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King of Tokyo: Duel

King of Tokyo: Duel Rulebook

Table of Contents

Table of Contents

  • Contents and Game Elements
  • Setup
    • Fame and Destruction Tracks
  • How to Play
    • First Player
    • Turn Overview
    • 1. Roll Dice
    • 2. Resolve Dice
    • 3. Buy Power Cards or Gain 1 Energy
    • Cards with a Buzz Icon
    • 4. End Your Turn
  • End of the Game
  • Choosing Monsters
    • Gigazaur — 14 Life Points — Difficulty 1
    • Alienoid — 14 Life Points — Difficulty 1
    • Space Penguin — 13 Life Points — Difficulty 2
    • Meka Dragon — 12 Life Points — Difficulty 2
    • Cyber Kitty — 13 Life Points — Difficulty 3
    • The King — 15 Life Points — Difficulty 3
    • The King's Buzz Token
  • Credits

Contents and Game Elements

x6 Monster boards — These boards represent the Monsters you play as in King of Tokyo Duel. Each has a name (1), special power (2), and a starting Life Points value (3).

x6 Dice — Each die has 6 symbols that represent the actions you can take on your turn.

x13 Buzz tokens — These tokens each have 1, 2, or 3 spaces and usually have a Buzz bonus.

x6 Dice tokens / x2 Extra dice — These tokens and dice can be gained through certain Power cards and effects.

x2 Markers (Fame and Destruction) — These markers will move back and forth on their respective tracks on the board.

Energy cubes — a supply of green cubes used to buy Power cards and activate effects.

x1 Board — This board has 2 shared tracks: Fame and Destruction. On the top, there are 3 spaces for Power cards. The board is labeled with: Power Card Spaces, Victory Spaces (x4), Fame Marker Starting Space, Destruction Marker Starting Space, and Spotlight Zones (x4).

x50 Power cards — Power cards have a name (1), a cost in Energy cubes (2), a type (3), an effect (4), and sometimes a Buzz icon (5).

x2 Life Point trackers — These wheels keep track of your Life Points (heart). The 0 is represented by a skull.

Setup

  1. Each player chooses a Monster board. Place it Power side up in front of you (see Choosing Monsters, p. 12).
  2. Each player takes a Life Point tracker. Adjust it to the number of hearts shown on your Monster board.
  3. Place the board between you so that each of you is at one end of the tracks. Place the Fame (star) and Destruction (crown/city) markers on their respective starting spaces.
  4. Shuffle all the Power cards and make a face-down deck.
  5. Place the top 3 cards from the deck, face up, on the 3 spaces on the board.
  6. Set aside the dice, Energy cubes, Buzz tokens, Dice tokens, and extra dice.

Fame and Destruction Tracks

When you pull the Fame marker (star) to your side of the board, you gain the support of the crowds and get closer to victory by becoming the most celebrated Monster. When you pull the Destruction marker (crown/city) to your side of the board, you ravage the city and get closer to victory by becoming the most feared Monster.

How to Play

Take turns one at a time.

First Player

Each player rolls all 6 dice. The player who rolled the most Smash (claw) symbols becomes the first player (in case of tie, repeat this step). The second player takes 1 Energy cube and places it in front of them.

Turn Overview

  1. Roll Dice
  2. Resolve Dice
  3. Buy Power Cards or Gain 1 Energy
  4. End Your Turn

1. Roll Dice

On your turn, you may roll the dice up to 3 times. You may stop rolling at any time.

Before your first roll, you may discard Dice tokens to roll an equal number of extra dice during this phase (you can have a maximum of 2 in front of you at any given time).

During your first roll, roll all 6 dice (plus 1 or 2 extra dice, if you discarded Dice tokens or have a corresponding power). You can never roll more than 8 dice.

Important: During the first player's very first turn, they only roll 5 dice instead of 6.

For later rolls, choose the dice you would like to reroll (set the others aside).

Before each new roll, you may always take back any dice that you set aside during a previous roll.

Once you have finished your 3 rolls, or decided to stop, keep the dice in front of you. This is your Roll. When a Power card or any other effect refers to your Roll, it refers to these dice.

Continue to Phase 2. Resolve Dice.

2. Resolve Dice

You must resolve all dice in your Roll, in any order you choose, according to the symbol rolled:

Smash (claw)

Your Rival takes 1 Smash hit for each Smash rolled. Each Smash hit causes your Rival to lose 1 Life Point (heart). If they lose their last Life Point, the skull symbol appears and you win the game (see End of Game, p. 11).

Heal (heart)

Gain 1 Life Point (heart) for each Heal rolled. You cannot gain more than your starting Life Points (shown on your Monster board).

Energy (lightning bolt)

Gain 1 Energy cube from the reserve for each Energy symbol rolled and place it in front of you. The lightning bolt icon represents Energy cubes. Keep them in front of you until you spend them.

If you would gain an Energy cube, but there are none left in the reserve, use an appropriate substitute.

Fame (star) / Destruction (crown/city)

For each triple Fame or Destruction rolled, pull the corresponding Fame or Destruction marker 1 space towards you on its track. For each additional matching symbol rolled, pull the corresponding marker 1 additional space towards you.

If you pull the Fame or Destruction marker onto the Victory space on your side of the board, or if both markers are in the Spotlight Zones on your side of the board, you immediately win the game (see End of the Game, p. 11).

Example: Destruction + Destruction + Destruction = Pull the Destruction marker 1 space. Destruction + Destruction + Destruction + Destruction + Destruction = Pull the Destruction marker 3 spaces.

Pulling the Fame or Destruction marker onto a Buzz token

During the game, you may place and move Buzz tokens on the tracks, which add Buzz bonuses to empty spaces (see Cards with a Buzz Icon, p. 10).

At any time, when you pull the Fame or Destruction marker onto a space with a Buzz bonus, apply the effect:

  • Claw (Smash) icon: Your Rival takes 1 Smash hit.
  • Heart icon: Gain 1 Life Point.
  • Lightning bolt icon: Gain 1 Energy cube.
  • Dice-token icon: Gain 1 Dice token. You can have a maximum of 2 in front of you.

Special Power (exclamation mark)

Check the special power on your Monster board (see Choosing Monsters, p. 12). If you have enough Special Power symbols in your Roll, you may activate your special power multiple times. Any "+ Special Power" effects on your Monster board may only be used once each time you activate your special power.

After resolving all your dice, continue to Phase 3. Buy Power Cards or Gain 1 Energy.

3. Buy Power Cards or Gain 1 Energy

Buy Power Cards

You may buy one or more face-up Power cards from the board (one at a time).

To do so, pay as many Energy cubes as shown on the top-left of the Power card. The card in the rightmost space of the board always costs 1 less Energy than the cost shown.

Each time you buy or discard a card, slide the cards to the right along the track to reveal the space closest to the deck. Then turn over the top card of the deck and place it on the empty space. It is immediately available for you to buy. This means you may buy multiple cards with a reduced cost of -1 back-to-back on the same turn.

You may also spend 2 Energy to discard all 3 face-up Power cards and reveal 3 new ones, which are immediately available to buy.

As long as you have Energy available, you may continue buying or discarding Power cards.

Gain 1 Energy

If you do not want to or cannot buy any Power cards on your turn, gain 1 Energy. Spending 2 Energy to discard all 3 Power cards does not count as buying Power cards.

Types of Power Cards

There are two types of Power cards:

  • Keep: Keep these Power cards face up in front of you until the end of the game (unless indicated otherwise).
  • Discard: Resolve these cards immediately, then discard them.

Cards with a Buzz Icon

Certain Power cards represent huge actions that will make the crowds Buzz with excitement. These cards have a Buzz icon near their Energy cost.

When you buy one of these cards, before activating any effects, take the indicated Buzz token and place it as follows:

  • You must place it on top of one or more spaces of any track on the board.
  • You cannot place it on top of another Buzz token or a space currently covered by a Fame or Destruction marker.
  • If you buy a card whose Buzz token is already on the board, you can move that token (unless a Fame or Destruction marker is already on it).

Note: Some Power cards let you place a Buzz token, then pull the Fame or Destruction marker. You can therefore immediately gain the Buzz bonus if you place the token on a strategic space. Certain Buzz tokens will extend the track by adding a new space. Place these on your Rival's side, so it will take more effort for them to win in this way. Don't forget that your Rival can also use the bonuses from those Buzz tokens whenever they pull a marker onto them.

How to place specific Buzz tokens:

  • No Buzz token: place a plain token directly onto a track space.
  • Buzz token that extends the track: place it beyond the end of the track, adding a new space.
  • Buzz token that reduces the track: place it so it removes/skips a space, shortening the path to victory.

4. End Your Turn

The effects of certain Power cards activate at the end of your turn. Resolve them in any order you choose.

Pass the dice to your Rival. They then begin their turn, starting with Phase 1. Roll Dice.

End of the Game

The game can end at any time. You are declared winner if you fulfill any of the following conditions:

  • Your Rival's Life Points are reduced to the skull (0).
  • Both the Fame and Destruction markers are on a space in the Spotlight Zone on your side of the board.
  • The Fame or Destruction marker reaches the Victory space on your side of the board.

If a Buzz token is placed, even partially, in the Spotlight Zone, treat each space of this token that is entirely within the zone as in the Spotlight Zone (compared to a space partially within or completely outside the zone).

If a Buzz token is on the Victory space, you still treat this space as a Victory space.

Choosing Monsters

King of Tokyo: Duel features 6 Monsters, each with a starting Life Points value, a special power, and a Difficulty rating (1 to 3).

Gigazaur — 14 Life Points — Difficulty 1

Blockbuster: 2 Special Power symbols > Pull 1 Fame or 1 Destruction.

Gigazaur can pull either the Fame or Destruction marker with 2 Special Power symbols. Use this power to easily secure a dangerous Spotlight Zone victory.

Roll example: Special + Special = Pull 1 Fame. Heal + Heal = +2 Life Points.

Alienoid — 14 Life Points — Difficulty 1

Alien Technology: 2 Special Power symbols > Add any symbol to your Roll. +1 additional Special Power symbol > Add this symbol again.

Alienoid can use groups of 2 or 3 Special Power symbols as any die symbol. Now you won't lack the Fame or Destruction you need for your triple, or the final Smash or Energy to win the game.

Roll example: Heal = +1 Life Point. A group of Special Power symbols added 1 Destruction to the Roll, and a second group added another Destruction, for a total pull of 2 spaces on the Destruction track.

Space Penguin — 13 Life Points — Difficulty 2

Cryo-Gadgets: 1 Special Power symbol > +1 Dice token.

Space Penguin can generate Dice tokens to roll more dice on future turns. This will let you trigger stronger Fame and Destruction combos or bigger volleys of Smash than your Rival can.

Roll example: Special = +1 Dice token. Special = +1 Dice token. Fame = 1 Fame symbol in the Roll. Energy + Energy = +2 Energy.

Meka Dragon — 12 Life Points — Difficulty 2

Nuclear Breath: You can treat Smash in your Roll as Smash × Special Power symbols.

Meka Dragon can multiply the total number of Smash by the number of Special Power symbols when resolving your Roll. Try to roll enough of these symbols to trigger this power to its fullest potential.

Roll example: 2 Special Power symbols × 3 Smash symbols = 6 Smash.

Cyber Kitty — 13 Life Points — Difficulty 3

Cat-astrophic Power: 2 Special Power symbols > +2 Energy. +1 additional Special Power symbol > +2 Energy.

Cyber Kitty can use combos of Special Power symbols to gain a lot of Energy. Buy Power cards that you need to win, but don't get distracted from victory by your lust for powers.

Roll example: three separate groups of Special Power symbols each yield +2 Energy (a lone Destruction die rolled alongside is not part of the combo).

The King — 15 Life Points — Difficulty 3

Territorial: 2 Special Power symbols > Gain 1 King's Buzz token.

The King can place Buzz tokens that slow his Rival's progress on the tracks. Place them strategically to block their paths to Victory spaces or Spotlight Zones, or to secure your progress to victory.

Roll example: Special + Special = gain a King's Buzz token. Special + Special = gain a King's Buzz token. Fame + Fame = 2 Fame symbols in the Roll.

The King's Buzz Token

Those tokens can only be placed on the board or moved by The King, using his special power. There are 2 copies of this token. If one is already on the board, The King can decide to move it (if possible) or place the second one.

These tokens have the following powers:

When The King's Rival pulls the Fame or Destruction marker, its movement ends immediately if it reaches The King's Buzz token. When this happens, any unused movement on the track is lost.

Example: You pull the Fame marker only 1 space, and must stop because of the King's Buzz token.

If the Fame or Destruction marker begins its movement on top of The King's Buzz token, it moves normally along the track.

Credits

  • Designer: Richard Garfield
  • Illustrator: Quentin Regnes
  • Project Managers: Max-Tobias Walter & Florent Baudry
  • Graphic Designer: Vincent Mougenot
  • 3D Designer: Alex Szyjan
  • Editors: Max-Tobias Walter & Florent Baudry
  • Emojis Design: Francesco Mazza
  • Contribution to Sketches: Tristan Loison
  • Translator: Danni Loe
  • Proofreader: William Niebling