Kaikoro
Kaikoro Rulebook
Table of Contents
Table of Contents
Game Sheet
The game sheet contains: the name of your city, the Kaiju zone, the Power track, the City Resistance track, the Kaiju movement track, the Score track, and for each Kaiju its 5 Hits, Crystal, Power, 5 Attack Bonus, Weakspot, Kaiju Heart and Kaiju Movement Points.
Setup for Multiplayer Mode
- Give each player a game sheet, and a pencil (or something to write on).
- Prepare three six-sided dice in the center of the table. (It's recommended to use at least one die of a different color. We use two black dice and a red die).
How to Play - Multiplayer Mode
In Kaikoro, players compete against each other simultaneously to attack and defend against the 5 Kaijus, while trying to score as many points as possible.
Kaikoro is played in an indefinite number of turns, each one divided into 2 simple phases.
Turn Phases
1. Players Phase - Attack the Kaijus!
First of all, any player must roll the three dice in the center of the table and set them in everyone's sight. All players will use the same results on their own game sheet.
- The two black dice are called ATTACK DICE.
- The red die is called the TARGET DIE.
Then, all players use the result of the dice as follows:
TARGET DIE: This indicates the two Kaijus that you can attack this turn. You can observe there are five die faces between all the Kaijus in the game sheet.
Example: If the result is the face shown for WYVERA and MOTHSTAR, this turn you could attack WYVERA and/or MOTHSTAR.
The only exception is when the result is a 6 (the "any" face). In that case you could attack any two Kaijus.
ATTACK DICE: Use the result of these dice to hit the Kaijus. You can use both dice to attack just one Kaiju twice, or use them separately to attack each Kaiju once.
Example: If the result of the dice are three numbers, the player could decide to...
A) Attack WYVERA twice B) Attack MOTHSTAR twice C) Attack WYVERA and MOTHSTAR once, each one with one die.
You can resolve ATTACK DICE in any order you like.
IMPORTANT: Each Kaiju is attacked in its own unique way. Check the following pages to find out how to approach each one (p. 14).
After finishing resolving all the effects and resources that you could get in this phase, the next phase starts. See resources (p. 6).
2. Kaijus Phase - The Kaijus advance towards your city!
Just take the TARGET DIE and roll it. Based on its result, those two Kaijus are going to move from their current position towards the city of all players. If the result is a 6 (the "any" face), then all Kaijus will move!
The number of steps they'll move is indicated in the Kaiju movement track on each player's sheet.
Example: If the result is the face for TORTEMA and MOTHSTAR, TORTEMA and MOTHSTAR will move towards the city.
The current marked movement is 2, so each Kaiju moves 2 steps. Mark their advance over the pointed line.
In the event that any Kaiju have arrived in your city, their movement points are converted into damage on your city:
Example: TORTEMA moves 3 steps. With the first one he reaches the city and with the remaining two he attacks your city.
(The city damage track reads: 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, followed by a skull at the end. Damage is marked from the left.)
IMPORTANT: The only way to prevent a Kaiju from attacking your city is having defeated it in previous turns or by using a Crystal.
Every time you defeat a Kaiju, mark the next circle on your Kaiju movement track. You will always start with an advancement of 1, but ... the more Kaijus you defeat, the more steps the other ones will advance in the future!
Example: the Kaiju movement track has circles reading 1, 2, 2, 3, 4 (initial movement point 1). The current movement points are marked at the last marked circle.
Every time you defeat a Kaiju, you'll receive a bonus: When you defeat the first and fourth Kaiju, you will receive an Attack Bonus (any number "?"). The second and the third will grant you a Power.
Defeating the fifth and last Kaiju will activate a Nuclear Warhead (see page 6), and you'll end your game.
After completing this phase, players start a new turn from the Players Phase.
Hits and Other Resources
As you attack the Kaijus, they will grant you resources which provide various bonuses:
HITS: Hit points are the main and most important resource that you'll obtain. (Think of them as victory points). At the end of the game, the player who has collected more hits wins the game. Hits are only scored when you defeat the Kaiju. A Kaiju that is not defeated will not grant you the hits that you marked.
CRYSTALS: Each crystal you obtain grants you an extra defense in your city (up to a maximum of 6).
Every time you get a crystal, draw its figure on the City resistance track on your sheet, so every time your city suffers damage, you can destroy one of those marked crystals, to avoid 1 damage.
Example: You have earned 3 crystals. You have used 1 crystal to avoid a damage in your city.
POWER: Power is a resource that players can spend to change the result of their ATTACK DICE, and TARGET DIE, or attack more times. Each time you gain power, mark it on the power track.
Example: You have earned 3 powers and spent 1 power. You start each game with two powers.
ATTACK BONUS: When you get an attack bonus, you must immediately use the inscribed number to attack the Kaiju of your choice (regardless of the TARGET DIE). You must resolve this bonus before continuing with your next move.
You CAN'T CHANGE the attack bonus numbers using power.
WEAKSPOT: It is not exactly a resource, but if you attack a Kaiju in an area that has this icon, the Kaiju becomes enraged and immediately moves towards the city (according to the movement points). The Kaiju will move even if it was defeated in that turn.
Spend Power
At any time during the Players Phase, players can spend Power to use any of the following effects:
Spend 1 Power: Increase or decrease an ATTACK DIE by 1. The number 1 can decrease to 0, and the number 6 can increase to 7. or Move your TARGET DIE left or right in the Kaijus Zone, to change the Kaijus you can attack this turn.
Spend 2 Powers: You get an ATTACK BONUS with the number of your choice from 0 to 7. You must use it immediately against any Kaiju, regardless of the TARGET DICE in play. You also get this bonus when defeating your first and fourth Kaiju.
IMPORTANT: When you use Power to modify a die result, there is no need to physically alter or move the die. The effect of the modification only applies to you.
You can also pass your turn by not using both ATTACK DICE, to gain a Power.
Defeating Kaijus
When you meet the conditions to defeat a Kaiju (normally by reaching and attacking its heart), cross out the HEART of that Kaiju, mark the next circle on your Kaiju movement track (don't forget to reclaim your bonus), and add the HITS that you have obtained in that Kaiju and write the sum on its score marker.
Starting the next turn, you will no longer be able to attack that Kaiju (and the Kaiju won't be able to move).
Example: With the result of two dice you use a Power to change a 2 into a 3, and thus defeating TORTEMA. 7 points are scored, which is the sum of the 3 + 4 hits that you got.
IMPORTANT: If you meet the conditions to defeat a certain Kaiju, but you still have attacks to use that turn, you can use them to continue attacking that Kaiju and get the most out of it, before you can no longer attack it in the next turn.
Endgame
Each player's game will end when one of the following two things happens:
- The player defeats his five Kaijus, or
- The player takes 10 points of damage in his city
When your game ends, maybe you will have to wait a few turns until the other players have finished as well.
Defeating the 5 Kaijus
When a player defeats his 5 Kaijus, he activates the Nuclear Warhead, an endgame condition that will cause the following effects at the start of the next turns:
- Players who have not finished their game yet, take 1 damage in their city after the first activation of the Nuclear Warhead in the past turns. (That damage can be defended with crystals).
- Players who have already activated their Nuclear Warhead in the past turns, advance on their extra hit track (1, 2, 3, 4, 5 in order).
Example: JOHN just defeated his five Kaijus. So at the start of the next turn, MARTHA and ALEXANDER take 1 damage in their city. JOHN gets extra hits (victory points). JOHN already finished his game and he's only scoring more points waiting for the others to finish.
Following the previous example, another turn passes, and JOHN receives more extra hit points. MARTHA defeats her 5 Kaijus this turn so she doesn't receive any damage, and her game ends. ALEXANDER takes 1 damage, and his city is destroyed, so his game also ends, but he won't score his not defeated kaijus.
10 points of Damage in your City
If your city takes 10 points of damage, either from Kaijus attacks, or from the effect of a Nuclear Warhead, it will be destroyed, and your game will end.
You don't necessarily lose the game, but you will not score any hit from those Kaijus that you didn't defeat.
Scoring
Once all players have finished their games, to get your Total Score add up the hits you managed to get from the Kaijus you defeated, the hits from your surviving buildings in your city resistance track, and the extra hits you got.
The player with the most points will be the winner. In case of a tie, the player who used the least POWER wins. If the tie persists, both players share the victory.
Solo Mode
Setup
- Prepare in front of you a game sheet, and a pencil (or something to write on.)
- Prepare three six-sided dice in the center of the table. (It's recommended to use at least one die of a different color. We use two black dice and a red die).
- Choose a Hero card and a Challenge card, and put them near your game sheet.
How to Play
The game in SOLO MODE is played identically to MULTIPLAYER MODE, with only a few minor differences described below:
You win or you lose: When you defeat your fifth Kaiju, and activate the Nuclear Warhead, you win the game, and then you calculate your score. You won't earn extra points by the Nuclear Warhead effect in SOLO MODE, because there are no players to wait for.
However, if you reach 10 damage points into your city, the game ends, you automatically lose, and you score 0 points in total.
Hero Cards and Challenge Cards
The Hero card will give you a positive effect that you can use any time in the indicated way, while the Challenge card will change the way the game is played, slightly modifying the rules of the game, making it more difficult, or restricting certain resources.
Either at the beginning or at the end of the game, write down next to your score, the number and letter of the corresponding hero and challenge that you just used.
Play games combining all the heroes with all the challenges, and add up your overall SOLO MODE score. (see SOLO MODE attached file).
The Kaijus
WYVERA - Aloe vera long dragon
Neck: use numbers as steps to advance.
How to attack him: Starting from the marked arrow on his tail, use the ATTACK DICE to advance towards the neck. Each number of your ATTACK DICE is a space that you will advance.
Earn resources: You will get resources in the spaces where you end your advance when using each ATTACK DIE. You can find 1 to 2 resources in each space.
How to defeat him: To defeat WYVERA you must reach the neck (in the last space) with the exact number to end your advance there.
Example:
- Turn 1: You start moving forward from the first marked space in his tail. You advance 1 space, then 2 spaces. You gain the resources of the spaces where you ended.
- Turn 2: You advance 3 spaces, then 5 spaces. You gain the resources of the spaces where you ended.
- Turn 3: You advance 3 spaces, and gain the ATTACK BONUS (1). Before using the other die, you must resolve the ATTACK BONUS, and you use it in this same Kaiju. You move 1 space. Then, you use the left die to move 3 spaces and defeat the Kaiju. You gain the resources of that space, and the final Wyvera score is written.
MOTHSTAR - Nebula moth
Abdomen: use the exact numbers to advance.
How to attack her: Begin your attack on any wing, starting at the marked arrow, and then follow the path through the numbered spaces. You must match your ATTACK DIE with the numbered space to advance to that space.
Earn resources: Reach the upper wing or bottom wing numbered spaces, to gain the marked resources. Also, you get a 2 hits by defeating MOTHSTAR.
How to defeat her: To defeat MOTHSTAR you must advance and open a path to the abdomen, then use the number 0 or 7, either by using a power to convert a 1 into a 0, or a 6 into a 7, or by using two powers and use a "?" attack bonus.
Example:
- Turn 1: You use the 4 in the "?" space, and then, you use the 1 in the 1 space.
- Turn 2: You use the 2 in the 2 space. The heart (abdomen path) is now open. Then, you use the 3 in the other "?" space.
- Turn 3: You use the 1 in the 1 space. You gain resources. The kaiju moves toward your city because of the Weakspot icon. Then, you use a power to convert the 6 into a 7, and defeat the Kaiju. You gain the 2 hits, and the final Mothstar score is written.
TORTEMA - Giant mountain turtle
Inner Shell: pierce the shell with numbers.
How to attack him: You can attack any number of the outside of his shell by matching the number with your ATTACK DICE. If you wish to attack a number in the middle and central part of his shell, you have to attack the corresponding number in the outside first.
In other words, you pierce his shell using numbers, from the outside to the center.
Earn resources: Earn resources by attacking two adjacent numbers.
How to defeat him: To defeat TORTEMA you must attack any number of the central part of his shell. (The one with the 4, the 3 and the "?")
Example:
- Turn 1: You use the 1 and the 6 in the outside part of the shell. You gain resources.
- Turn 2: You use a power to convert the 1 into a 0. Then, you use the 3 in other Kaiju.
- Turn 3: You use the 1 in the middle part of the shield. You gain resources. Then, you use the 5 in the "?" of the center part, and you defeat the Kaiju. The final Tortema score is written.
CHANO - Lab experiment gorilla
Fragile Column: write numbers on the windows.
How to attack him: Write the numbers of your ATTACK DICE in any windows of the building, or in the arm.
Earn resources:
- Earn resources if the numbers of the rows 8, 12 and 18 sum that exact number (it doesn't matter if the rows aren't filled completely).
- Earn resources by filling completely with numbers, the second row, the third row, and each column.
- Earn resources by writing a 2 in the arm space of CHANO.
How to defeat him: To defeat CHANO write numbers in the fragile column 14+ until they sum 14 or more (it doesn't matter if the column isn't filled completely).
Example:
- Turn 1: You use the 6 and the 2 in the first row. There is a Weakspot icon, so Chano moves toward the city. The sum of the first row is 8, so you gain the marked resources.
- Turn 2: You use the two 4s in the second row. And use two powers to write down another 4 in the second row. The sum of the second row is 12, so you gain the marked resources.
- Turn 3: You use the 5 in the fragile column. The sum of the fragile column is 15, so you defeat the Kaiju. You have also filled the entire column, so you gain resources. You can keep attacking this Kaiju to earn more resources, before the turn ends. You use a power to convert the 1 into a 0, fill completely the second row, because that row can't sum a number higher than 12. You gain resources. Then, you use 2 powers to use a 2 in the third row. You gain resources. You use that 1 in this same kaiju to fill the right column. You gain resources. The final Chano score is written.
OZZY - Drowning kraken
Long Tentacles: write numbers on the tentacles.
How to attack him: Write the numbers of your ATTACK DICE in any white spot of the tentacles.
Earn resources: Every white spot gives you the marked resources. Additionally, each pair of white spots in the large tentacles has a condition:
- = both numbers are equal
- 7 both numbers add 7
- (not-equal symbol) both numbers are different
When you defeat OZZY, you gain 2 hits for each fulfilled condition. Note that you may write any numbers on the white spots ignoring the condition requirements.
How to defeat him: To defeat OZZY, have at least one of the two long tentacles with numbers written on its five white spots.
Example:
- Turn 1: You use the 5 and the 3 in the right long tentacle. You gain resources. You use the obtained 2 in the small tentacle of this Kaiju. You gain resources.
- Turn 2: You use the 2 on the right long tentacle, and because of the Weakspot icon, the kaiju moves towards the city. You gain resources. You use the other 2 in the left long tentacle. You gain resources.
- Turn 3: You use the 3 on the right long tentacle. You gain resources. Then, you spend a power to convert the 6 into a 7, and write that number in the right tentacle. You gain resources. The Kaiju is defeated, and you win extra hits by having two fulfilled conditions. The final Ozzy score is written.
Overlooked Rules
You can't add your ATTACK DICE. Example: You can't add two dice results together to make a larger number. You must use them individually.
You can't modify your BONUS ATTACKS. Example: You can't spend a power to convert an attack bonus number into a higher one.
Remember that you can attack various Kaijus in the same turn. The TARGET DIE tells you which two kaijus you can attack in a turn. You can use both ATTACK DICE to attack just one kaiju, or one ATTACK DIE per Kaiju.
Regardless of the TARGET DIE, the bonus attacks ("?" attack bonus) let you attack any Kaiju, including the same Kaiju where you got the resource.
You can modify an ATTACK DIE two times with POWER. Example: You can spend 2 powers to convert one die result into another (a change of 2), BUT a better strategy is to spend that 2 powers to get an extra bonus attack "?".
There are 2 general strategies to follow when playing Kaikoro:
The first one is to quickly defeat the kaijus, to try to get hits from your surviving buildings, and by the effect of the nuclear warhead.
The second one is to resist attacks long enough to get as many resources and hits as possible from the Kaijus. You can focus on trying to only get support resources from one Kaiju, and a lot of hits from another Kaiju, thus, if your city falls, you'll still have made a lot of points.
Powers and Crystals are limited. Although in the Kaiju area there are 10 crystals available to obtain, you can only use 6. Same with powers, you are limited to 14 powers to obtain, so keep that in mind.