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Gamehelpkingoftokyo
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". Roll dice and win by either collecting VP or eliminating your opponents. But be careful--the "king" becomes a target to be toppled.
Turn Overview
- Roll dice 1-3 times
- Resolve dice
- Enter Tokyo (if you can)
- 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.
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.
Power Cards
Three face-up cards that execute various effects (like healing, smashing, or other) can be bought. Each card costs
indicated at the top of the card. You can also spend 2
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.
5/6 players
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 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.
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.
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
). - 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.
Game Variants
Power-Up! (Evolutions)
- This variant adds sets of evolution cards, giving each monster special abilities.
- At the start of the game, each player draws 2 evolutions and keep one in your hand.
- When a player rolls
, in addition to getting regular healing, they draw an evolution and add it to their hand. This can also apply in Tokyo. - At any time, a player can play an evolution from their hand and applies its effect. If it is permanent, it stays like a keep card. Otherwise, it is discarded after activating.
Variants of Evolutions
- Active Evolution: Players start with a random evolution from the deck in play immediately.
- Controlled Evolution: When a player draws a evolution, they instead draw two and put one under their deck.
- Evolution Draft: All players get 8 random evolutions. Each keep one and passes the rest to the left, and repeat until all players keep 8 evolutions. These evolutions form their decks.
Halloween
- Halloween version adds new Costume cards.
- Players choose one costume card at the beginning of the game.
- It is possible to have multiple Costume cards, as the unused Costume cards are shuffled on the deck, and can be bought like any other card.
- When a player rolls
or more, they can steal Costume cards from the players they damage (paying them the cost). They can steal several cards, from different players, in the same turn. - Smash damage still applies when stealing cards is used.
Micro expansion: Even more wicked!
- This variant adds wickedness tiles that can be obtained with wickedness points.
- Whenever a player rolls
or
, in addition to getting regular points, they get wickedness points. - For every
, player gets 2 wickedness points. - For every
, player gets 1 wickedness point. - The moment a player obtains a certain amount of wickedness points (3, 6, or 10), they may choose a wickedness tile.
- Once a wickedness tile is chosen, it goes into effect immediately and stays with the player until the end of the game (unless instructed otherwise).
Monster Pack: Cthulhu (Cultists)
- Battle of the Gods (part I) adds Cultists.
- After resolving your dice, if you rolled four identical faces, take a Cultist tile.
- At any time, you can discard one of your Cultist tiles to gain either: 1 Life Point, 1 energy, or one extra Roll.
Monster Pack: King Kong (Tokyo Tower)
- Nature vs. Machine (part I) adds Tokyo Tower.
- Claim a tower level by rolling at least
while in Tokyo. - Monsters who control one or more levels gain the bonuses at the beginning of their turn: 1 Life Point for the bottom level, 1 Life Point and 1 Energy for the middle level (the bonuses are cumulative).
- Claiming the top level automatically wins the game.
Monster Pack: Anubis (Curse cards)
- Battle of the Gods (the revenge) adds Curses.
- There is always a curse in play, which affects all players.
- Roll the fate dice with the other dice on your turn. It is activated before your other dice.
- Eye means replace the curse, river means nothing happens, ankh means activate the blessing, snake means activate the snake effect.
- Some cards uses the golden scrab, which starts belonging to the player who will play last.
Monster Pack: Cybertooth (Berserk)
- Nature vs. Machine (the comeback) adds the berserk dice.
- When you roll 4 or more damage, you enter berserk mode.
- When you resolve the Skull face, you lose 1 Life Point.
- While in berserk mode, you also roll the berserk dice.
- You end berserk mode when you heal.
Mutant Evolutions variant (Transformation card)
- Mutant Evolution variant adds the transformation card.
- Each card has a biped form and a beast form. All players start at biped form.
- Before buying cards, players may spend 1 energy to change from biped form to beast form or vice versa.
- While in biped form, you can buy power cards.
- While in beast form, you cannot buy power cards, but you may reroll one of your dice an additional time.
2 players
This option is activated by default for 2-player tables.
- Instead of gaining 1 point when entering Tokyo, you gain 1 energy.
- Instead of gaining 2 points if you begin you turn in Tokyo, you gain 1 energy.
All other rules remain unchanged.
Card combinations
- If you have any doubt about card combinations, you can check these answers
For translators
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