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
- 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.
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
for entering Tokyo (instead of 1 VP) and 1
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
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.
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.
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
, 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
, 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
(2 WP) or
(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
, 1
, or 1 extra roll.
Monster Pack: King Kong (Tokyo Tower)
A player can claim a tower level by rolling
while in Tokyo. A monster who controls one or more tower levels can gain a bonus at the beginning of their turn. One
for the bottom level, 1
and 1
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.
Monster Pack: Cybertooth (Berserk)
If you roll
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
, you lose 1 HP. Berserk mode ends when the monster heals.
Mutant Evolutions variant (Transformation card)
Before buying cards, a player may spend 1
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.
