King of Tokyo (Dark Edition) - An Introduction

 

King of Tokyo (Dark Edition) - An Introduction

Game Specs

  • Advertised Player Count: 2-6
  • *Actual* Player Count: 3-6 is really where it's worth playing. If you try and play it with 2, it's just far too easy to see a snowball effect if either player gets particularly good or particularly bad rolls
  • Playing Time: 30 minutes (this is pretty close to accurate!)
  • Age: 8+
  • Premise: Each player is a giant creature fighting for dominance in this upgraded pulp edition of a dice-rolling monster battle.


I think I've mentioned before that I like games that can act as sort of palate cleansers between the longer, more complicated games I like to play. Or sometimes as a way to sort of end a night of games. Some big, involved game like Descent or The Gallerist, and then one or two smaller, shorter games to wind down the night. King of Tokyo absolutely fits that bill. To be clear, I'm talking about King of Tokyo (Dark Edition) here. There's another version of the game that's basically the same, but does not include the Wickedness Track and Tiles you'll find in this version. Also, the original King of Tokyo has a bunch of expansions at this point, and I've not played with them. So I'm really only good to talk about this particular version of the game.

Basically, each player is a giant monster, and the first monster to score 20 victory points (VP) is the winner. It is also possible to win by eliminating every other monster in the game so you're the last one standing. 
Above, you can see the board setup. Not a ton of components, and the monsters are all the same, but with different art and colors for their pieces and tokens. Think of it as a twist on Yahtzee: each turn, you roll your dice, resolve the effects (often, the more you roll of a single symbol or number, the better off you are), determine if you're entering Tokyo, buy your Power Cards, then end your turn. It really does go that quickly during most rounds.

You'll have 6 dice you roll: numbers you roll earn you VP and possibly Wickedness Points, hearts earn you health when you're not in Tokyo, lightning bolts earn you Energy, and Smashes (claws) do damage to your opponents who do not occupy the same space as you do. See, you're either in Tokyo, or you're not (eagle-eyed observers will notice two spots on the board - Tokyo City and Tokyo Bay; the latter is only used in 5-6 player games, and does count as "being in Tokyo" for game effect purposes). But one monster is ALWAYS going to be in Tokyo. So whoever goes first will, at the end of their turn, enter Tokyo. From that point forward, there will always be one monster in Tokyo (or two, in a 5-6 player game). Monsters outside of Tokyo smash the monsters in Tokyo, and the monsters in Tokyo smash the monsters who are not in Tokyo. Energy buys you Power Cards, and Power Cards will either give a one-time effect before being discarded, or they will persist and basically be attached to your monster as a buff or de-buff.

The Wickedness Track mechanic (and the aesthetic of the game, which I really enjoy more than the original game) is the only new mechanic to this version, and the only reason to buy or play this version instead of the original.
Is this still a thing? I haven't heard anyone talk about the music for a minute...

The Wickedness Track is cool because it provides just a little more balance to players who can't help but roll 1s and 2s instead of 3s or Energy. When you roll three-of-a-kind when it comes to numbers, that's how you earn VP. But if it's only worth VP, then 2s and 3s are worth more than 1s, and it's hard to settle for rolling that out. So they've added Wickedness Points: For each three-of-a-kind you roll of 1 or 2 VP, you earn 2 or 1 Wickedness Points, respectively. You get more Wickedness for lower VP rolls, and no Wickedness for rolling 3s. I kinda love it, honestly. As you hit milestones on your Wickedness Track (3, 6, and 10 points), you gain Wickedness Tiles (one per milestone you hit), and each Tile grants you a new power. The faster you get there, the more Wickedness Tiles from which you get to choose. It is absolutely a cool mechanic, and makes 1s and 2s far more desirable than in the original game.

Bottom Line: The game is dependent on dice rolls, so the game is a little thin on strategy, as you can really only tailor your tactics to whatever it is you happen to roll. But it's short, requires little mental investment, and is great fun. If you're looking for something light that anybody can learn to play quickly, King of Tokyo (Dark Edition) is an excellent choice!

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