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= For translators =
==Overview==
<nowiki>Please don't touch the <strong>, <i>, and text between [] (brackets). </nowiki>


For cards name, brackets contained hexa-decimal color of names. This will specify the color from this tag until the end, or until color is redefined. You probably don't need to change them, but it can be useful to understand them as some card names will have different word count on some languages. You can check by putting code on HEX field here : https://www.google.com/search?q=color+picker
''King of Tokyo'' is like a gameified version of "king of the hill", except you are giant monsters contending to be the dominant "king of Tokyo". Win by either collecting VP or eliminating your opponents. But be careful--the "king" becomes a target for all other monsters.


= Rules =
==Turn Overview==


== Overview and Goal ==
<ol class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>Roll dice 1-3 times</li>
  <li>Resolve dice </li>
  <li>Enter Tokyo (if you can)</li>
  <li>Buy or renew power cards</li>
</ol>


You are a gigantic Monster willing to do anything to become King of Tokyo.
====Rolling & Resolving Dice====
Your rampage brings you glory in the form of Victory Points (blue stars). To win, be the first Monster to gain 20 Victory Points.
Or, get your claws out and eliminate your enemies. The last one standing claims victory!


== Turn Overview ==
Six dice are rolled. You can set aside any dice you like and reroll the others up to two times (like in ''Yahtzee''). And like in ''Yahtzee'', the goal is to get multiples of the same die face.
# Roll Dice
# Resolve Dice
# Enter Tokyo
# Buy Power cards
# End of turn


=== Roll Dice ===
{| class="wikitable" style="width:auto;" border="2"
'''On your turn, you can roll the dice up to three times. You can stop rolling any time.'''
|+ Die faces
|-
!|Face || Representation || Description
|-
|[[File:Kot die 1.png]] [[File:Kot die 2.png]] [[File:Kot die 3.png]] || 1/2/3 Victory Points || If you roll three of a number, you gain as many points as the number. Each additional die with the same face gains 1 additional point. (e.g. [[File:Kot die 3.png]] [[File:Kot die 3.png]] [[File:Kot die 3.png]] [[File:Kot die 3.png]] scores 4 points.)
|-
|[[File:Kot die h.png]] || Life || Gain 1 HP per symbol if you are ''outside'' Tokyo (10 HP max). If you are ''in'' Tokyo, you cannot gain HP (except through Power cards).
|-
|[[File:Kot die s.png]] || Smash || If you are ''in'' Tokyo, each other monster loses 1 HP per symbol. If you are ''outside'' Tokyo, the monster in Tokyo loses 1 HP per symbol. This monster can then decide to leave Tokyo. If they do, you must enter Tokyo.
|-
|[[File:Kot die e.png]] || Energy || Gain 1 energy, which is used to buy Power cards
|}


On the first Roll, 6 dice are rolled. For your second Roll, if you like some of your results, you can set them aside (click on them to lock them) and only roll the ones you don’t like again.
====Tokyo====


For your third Roll, if you change your mind, you can roll any dice you set aside again (click on it to unlock it), along with any you still don’t like.
Any monster who enters Tokyo gains 1 VP. Any player who starts their turn in Tokyo gains 2 VP. Monsters in Tokyo cannot heal HP. The first player always enters Tokyo first.


After you finish your three Rolls (or you decide to stop), continue to the Resolve Dice step.
With 5 to 6 players, an additional "Tokyo" space is added to the game. There is now "Tokyo City" and "Tokyo Bay". If a monster would enter Tokyo City, but it is occupied, it must enter Tokyo Bay. Both are considered to be "in Tokyo". If players are eliminated, reducing the game to 4 or less, any monsters in Tokyo Bay must either enter Tokyo City (if it is unoccupied) or leave.


== Resolve Dice ==
With only two players, you gain 1 [[File:Kot die e.png]] for entering Tokyo (instead of 1 VP) and 1 [[File:Kot die e.png]] for starting your turn in Tokyo (instead of 2 VP).
Symbols rolled at the end of your last die Roll represent the actions of your turn.


=== Victory points (dices 1, 2 and 3) ===
==Power Cards==
If you roll three-of-a-kind of 1, 2 or 3, gain as many points as the number.


Each additional die rolled with the same face gains you 1 additional point.
Players can purchase any of three Power cards that carry out various effects. Each card costs [[File:Kot die e.png]] indicated at the top of the card. You can also spend 2 [[File:Kot die e.png]] to discard all the cards available for purchase and replace them with three new ones.  


=== Energy (lightning bolt die) ===
Power cards that say '''KEEP''' are placed in front of you and have ongoing effects (unless the card indicates otherwise). Power cards that say '''DISCARD''' are resolved immediately.
Gain 1 energy from the pool for each energy die.


=== Heal (heart die) ===
====Power Card Clarifications====
If you are outside of Tokyo, you can gain 1 heart for each Heal die rolled. You cannot gain above 10 hearts.


If you are in Tokyo, the hearts you roll do not let you gain heart (you can only gain heart with Power cards).
<ul class="bulletlist" style="margin:1em 0;padding-inline-start:40px;">
  <li>'''Opportunist''': If two ''Opportunist''s are in play (because of ''Mimic''), the player who will be next soonest gets the first opportunity to buy revealed cards.
  <li>'''Fire Breathing''': If only 2 players are left, the monster loses only 1 HP.</li>
  <li>'''Mimic''': If the copied card gets discarded, the associated token is taken back. On the owner's next turn, it can be placed on another Keep card (by spending 1 [[File:Kot die e.png]]).</li>
  <li>'''Poison Spit''': If its associated cards are discarded, the tokens remain in play. The tokens cannot be removed while the monster is in Tokyo.</li>
  <li>'''Shrink Ray''': If its associated cards are discarded, the tokens remain in play.  The tokens cannot be removed while the monster is in Tokyo.</li>
  <li>'''Metamorph''': Discarding happens at the end of turn. You receive the printed cost of the card, not the price paid for it.</li>
</ul>


=== Smash (hand die) ===
Monsters that are not in the same place as you lose 1 for each smash die rolled.


If you are in Tokyo (Tokyo City or Tokyo Bay) and you roll any smash dice, you wound all Monsters outside of Tokyo.
==Winning==


If you are outside of Tokyo and you roll smash any dice, you wound all Monsters who are in Tokyo (Tokyo City and Tokyo Bay).
The first monster to reach 20 points or eliminate all other monsters is crowned King of Tokyo.  
These Monsters can then decide to Yield and leave Tokyo or stay. Monsters who Yield Tokyo still lose hearts.
Each smash die results in losing one Life Point.
If a Monster loses their last Life Point, they are eliminated.


If a Monster yields Tokyo, the attacker must enter Tokyo.
A player must survive their turn to win.  


'''Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose heart with smash dices.'''
If all monsters are eliminated at the same time, everyone loses.  


Note: Losing hearts from a Power card effect is different than being attacked with smash dice. A Monster can only yield Tokyo when losing hearts from smash dice.
==Game Variants==


== Enter Tokyo ==
====Power-Up! (Evolutions)====


If no one is in Tokyo, you must enter and place your Monster in Tokyo City.
Each monster has a set of Evolution cards that give special abilities. At game start, each player draws 2 Evolution cards and keeps one. A player can play an Evolution card at any time.  
You can only Yield when you lose heart from smashes rolled by a Monster.


No Monster starts the game in Tokyo. The first player will always enter Tokyo City during this step.
If a player rolls [[File:Kot die h.png]] [[File:Kot die h.png]] [[File:Kot die h.png]], they draw an evolution card. If the monster is not in Tokyo, they can also heal as normal.


=== 5/6 players ===
'''<u>Mutant Evolutions</u>'''
With 5 to 6 players, if Tokyo City is occupied, but Tokyo Bay is empty, you must enter Tokyo Bay. Monsters in Tokyo City and Tokyo Bay are both considered “in Tokyo”. Tokyo Bay has the same effects as Tokyo City.


Once the game has 4 or fewer players, you must leave Tokyo Bay immediately (except if Tokyo City is empty, in which case you move there).
Instead of each monster having its own set of Evolution cards, the cards are shuffled together and eight are dealt to each player. Each player drafts cards for their deck (one at a time) until they have eight.  


=== Being in Tokyo (Tokyo City or Tokyo Bay) ===
====Halloween====
has some advantages and disadvantages:
* You gain 1 victory point when you enter Tokyo.
* You gain 2 victory points if you start your turn in Tokyo.
* Monsters in Tokyo cannot use heart dice to heal


== Buy Power cards ==
Players choose 1 Costume card at the beginning of the game. Costume cards can be bought like any other card. If a player rolls [[File:Kot die s.png]] [[File:Kot die s.png]] [[File:Kot die s.png]], they can force-buy a Costume card from the damaged player(s). (Smash damage still applies as normal.)


You now may buy one or more of the three face-up cards. To buy a Power card, spend as many energy as the cost indicated at the top of the card.
====Micro expansion: Even more wicked!====
'''Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.'''


You can also spend 2 energy to sweep all three face-up cards to the discard. Then reveal three new Power cards from the deck. They are immediately available for purchase.
Players can earn "wickedness points" by rolling [[File:Kot die 1.png]] [[File:Kot die 1.png]] [[File:Kot die 1.png]] (2 WP) or [[File:Kot die 2.png]] [[File:Kot die 2.png]] [[File:Kot die 2.png]] (1 WP), in addition to VP. When a player has 3, 6, or 10 WP, they may choose a wickedness tile. The tile goes into effect immediately and stays until the end of the game (unless instructed otherwise). Each player can have only 1 wickedness tile from each level.


'''As long as you have enough energy, you can continue to buy or sweep cards.'''
==== Monster Pack: Cthulhu (Cultists)====


If a player rolls four identical faces, they take a Cultist. Discard a Cultist to gain either 1 [[File:Kot die h.png]], 1 [[File:Kot die e.png]], or 1 extra roll.


Power cards can be one of two different types:
====Monster Pack: King Kong (Tokyo Tower)====


'''Keep:''' Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).
A player can claim a tower level by rolling [[File:Kot die 1.png]] [[File:Kot die 1.png]] [[File:Kot die 1.png]] [[File:Kot die 1.png]] while in Tokyo. A monster who controls one or more tower levels can gain a bonus at the beginning of their turn. One [[File:Kot die h.png]] for the bottom level, 1 [[File:Kot die h.png]] and 1 [[File:Kot die e.png]] for the middle level. The player who claims the top level wins the game.


'''Discard:''' Resolve these cards immediately, then discard them.
====Monster Pack: Anubis (Curse cards)====


== End of turn ==
At the beginning of the game, a Curse card is played. This card has a permanent ongoing effect on the game. Some cards involve a "golden scarab" which is given to the last player.
Certain Power card effects activate at the end of your turn.


Once you’re done, pass the dice to the player on your left.
On start of turn, each player rolls a D4 "Fate" die related to the current Curse card.  


== Winning the Game ==
{| class="wikitable" style="width:auto;" border="2"
The monster that first reaches 20 energy or reduces all other monsters to 0 health is crowned King of Tokyo.
|-
!| Face || Effect
|-
| [[File:Kot_fate_eye.gif]] || Discard the current Curse card and reveal the next one.
|-
| [[File:Kot_fate_river.gif]] || No effect
|-
| [[File:Kot_fate_ankh.gif]] || Player receives the ankh's effect on the Curse card (a blessing).
|-
| [[File:Kot_fate_snake.gif]] || Player receives the snake's effect on the Curse card (a curse).
|}


== Power card clarifications ==
====Monster Pack: Cybertooth (Berserk)====
* If you reach 20 points and reach 0 heart in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time… everyone loses!
* Power cards do not let Monsters gain above 10 heart, unless a keep card says otherwise.


=== Opportunist ===
If you roll [[File:Kot die s.png]] [[File:Kot die s.png]] [[File:Kot die s.png]] [[File:Kot die s.png]] or more, your monster enters "berserk" mode. In berserk mode, the berserk die is added to your roll. It gives you another die to roll combinations, but if it lands with a [[File:kot_berserk_skull.gif]], you lose 1 HP. Berserk mode ends when the monster heals.  
If there are two Opportunist in play (because of Mimic), the first Monster clockwise from the Monster whose turn it is gets first opportunity to buy newly revealed cards.


=== Fire Breathing ===
====Mutant Evolutions variant (Transformation card)====
The Monsters of the players seated to your left and right each lose 1 heart. They lose this heart even if they are in the same place as you. If there are only 2 players, your opponent only loses 1 heart.


=== Mimic ===
Before buying cards, a player may spend 1 [[File:Kot die e.png]] to transform from biped form to beast form (or vice versa). In biped form, you can buy power cards (normal mode). In beast form, you ''cannot'' buy power cards, but you may reroll one die an additional time. All players start in biped form.
Mimic copies the effects of a card as if it had just been played (with tokens, for example). If the copied card is discarded, Mimic no longer has an effect and you take back the associated token. You can place it on another Keep card at the start of your next turn (before you roll dice) by spending 1 energy.


=== Poison Spit & Shrink Ray ===
====Origins====
Poison and Shrink tokens stay even if their associated cards are discarded. You cannot remove these tokens while you are in Tokyo: you must be outside of Tokyo to use the heart die to remove tokens.


=== Metamorph ===
Origins contains new monsters and new, less complex Power cards.
Discarding your Keep cards happens in the End of Turn step. You get back the full cost of the card as printed, even if you bought it at a discount.


= 2 players variant =
====Dark====
''This option is activated by default.''


* Instead of gaining 1 point when entering Tokyo, you gain 1 energy.
Has an aesthetic change to an alternative "darker" world and includes the use of "wicked" cards and points.
* Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.
 
All other rules remain unchanged.
 
= Cards combinations =
If you have a doubt about some cards combinations, you can check answers listed here : https://docs.google.com/spreadsheets/d/1DbI4EongciNvCcjQBwsMHuXxpzKA1x3ZD_MMdPzBRtM.

Latest revision as of 20:47, 9 January 2026

Overview

King of Tokyo is like a gameified version of "king of the hill", except you are giant monsters contending to be the dominant "king of Tokyo". Win by either collecting VP or eliminating your opponents. But be careful--the "king" becomes a target for all other monsters.

Turn Overview

  1. Roll dice 1-3 times
  2. Resolve dice
  3. Enter Tokyo (if you can)
  4. Buy or renew power cards

Rolling & Resolving Dice

Six dice are rolled. You can set aside any dice you like and reroll the others up to two times (like in Yahtzee). And like in Yahtzee, the goal is to get multiples of the same die face.

Die faces
Face Representation Description
Kot die 1.png Kot die 2.png Kot die 3.png 1/2/3 Victory Points If you roll three of a number, you gain as many points as the number. Each additional die with the same face gains 1 additional point. (e.g. Kot die 3.png Kot die 3.png Kot die 3.png Kot die 3.png scores 4 points.)
Kot die h.png Life Gain 1 HP per symbol if you are outside Tokyo (10 HP max). If you are in Tokyo, you cannot gain HP (except through Power cards).
Kot die s.png Smash If you are in Tokyo, each other monster loses 1 HP per symbol. If you are outside Tokyo, the monster in Tokyo loses 1 HP per symbol. This monster can then decide to leave Tokyo. If they do, you must enter Tokyo.
Kot die e.png Energy Gain 1 energy, which is used to buy Power cards

Tokyo

Any monster who enters Tokyo gains 1 VP. Any player who starts their turn in Tokyo gains 2 VP. Monsters in Tokyo cannot heal HP. The first player always enters Tokyo first.

With 5 to 6 players, an additional "Tokyo" space is added to the game. There is now "Tokyo City" and "Tokyo Bay". If a monster would enter Tokyo City, but it is occupied, it must enter Tokyo Bay. Both are considered to be "in Tokyo". If players are eliminated, reducing the game to 4 or less, any monsters in Tokyo Bay must either enter Tokyo City (if it is unoccupied) or leave.

With only two players, you gain 1 Kot die e.png for entering Tokyo (instead of 1 VP) and 1 Kot die e.png for starting your turn in Tokyo (instead of 2 VP).

Power Cards

Players can purchase any of three Power cards that carry out various effects. Each card costs Kot die e.png indicated at the top of the card. You can also spend 2 Kot die e.png to discard all the cards available for purchase and replace them with three new ones.

Power cards that say KEEP are placed in front of you and have ongoing effects (unless the card indicates otherwise). Power cards that say DISCARD are resolved immediately.

Power Card Clarifications

  • Opportunist: If two Opportunists are in play (because of Mimic), the player who will be next soonest gets the first opportunity to buy revealed cards.
  • Fire Breathing: If only 2 players are left, the monster loses only 1 HP.
  • Mimic: If the copied card gets discarded, the associated token is taken back. On the owner's next turn, it can be placed on another Keep card (by spending 1 Kot die e.png).
  • Poison Spit: If its associated cards are discarded, the tokens remain in play. The tokens cannot be removed while the monster is in Tokyo.
  • Shrink Ray: If its associated cards are discarded, the tokens remain in play. The tokens cannot be removed while the monster is in Tokyo.
  • Metamorph: Discarding happens at the end of turn. You receive the printed cost of the card, not the price paid for it.


Winning

The first monster to reach 20 points or eliminate all other monsters is crowned King of Tokyo.

A player must survive their turn to win.

If all monsters are eliminated at the same time, everyone loses.

Game Variants

Power-Up! (Evolutions)

Each monster has a set of Evolution cards that give special abilities. At game start, each player draws 2 Evolution cards and keeps one. A player can play an Evolution card at any time.

If a player rolls Kot die h.png Kot die h.png Kot die h.png, they draw an evolution card. If the monster is not in Tokyo, they can also heal as normal.

Mutant Evolutions

Instead of each monster having its own set of Evolution cards, the cards are shuffled together and eight are dealt to each player. Each player drafts cards for their deck (one at a time) until they have eight.

Halloween

Players choose 1 Costume card at the beginning of the game. Costume cards can be bought like any other card. If a player rolls Kot die s.png Kot die s.png Kot die s.png, they can force-buy a Costume card from the damaged player(s). (Smash damage still applies as normal.)

Micro expansion: Even more wicked!

Players can earn "wickedness points" by rolling Kot die 1.png Kot die 1.png Kot die 1.png (2 WP) or Kot die 2.png Kot die 2.png Kot die 2.png (1 WP), in addition to VP. When a player has 3, 6, or 10 WP, they may choose a wickedness tile. The tile goes into effect immediately and stays until the end of the game (unless instructed otherwise). Each player can have only 1 wickedness tile from each level.

Monster Pack: Cthulhu (Cultists)

If a player rolls four identical faces, they take a Cultist. Discard a Cultist to gain either 1 Kot die h.png, 1 Kot die e.png, or 1 extra roll.

Monster Pack: King Kong (Tokyo Tower)

A player can claim a tower level by rolling Kot die 1.png Kot die 1.png Kot die 1.png Kot die 1.png while in Tokyo. A monster who controls one or more tower levels can gain a bonus at the beginning of their turn. One Kot die h.png for the bottom level, 1 Kot die h.png and 1 Kot die e.png for the middle level. The player who claims the top level wins the game.

Monster Pack: Anubis (Curse cards)

At the beginning of the game, a Curse card is played. This card has a permanent ongoing effect on the game. Some cards involve a "golden scarab" which is given to the last player.

On start of turn, each player rolls a D4 "Fate" die related to the current Curse card.

Face Effect
Kot fate eye.gif Discard the current Curse card and reveal the next one.
Kot fate river.gif No effect
Kot fate ankh.gif Player receives the ankh's effect on the Curse card (a blessing).
Kot fate snake.gif Player receives the snake's effect on the Curse card (a curse).

Monster Pack: Cybertooth (Berserk)

If you roll Kot die s.png Kot die s.png Kot die s.png Kot die s.png or more, your monster enters "berserk" mode. In berserk mode, the berserk die is added to your roll. It gives you another die to roll combinations, but if it lands with a Kot berserk skull.gif, you lose 1 HP. Berserk mode ends when the monster heals.

Mutant Evolutions variant (Transformation card)

Before buying cards, a player may spend 1 Kot die e.png to transform from biped form to beast form (or vice versa). In biped form, you can buy power cards (normal mode). In beast form, you cannot buy power cards, but you may reroll one die an additional time. All players start in biped form.

Origins

Origins contains new monsters and new, less complex Power cards.

Dark

Has an aesthetic change to an alternative "darker" world and includes the use of "wicked" cards and points.