King of Tokyo: Origins
King of Tokyo: Origins Rulebook
Table of Contents
Table of Contents
Overview and Goal
You are a gigantic Monster willing to do anything to become King of Tokyo.
Your rampage brings you glory in the form of Victory Points (star). To win, be the first Monster to gain 20 Victory Points.
Or, get your claws out and eliminate your enemies. The last one standing claims victory!
Contents & Game Elements
4 Monster Boards
These boards represent the Monsters that you play as in King of Tokyo. Each has a name, a dial for Victory Points (star), and a dial for Life Points (heart).
1 Tokyo Board
The board represents the City of Tokyo.
6 Dice
Each die has 6 symbols that represent the actions you can take on your turn:
- 1 / 2 / 3: Gain Victory Points (star)
- Energy: Gain Energy cubes (energy)
- Heal: Gain Life Points (heart)
- Smash: Wound other Monsters (heart)
50 Power Cards
Power cards have a name, a cost to pay in Energy cubes (energy), a type (Keep / Discard) and an effect.
- Cost — top of the card, paid in Energy cubes.
- Name — the card's title.
- Type — Keep or Discard.
- Effect — the card's rules text.
4 Cardboard Figures
These figures represent the Monsters you play as. Keep them near you. When you take control of Tokyo, place your Monster on the board.
Energy Cubes
Keep Energy cubes you've gained from Energy die faces. You can spend them to buy cards or to resolve or activate certain card effects.
Setup
- Each player chooses a Monster and takes their figure and Monster board. Set your Monster's Life Points (heart) to 10 and Victory Points (star) to 0.
- Place the Tokyo board at the center of the table, within easy access of every player.
- Shuffle the cards to form a deck.
- Deal the first three cards face-up next to the Tokyo board.
- Form a pool with all the Energy cubes (energy).
- Put the dice at the center of the table.
How to Play
Select the first player as follows:
Each player rolls all 6 dice. Whoever has the most Smash results goes first. In case of a tie, players roll dice until one player has the greatest number of Smash.
Then take turns playing clockwise, starting with the first player.
Turn Overview
- Roll Dice
- Resolve Dice
- Enter Tokyo
- Buy Power Cards
- End of Turn
1. Roll Dice
On your turn, you can roll the dice up to three times. You can stop rolling any time.
On the first Roll, roll all 6 dice. For your second Roll, if you like some of your results, you can set them aside and only roll the ones you don't like again. For your third Roll, if you change your mind, you can roll any dice you set aside again, along with any you still don't like.
After you finish your three Rolls (or you decide to stop), continue to the next step.
2. Resolve Dice
You can resolve your dice in any order, but you must resolve all of them.
Symbols rolled at the end of your last die Roll determine the actions of your turn:
Victory Points
If you roll three-of-a-kind of 1, 2, or 3, gain as many Victory Points (star) as the number.
Each additional die rolled with the same face gains you 1 additional Victory Point.
Example: Gigarex rolls 1-1-1-1. Three 1s = 1 Victory Point. The fourth 1 = 1 additional Victory Point. Total: 2 Victory Points.
Energy
Gain 1 Energy cube (energy) from the pool for each Energy rolled. Place them in your reserve in front of yourself.
Keep Energy cubes until you spend them.
Heal
If you are outside of Tokyo, gain 1 Life Point (heart) for each Heal rolled.
If you are in Tokyo, the Heal you roll does not let you gain Life Points (you can only gain Life Points with Power cards).
NOTE: You cannot gain Life Points above 10 Life Points.
Smash
Monsters that are not in the same place as you lose 1 Life Point (heart) for each Smash rolled.
- If you are in Tokyo and you roll Smash, you wound all Monsters outside of Tokyo.
- If you are outside of Tokyo and you roll Smash, wound the Monster who is in Tokyo.
This Monster must then choose:
- Yield Tokyo, in which case the player takes back their Monster in front of them (even while Yielding, the Monster loses Life Points);
OR
- Remain in Tokyo, in which case nothing changes.
If a Monster loses their last Life Point then the eliminated symbol appears and they are eliminated (their Keep cards and Energy cubes are discarded).
Since no Monster starts the game in Tokyo, the Monster who plays first does not cause Monsters to lose Life Points with Smash.
NOTE: Life Points lost from a Power card effect is different than Smash. A Monster can only Yield Tokyo when losing Life Points from Smash.
Example of a Die Roll
Roll Dice
Mechamster is in Tokyo. It's Gigarex's turn. Gigarex takes the dice and rolls: 1, 2, 3, 3, Heal, Energy.
It keeps 3, 3 and rolls the four other dice again. It gets: 3, 3, 2, 2, 2, Smash.
It has one Roll left. This time it keeps 2, 2, 2 and rolls the three other dice again. It gets: 2, 2, 2, Energy, Smash.
Resolve Dice
Because Gigarex rolled 2, 2, 2, it gains 2 Victory Points, plus 1 extra Victory Point for the fourth 2 face.
With Energy, it gains 1 Energy cube.
With Smash, it wounds Mechamster in Tokyo (if Gigarex was in Tokyo, it would have wounded all Monsters outside of Tokyo).
Gigarex rolled no Heal, so it gains no Life Points.
3. Enter Tokyo
If no one is in Tokyo, your Monster takes control of Tokyo. Place it on the board.
You can only Yield when you lose Life Points from Smash rolled by a Monster.
NOTE: No Monster starts the game in Tokyo. The first player must enter Tokyo during this step.
Effects of Tokyo
Being in Tokyo has some advantages and disadvantages:
- You gain 1 Victory Point when you enter Tokyo.
- You gain 2 Victory Points if you start your turn in Tokyo.
- A Monster in Tokyo cannot use Heal (but they can still use Power cards to gain Life Points).
Moreover, the target of your Smash depends on where you are:
- The Smash of a Monster in Tokyo wounds all Monsters outside of Tokyo.
- The Smash of Monsters outside of Tokyo wounds the Monster in Tokyo.
You can only leave Tokyo after losing Life Points from Smash rolled by another Monster.
Optional Rule for a 2-Player Game
If you want to play a 2-player game, we recommend using this rules variant for control of Tokyo (all other rules remain unchanged):
Instead of gaining 1 Victory Point when you enter Tokyo, you gain 1 Energy cube.
Instead of gaining 2 Victory Points if you begin your turn in Tokyo, you gain 1 Energy cube.
4. Buy Power Cards
You now may buy one or more of the three face-up cards. To buy a Power card, spend as many Energy cubes as the cost indicated at the top of the card. Replace bought cards immediately from the top of the deck. New cards are immediately available for purchase.
You can also spend 2 Energy cubes to sweep all three face-up cards to the discard pile. Then reveal three new Power cards from the deck. They are immediately available for purchase.
As long as you have enough Energy cubes, you can continue to buy and/or sweep cards.
Power cards come in two different types:
- Keep: Keep these cards face-up in front of you until the end of the game (unless something tells you to do otherwise).
- Discard: Resolve these cards immediately, then discard them.
Power cards do not let Monsters go above 10 Life Points, unless a Keep card says otherwise.
Example: Iron Back has 10 Energy cubes and doesn't like any of the available cards. It spends 2 Energy cubes to sweep them to the discard pile and reveal the next three. It still has 8 Energy cubes and sees a card it likes that costs 3 Energy cubes.
It buys this card and replaces it with a new card. It still has 5 Energy cubes but it saves them for another turn.
5. End of Turn
Certain Power card effects activate at the end of your turn.
Once you're done, pass the dice to the player on your left.
End of Game
The game ends at the end of a turn when a Monster reaches 20 Victory Points or if only one Monster remains.
The Monster who reaches 20 Victory Points or is the last survivor is crowned King of Tokyo!
If you reach 20 Victory Points and reach 0 Life Points in the same turn because of a Power card, you are eliminated. You must survive your turn to win. If all Monsters are eliminated at the same time... everyone loses!
Glossary
- Roll: the act of throwing the dice on the table. Before a Roll, a player can set aside one or more of the dice previously rolled. They can also decide to roll one or more of the previously set aside dice again.
- Yield: a Monster may Yield Tokyo only after being wounded.
- Wound: a Monster wounds another Monster when it makes them lose one or more Life Points with their Smash during the Resolve Dice step.
Make Your King of Tokyo Origins Evolved!
To spice up your games, you can mix the Power cards from King of Tokyo Origins with the cards from King of Tokyo in three different ways:
- Add the 14 new cards marked with the special symbol.
- Add all 50 cards (some of which will be duplicates).
- Just add the ones you want.
Credits
- Game Design: Richard Garfield
- Game Development: Richard Garfield & Skaff Elias
- Project Manager: Florent Baudry & Max-Tobias Walter
- Translator: Danni Loe
- Graphic Designer: Frédéric Derlon
- Proofreader: William Niebling
- Thanks: Guillaume Gille Naves, Igor Polouchine
- Original Packager: Origames
- Artwork: Régis Torres
- Color: Régis Torres, Anthony Wolf, Djib, Gabriel Bulik, Jonathan Silvestre, Romain Gaschet