King of Tokyo: Promo Cards
King of Tokyo: Promo Cards Rulebook
Table of Contents
Table of Contents
Cards
Each card is listed with its name, its energy cost (the number in the top-left corner), its keyword (Keep or Discard) and its printed text.
Sleep Walker
- Cost: 3 energy
- Keyword: Keep
- Text: Spend 3 energy to gain 1 Victory Point.
Monster Sidekick
- Cost: 4 energy
- Keyword: Keep
- Text: If someone kills you. Go back to 10 health and lose all your Victory Points. If either you or your killer win, or all other players are eliminated then you both win. If your killer is eliminated then you are also. If you are eliminated a second time this card has no effect.
Reflective Hide
- Cost: 6 energy
- Keyword: Keep
- Text: If you suffer damage the monster that inflicted the damage suffers one as well.
Super Jump
- Cost: 4 energy
- Keyword: Keep
- Text: Once each turn you may spend 1 energy to negate 1 damage you are receiving.
Unstable DNA
- Cost: 3 energy
- Keyword: Keep
- Text: If you yield Tokyo you can take any card the recipient has and give him this card.
Cannibalistic
- Cost: 5 energy
- Keyword: Keep
- Text: When you do damage gain 1 health.
Throw a Tanker
- Cost: 4 energy
- Keyword: Keep
- Text: On a turn you deal 3 or more damage gain 2 Victory Points.
Intimidating Roar
- Cost: 3 energy
- Keyword: Keep
- Text: The monsters in Tokyo must yield if you damage them.
Thunder Stomp
- Cost: 3 energy
- Keyword: Keep
- Text: If you score 4 Victory Points in a turn, all players roll one less die until your next turn.
Amusement Park
- Cost: 6 energy
- Keyword: Discard
- Text: Gain 4 Victory Points.
Army
- Cost: 2 energy
- Keyword: Discard
- Text: Gain 1 Victory Point and suffer one damage for each card you have.
Card Notes
- The card faces print no further rules beyond the text above. No other rules are added here.
- The keyword (KEEP or DISCARD) is the label printed on each card face, above the card text.
- The cost is the number in the top-left corner of each card face, paid in energy.