by ELink2k
King of Tokyo - Kitty Defense
Solo Mode
Introduction
Tokyo has a cyber kitty defense force. And a monster has been spotted in the bay. All they need to do is quick charge the Kitty and they will be ready to defend the city. The monster is tired from the long swim and needs to gather his energy before heading into the city to destroy Tokyo. Will a kitty be enough to stop your monster?
Setup components
King of Tokyo Board
Cyber Kitty (star 20, health 10) with standy
Stars represent Tokyo’s Energy Level (20 is suggested but can be varied for difficulty)
Health represents Cyber Kitty’s state of repair
6 black dice only for the Kitty
The Monster (star 0, health 10) with standy
Stars represent number of turns used by The Monster
Health represents The Monster’s health
6 black dice (+1 see below)
Monster Cards in play at start:
Extra head card: + 1 extra dice for the monster (variant: a second extra head (extra die) can be added after first Kitty is defeated for an easier play).
Energy Drink: Reroll as many dice as cubes (energy) spent once per turn.
Complete Destruction: If the combination is rolled, The Monster does 9 points of damage.
Pile of energy cubes
Play
The Monster:
The Monster (player selected) starts on Tokyo Bay. Turn the star dial on The Monsters Card to the first turn (1) and roll the dice to gain at least 5 energy to later spend to move into the city.
The Monster gains energy by rolling lightning bolts or by rolling victory points as in the normal game: 111=1 energy, 222=2, 333=3, plus single bonuses (1 energy) for each extra matching number.
These cubes are collected and then can later be spent to reroll dice, as per Energy Drink Card (see special rule variant for this card in setup components), or 5 cubes can be spent at the start of a turn to move into the city.
NOTE: When 5 cubes are paid by either The Monster or Cyber Kitty to enter the city that is all that can be done that turn.
If the Monster is in the City alone it may attack the city with Claws or the Complete Destruction Card combo. If the city track (star dial on Cyber Kitty) reaches 0, The Monster Wins.
The monster may also gain energy in the normal fashion (explained above) while in Tokyo.
The Monster may not heal while in Tokyo. The Monster may move back to Tokyo Bay for free and immediately roll. Hearts will heal as in the normal game.
If Cyber Kitty is in the City with The Monster, The Monster may not attack the city. The Monster’s attacks are only applied to the city after the Cyber Kitty is defeated (left over damage can be applied).
Cyber Kitty:
Cyber Kitty alternates rolls with The Monster.
NOTE: Remember to rest the extra die during Cyber Kitty’s turn. I found it helpful to sit it on the turn dial (star dial on The Monster) so that I would remember to advance the turn when I picked it up during The Monster’s turn.
Cyber Kitty, like The Monster, must collect at least 5 energy to later pay to enter the city from off the board.
Cyber Kitty rolls as normal (up to 3 rerolls) but only energy (lightning) and attacks (claws) count. Both of these are stored (set aside) and not rerolled during Cyber Kitty’s turn.
5 energy is collected and on a separate turn is paid to allow Cyber Kitty to enter the city. Like The Monster, this is the only action allowed on that turn.
Energy is also collected to heal Cyber Kitty. If Cyber Kitty is in the city and heals to full power (10) then any extra energy rolled is used to ‘heal’ the city back up to a max of 20.
At the start of any turn that Cyber Kitty is in the city and The Monster is in the bay, Cyber Kitty will move to the bay and immediately roll to attack. Once in the bay Cyber Kitty rolls and collects only attacks (claws). Cyber Kitty can not heal in the Bay and will only move back to the city to follow The Monster. (variant allows Cyber Kitty to alway heal with energy but does not heal the city when in the bay - a bit harder because it may suck up some extra turns)
NOTE: There is no cost to Cyber Kitty to move from the city to the bay or from the bay to the city… only the initial 5 energy cost to enter the board at the city.
If Cyber Kitty is killed move the standy off the board, reset Cyber Kitty’s health back to 10, and begin rolling to collect 5 energy to enter the board.
The End of the Game
If The Monsters health reaches 0, you lose.
If the turn tracker reaches 20, you lose.
If the city energy (star dial) reaches 0, you win.
I've tested this several times and it seems pretty tight to me... of course my dice hate me. Test it out for me and give some feedback.
Thanks!