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Thread: King of Tokyo:: Variants:: Alternate evolving

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by Shkar

We have found that evolving with 3 hearts slows the game and punish some tactics while encourages other. Everyone tries to evolve and the one going for claws ends himself in a weaker position so is forced to go for hearts as well.

We have opted to evolve when the player rolls 4 dice equal, no matter the result. That way any one can go their own way (claws, energy, points, recover from injury...) while getting a bonus from time to time when doing well.
After some testing matchs are more interesting and dinamic. Posting here because someone else may find it interesting.

Thread: King of Tokyo:: Variants:: KoT Homemade Edition

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by Fubster

This is my first post to the forums at this great site - I hope I am doing everything correctly
My oldest daughter and son-in-law introduced me and my son to KoT on a recent visit, and we instantly fell in love with the game. However, we were a little intimidated by the price tag (we are not "gamers", and until I began to explore some of the games referenced on this site, I had no idea how expensive they could be). So, despite my son's lack of confidence, we embarked on making our own version for game play. After just a few bucks, we have a very playable version, allowing for a lot of expansion!

Some of the details for our homemade edition:
One of the hurdles was the custom dice. We simply took regular dice and used a sharpie marker to change the 4, 5, & 6 to Energy, Claw and Heart respectively.

The next big hurdle was the cards. Using the excel file from https://boardgamegeek.com/filepage/70084/king-tokyo-card-ref..., a Word document and "mail merge", I was able to create my own deck of cards printed on card stock. They are not quite as sturdy as regular cards, and therefore hard to shuffle, but we have managed.

We purchased some polished stones for energy (which I like better because I think the energy cubes in the game are a bit undersized) and some buttons for the markers.

Making character cards has probably been as fun as playing for us! From the beginning we saw the opportunity to create our own monsters, and we have run wild with it.
Here are some of the standard monsters (sorry a little fuzzy), and you can we use a number line for health and victory points, a paper clip provides a simple slider to keep track. Cyber Kitty was last one printed, and we added a different color background for 11 & 12 Health to differentiate those special values, and a star behind 20 VP to designate the victory condition. Space Penguin is also the first character to "come out of" the card (see his right foot), this is a trait we used more on custom monsters.

My son is into Star Wars, and 4 (so far) of our custom monsters are from the Star Wars franchise, 3 are below: Octuptarra Magna Tri-droid, Zillo Beast, and a Battle Droid Army. Also pictured is Smaug from "The Hobbit".

Probably my favorite monster is the 4th from Star Wars - Gundark! The two claws coming out of the image really make him even more menacing!

The last feature is our game box, a converted USPS priority mailer complete with images from the game, and a note that this is the "Hintz Homemade Edition"

Other notes:
- For right now we are using binder clips to hold the monster cards upright during play (see the first image). This is less than ideal because the base is not quite wide enough and the metal prongs from the clips tend to cover much of the artwork. I will be looking for a better (but still inexpensive) solution in the future.
- We have already printed several "Hintz Edition" cards for play, including:
Sniper Shot (6) Deliver 3 points damage to the monster of your choice
Force Field (5) Each turn you receive damage, roll one die. If it results in [Heart], you take no damage.
Double Head (5) Roll 2 extra dice for one turn, discard when used.
Off With His Head! (6) ALL extra head cards must be removed.
Any comments are appreciated!

Thread: King of Tokyo:: Variants:: Power up for 2nd edition?

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by Solanum

Hi all, I have the 2nd edition King of Tokyo with Space Penguin, etc, and the new art and so on. I understand that Power Up includes characters that have been replaced. Can it be used with the 2nd edition, or is a 2nd edition of Power Up out or expected out anytime?

And what about some of those other expansions, like Halloween? (we love Halloween, and the expansion looks hilarious).

Thanks in advance.

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Thread: King of Tokyo:: Variants:: King of Tokyo - SOLO MODE - Kitty Defense (or Kill the Cat!)

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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!

Thread: King of Tokyo:: Variants:: More Cards

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by nerman8r

I constructed my own deck for King of Tokyo because I think most of the cards in the game as printed are overcosted. In addition to being able to make cards cheaper, I rethemed the game as King of Winnipeg, (my home town) and of course, invented a few cards. I thought I'd share them with you here.

Bloodsac
Keep - 2 energy
When you roll a [heart], you may put a counter on this card instead of healing, even if you are at full health and/or are in Winnipeg. You may remove two counters from this card to heal one damage.

Confusion Corner
Keep Location - 3 energy
+1[star]
You may discard this card to purchase another location for 1 less [energy]
(I tagged cards that represent locations for this card and Tourist)

Disfigured Extra Head

Keep - 5 energy
Roll an extra die for the first roll of each of your turns. You may not reroll that die.

Esplanade Riel
Keep location - 4 energy
When you attack you may discard this card to deal 2 extra damage to one of the monsters you are attacking and gain 2[star]
(The Esplanade is a giant spire, so the idea is that you rip it off and throw it at someone)

Evolve!
Discard - 3 energy
Draw an evolution card

Extreme Evolution
Discard - 6 energy
Draw 2 evolution cards

Ikea
Discard Location - 4 energy
+2[star]
When this is purchased, replace it with 3 more cards. Whenever a card is purchased when there are more than 3 available, do not replace it.

Masonic Temple
Discard Location - 4 energy
+1[star]
You may shuffle any of your discarded evolution cards back into your deck. Draw an evolution card.

McPhillips Street Casino
Discard Location - 5 energy
+2 [star]
Roll three dice. If you roll three-of-a-kind gain 5[energy], 5[star] and 5[heart]

Millennium Library
Discard Location - 4 energy
+2[star]
Before replacing this, look at the top three cards of the deck. You may discard any number of them. Put the rest on top in any order.

Rooting for the Underdog
Discard - 2 energy
If you have the fewest [star] or are tied for the fewest and at least one monster has more than you, gain one [star]
The same goes for [heart] and [energy]
(I changed this card because I find the original card to be useless.)

Royal Canadian Mint
Discard Location - 5 energy
+3[star]
Roll four dice. Gain any [energy] you roll

7-11

Keep Location - 3 energy
+1[star]
At the end of your turn, you may discard one of the available cards and replace it with this one.

Tourist
Keep - 2 energy
Gain 1[star] whenever you buy a location card. You may sweep the cards for 1[energy]

Value Village
Dicard Location - 5 energy
+2[star]
Roll 3 dice and score the results. (You don't get rerolls.]

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Thread: King of Tokyo:: Variants:: Temporary VP

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by Mariomario

Is there any variant or houserule to make the VP gained rolling a 3-of-a-kind temporary?

Thread: King of Tokyo:: Variants:: d8 Variant

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by Gashnaw

So I was playing around with my Dnd Dice and when playing with my d8s i strated thinking about adding them to KoT.

Basically my idea is simple. First off, evolution. Most of time, people in tokyo do not try to heal since you cannot meaning that evolutions are often ignored. i would rather gain points/Get energy/do damage, then hope i get three hearts and get an evolution. That is 7 symbols. I figured I would keep the original 6, add in evolution as a seventh symbol, and then i tried to figure out what to be the eighth symbol. After scratching my head i decided, Why not just leave it blank. You still do your three roles with teh dice and everything else gameplay wise is the same. Evolution is still done with 3 hearts or 3 evolution (or combination of the two) (I was gonna go with two hearts on the die but i didn't want to make healing that much easier. Just evolution) And then you could end your turn with blank rolls that do Nothing. I feel it adds a bit more complexity to the game while keeping the core mechanics and gameplay in tact. (plus people in tokyo may feel a bit safer if people are rolling blanks instead of claws, and they may also opt to try evolving a bit more f they roll 2 hearts, they may keep them to aim for another heart or evolution. (instead of re-rolling the useless heart that does not heal)

What do you guys think of this?

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Thread: King of Tokyo:: Variants:: Travel variant - With desk of cards and generic dice

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by FunStorm

I am making variants of few games for travel purpose to use only following components:
- Deck of standard cards
- Set of dice
- Whiteboard markers (+ dry-erase boards)

This is a version of King of Tokyo following said limitations:


The player mat is replaced for dry-erase board which gives all info needed for the game:


Selected cards consist of 1-4 + King of all suits. Their effects are described on player mats. Their cost is 2x their value in energy.


The central board is pretty standard: but to save space it is printed on the back of the rulebook (that part is still in progress).


I did not have yet a chance to play-test the varient. What do you think about this approach?

Thread: King of Tokyo:: Variants:: Ideas for a King of Tokyo Retheme for a boy age 8 who did not like the punching theme

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by anne001

So many recommended king of Tokyo, that I reluctantly decided to give it a try.

My boy hesitated but in the end he decided to try the game. He wanted to pick his own monsters and he chose two goofee monsters we found on line. We tried the simplified variant I found on this forum: We played without cards: for 2 energy points you can change a die, for 1 energy point you can reroll. He liked the game but he really did not like when my monsters were mean and punched his monsters. He can fight bad guys all day but he does not like his friends getting hurt.

We build a Tokyo city with some terror in meeple city buildings and had a rule that when we had 3 ones, we would get a victory point but we would also get to destroy one building. He agreed with me that this was the most fun and even passed on twos to try to get three ones!

He suggested that if we destroyed all the buildings around the one for the King of Tokyo, we could destroy the one the king of Tokyo was on and win!

Any suggestions on how to retheme Hearts and punches to something else while keeping the monster destroying tokyo theme?

Thread: King of Tokyo:: Variants:: Speedokyo

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by eliard

My daughter and son-in-law showed me this variant last night.

Play is essentially the same as normal however there is a 10 minute timer. After 10 minutes are up then everyone starts taking damage at the start of their turn. 1 damage the first time, 2 the second, etc.

I won twice by knocking out everyone else and my wife won once through points.

Thread: King of Tokyo:: Variants:: A variant to increase competitiveness

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by jinkaopei

I believe many of us agree that the game is fun but has the following balancing issues:
1. Someone can simply snowball to win just by accumulating points through rolling.
2. It is difficult to pressure the person accumulating points into Tokyo, if he choose to play it safe and steer clear. Exiting Tokyo is relatively easy even being damage by one point allows you so.
3. There are some discussion that some cards are imbalance in particular the card "wings".

I am unsure if anyone has thought of this idea to improve game play but I am sharing this with everyone just so we can have a more balance game together.

1. If the person successfully survive a round in Tokyo, he gain two points at the end of his turn and not the start of his turn.

2. If a player is to win the game with score, they HAVE TO ROLL THE EXACT SCORE to end the game. If he/she rolls more than the required number, the score is reverted back to the initial score the player had at the start of their turn.

Some examples:
John has 18 points, he has to roll 2, 2, 2 to win the game. If he rolls 2, 2, 2, 2, then he would have 21 points. He does not win the game and at the end of turn his score is reverted to 18.

Jane has 17 points and is in Tokyo, she rolled 1, 1, 1, at the end of the turn she gain 2 points. Her total point is now 20. But she doesn't win the game instead her score is reverted back to 17. This is because she has to roll to win 3, 3, 3.

3. Other players can now pay energy cubes equals to half the value of any "Keep" card owned by any other players rounded down to seal it. Put those paid energy cubes onto the sealed "Keep" card, once sealed the card can no longer be used until the owner pays energy cube equals to the number of energy cubes used to seal the card. Alternatively, the owner may sell the sealed "Keep" card and discard it, he/she in turns gets to keep all the energy cubes acumulated from the sealed card. Note that a player can seal a "Keep" card multiple times. Sealing can only be done on the players turn and after dice resolution. Unsealing and selling of sealed keep cards can be done anytime in the game.

Some examples:
John has Nova breath, Jane decides to seal John Nova breath. She put three energy cubes onto John Nova breath. John Nova breath can no longer be used until he pays three energy cubes to unseal it. John can also discard Nova breath, he gets three energy cubes for discarding Nova breath.

Rachael has Wings, John decides to seal Wings by putting three energy cubes onto wings on his turn. Jane has a choice of unsealing or selling her wings which she chose not to. He ends his turn and it is Jacks turn, he decides to seal Rachael Wings further by putting three more energy cubes onto it. Rachael can now unseal her wings for 6 energy cubes or she can simply sell her wings to get 6 energy cubes.

In summary, the whole implementation was designed to tackle the lack of removal for "Keep" cards in the game. This result in a more balance playing field. The player now has to consider do I seal the person card at the cost of losing tempo to purchase new power up cards. Also when a player is force to roll score to win the game. It increase the excitement and tension of the game, this is because having to roll exact score to win will mean reduce in healing. This increase the chance of elimination. It is also a form of gambling and increases adrenaline. Giving hope to others if you fail and achievement upon success. Hope you guys have fun and do give feedback to improve this variant. Cheers!

Thread: King of Tokyo:: Variants:: Slight 2 player variant (no 3rd monster or tag team) test with 4 yr old

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by Mi7even

a 2nd hand version of this turned from ebay today

me and my boy (aged 4) cracked this open straight away i tired this mode

2 monsters only
all normal rules apply with these exceptions

1. if you start a turn in tokyo u get 1 VP
2. if you start a turn out of tokyo u get 1 energy (might increase this to 2)
3. 15 VPs wins the game
4. 5 Power cards are drawn instead of 3

Seemed to work well but i didn't play too competitively, will try again and see how it goes

i lost via elimiation but had 13 VPs, my boy have 10

Thread: King of Tokyo:: Variants:: Powerup cards differently

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Thread: King of Tokyo:: Variants:: Starting Energy

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by aleatoryoshi

When rolling for smash to determine turn order, add up all energy rolled by every player. The player last in turn order gets that many energy, and every player counter-clockwise gets one less energy.

Example of 4-player game:
Player A rolls 1 smash, 1 energy
Player B rolls 2 smash, 1 energy
Player C rolls 0 smash, 3 energy
Player D rolls 1 smash, 0 energy


Player B goes first in turn order, so player A would start with 5 energy.

Turn order would look like this:
1. Player B with 2 energy
2. Player C with 3 energy
3. Player D with 4 energy
4. Player A with 5 energy


The rolls can sometimes be generous or not. We've had games with only 1 energy rolled between us (so only the last player got 1 energy) and we've had games with 7 energy rolled. On average, you should get about 1 energy per player, but it does add a different element to the start of the game. It usually allows for buying and sweeping on the first turn. We find that our games can stall at the beginning because most strategies don't really pick up until most players have 3-4 power cards or evolutions, so we end up rolling for energy or hearts and the first two turns look very much the same.

We've played this with 4 and 5 players, and it seems to scale well as it based on total dice rolled. You might think a player going 5th in turn order with 7 energy would have an advantage, but since all the players before them have energy, the card they want can be bought or swept before they even roll! If you try it with 2 or 3 players, let me know what you think.

Other variants we like to play with:
note: I own all the current expansions, so we have 20 monsters with evolutions to play with

1. Shuffle Monsters, deal two to every player, select one.
(I made custom monster cards but you can write names on blank playing cards)

2. Rolling 3 energy gives you an option to sweep the power cards for free before you buy power cards.
(Since this is a bonus action like stealing costumes from rolling 3 smash or drawing evolutions from rolling 3 hearts, it must be resolved during the resolve dice phase and not after you have bought power cards. It is optional, so you don't have to do it too, just like you don't have to steal costumes even if you can. If you buy a card, you are still able to pay 2 energy to sweep during your buy phase as long as you have the energy to do so.)

-Aleatory

Thread: King of Tokyo:: Variants:: Solo Variant. French. Tell me if you would like English vers.

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by oscar2

Quand on est seul, pourquoi ne pourrait-on pas baffer?


Dans cette variante, solo, je propose:

* De jouer avec un monstre, contre 2 monstres adverses.
* Chaque monstre gagne aux conditions habituelles ( 20 PV, ou élimination des deux autres)
* Le monstre que l'on joue applique les règles habituelles, à l'exception suivante: il doit obtenir 3 faces Baffe au moins pour déloger un PNJ de Tokyo
* Les PNJ jouent ainsi:

* Les monstres PNJ ne jouent jamais de cartes, ils ne relancent jamais leurs dés, on applique tout de suite les résultats avec les règles suivantes:
* S'ils obtiennent un brelan quelconque, le monstre du PJ doit quitter Tokyo même s'il ne le veut pas.
* Chaque face Energie donne +1 PV. De fait, un brelan énergie donne + 4 PV ( 3 pour les 3 faces énergie + 1 parce qu'il rentre dans Tokyo)
Exemple: Un monstre PNJ obtient 3 énergies et un brelan de 1, il marque + 5 PV - si le monstre dans Tokyo est le PJ ( + 3 Energies + 1 brelan de 1, + 1 rentrée dans Tokyo)
* En revanche les monstres PNJ se chassent mutuellement de Tokyo sur la simple obtention d'une baffe.


J'ai joué plein de fois ainsi, je pense que c'est équilibré.
Enjoy! ))))

Thread: King of Tokyo:: Variants:: Playing King of New York with King of Tokyo evolution cards exclusively?

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by Christakos

What I mean is having all players use the King of Tokyo evolution cards for their monsters.

I thought that this would probably be the best option if you have a mix of monsters from Tokyo and New York and want to play King of New York, and have all sets of evolution cards be balanced against each other. Until we get official evolution cards for King of New York for all monsters that is!
Would it make sense though?

Would treating "Tokyo" as "New York" whenever it comes up in the text of an evolution card be feasible?

How about the dice symbols? Would treating the numbered sides of Tokyo dice as the corresponding symbol sides of New York dice be possible?
Because I fear there could be some unexpected benefits that would potentially throw the balance off, considering those sides have entirely different effects in New York. But are the numbered sides of Tokyo dice even mentioned in any evolution cards or is it a non-issue?

Would you change/adjust any other rules?
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