King of New York: King of Tokyo Power Up!
King of New York: King of Tokyo Power Up! Rulebook
Table of Contents
Table of Contents
Cyber Kitty
Temporary Evolutions
Nine Lives (Temporary Evolution) If you reach 0 Health (skull), discard your cards (including your Evolutions), lose all of your Energy and Victory Points, and leave Manhattan. Gain 9 Health, 9 Victory Points, and continue playing.
Mega Purr (Temporary Evolution) All other Monsters give you 1 Energy or 1 Victory Point if they have any (they choose which to give you).
Electro-Scratch (Temporary Evolution) All other Monsters lose 1 Health.
Cat Nip (Temporary Evolution) Play at the start of your turn. You only have one roll this turn. Double the result.
Permanent Evolutions
Play With Your Food (Permanent Evolution) When you wound a Monster in Manhattan, if they must lose at least 2 Health, you can make them lose 2 Health fewer and steal 1 Victory Point and 1 Energy from them instead.
Feline Motor (Permanent Evolution) Each time a Monster moves to a different Borough during the movement phase, you can move there instead (even if they are taking control of Manhattan). If you do so, this Monster goes into the Borough you left.
Mouse Hunter (Permanent Evolution) When you enter a Borough, you can destroy an Infantry unit and gain 1 Victory Point or 1 Health instead of the reward shown on the tile.
Meow Missile (Permanent Evolution) When you destroy a Building or a Unit, add one attack (claw) die face to your roll.
Meka Dragon
Temporary Evolutions
Mecha Blast (Temporary Evolution) Each Monster you wound loses 2 extra Health.
Destructive Analysis (Temporary Evolution) Gain 1 Energy for each attack (claw) die face you rolled this turn.
Tune-Up (Temporary Evolution) Play before rolling dice. If you are not in Manhattan, skip your turn, gain 4 Health and 2 Energy.
Permanent Evolutions
Programmed to Destroy (Permanent Evolution) Gain 3 Victory Points and 2 Energy each time another Monster reaches 0 Health (skull).
Breath of Doom (Permanent Evolution) When you make Monsters in Manhattan lose at least 1 Health, Monsters who aren't in Manhattan also lose 1 Health (except you).
Lightning Armor (Permanent Evolution) When you lose Health, you can roll a die for each Health lost. For each attack (claw) die face rolled this way, the Monster whose turn it is loses 1 Health.
Claws of Steel (Permanent Evolution) On your turn, if you make another Monster lose at least 3 Health, they lose 1 extra Health.
Target Acquired (Permanent Evolution) When a Monster wounds you, you can give them the Target Acquired token. The Monster who has the Target Acquired token loses 1 extra Health each time you make them lose Health.
Space Penguin
Temporary Evolutions
Deep Dive (Temporary Evolution) Look at the top 3 Power cards of the deck. Choose one and play it in front of you for free. Put the other Power cards on the bottom of the deck.
Cold Wave (Temporary Evolution) Until your next turn, other Monsters roll with 1 fewer die.
Blizzard (Temporary Evolution) Play during your turn. Until the start of your next turn, Monsters only have a single Roll and cannot move or Yield Manhattan.
Permanent Evolutions
Freeze Ray (Permanent Evolution) When you wound a Monster in Manhattan, give them this card. At the start of their turn, choose a die face. This face has no effect this turn. Take back this card at the end of their turn.
Miraculous Catch (Permanent Evolution) Once per turn, during your Buy Cards phase, you can shuffle the discard pile and reveal one card randomly. You can buy this card for 1 Energy less than the normal price or discard it. Put back the rest of the discard pile.
Encased in Ice (Permanent Evolution) Spend 1 Energy to choose one of the dice you rolled. This die is frozen until the beginning of your next turn: it cannot be changed and is used normally by Monsters during the Resolve Dice phase.
Black Diamond (Permanent Evolution) Gain 1 extra Victory Point each time you take control of Manhattan or choose to stay in Manhattan while you could have Yielded.
Icy Reflection (Permanent Evolution) Choose an Evolution card in front of a Monster and put an Ice token (snowflake icon) on it. Icy Reflection becomes a copy of that card as if you had played it. If the copied card is removed from play, discard Icy Reflection.
Alienoid
Temporary Evolutions
Alien Scourge (Temporary Evolution) Gain 2 Victory Points.
Precision Field Support (Temporary Evolution) Draw Power cards from the top of the deck until you reveal a Keep card that costs 4 Energy or less. Play this card in front of you and discard the other cards you drew.
Anger Batteries (Temporary Evolution) Gain 1 Energy for each Health you lost this turn.
Permanent Evolutions
Adapting Technology (Permanent Evolution) Put 3 Technology tokens on this card. On your turn, you can remove a Technology token to discard the 3 face-up Power cards and reveal 3 new ones. Discard this card when there are no more tokens on it.
Funny Looking But Dangerous (Permanent Evolution) If you destroy at least one Unit, each other Monster loses 1 Health.
Exotic Arms (Permanent Evolution) Before you roll, you can put 2 Energy on this card. If you do, and roll at least three attack (claw) die faces, you can take back your 2 Energy and make the Monsters you wound lose 2 extra Health. Otherwise you lose your 2 Energy and lose 2 Health.
Mothership Support (Permanent Evolution) Once during your turn, you can spend 1 Energy to gain 1 Health.
Superior Alien Technology (Permanent Evolution) You can buy Keep cards by paying half of their cost (rounding up). When you do so, place a Technology token on it. At the start of your turn, roll a die for each of your Keep cards with a Technology token. Discard each Keep card for which you rolled an attack (claw) die face. You cannot have more than 3 Keep cards with Technology tokens at a time.
The King
Temporary Evolutions
Monkey Rush (Temporary Evolution) Play when a Monster who controls Manhattan leaves or is eliminated. Take control of Manhattan.
Simian Scamper (Temporary Evolution) If you Yield Manhattan, do not lose Health. You can't lose Health this turn.
Jungle Frenzy (Temporary Evolution) Play at the end of your movement phase. If you wounded a Monster who controls Manhattan and you didn't take control of Manhattan, take an extra turn after this one.
Giant Banana (Temporary Evolution) Gain 2 Health.
Permanent Evolutions
Chest Thumping (Permanent Evolution) You can force Monsters you wound to Yield Manhattan.
Alpha Male (Permanent Evolution) If you wound at least one Monster, gain 1 Victory Point.
I Am the King! (Permanent Evolution) If you start your turn in Manhattan, take the Superstar card.
'Twas Beauty Killed the Beast (Permanent Evolution) Play when you enter Manhattan. Gain 1 Victory Point at the end of each Monster's turn (including yours). Discard this card and lose all your Victory Points if you leave Manhattan.
Pandakai
Temporary Evolutions
Panda Monium (Temporary Evolution) Gain 6 Energy. All other Monsters gain 3 Energy.
Eats, Shoots and Leaves (Temporary Evolution) Play when you take control of Manhattan. Make all Monsters outside of Manhattan lose 2 Health. Gain 1 Energy, then leave Manhattan. No Monster takes your place.
Bam Boozle (Temporary Evolution) Play when a player buys a Power card. They do not spend Energy and cannot buy that card this turn. Choose a different Power card they can afford to buy. They must purchase that card.
Bear Necessities (Temporary Evolution) Lose 1 Victory Point, gain 2 Energy and 2 Health.
Permanent Evolutions
Panda Express (Permanent Evolution) Each time you roll at least one of each of the six die faces shown on the card, gain 2 Victory Points and take another turn.
Bamboo Supply (Permanent Evolution) At the start of your turn, you can put 1 Energy from the bank on this card OR take all of the Energy off this card.
Pandarwinism: Survival of the Cutest (Permanent Evolution) If you roll at least three Health (heart faces), gain 1 Victory Point. Also gain 1 Victory Point for each extra Health (heart face) you roll.
Yin & Yang (Permanent Evolution) Before resolving your dice, you can choose to flip all your dice to the opposite side. The card shows three pairs of opposite faces: Energy and the star face; the three-bar face and Health; the claw face and the skull face.
Gigazaur
Temporary Evolutions
Detachable Tail (Temporary Evolution) You can't lose Health this turn.
Radioactive Waste (Temporary Evolution) Gain 2 Energy and 1 Health.
Primal Bellow (Temporary Evolution) All other Monsters lose 2 Victory Points.
Saurian Adaptability (Temporary Evolution) Choose a die face. Take all dice with this face and flip them to a (single) face of your choice.
Permanent Evolutions
Defender of Manhattan (Permanent Evolution) If you start your turn in Manhattan, all other Monsters lose 1 Victory Point.
Heat Vision (Permanent Evolution) Monsters that wound you lose 1 Victory Point.
Gamma Breath (Permanent Evolution) Once per turn, you can change one of the dice you rolled to an attack (claw) die face.
Tail Sweep (Permanent Evolution) Once per turn, you can change one of the dice you rolled to the three-bar die face.