This is a light dice and resource management game in which
between two and six Kaiju battle each other to be the one and only “King of
Tokyo.” They include a big ape – “The King”, a giant humanoid crab – “Kraken”,
a large lizard – “Gigazaur”, a colossal alien robot – “Alienoid”, an ernormous
draconic robot – “Meka Dragon”, and a lapine “Cyber-Bunny”. Suitable for
players aged eight and up, the game is quick to teach, looks good, and plays in
half an hour or so.
Designed by Richard Garfield – the designer of Magic the
Gathering and RoboRally – and published by Iello Games, King
of Tokyo consists of a card and a standee for each of the
Kaiju; a set of eight custom dice; sixty-six Power Cards; a pile of Power
Cubes; plus a board and the rulebook. The latter represents the city of Tokyo
and is marked with two spaces, one labelled Tokyo City, the other Tokyo Bay.
The space labelled Tokyo Bay only comes into play when there are five or more
players. The Kaiju boards are marked with two dials, one for Victory Points, the
other for the Kaiju’s Health. The Power Cards grant a Kaiju special powers or
bonuses, some of which are discarded after use, whilst others are permanent.
Sample permanent powers include Fire Breathing” which lets a Kaiju blast his
neighbours with fire each time he inflicts damage, whilst “Giant Brain” allows
a Kaiju to reroll the dice four times instead of three. Sample discard powers
include “Frenzy” which lets a Kaiju take another turn immediately after his
current one, whilst he gains two Victory Points and heals three damage taken with
“Nuclear Power Station.” Each Power Card has a cost which is paid in Power Cubes.
Some of these Power Cards possess corresponding tokens indicating their use.
At the heart of the game are the dice. There are six of
these, in black marked with a lurid green with the numbers one through three,
plus a heart, a lightning bolt, and a claw. In addition to these six standard dice,
there are another two dice, these in lurid green, but marked in black with the
same numbers and symbols. These green dice become available when a Kaiju
purchases certain cards.
On his turn a Kaiju rolls the six standard dice. He can roll
each die a further two times if he does not like the result, but must keep the
rolls after that. For every set of three of the same number, a Kaiju gains
Victory Points – more if he rolls sets with more of the same number of them.
For each Claw rolled, a Kaiju inflicts a point of Damage; for each Heart rolled
he heals a point of his Health; and for each Lightning Bolt, he gains a Power
Cube. Power Cubes can be spent to purchase Power Cards.
How a Kaiju inflicts Damage on his fellow Kaiju is where King
of Tokyo gets interesting. A Kaiju outside of Tokyo can
attack and inflict Damage on the Kaiju who is in Tokyo, but the Kaiju who is in
Tokyo can attack and inflict Damage on the Kaiju who are not in Tokyo. Thus the
Kaiju who is in Tokyo is likely to be attacked again and again – and worse, he
cannot heal himself through the use of dice. So what then, is the advantage of
remaining in Tokyo? A Kaiju gains Victory Points by being in Tokyo, but he can
leave any time that he takes Damage, his attacker taking his place in Tokyo.
King of Tokyo is won
either by amassing twenty Victory Points or being the last Kaiju standing.
Essentially, King of
Tokyo is especially luck based, and at first glance appears
to involve very little in the way of tactics or decision making. True, there is
little in the way of a tactical element to the game – does a Kaiju attack or
not? The game does involve more in the way of decision making though, and it
all comes down to the dice rolls and whether or not a Kaiju can roll the
symbols on the dice that he wants, or as the game proceeds… needs. During the
opening stage of the game, a Kaiju will want to inflict as many Claws as he can
to inflict as much Damage as possible on his fellow Kaiju, to gain as many
Victory Points as possible, and to gain sufficient Power Cubes to gain those all-important
Power Cards. As the game progresses and a Kaiju suffers Damage, then he will
want to roll Hearts in order to regain Health. Of course, this is what a Kaiju
might want to roll on the dice, what he actually rolls and decides to keep is
another matter…
King of Tokyo is a simple,
throwaway filler of a game. It is easy to learn and play, and it is a fun
family game with an obviously joyous love of its theme that shines through in
its components and “beat ‘em up” style of play. As much as will enjoy that
theme, more serious gamers will quickly become aware of the game’s flaws.
First, as much as it is a game designed for between two and six kaiju, it plays
poorly with two and it really only plays well when there are four or more
involved. Second, the game always comes down to a battle between two Kaiju as
it is a knock-out game. Once a Kaiju has been knocked out, he cannot re-join
the game and so has to wait for the game to end with nothing to do except cheer
for one Kaiju or another. Third, the powers on the Power Cards are far from
balanced, and since this is a luck-based game, getting the right combination of
Power Cards can make a Kaiju nigh unstoppable…
I'm not sure it's fair to say that it always comes down to a duel; I've played the game about twelve times now and only once did it end up with two players battling for victory. I think it depends on play style, as that time I played with a different group of people; my usual gaming group tend to play it in a less aggressive manner.
ReplyDelete