did they write back within two hours, but they offered to send me stands for FREE.

I thought I'd share this example of a company's kindness, as well as a potential solution if you have had similar trouble with the character board wheels. I suppose a binder clip might accomplish the same thing?

Gold star for Iello today!

Thread: King of Tokyo:: Variants:: Variant Rules to cycle the cards and to remove redundant rule of refreshing cards..

by weijie_88

Hi!

Problem: I noticed in this game, the cards are imbalanced. Meaning, some cards are pretty redundant and useless, while some are definitely overpowered. This is not a problem in the game until the available cards to buy are all pretty useless. In my numerous number of games played, I have yet to seen people refresh the cards by discarding 2 energy. Essentially no one would want to waste 2 of their energy to do it. They would rather re-roll off their energy, to say, an attack/heart dice instead.

Solution: I have implemented a new *Discount Token* into the game. Use some cubes or tokens or anything, (even energy cubes can be used, but clear explanation must be given to prevent confusion of it being a *discount token* and an energy cube).

At the end of each player's turn, that player MUST put 3 *Discount Token* into the cards in play. These *discount tokens* can be spread evenly or concentrated on one card, up to the player's wishes. For each *discount token*, the cost of that power card is reduced by 1. Each power card must also have no more *discount tokens* than its cost. Not only that, now we have 5 cards on display for purchase.

Note: Since that player can only put the *Discount Tokens* at the end of his/her turn, he/she may not immediately buy the card after he/she put the *Discount tokens*.

Effect: Now, the game power cards doesn't come to a standstill when there are only useless cards out.. And effectively makes rolling energy becomes a higher priority. This also opens up opportunities for players to consider and weigh between the options of which card should he/she discount, such that no big benefits be given to the player after him/her.

Thank you for reading, and hope you have a fun time trying out my variant! Any CCCC (comments/complaints/criticisms/compliments) would be welcomed as well Image may be NSFW.
Clik here to view.


Cheers,
Lenz Poh

Thread: King of Tokyo:: Variants:: Collection of 2-player variants

by LunarSoundDesign

I am trying to collect all the two player variants into one thread so I can test them. Please post your own if you have one or contribute suggestions to improving the ones that are posted. Thanks.

Guardian of Tokyo - 2 player variant

Lanster27 wrote:



- 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.


2-player variant with 3 monsters

Nelud wrote:

It is fun variant with the same feel of chaos as in normal game.

The idea is having always 3 monsters in the game. One player controls monster being in Tokyo, other player controls 2 monsters outside. But players will unlikely control the same monsters during whole game (see following rules).


Setup
The players decide who goes first. Then first player chooses 1 monster to play initially with, and second player chooses 2 other monsters. The monsters are placed around Tokyo as in normal 3-player game. Since then the turn order for monsters is not changed during the game.

First turn rule

This rule is for the first turn of the first player only. After all dice rerolls if there is no attack result, then second player must choose and turn one die to show attack result. So after first turn there will always be one monster in Tokyo.

Course of the game

Three monsters go in turn order as if in 3-player game. For all game effects monsters treated as enemy to each other. However, owner of each monster can be changed. One player controls a monster being in Tokyo, other player controls 2 monsters outside the city. When a monster enters Tokyo, the player controlling that monster keep control of it, but lose control of the other monster. And the player controlling escaping monster keep control of it and take command of second monster being outside Tokyo.

Winning the game

The game is over when a monster scores 20 victory points or a monster dies. The winner is determined in following way: 1. The current owner of the alive monster with 20+ victory points wins. 2. Otherwise, if only one monster dies, then his current owner loses the game and his opponent wins. If two monsters die simultaneously, then owner of last standing monster wins.


Texas Tornado

kryyst wrote:


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.


Solo-Mode / advanced 2Player

Fabio0907 wrote:

*** Solo-Mode - Player-Monster against NP-Monster ***

All rules the same except:

1. Take Player turn as usual

2. Roll 6 Dice for the NP-Monster ( no reroll )
- Two of the same number count as victory-points, any additional number one point.
- The NP-Monster does not buy cards. It saves the energy-cubes to build an energy-shield when it is in Tokyo. When it gets claws in Tokyo ( from the Payer-Monster or the City-Defence ), it discards two energy-cubes per claw it takes - no damage. It stays in Tokyo as long as it doesnt take damage from a claw. If it takes damage ( no cubes left ) it leaves Tokyo immediately.

3. The City-Defence Helicopters attack the Monster in Tokyo ( Player or NP-Monster ). Roll all 8 Dice ( no reroll ), only claws count. The Player-Monster can leave Tokyo if hitten by the helicopters. In this case Tokyo gets empty until the next monster attacks.

Great fun with less resource- and card management for the NP-Monster.

*** Advanced 2-Payer-Mode and Multiplayer-Mode ***

When playing with 2 Players or if there are only 2 Players left in a Multiplayer-game the City-Defence Helicopters get active. Roll all 8 Dice once per Round ( no reroll ). All claws attack the Monster in Tokyo. The Monster can leave Tokyo if hitten by the helicopters. in this case no one takes its place until the next monster attacks. This makes the game much more thrilling for the Player in Tokyo.


2-player Tag Team Variant

vfxtrev wrote:

Each player gets 2 monsters. Players alternate turns; your tag team monsters do not take turns after one another. First monster to roll an attack will enter Tokyo. Only one monster can be in Tokyo at one time. The monster in Tokyo attacks BOTH his opponents monsters outside (not his tag team partner), and both tag team opponents can attack him.

When monster, who is not in Tokyo, turn comes up, he can attack. If the opponent yields, he enters Tokyo. (Tag team partners do not attack one another).

((TAG TEAM TWIST))
When monster, who is not in Tokyo, but has a tag team partner in Tokyo, he can roll a single attack, and "tag team" into Tokyo. If your monster is in Tokyo, he can not "tag team" out. ((But you could switch this rule around if you felt it worked better)).

A strategy for tagging in and out, could be to get your unhealthy monster out of Tokyo, without giving up Victory points to your opponent.

If one of your monsters dies, then it can become a 2 on 1 battle (which is fun).

All other rules with regards to healing, energy, etc, all apply.

I found adding a "tag team" component to the game, gave each player more monster awesomeness to play with at once. It worked really well, and it makes one game last longer.


Super Simple:

brookers wrote:

When the player outside the city rolls they also roll a green die:

1,2,3: Monster in Tokyo (MIT) takes that much additional damage.
Energy: Monster outside Tokyo (MOT) gains one energy.
Heart: MOT gains a heart.
Claw: MIT may look at and purchase top card OR no effect.


Simple 2-player variant

davidernst11 wrote:


Each person only gets one monster. All rules are as written, except:

1) If you are not inside Tokyo, you get a defense of 1. This means that if you are in Tokyo, you must roll at least 2 claws to do 1 point of damage to your opponent. 3 claws = 2 damage, 4 claws = 3 damage, etc. Being in Tokyo means that you must concentrate some of your attacks on the local army and authorities.
2) If you are still in Tokyo at the beginning of your next turn, you receive 1 energy point in addition to the two victory points you would ordinarily receive. Being in Tokyo allows you to ingest more energy from the city's power sources.

This variant allows you more of an incentive to leave Tokyo, as knowing you are less likely to take damage on the outside means that you may actually have a round or two of a buffer to heal before you get attacked again. It also will allow the power up cards to be used more often, and being in Tokyo gains a true sense of authority and powering up.


Deadly Drones

divinentd wrote:

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.


Neutral Monster variant

voynix wrote:



Set Up
1. Pick a 3rd "neutral" monster (NM). He does not need a board, just a figure.

Game Play
1. NM goes last
2. On NM's turn, he rolls the dice twice (not thrice), keeping only hits.
3. If not in Tokyo, NM takes no hits (but see advanced variant)
4. In Tokyo, NM takes hits (mark hits ny placing energy cubes next to him). When he has taken at least 4 hits, he will automatically yield Tokyo. This is always reset each time NM enters Tokyo, so NM never can actually be killed.
5. In Essesnce, NM has no use for energy cubes, hearts, numbers or cards.

Advanced variant: All the above plus:
1. NM collects energy cubes.
2. When NM collects at least a certain amount (say 5?) he gets to roll the light green dice too.
3. NM takes damge outside of Tokyo: Each hit makes him lose an energy cube. (In Tokyo he does not lose energy cubes when hit).


Thread: King of Tokyo:: Variants:: Drinking Game Variant (feedback needed)

by TyDeL

I'm hosting a small board gaming party for my Birthday, I'd like to have a table setup devoted to King of Tokyo, since most of my friends have played it at some point. Being a Birthday party though, drinking is going to be heavily encouraged, and preferably built into most games.

King of Tokyo seems perfectly suited for all of this.

Possible drinking rules so far:

- Anyone damaged by an attack must drink.
This one is obvious, a fun way to inflict drinks on others.

- If you're eliminated from the game, you must finish your drink
Another obvious one I think, should always be finishing a drink by the end of a game.

That alone may be enough as damage is usually passed around quite a bit, but I'd like to get a little more gameplay and rousing worked in. I was thinking...

- If a monster stays in Tokyo for a round, they may choose another player to drink.

- If a monster leaves Tokyo, they must drink in shame.

There's a lot of rules I could think of specific to different cards, but I'm not sure if I want to get that specific.

Though it may be fun to whittle the deck down to about half as many cards, and gently tape on some drinking addendum's to some cards. Such as...

Complete Destruction - When rolled successfully initiates a waterfall started by the owner of the card.

Spiked Tail - Monsters damaged must take two drinks.

Body Armor - If this successfully blocks all damage from an attack, the attacking monster must drink.

I'll have to go through the cards when I get home, but I think cutting the deck down might help to simplify things also, since most people don't know the game too well.

Any thoughts/ideas/experiences?

Thread: King of Tokyo:: Variants:: Legend of Korra Spoilers

by Dapperghast

So this is still a half-formed idea, but after seeing the finale to Book 2 of LoK, I feel Unalaq Vatu needs to be a thing. Any ideas for evolutions?
I'm pretty terrible at balancing stuff, but some random thoughts;

Temporary, "Discard this card at the beginning of a players turn to reduce the number of rerolls they get this turn by one."

Sever the past, Temporary. "Each player discards a permanent evolution card. If they have no evolutions, they discard an upgrade card."

BS Plot Twist, Temporary,"Shuffle your discarded evolutions back into your evolution deck, then remove this card from play."

Spirit Valium, Permanent "You may change one of your dice to (Heart) each turn."

Open the portal, Temporary, "Discard this card at any time to enter or leave Tokyo. If Tokyo is occupied, force the monster out and deal one damage to them. If you use this card to leave Tokyo, negate all damage you would take for being in Tokyo this turn."

Thread: King of Tokyo:: Variants:: Rolling Triple Energy, you can sweep the cards freely.

by KevinC

Pretty simple idea. I thought it was an easy way to give rolling triple Energy a reward without it actually giving out extra energy. The result is a subtle buff that still relates to energy and lets you get to pick a new slate of cards without actually having to pay the cost.

What do you guys think? To be honest, I haven't played with this idea yet. I will try it tonight with my group of Tokyo players.

To stack on to that, here is a list of what happens if you roll 4/5/6 Energy cubes. This one isn't as thought out as the first idea I suggested, but here it is:

Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
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= 1 Free Sweep
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
= 1 Free Sweep OR Freely Sweep only 2 cards
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
= 1 Free Sweep OR Freely Sweep only 1 card
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
Image may be NSFW.
Clik here to view.
= 2 Free Sweeps OR 1 Free Sweep & 1 Free Partial Sweep (1 or 2)

Go ahead, have at it Image may be NSFW.
Clik here to view.

Thread: King of Tokyo:: Variants:: 5-Player Tweak, proposing incentive to stay in Tokyo

by diceman2k4

In our experience, KING OF TOKYO plays best with just 3 or 4 players. Once a player conquered Tokyo, it's rather likely to survive 3 rounds in order to gain the 2 VP on the start of your next turn.
However, once you play with 5 Players, a problem arises: The first Monsters rolling Claws yields Tokyo, doesn't do any damage, though. Then the second Monster rolls Claws, and then, according to the Expert-Rules, it's supposed to enter via Tokyo Bay and do the Damage to the Monster already standing in Tokyo, which inevitably leads to the following scenario: the First Monster effectively has to survive 4 potential attacks before it'll get his 2 VP, and then it needs to survive yet another Attack in order to may leave Tokyo again. Talk about missing incentive to stay in there, right?
Now, the easy tweak I'm suggesting would be, that the second Monster entering Tokyo Bay doesn't do any damage either upon entering. This way, effectively the 2 Monsters inside Tokyo would team up against all the players outside Tokyo, and only have to survive 3 Attacks before it's their turn again. And having constantly 2 Monsters inside Tokyo is definetely more fun, than just 1, with the remaining 4 others gangig up on it.
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