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TOKYO SIDEKICK

TOKYO SIDEKICK Rulebook

Table of Contents

Table of Contents

  • General
    • Game Flow
    • Win/Lose Conditions
    • Components
  • Setup
    • General Setup
      • Game Board
      • 2 & 3-4 player board side differences
      • Incident Cards
      • Crisis & Destruction Markers
      • Damage Cards
      • Choosing a Menace
      • Preparing Enemy Deck
      • Revealing Starting Villain
      • Power-Up Boards
    • Player Setup
      • Player Boards
      • Choosing Hero & Sidekick
      • Gadget & Ability Cards
      • Starting Character Places
      • Starting Decks
      • First Player
      • Sidekick Recommendations
        • Samuraiman Sidekick Recommendations
        • Kaguya Girl Sidekick Recommendations
        • ElecArmor Sidekick Recommendations
        • Sonic Shadow Sidekick Recommendations
        • Gray Rabbit Sidekick Recommendations
        • Cyber Tengu Sidekick Recommendations
        • Snake Kiss Sidekick Recommendations
        • ONI Sidekick Recommendations
        • Melty Sweet Sidekick Recommendations
  • Concepts
    • Healing
    • Energy Refill Limit
    • Remove
    • Depleting Cards
    • Ability Cards
    • Passive and Active Abilities
    • Enemies
    • Crime Time
    • Gadget Cards
    • Adachi Asylum
    • Player Characters
    • Damage Cards
    • Energy Cards
    • Reformed Enemies
    • Home Turf
    • Fated Rivals
    • Experience
    • Passive Abilities
    • Successive Actions
    • Wonder Trinity
    • Dynamic Family
  • Game play
    • Player Turn
    • Standby Phase
    • Action Phase
    • End Phase
    • Crime Time Phase
  • Actions
    • Move Action
    • Assemble Action
    • Charge Up Action
    • Resolve Action
    • Brush Up Action
    • Attack Action
      • Attack Action Rule
      • Gaining ATK points
      • Attack Result
      • Removing Defeated Enemy
    • Power-Up Action
      • Power-Up Action Rule
      • Available Power-Ups
        • Gain LVL2 Energy
        • Gain LVL3 Energy
        • Learn New Ability
        • The Gift of the Gadget
        • Learn New Skill
        • Limit Break
        • Power Up Amazing Duo
  • Character Abilities
    • Encounter Ability
    • Evil Arrives Ability
    • Crime Time Ability
    • King Kaiju Movement
    • Hero Abilities
      • Hero Skills
      • ONI
      • Cyber Tengu
      • ElecArmor
      • Gray Rabbit
      • Kaguya Girl
      • Melty Sweet
      • Samuraiman
      • Snake Kiss
      • Sonic Shadow
      • Cool Guy Hero
    • Reformed Enemies
      • Reformed Enemies
      • Reforming Jinx Cat
      • Reforming Cool Guy
    • Sidekick Abilities
      • Sidekick Skills
      • Alpha Kid
      • Chamaru
      • Eau de Glamour
      • Hi-Q
      • James Kiritani
      • Kevin Parks
      • Smoothie Bear
      • Haruki Takamura
      • Vanilla Girl
      • Jinx Cat Sidekick
    • Villain Abilities
      • 8-Bit Master
      • Jinx Cat Villain
      • Mirror
      • Ribbon Raider
      • Sakura Wolf
      • Sand Shark
      • Shot Geisha
      • Soul Bandit
      • Yasha the Witch
    • Supervillain Abilities
  • Additional Variations
    • Optional Scoring System
    • Optional Scoring Result
  • FAQ

General

Game Flow

Players will take turns doing as many Actions as they wish, or can perform, with either of their two characters.

Each Action has a particular Energy Cost that must be paid in order to be performed.

The general objectives of the game are to Attack the Enemies (first the Villains, later the Supervillains and finally the Menace) and also clear the Incidents.

While doing so, players earn EXP that can be spent to upgrade their Energy cards, Abilities, etc.

After each players turn, they also take Damage Cards and new Incidents appear in the City.

Win/Lose Conditions

Players win the game as soon as they defeat the Menace.

There are 4 ways how players can lose the game:

1) The Destruction Gauge reaches 15.

2) A player can't draw a card from the Damage deck when they need to.

3) A Red Incident gets a second Burn Token placed on it.

4) A player can't draw from the Enemy Deck or the Incident Deck.

Components

Tokyo Sidekick comes with the following components:

  • x1 Rulebook
  • x1 Comic book

Boards

  • x1 Game board
  • x1 Power-up board
  • x4 Player boards in four different colors (blue, yellow, green and red)

Tokens

  • x1 Crisis Token
  • x12 Burn Tokens
  • x1 Destruction Marker
  • x1 Sushi Token
  • x4 EXP Tokens
  • x12 Mastery Tokens (4 per color: red, blue, green)

Large Cards

  • x10 Hero Cards (gold backs)
  • x10 Sidekick Cards (silver backs)
  • x9 Villains Cards (white border)
  • x10 Supervillain Cards (black border)
  • x3 Menace Cards (gold border)

Small Cards

  • x30 Ability Cards (3 per Hero)
  • x10 Gadget Cards (1 per Hero)
  • x4 Amazing Duo Cards
  • x1 Wonder Trinity (front) x1 Dynamic Family (back)
  • x36 Lv.1 Energy Cards (12 each P, S & C)
  • x30 Lv.2 Energy Cards (12 each PP, SS & CC)
  • x18 Lv.3 Energy Cards (12 each PPP, SSS & CCC)
  • x25 Damage Cards (You only use 20 for a normal game)
  • x39 Normal Incident Cards (x15 Green Incidents, x17 Yellow Incidents, x6 Red Incidents)
  • x6 Starting Incident Cards (x3 Green Incidents, x2 Yellow Incidents, x1 Red Incident)
  • x3 Kabuki Incident Cards (x3 Red Incidents)

Character Figures

  • x9 Sidekick standees
  • x9 Hero standees
  • x9 Villain standees
  • x10 Supervillain standees
  • x3 Menace standees
  • x16 Character Bases: 2 green, 2 blue, 2 red, 2 yellow, 6 clear, 2 white

Setup

General Setup

Game Board

To setup the game, first place the board in the middle of the table.

You can find the player count, that determines which side should be used, on the bottom left corner of the board.

2 & 3-4 player board side differences

The only difference in the board sides is the number of Incident spaces in the bottom right corner.

The 2 player side has 2 Incident Card spaces.

While the 3-4 player side has 3 Incident Card spaces.

Incident Cards

Divide the Incident Cards by type: Normal, Starting and Kabuki.

Place the Kabuki Incident Cards to the side. Those might come into play via an Enemy effect.

Place all Starting Incident Cards onto the board to their respective locations - Meguro, Komagome, Yuralucho, Tsukishima, Sugamo and Otsuka.

Shuffle the remaining Incident Cards and place them to the Incident Deck space on the bottom right corner of the board.

Reveal 2 Incident Cards to the left of the deck in a 2 player game.

Reveal 3 Incident Cards to the left of the deck in a 3-4 player game.

Crisis & Destruction Markers

Place the Crisis Marker above the Incident Deck to the leftmost space.

Place the Destruction Marker on the topmost "0" space on the Destruction Gauge.

Damage Cards

Place 20 Damage Cards face-up to the right of the Incident Cards.

Use 25 Damage Cards for an easier game.

Choosing a Menace

The Aim of the game is to defeat the Menace that appears once the other endgame conditions are fulfilled.

Each Menace presents more challenging experience than the other. The difficulty is as follows:

Normal: King Kaiju

Hard: Dokan, Castle of Darkness

Nightmare: Fuji Sengen

Choose one of the 3 available Menaces that you will face in the game and place its card and standee aside.

Return other Menace Cards and standees to the game box.

Preparing Enemy Deck

To prepare the Enemy Deck, first shuffle all black border Supervillain Cards and place them in a face-down pile on the top-left corner of the board.

Then, shuffle all white border Villain Cards and place them on top of the Supervillain Cards.

This forms the Enemy Deck.

Revealing Starting Villain

Reveal the top card from the Enemy Deck, take their standee and place it to the Home Turf of that Villain.

Place the Villain Card to the top left corner of the board.

Power-Up Boards

Place the Power-Up Board next to the game board with Professor Nasu facing up.

Place all Level 2 Energy Cards (PP, SS & CC) and all Level 3 Energy Cards (PPP, SSS & CCC) to their designated spaces.

Player Setup

Player Boards

Each player should have a Player board and 2 Character bases of matching color.

Each player also takes 1 EXP Token, 3 Mastery Tokens and 1 Amazing Duo Card.

The Mastery Tokens and Amazing Duo Card are placed somewhere near the Player board.

The EXP Token is placed on the corresponding space in the top-left side of the Player board.

The Amazing Duo card is placed grey side up.

Choosing Hero & Sidekick

Each player chooses and takes 1 Hero Character Card and standee. In this example, ElecArmor Hero.

Each player also takes 1 Sidekick Hero Character Card and standee. In this example, James Kiritani Sidekick.

Any hero can be chosen, except the Cool Guy Hero and Jinx Cat Sidekick. Those might become available to players during the game.

Gadget & Ability Cards

Each player takes 1 Gadget Card and 3 Ability Cards corresponding to their selected Hero. In this example, a Gadget Card and Ability Cards for ElecArmor Hero.

Players place those Ability Cards and a Gadget Card gray side-up near their Player boards.

Starting Character Places

Each player places their Hero and Sidekick to their Home Turf spaces on the board.

Starting Decks

Each player takes 3 of each Level 1 Energy Cads (P, S & C).

Then each player take one Level 2 Energy Card that matches that players Hero's Specialty.

Each player shuffles their Energy Cards and places them to the left of their Player board face down.

Each player reveals 5 cards from the top of their decks and places them on their Player boards, to form their starting Hand of cards.

Energy Cards are always visible to everyone.

The remaining Level 1 Energy Cards will not be used in the game and are returned to the game box.

First Player

Players should decide together who will go first and this finishes the setup.

All players will take turns in a clockwise order (passing turns to players sitting to their left).

Sidekick Recommendations

Samuraiman Sidekick Recommendations

Alpha Kid or Kevin Parks Sidekicks suit Samuraiman the best.

Kaguya Girl Sidekick Recommendations

Alpha Kid or Smoothie Bear Sidekicks suit Kaguya Girl the best.

ElecArmor Sidekick Recommendations

James Kiritani or Vanilla Girl Sidekicks suit ElecArmor the best.

Sonic Shadow Sidekick Recommendations

Eau de Glamour or Alpha Kid Sidekicks suit Sonic Shadow the best.

Gray Rabbit Sidekick Recommendations

James Kiritani or Eau de Glamour Sidekicks suit Gray Rabbit the best.

Cyber Tengu Sidekick Recommendations

Kevin Parks or Chamaru Sidekicks suit Cyber Tengu the best.

Snake Kiss Sidekick Recommendations

Vanilla Girl or Hi-Q Sidekicks suit Snake Kiss the best.

ONI Sidekick Recommendations

Hi-Q or Takamura Haruki Sidekicks suit ONI the best.

Melty Sweet Sidekick Recommendations

Smoothie Bear or Hi-Q Sidekicks suit Melty Sweet the best.

Concepts

Healing

Healing allows players to RETURN Damage Cards from their hand to the Damage Deck.

Healing is different to Removing, as Damage Cards returned to the Damage Deck will be used again, unlike removed Damage Cards.

Energy Refill Limit

Energy Refill Limit determines up to how many cards players draw back at their End Phase.

Every player has an Energy Limit of 5 cards.

The player controlling Hi-Q Sidekick has an Energy Limit of 6 cards.

Remove

If a game element is Removed, it is returned back to the box and will not be used in the game again.

Removing Damage Cards helps players to keep their decks optimized, but it will decrease the amount of available Damage Cards in the Damage Deck.

Depleting Cards

In order to use Energy Cards, players need to Deplete them.

To Deplete a card, it is turned sideways.

Depleted cards can't be used again in the same round.

At the end of each turn ALL Depleted cards are discarded.

Ability Cards

Each Hero has three Ability Cards available to them.

At the beginning of the game, they are unavailable to players and must first be unlocked through the Power Up Action.

Ability Cards have to be unlocked in order from first to third.

Once unlocked, that Ability can be used throughout the game.

Passive and Active Abilities

There are two types of Ability Cards - Actions and Passive Abilities.

Actions have a cost to activate them and allow a particular Hero to perform it.

Some actions are limited to being used once per turn and can't be used multiple times, even with a successive action.

A Passive Ability is active all the time.

A Passive Ability with a lightning bolt can be activated during other player turns as well.

Enemies

There are Villains, Supervillains and Menaces in the game.

All of them together are referred to as Enemies.

Any effect that targets an Enemy, can target a Villain, a Supervillain or a Menace.

Crime Time

Depending on the player count, after every 3rd or 4th round Crime Time phase will occur.

Crime Time is an additional phase during the End Step, in which the Town will receive damage, Red Incidents will become more severe and a new Enemy will come into play.

The following steps take place during Crime Time in order:

First, all CT Skill of Enemies in play will trigger.

Second, the town suffers as much damage as there are Yellow and Red Incident Cards in play.

Third, each Red Incident in play receives a Burn token.

Fourth, the top card of the Enemy Deck is revealed and added into play.

Finally, Incident Cards are revealed to the left of the Incident Deck to fill all empty slots.

Gadget Cards

Each Hero has a personal Gadget Card.

At the beginning of the game, it is unavailable and must first be unlocked through the Power Up Action.

Once unlocked, the Gadget Card can be used throughout the game.

An unlocked Gadget Card is placed on-top of a players Sidekick card to grant them additional bonuses or abilities.

Players can't give their unlocked Gadget Cards to other players Sidekicks.

Adachi Asylum

You place Burn tokens from Defeated Enemies in the Adachi Asylum to lock them up!

Burn tokens from Villains are placed at the left side of the Asylum and tokens from the Supervillains - at the right side of the Asylum.

Once TWO Villain Lockup spaces are filled, all Villain cards will be removed from the top of the Enemy Deck and Supervillains will start appearing.

Once TWO Supervillain Lockup spaces are filled, the Menace card chosen for the game is placed on the top of the Enemy Deck.

Once the Menace is added into play, Supervillains will still continue to come into play after each Crime Time.

Player Characters

Each player controls two characters - a Hero and a Sidekick.

Any instance of "players characters" refers to either a single players Hero and/or Sidekick.

Players Characters can't be defeated and removed from play.

Each player controls their own characters separately and individually.

Damage Cards

Damage Cards provide no effect to the players. They only take up space in players hands denying them the opportunity to draw more Energy Cards.

Players can get rid of the Damage Cards by using the Brush Up Action during their turn.

If at any point players can't draw enough Damage Cards from the Damage Stack, everyone loses the game!

Energy Cards

Energy Cards are used by players to perform various actions during their turns.

Players can never use or take Energy Cards for other players.

There are three type of Energy Cards - P, S and C, which stand for - Power, Speed and Concentration.

A single Energy Card can have one, two or three of the same energy type.

At the beginning of the game, each player will have three of each single P, S and C Energy Cards and one double Energy Card. The type will be based on the players Hero.

Double and triple Energy Cards are available via a Power Up action for players to gain during the game.

Reformed Enemies

There is a single Villain (Jinx Cat) and a single Supervillain (Cool Guy) when first encountered are enemies, but can be gained as allies.

Once defeated, players will have the option to spend the required amount of EXP to gain that defeated Enemy as their second Sidekick (Jinx Cat) or Hero (Cool Guy).

A player that gains their second Hero or Sidekick also takes the Wonder Trinity bonus card.

Home Turf

Home Turf is the starting space on the game board in which a character is first placed.

Home Turf can be found in all Hero and Sidekick cards.

As well as on all Villain, Supervillain and Menace cards.

Once a character is placed onto the board, Home Turf has further relevance in the game.

Fated Rivals

Each Enemy has their own Rival.

The Fated symbol at the bottom-left corner of Enemy cards shows which Hero or Sidekick will change or not be affected by a particular Enemies effect.

All Villains and Supervillains have a single Rival.

Menace Enemies don't have a Fated symbol and thus their effects can't be changed or negated.

Experience

Players gain EXP (Experience) points for Resolving Incidents and defeating Enemies.

Each player gains EXP separately and tracks their EXP on their Player boards.

Players can't have more than 15 total EXP.

If a player earns EXP and has to go above 15, they only gain up to 15 EXP and lose everything else.

Players spend EXP points to use the Power Up action.

Passive Abilities

Passive abilities effects stay continuously active.

There are some that have no cost and can be used anytime, and others that are treated as actions which can be used after their cost is paid.

If there is a limit to how many times a passive ability can be used per turn, it will be clearly stated on the card.

Passive abilities marked with the lightning bolt can be used during other players turns.

Successive Actions

When you pay the cost of an action, you may pay a multiple of the Energy cost to take that action as many times as you paid to do so.

If you take a successive action, you still treat them as separate actions and can choose different characters or targets for each one.

You can't perform a different type of action between the successive actions.

The only actions that can't be performed in succession are - Resolve, Attack and actions gained from Ability Cards, which state that they can only be used once per turn.

Wonder Trinity

A player can gain the Wonder Trinity bonus card by gaining their second Hero or Sidekick.

Wonder Trinity bonus card can be added in addition to the Amazing Duo bonus card while a single players is attacking the same Enemy with 3 characters.

Dynamic Family

A player can gain the Dynamic Family bonus card by having both the Cool Guy as their second Hero and Jinx Cat as their second Sidekick.

Dynamic Family bonus card can be added in addition to the Amazing Duo bonus card while a single players is attacking the same Enemy with 4 characters.

Game play

Player Turn

Each player turn is formed from three phases - Standby Phase, Action Phase and End Phase.

Once a player ends their turn and finishes performing all steps in the End Phase, the turn passes to the next player clock-wise (the person sitting to the left of the current player).

Standby Phase

At the start of each players turn, Standby Phase takes place.

Any skills or abilities that activate in the Standby Phase are all applied first.

Any effect that is described with the word "may", can be either used or not based on players choice.

Once all effects are applied, the game continues to the Action Phase.

Action Phase

In Action Phase, players will perform various actions as long as they can or wish to.

In order to use an action, first, a player must declare which action they will take. For example - MOVE action.

Second, they need to pay the cost of that action by depleting their Energy Cards.

Finally, they apply the actions effect. For example - after using a MOVE action, a player can move one of their character 1 or 2 spaces along the lines.

End Phase

The End Phase occurs after each players turn and goes as follows:

Map Out the Incidents - move the Crisis Marker one space to the left.

Then take the Incident Card below the Crisis Marker and put it on its corresponding space on the board.

Take Damage - the current player takes as many Damage Cards as there are Enemies in play and adds them to their Discard Pile.

Redraw Hand - all players discard their Depleted cards during each End Phase. However, ONLY the player that just ended their turn draws back up to 5 cards.

If a players Deck runs out of cards and they can't draw back up to 5 cards, they reshuffle their Discard Pile to make a new Deck and then draw up to 5 cards from the newly formed deck

Crime Time Control - happens every 3rd turns in a two player game, or every 4th turn in a three and four player game, once the Crisis Marker moves back to the red ! space, Crime Time phase will occur.

Crime Time Phase

Depending on player count, after every 3rd or 4th round Crime Time phase will occur.

Crime Time is an additional phase during the End Step, in which the Town will receive damage, Red Incidents will become more severe and a new Enemy will come into play.

The following steps take place during Crime Time in order:

First, all CT Skill of Enemies in play will trigger.

Second, the town suffers as much damage as there are Yellow and Red Incident Cards in play.

Third, each Red Incident in play receives a Burn token.

Fourth, the top card of the Enemy Deck is revealed and added into play.

Finally, Incident Cards are revealed to the left of the Incident Deck to fill all empty slots.

Afterwards, the turn passes to the next player and playing continues.

Actions

Move Action

MOVE Action costs any one Energy - P, S or C.

Allows to move one character 1 or 2 spaces along the lines on the board.

Move Action can only be used for players own characters.

There is no limit to how many figures can occupy the same space.

If a character enters a space with an Enemy, which has an Encounter Ability, that player must suffer the penalty of the effect as if moving normally.

Assemble Action

ASSEMBLE Action costs any one Energy - P, S or C.

Allows to move one character to another characters space.

It doesn't matter how many spaces apart those characters are.

There is no limit to how many figures can occupy the same space.

Assemble Action can only be used for players own characters.

If a character enters a space with an Enemy, which has an Encounter Ability, that player must suffer the penalty of the effect as if moving normally.

Charge Up Action

CHARGE UP Action costs any one Energy - P, S or C.

Allows a player to draw a card from their deck.

If a player can't draw enough cards from their deck, they shuffle their discard pile to form a new deck and draws the remaining from it.

Resolve Action

If a character is in a space with an Incident Card, they can clear it with the RESOLVE Action.

The cost of resolving Incident Cards is written on each Incident Card itself and thus can have different costs.

Green, Yellow and Red Incident Cards all work the same for Resolve Action purposes.

After successfully performing the Resolve Action, the player gains 2 EXP.

Brush Up Action

BRUSH UP Action costs any one Energy - P, S or C.

It allows players to remove a card they have from the game.

Only cards that aren't Depleted can be removed by the Brush Up Action.

If a player removes a Damage Card using the Brush Up Action, that Damage Card is returned to the game box rather than to the Damage Cards stack on the board.

Attack Action

Attack Action Rule

If a character is in the same space as an Enemy, they can Attack them.

Multiple Characters and even Players can Attack the same Enemy, if all those Characters are in the same space.

By Attacking with both of the players characters, they also gain the Amazing Duo bonus card and receive bonus Attack Points.

When attacking together with another Player, each Player uses their own Energy and cannot share it between one another.

When Attacking a player MUST first Shatter that Enemies Defense and only then, with another Attack, wipe out their Health.

A player cannot declare an Attack action, if they cannot overcome the Enemies Defense or Health.

Gaining ATK points

While Attacking, each participating Player can Deplete as many Energy Cards as they wish.

When attacking together with another Player, each Player uses their own Energy and cannot share it between one another.

While Attacking, place the Energy Cads on top of the Attacking Characters Card, so everyone can see how the Energy is being distributed.

Each Energy Depleted in a Attack grants 1 ATK point.

Each Energy Depleted in a Attack that matches that Heroes Specialty grants 2 ATK points.

By Attacking with both of their characters, players also add the Amazing Duo bonus card and receive bonus ATK points.

Attack Result

If the total sum of all ATK points is equal or higher than the attacked Enemies Defense or Health, the Attack succeeds.

Each Player that was participating in the successful Attack, each gain 3 EXP.

If the attacked Enemy didn't have its Defense Shattered, place a Burn token on that Enemies Shield symbol.

If the attacked Enemy had its Defense Shattered, that Enemy is Defeated instead.

Removing Defeated Enemy

After an Enemy is Defeated, remove its figure and card from the game.

Take the Burn token from their card and place it in the Adachi Asylum at the top of the board.

If the Defeated Enemy was a Villain (white border card), place its Burn token to the left side of the Adachi Asylum.

If the Defeated Enemy was a Supervillain (black border card), place its Burn token to the right side of the Adachi Asylum.

If the Defeated Enemy was a Menace (golden border card), players win the game.

Power-Up Action

Power-Up Action Rule

Unlike any other action, Power Up costs EXP, rather than Energy Cards to be used.

After using Power Up Action, choose one of the 7 Upgrades depicted on the right side of the Power-Up Board and pay the required amount of Experience to take that Upgrade.

Each player can perform the same Upgrade as many times as they want as long as that upgrade is available to them.

Players can't spend EXP to use the Power Up action before finishing gaining EXP.

Available Power-Ups

Gain LVL2 Energy

By paying 2 EXP, a player takes one Level 2 Energy Card from the Power-Up board and adds it to their discard pile.

Players can only gain as many Level 2 Energy Cards, as there are cards available.

Gain LVL3 Energy

By paying 3 EXP, a player takes one Level 3 Energy Card from the Power-Up board and adds it to their discard pile.

Players can only gain as many Level 3 Energy Cards, as there are cards available.

Learn New Ability

By paying 3 EXP, a player gains a new Ability Card, by turning it over to the colorful side.

Players must learn their Abilities in order from Level 1 to Level 3.

Each Ability can only be gained once.

Once an Ability is learned, it is immediately available to that player.

The Gift of the Gadget

By paying 2 EXP, a player gains their Gadget Card, by turning it over to the colorful side.

Gadget Cards can only be gained once.

Place the Gadget Card on your Sidekick Card, to the top-right corner, for the Sidekick to use its abilities.

All Sidekicks can only Equip a single Gadget Card.

The only Sidekick that can't use a Gadget Card is Hi-Q.

Learn New Skill

By paying 6 EXP, a player can unlock an additional Energy Specialty for their Hero.

Each Hero has two Additional Energy Specialties available for unlocking.

Once unlocked, that Hero gains 2 ATK points for each Energy Depleted during Attacks, that match either of their Specialties.

Each additional Specialty can only be unlocked once for each Hero.

Limit Break

By paying 10 EXP, a player can Limit Break their starting Energy Specialty of their Hero.

Each Hero can only Limit Break once and can only Limit Break their starting Specialty.

Once unlocked, that Hero gains 3 ATK points for each Energy Depleted during Attacks, that match their starting Energy Specialty.

Power Up Amazing Duo

By paying 4 EXP, a player can upgrade their Amazing Duo card by turning it over to the colorful side.

Amazing Duo card can only be upgraded once for each player.

Once upgraded, that player gets an even bigger bonus when Attacking together with their Sidekick.

Character Abilities

Encounter Ability

Encounter abilities activate each time a player character stops at the same space as this Enemy.

This Ability activates regardless of the how the character moved.

If during a turn, the same character enter the same space with an Enemy multiple times, they suffer the effect of that Enemy each time.

Evil Arrives Ability

There are some abilities that trigger as soon as an Enemy enter play. Those are called - Evil Arrives abilities.

Evil Arrives abilities trigger only once when this Enemy is revealed and enters play.

Crime Time Ability

CT Skill (Crime Time) activates during Crime Time only.

The exact timing of the ability is specified on each Enemy separately.

If a specific timing isn't specified, the ability activates at the beginning of Crime Time, before everything else.

Each CT skill activates only once during each Crime Time.

King Kaiju Movement

After King Kaiju enters play, it will move through 6 locations.

Starting with the next turn, after each players End Phase, King Kaiju will move to the next location stated on its Card.

King Kaiju moves along the following path:

Oi --> Shinagawa --> Tamachi --> Hamamatsucho --> Shinbashi --> Kasumigaseki

Once King Kaiju reaches Kasumigaseki, players lose the game.

Hero Abilities

Hero Skills

Each Hero has a unique skill that grants them extra benefits.

Hero skills can be an additional action that can be performed by players, or a passive effect.

Each player can only use the skills of their own Heroes.

ONI

ONI allows player to swap 2 of their Characters places.

This Ability can even be used multiple times during a turn.

Cyber Tengu

Cyber Tengu can Resolve Incidents in adjacent spaces.

ElecArmor

At the beginning of each turn, ElecArmor allows its player to discard any number of cards to then draw the same amount of cards from their deck.

Gray Rabbit

Gray Rabbit can Attack or assist targeting an Enemy in an adjacent space.

Kaguya Girl

By paying one P Energy, player can move Kaguya Girl to a space with an Enemy.

Melty Sweet

Melty Sweet can perform actions during other players turn as well.

Samuraiman

Samuraiman receives one extra Attack point for each Energy he uses during an Attack.

Snake Kiss

Once per turn, Snake Kiss can Heal any amount of Damage Cards from its players hand.

Then that player draws the same amount of cards from their deck.

Sonic Shadow

By paying two S Energy, Sonic Shadow can be moved to any space on the board.

Cool Guy Hero

Any new Incidents placed on a space occupied by Cool Guy are immediately resolved.

Player controlling Cool Guy also receives 2 EXP for this.

Reformed Enemies

Reformed Enemies

There is one Villain and one Supervillain that can be turned into a Hero and a Sidekick.

Once defeated, Jinx Cat can become the second Sidekick for any one player.

Once defeated, Cool Guy can become the second Hero for any one player.

Reforming Jinx Cat

After Defeating Jinx Cat, any single player can pay 5 EXP to gain Jinx Cat as their second Sidekick.

If so, that player takes Jinx Cat's Sidekick Card and places it in their players area.

The Jinx Cat standee is placed in that Sidekicks Home Turf.

That player also takes a Wonder Trinity Card and places it in their players area.

Reforming Cool Guy

After Defeating Cool Guy, any single player can pay 7 EXP to gain Cool Guy as their second Hero.

If so, that player takes Cool Guy's Hero Card and places it in their players area.

The Cool guy standee is placed in that Heroes Home Turf.

That player also takes a Wonder Trinity Card and places it in their players area.

Sidekick Abilities

Sidekick Skills

Each Sidekick has a unique skill that grants them extra benefits.

Sidekick skills can be an additional action that can be performed by players, or a passive effect.

Each player can only use the skills of their own Sidekicks.

Alpha Kid

Alpha Kid can perform an Assemble action for free.

Chamaru

At the start of a players turn, Chamaru can take one free Move action.

Eau de Glamour

By paying one Energy of any type, a player is allowed to move a Villain or a Supervillain up to 2 spaces.

No Encounter effects are triggered because of this movement.

Hi-Q

Hi-Q allows its player to draw back up to 1 more card (up to 6 cards).

However, Hi-Q can only use C Energy for Resolving Incidents, Attacking or assisting.

Hi-Q can't have a Hero Gadget equipped.

James Kiritani

When James Moves, he can take up to 3 extra characters together with him, if they all were in the same space.

Kevin Parks

Kevin Parks allows to draw and then discard 1 card once during each turn.

Smoothie Bear

At the beginning of a players turn, if they have 3 or fewer cards in hand, they may draw 1 card.

Smoothie Bear can also target an Enemy in an adjacent space while attacking or assisting.

Haruki Takamura

While Resolving Incidents, Haruki Takamura can use any Energy instead of the required ones.

Vanilla Girl

Vanilla Girl receives additional 2 ATK points while Attacking.

Jinx Cat Sidekick

All other characters in the same space as Jinx Cat get extra 2 ATK points while Attacking or assisting.

If a player has any amount of cards at the beginning of their turn, they can discard 1 of them.

Villain Abilities

8-Bit Master

During the End phase, each of the active player's characters in the same space as 8-Bit Master must take 1 additional Damage card.

ONI is the Fated Rival of 8-Bit Master. Player controlling ONI does not suffer this negative effect.

Jinx Cat Villain

When Jinx Cat is defeated, any one player may pay 5 EXP to add her as their Sidekick.

That player also receives the Wonder Trinity card.

Player controlling ElecArmor Hero, can add Jinx Cat to their team without paying the EXP cost.

Mirror

Mirror cannot be attacked unless 2 or more characters are participating in the attack.

Snake Kiss is not affected by Mirrors' effect and can attack Mirror alone.

Ribbon Raider

When a Character enters Ribbon Raiders space, that Characters player must discard any one S type Energy Card from their hand.

Player controlling Cyber Tengu does not suffer this effect and does not have to lose any Energy upon Encounter.

Sakura Wolf

When a Character enters Sakura Wolves space, that Characters player must discard any one C type Energy Card from their hand.

Player controlling Melty Sweet does not suffer this effect and does not have to lose any Energy upon Encounter.

Sand Shark

If a Red Incident is added into play during the End Phase, Sand Shark immediately moves to that space.

If Sonic Shadow is in play, he may move to the same space that Sand Shark has just moved to.

Shot Geisha

When a Character enters Shot Geishas space, that Characters player must discard any one Energy Card from their hand.

Player controlling Gray Rabbit does not suffer this effect and does not have to lose any Energy upon Encounter.

Soul Bandit

During Crime Time, the Destruction Gauge is increased by additional two points, but then any one Yellow or Red Incident is removed from the game.

If Samuraiman is in play, Soul Bandits ability is negated.

Yasha the Witch

When a Character enters Yasha the Witches space, that Characters player must discard any one P type Energy Card from their hand.

Player controlling Kaguya Girl does not suffer this effect and does not have to lose any Energy upon Encounter.

Supervillain Abilities

Cool Guy Supervillain

When Cool Guy is defeated, any one player may pay 7 EXP to gain him as their second Hero.

That player also gains the Wonder Trinity cards.

Player controlling Melty Sweet, can add Cool Guy to their team without paying the EXP cost.

Curse

When a Character enters Curse's space, that Characters player must discard ALL C type Energy Cards from their hand.

Player controlling Snake Kiss does not suffer this effect and does not have to lose any Energy upon Encounter.

Dr. Quake

When a Character enters Dr Quake's space, that Characters player must discard ALL P type Energy Card from their hand.

Player controlling ElecArmor does not suffer this effect and does not have to lose any Energy upon Encounter.

Great Sumo

After each player's End Phase, all characters in the same space as Great Sumo are moved to an adjacent space of their players choice.

Vanilla Girl does not suffer this effect and does not have to move away from Great Sumo's occupied space.

Kabuki

When Kabuki enters play, put Asakusa, Nihonbashi and Ginza Kabuki Incidents into play.

If Samuraiman is in play, move him to Asakusa and Resolve the Incident Card there for free.

Player controlling Samuraiman gains 2 EXP for Resolving that Incident Card.

Metal Impulse

If a Yellow Incident enters play during the End Phase, Metal Impulse immediately moves to that space, if its Defense isn't shattered.

If Sonic Shadow is in play, he may move to the same space that Metal Impulse has just moved to.

Shiwasu Tycoon

Nobody can use the Brush Up action as long as Shiwasu Tycoon is in play.

Player controlling Kaguya Girl does not suffer this effect.

Sushi Bot

When Sushi Bot enters play, place the Sushi Token on any one Sidekick Card in play.

Until Sushi Bot is defeated, that Sidekick cannot Move.

If ONI is in play, Sushi Bots ability is negated.

Wabi-Sabi

At the end of each players turn, they must take 1 additional Damage Card for each of their Characters within 1 space of Wabi-Sabi.

Gray Rabbit and his Sidekick do not suffer this effect and do not have to take additional Damage.

Yata

When a Character enters Yata's space, that Characters player must discard ALL S type Energy Card from their hand.

Player controlling Cyber Tengu does not suffer this effect and does not have to lose any Energy upon Encounter.

Menace Abilities

King Kaiju Ability

After each player's End Phase, King Kaiju moves to the next town along this route:

Oi --> Shinagawa --> Tamachi --> Hamamatsucho --> Shinbashi --> Kasumigaseki

If King Kaiju makes it to Kasumigaseki, players lose the game.

Dokan Castle of Darkness

The evil spirit of a once-great commander help the castle to regenerate.

During each Crime Time, Dokan loses one Burn token.

Dokan is the only Enemy that can "regenerate" taken damage.

Fuji Sengen Arrives

Fuji Sengen is the only Enemy that has two abilities.

First, when Fuji Sengen enters play, the Power-Up board is removed from the game. No-one will be able to use the Power-Up Action afterwards.

Second, during each Crime Time, an additional Enemy Card is revealed and added to the board.

Additional Variations

Optional Scoring System

When the game is over, you can calculate just how heroic you were with this scoring system.

This has no bearing on the gameplay itself, so calculating the points is completely optional.

Menace Defeated: +10 points

Supervillains Defeated: +2 points per Supervillain

Villains Defeated: +1 point per Villain

Red Incidents Resolved: +1 point per Incident

Enemies Still in Play: -1 point per enemy

Incidents left unresolved: -1 point per Incident

Destruction Gauge Level: -1 point per gauge level

Total Damage in All Player Decks: -1 point per Damage card

Optional Scoring Result

31 Points or More: Godly. Email us to boast.

26 - 30 Points: Celestial. You're cosmic being.

21 - 29 Points: Superhuman.

11 - 20 Points: Metropolitan Guardian.

1 - 10 Points: Local Hero.

Minus 10 - 0 Points: Wannabe Hero.

Minus 20 - Minus 11 Points: Vigilante.

Less than Minus 20 Points: Hero Nerd.

FAQ

Q: Is there a maximum number of enemies that can be on the board simultaneously?

No

Q: Can I perform the same action multiple times per turn?

As long as you can pay the cost. See also Successive Actions.

Q: How do we lose the game?

There are 4 ways.

There are a total of 4 losing conditions:

  1. The Destruction Gauge reaches 15.
  2. A player can't draw a card from the Damage deck when they need to.
  3. A Red Incident gets a second FIRE Token placed on it.
  4. A player can't draw from the Enemy Deck or the Incident Deck.

Q: Can I use an ability multiple times per turn, if it says "once per turn"?

No.

Q: Do I redraw my hand at the end of other players turn as well as my own?

No.

Q: When do New Enemies appear?

During Crime Time.

During each Crime Time a single new Enemy will be added to the board.

Q: What is a skill?

Each Hero has a special ability that can be found on its card and it is called a skill.

Q: Can Enemies damage me?

Kinda.

You receive damage in form of Damage Cards at the end of each turn for each Enemy currently in play. You may additionally suffer negative effects when entering the same space as an Enemy, if they have an Encounter ability.

Q: Do I need to pay Energy to use the Power Up action?

No.

To use the Power Up action, players only need to pay EXP cost of the chosen upgrade they take.

Q: Can I only use the Assemble actions, if my characters are 2 spaces apart?

No.

By using the Assemble action, you can move one of your characters to your other character's space, regardless how far apart they are from one another.

Q: Can I use the Assemble action on another players characters?

No.

Players can only select their characters as targets for actions.

Q: While Attacking with another player, can I use their Energy Cards?

No.

Players can only use their own Energy Cards and can never share them with others. The only exception being some Ability Cards, which change this rule a bit.

Q: Can another player help me in Resolving an Incidents?

No.

Q: If I Attack together with another player, do we both receive 3 EXP in case of a successful Attack?

Yes.

All participating players in an Attack receive the full EXP bonus for either shattering the Enemies Defence or by wiping their Health out.

Q: Can I Attack the same Enemy with another player?

Yes.

Q: How can I use the Amazing Duo card?

You can add the Amazing Duo bonus ATK Points to your Attack, if you are attacking the same Enemy with both of your characters.

Q: Why are there 3 Menace cards?

During each game, players only use a single Menace Card. Each Menace makes the game more difficult which provides extra challenge.

Q: Which side do players first use the Amazing Duo bonus card?

At first, players use the Amazing Duo bonus card from the grey side. During the game, players will be able to upgrade their Amazing Duo bonus card using the Power Up action.

Q: When can I use the Wonder Trinity or Dynamic Family Cards?

Similar to Amazing Duo bonus card, you get to use the Wonder Trinity or Dynamic Family bonus cards when you attack the same Enemy with 3 or 4 of your characters together.

Q: Why is there only 1 Wonder Trinity Card?

Wonder Trinity bonus card can only be used by the player which has gained control of the reformed Hero - Cool Guy or reformed Sidekick - Jinx Cat.

Q: Why are there 10 Hero Cards and only 9 Hero standees?

One Hero (Cool Guy) and one Sidekick (Jinx Cat) aren't available during setup, because players can earn them during the game. Thus their standees are counted as a Villain and a Supervillain standees.

Q: How many Lv.3 Energy Cards are there?

18 Lv.3 Energy Cards

Q: How many Lv.2 Energy Cards are there?

30 Lv.2 Energy Cards

Q: How many Lv.1 Energy Cards are there?

36 Lv.1 Energy Cards

Q: How many Energy Cards are there?

84 Energy Cards.

Q: How can I gain ATK Points?

ATK (Attack) Points are gained by Depleting Energy Cards during an Attack action. ATK points are gained based on the amount and type of Energy Depleted.

Q: What are ATK Points?

ATK (Attack) Points are gained by Depleting Energy Cards during an Attack action. ATK points are gained based on the amount and type of Energy Depleted.

Q: Can I use any type of Energy Cards fo an Attack action?

Yes.

Q: Can I use the Resolve action, if I can't pay it's cost?

No.

You must be able to pay the full cost of actions in order to use them.

Q: What is the cost of Resolve action?

It depends.

The Energy Cost of using the Resolve action depends on the Incident Cards. The specific cost for resolving an Incident Card can be found on it.

Q: Are there any additional variations for 2 players?

No.

Q: Can I draw additional cards, if my deck is empty?

Yes.

Q: Is there any hand limit?

No.

Q: How can I draw additional cards?

It depends.

There are multiple effects that allow players to draw additional cards. The most common way of doing so is by using the Charge Up action.

Q: Can I draw additional cards during my turn?

Yes.

There are multiple effects that allow players to draw additional cards. The most common way of doing so is by using the Charge Up action.

Q: Can there be more than 1 character in the space at the same time?

Yes.

There is no limit to how many characters can occupy the same space.

Q: Can I move each of my characters 1 space by using the move action once?

No.

When using any action, players must select one character that will perform the action.

Q: When does the game end?

The game ends either when the players defeat the Menace or when one of the lose conditions is met.

Q: Can I move both my character using the same Move action?

No.

When using any action, players must select one character that will perform the action.

Q: How far can I move?

It depends.

The amount of spaces (or distance) that a player can move their character depends on the action they use. For example, players can move 1 or 2 spaces by using the Move action.

Q: How can I move?

Usually, players are able to move their characters by using the Move or Assemble actions. However, some Heroes have special skills or Ability Cards which allow for a different type of movement.

Q: Does an Energy Card gets removed from play, after it is Depleted?

No.

Q: How many actions are there in the game?

It depends.

There are a total of 7 standard actions and each Hero might have their own special action on Ability Cards and/or skills.

Q: Can I use EXP for anything else, except the Power Up action?

No.

Q: Can I spend EXP in a middle of another action?

No.

Q: Can I have more than 15 EXP?

No.

Q: Can I take the same Power Up action multiple times?

Yes.

Q: Can a Sidekick die?

No.

Q: Can a Hero die?

No.

Q: If I control a Hero and an Enemy has a Fated symbol with it, is the Enemies effect negated for everyone?

It depends.

Q: Can a single Hero have multiple Fated Enemies?

Yes.

Q: Can an Enemy have multiple Fated characters?

No.

Q: If an effect targets an Enemy, can I target a Menace?

Yes.

Q: If an effect targets an Enemy, can I target a Supervillain?

Yes.

Q: If an effect targets an Enemy, can I target a Villain?

Yes.

Q: Can I place my character on any space on the board?

No.

Q: Do I have to take all actions during my turn?

No.

Player can take as many actions as they wish and in any order.

Q: What can I do on my turn?

During a players turn, they can perform various general actions or hero specific actions. The amount of actions is only limited by the Energy Cards available to players during their turns.

Q: Do I have to play the actions in a certain order?

No.

Player can take as many actions as they wish and in any order. However, they first need to finish performing their last action before performing the next one.

Q: Are there any differences for a 2 player game?

No.

Q: Are there any differences for a 3 player game?

No.

Q: Who goes first?

Players choice.

Players choose who will be the first player in the game, which will take the first turn. After that, everyone take turns in clockwise order.

Q: How do I set up for a 2 player game?

The game is setup the same way for all player counts, except that the board is flipped to the 2 player side and 2 Incident Cards will be flipped face up.

Q: How do I set up for a 4 player game?

The game is setup the same way for all player counts, except that the board is flipped to the 3-4 player side and 3 Incident Cards will be flipped face up.

Q: How do I set up for a 3 player game?

The game is setup the same way for all player counts, except that the board is flipped to the 3-4 player side and 3 Incident Cards will be flipped face up.

Q: How do I win the game?

Defeat the Menace.

To win the game, player have to defeat 2 Villains, 2 Supervillains and finally the Menace.

  • Cool Guy Supervillain
  • Curse
  • Dr. Quake
  • Great Sumo
  • Kabuki
  • Metal Impulse
  • Shiwasu Tycoon
  • Sushi Bot
  • Wabi-Sabi
  • Yata
  • Menace Abilities
    • King Kaiju Ability
    • Dokan Castle of Darkness
    • Fuji Sengen Arrives