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Tips kingoftokyoduel: Difference between revisions
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(Additional strategies as monsters, broaden generic advice to avoid references to specific cards (which usually won't apply)) |
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| '''Meka Dragon'''|| Meka Dragon's ability makes them a powerful attacker. Supplement by denying your opponent Power cards that restore health. Keep in mind that your health starts low, so it may not be worth committing to defeating the opponent with damage until you have a strong damage roll. || Meka Dragon can kill you in two rounds if the dice rolls their way. Or one round if they have Dice tokens or the right Power cards. Rush a victory condition or heal enough to stay in the game. If they focus on damage, the board is yours to focus on any tracks. Plan for 2-6 damage per turn. Remember that you only need 1HP left to win. | | '''Meka Dragon'''|| Meka Dragon's ability makes them a powerful attacker. Supplement by denying your opponent Power cards that restore health. Keep in mind that your health starts low, so it may not be worth committing to defeating the opponent with damage until you have a strong damage roll. || Meka Dragon can kill you in two rounds if the dice rolls their way. Or one round if they have Dice tokens or the right Power cards. Rush a victory condition or heal enough to stay in the game. If they focus on damage, the board is yours to focus on any tracks. Plan for 2-6 damage per turn. Remember that you only need 1HP left to win. | ||
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| '''Cyber Kitty''' || The ability to gain Energy makes Power cards your best strategy. Any cards that improve your buying power are icing on the cake. When facing attackers, stay alive (above 7-9 HP) long enough to gain potent Power cards.|| Cyber Kitty will gain Power cards fast. Either go for a victory in Fame and/or Destruction or gain Power cards that limit Cyber Kitty's ability to use them. | | '''Cyber Kitty''' || The ability to gain Energy makes Power cards your best strategy. Any cards that improve your buying power are icing on the cake. When facing attackers, stay alive (above 7-9 HP) long enough to gain potent Power cards.|| Cyber Kitty will gain Power cards fast. Either go for a victory in Fame and/or Destruction or gain Power cards that limit Cyber Kitty's ability to use them. Don't be intimidated by 8+ Energy if there isn't a good Power card for the situation. Focus on slowing down Power card row to make them spend their energy. Don't be afraid to renew the row to deny the perfect card. | ||
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| '''The King''' || The King is a difficult monster to win with. If your opponent does not try for a Fame and/or Destruction victory, your ability is useless. Use your high HP to force the opponent to play the tracks. Time is on your side, since you can usually get another turn with 2 [[File:KingOfTokyo_exclamation.png|14px]] symbols until they're about to win. Place your tokens early to prevent the opponent from blocking them. || The King's power can slow you down, but not by much. Usually, you will only move the Fame and/or Destruction marker one space anyway, so focus on moving the markers little-by-little and use the other dice to gain [[File:KingOfTokyo_energy.png|14px]], [[File:KingOfTokyo_claw.png|14px]], or [[File:KingOfTokyo_exclamation.png|14px]]. Preventing him from placing his Buzz tokens by buying Power cards that let you place Buzz tokens of your own. | | '''The King''' || The King is a difficult monster to win with. If your opponent does not try for a Fame and/or Destruction victory, your ability is useless. Use your high HP to force the opponent to play the tracks. Time is on your side, since you can usually get another turn with 2 [[File:KingOfTokyo_exclamation.png|14px]] symbols until they're about to win. Place your tokens early to prevent the opponent from blocking them. || The King's power can slow you down, but not by much. Usually, you will only move the Fame and/or Destruction marker one space anyway, so focus on moving the markers little-by-little and use the other dice to gain [[File:KingOfTokyo_energy.png|14px]], [[File:KingOfTokyo_claw.png|14px]], or [[File:KingOfTokyo_exclamation.png|14px]]. Preventing him from placing his Buzz tokens by buying Power cards that let you place Buzz tokens of your own. | ||
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<li>Keep two Energy spare to remove cards that could win your opponent the game</li> | <li>Keep two Energy spare to remove cards that could win your opponent the game</li> | ||
<li>Have 10 or more Energy before renewing the card row. Then you can buy an expensive card on your turn.</li> | <li>Have 10 or more Energy before renewing the card row. Then you can buy an expensive card on your turn.</li> | ||
<li>Only 5 Discard Power cards and 3 Keep Power cards pull the Fame track, but the Destruction track can be manipulated by | <li>Only 5 Discard Power cards and 3 Keep Power cards pull the Fame track, but the Destruction track can be manipulated by Discard cards more easily (7 Discard Power cards and 3 Keep Power cards).</li> | ||
<li>If you plan to buy the second and third Power cards, buy the third one first. Then the second will move into the discount slot, reducing its price by one.</li> | <li>If you plan to buy the second and third Power cards, buy the third one first. Then the second will move into the discount slot, reducing its price by one.</li> | ||
<li>Don't worry about health until it reaches 7-9. Then start grabbing health cards and keeping some healing dice. Remember you only need 1HP left to win.</li> | <li>Don't worry about health until it reaches 7-9. Then start grabbing health cards and keeping some healing dice. Remember you only need 1HP left to win.</li> | ||
Revision as of 17:34, 16 January 2026
- Keep two Energy spare to remove cards that could win your opponent the game
- Have 10 or more Energy before renewing the card row. Then you can buy an expensive card on your turn.
- Only 5 Discard Power cards and 3 Keep Power cards pull the Fame track, but the Destruction track can be manipulated by Discard cards more easily (7 Discard Power cards and 3 Keep Power cards).
- If you plan to buy the second and third Power cards, buy the third one first. Then the second will move into the discount slot, reducing its price by one.
- Don't worry about health until it reaches 7-9. Then start grabbing health cards and keeping some healing dice. Remember you only need 1HP left to win.
- Try to buy synergistic Power cards, either multiplying each other's effects or mitigating a strong card's large downside.
- Dice tokens are precious. If you aren't Space Penguin, learn which cards give Buzz tokens that provide Dice tokens.
- You are unlikely to complete a combo on your last roll with 2 dice left. It's better to use them for healing, damage, or power than to risk completing a Fame or Destruction combination (which may not happen).
- Keep a lookout for Power cards that give Buzz tokens that shorten or lengthen track distance. Use them if you or your opponent is trying for a marker victory.
- Don't repeatedly renew the Power card row looking for that perfect card. The cost isn't worth it.
- If you're about to lose, cycle through Power cards to find a solution.