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ALIENOID SMASH! - King of Tokyo Review ALIENOID SMASH! - King of Tokyo Review Hot

kingoftokyoYou  know those last moments of a convention? You’ve stayed up til the wee hours for three nights in a row, and you’re just killing time before the last door prizes are awarded. Might as well learn a new game,  but for the love of heaven, not something heavy. You’ve spent the whole convention learning 3-4 hour games. This is the situation I found myself in when I first played King of Tokyo earlier this year. Since none of us know how to play, we learn from the rules, which is usually a no-no. But in this case, it’s not bad at all. We’re up and running in about fifteen minutes. After one game, we’ve gotten a feel for the rules, for the different dynamics and interactions. So hey, might as well play a second game. That’s a good move, because by now the rules are totally internalized, and we can focus on trying to push each other around. But the third game? That is the coup de grace. Because after two previous games, we now have some grudges. We all have someone we want to take down. And it was at that point that my experience with King of Tokyo became something special. It’s a good thing the game wasn’t available at the con, because otherwise you couldn’t have stopped me from buying it. 

The word “filler” was invented to insult short games. We all think that the good games are big and long, and then something like King of Tokyo comes along and makes a case for why short light games are what most of the rest of the world plays. It’s simple, quick, highly interactive, and most importantly, it’s a blast to play. I haven’t been this impressed with a game of this weight since I played Ticket to Ride, and I have a sneaking suspicion that King of Tokyo is better. In fact, it might be the best light game I know of.

At the very least, it’s easily the best dice game I’ve played. Like other games, it borrows the “three rolls” mechanic from Yahtzee. You play as a giant monster,  and your goal is to either get to 20 points or to be the last monster standing. The dice give you ways to attack the other players, regain health, score points, or gain energy, which is used to buy special power cards. The first player to roll an attack ends up in Tokyo, where they rain down destruction on the other players and rack up bigger points. But you can’t heal in Tokyo, so you’ll eventually run off and let someone else take your place while you lick your wounds. If you lose all your life points, you’re out, but if you get to 20 points you are indeed the titular ruler.

King of Tokyo was designed by Richard Garfield, whom you may know from his better known design,  Robo-Rally. Oh, and he also designed a little indie hit called Magic: The Gathering. This remarkable game is the result of a designer who knows how to make all the right decisions. It’s a little like seeing Martin Scorcese create the world’s funniest comedy. There isn’t a single point where King of Tokyo falters. Hyperbole? Perhaps. But after ten games (including two separate instances of three games in a row), I still can’t think of anything in particular that I would improve.

My favorite part is that it addresses the single biggest problem with dice games: lack of interaction. Think about Roll Through The Ages or Zombie Dice, both fine games in their own right. You roll your dice, you take some risks, you score some points, and you pass the dice. Then the next person does their own thing. At no point do you ever really worry about what they’re doing. Oh, there might be a little effect that will impact your opponents. But overall, you’re in your own lane. This is emphatically not the case in King of Tokyo. You play every game with eyes up. Every decision you make is about how it will affect the other players and knock them down, or else how you can push yourself ahead of them. Later in the game, most turns are punctuated by a healthy level of trash-talking and name-calling. It never feels really nasty or mean-spirited, since you don’t actually have a choice of who to attack. You just deal out damage whenever able, and then smile smugly as Gigazaur is knocked out of the game. It’s like all of the bonus of player conflict with none of the downside. And it’s not just a silly dice-off either. There are some actual challenging decisions to be made as to which dice to keep and which to roll. You really need to pummel the guy in Tokyo, but you really need health too. Such decisions strike the perfect balance between challenge and speed, and the game moves along at a brisk pace. I would say 30 minutes is a generous estimate for a single game.

Every dice game involves a certain measure of risk, but King of Tokyo adds to that risk with a king-of-the-hill mechanic. You can stay in Tokyo one more turn, but as your health gets lower it’s more likely that someone will knock you out before you can leave. But wait, you say. Surely they can’t roll five attacks in one turn! I can guarantee that as soon as you make that assumption, they absolutely will roll five attacks in one turn, and maybe one more just for spite. This happens because the mechanics actively encourage a certain level of foolhardiness. You try to fly as high as you can before the sun melts those wax wings, and maybe THIS time it’ll be good enough to win the game. There are also special power cards that can be bought to give your monster a little extra boost. Some have lamented the lack of individual powers for the monsters, but that’s wrong-headed. The cards grant pretty much the exact same thing, and they do so with fewer up-front rules to mess with. And while most games would give a mere 24 cards, here there’s a big stack of them. That makes each game play out very differently. It’s just another example of a small decision that made the game immeasurably better.

If I’m going to praise Richard Garfield for his design work, then I also need to praise Iello for their presentation. In short, King of Tokyo looks terrific. It’s not just the graphic design, although that’s impeccable. It’s the illustrations. The individual monsters are all overflowing with personality. There isn’t any difference between them, but you will certainly form an illogical attachment to one of them. (I’m an Alienoid guy.) There’s so much in the character art that your mind individualizes them for you. And the cards and components are all top-notch, lovingly illustrated and clear to use. This is important for the game, because it really sells the idea of monsters destroying Tokyo. Theme and setting come not just from mechanics, but from good use of artwork. That’s definitely the case here.

Trust me when I say this, because I do not say it lightly: buy this game. If you like to play the odd game of Carcassonne with your in-laws, buy it. If you have kids who like to join adults around the game table, this is a game for you. If you’re looking for something to throw on the table as people arrive at game night, look no further. Even the quietest people at the table will eventually be all smiles, and I’d be shocked if someone doesn’t suggest a second game. Only the most joyless of gamers would turn this one down. It’s rare that a light dice game can compete with the big epics. It’s rarer still when it surpasses most of them.


 

Nate Owens is a weekly columnist for Fortress: Ameritrash. He drinks too much coffee and likes the Star Wars prequels. You can read more of his mental illness at The Rumpus Room.

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Comments (26)
  • avatarShellhead

    I am interested in picking up King of Tokyo eventually. I heard that there was some kind of minor production problem with the dice or dice stickers or something in the first edition, and that there would be a second edition with improved dice. If that second edition is out, is there going to be an easy way to tell which edition I'm buying? I want to support the local game shop, since it's great to have the best game shop in the state just three blocks from my house. But I fear that they may have a backlog of first edition King of Tokyo.

  • avatarEgg Shen

    Dice games are good to have in the ol' collection because they are usually easy to teach and play quickly.

    My go to game for the past few years has been "Dice Town". The Wild West theme and poker dice are an immediate draw and people love it. I actually decided against King of Tokyo because Dice Town worked so well with my friends. Then KoT went out of print...the hype while it was MIA was crazy! Now that it is available (with new etched dice) it appears to be living up to that hype.

    I'm not sure I have room in the collection for this, but if I ever see it on sale at Amazon it will probably get purchased. Otherwise, I'm not in a hurry to grab this. Right now it hovers between $30-$40 which seems a bit too pricey for a game like this. If it were closer to $20-$25 I'd have no problem dropping the cash on it.

    Thanks for the well written review. Top notch as always.

  • avatarSan Il Defanso

    Shellhead, I would imagine that if you see any copies of this in stores it'll be the second printing. It was super-rare for the past eight months or so, so I'd be shocked if any local stores were sitting on a supply.

    The version I played at Geekway was the first printing, with the screen-printed dice. The printing was rubbing off on the copy we played. The new printing (which I own) has engraved dice, and it looks a lot better.

  • avatarubarose

    King of Tokyo consistently lures The Spawn out of her cave and into a seat at the grown-up table on game nights. She has taught it to her friends who also loved it. I expect that we will have to negotiate who gets custody of King of Tokyo at WBC, her or us. Awesome family game.

  • avatarSan Il Defanso  - re:
    ubarose wrote:
    King of Tokyo consistently lures The Spawn out of her cave and into a seat at the grown-up table on game nights. She has taught it to her friends who also loved it. I expect that we will have to negotiate who gets custody of King of Tokyo at WBC, her or us. Awesome family game.

    This is actually the first game my son has ever sat down at the table for. He's only two and a half, so he played on mommy's team and got to roll her dice for her. He really enjoyed that for about 10 minutes, which is all he could be expected to do.

  • avatarldsdbomber

    I honestly wonder about these kinds of games. Is it really that they're SO much better than I don't know, any other random dice or card filler. I mean, I'm guessing that more often than we admit, a group of friends, some brews, round a table, you're going to have exactly the same amount of fun playing this or Knizias free decathlon. What do you think Nate? I often wonder how easy it is to detach that from games, and these kind specifically. I'm not being argumentative, and feel free to disagree, I'm just not sure it's easy to decide, and be really honest about it, you know

  • avatarhotseatgames

    King of Tokyo quickly became one of my favorites. Its quick play-time has it hitting the table often. The expansion (not sure when it comes out) will add specific powers for the monsters, so that will be cool as well.

  • avatarDair

    This was the first game I played at Trashfest this year and it set the tone for the whole event. Great game that I will be picking up as soon as CSI gets more.

  • avatarDukeofChutney

    I like KoT but i prefer Wiz-war as a light hearted melee game. However KoT is lighter, quicker, and has dice. Its definitly a step above the other dice games i've played (Zombie and Cthulu dice). I guess it depends how much you like dice games. It does what it does very well.

  • avatarmads b.

    Decathlon is a very good game with lots of theme. But custom dice are pretty.

  • avatarSan Il Defanso

    @ldsd, I'm not normally a big dice-game guy. I've played plenty of Dice Town and Zombie Dice. I'm also a minor fan of Roll Through the Ages. King of Tokyo is head and shoulders above any of those. The biggest factor is the interaction. Like I say above, the MO for dice games is to just let everyone roll to see how well they can do, and then pass the dice. A result might affect someone else a little, but usually it's strictly your turn or someone else's.

    KoT distinguishes itself because one of the key choices you make is to how much you want to help yourself, how much you want to hurt others, and which one is more beneficial. It's hard to get an outright useless roll, but the utility of different things will change drastically, even from turn to turn.

    The only other dice game that approaches that level is Dice Town, and that's more indirect. Dice Town is one that I like occasionally. King of Tokyo threatens to steal away time from bigger games.

  • avatarSuperflyTNT  - re:
    ldsdbomber wrote:
    I honestly wonder about these kinds of games. Is it really that they're SO much better than I don't know, any other random dice or card filler.


    Yes, it is. There's dumb games like Martian Dice which are fun and simple, but then there's games like this where there are the same kinds of decision points above the "push your luck" type that make them a bit more appealing. It's not just rolling dice. There's a lot of decisions to be made, and each one does indeed change the outcome of your position at the end.

    Quote:
    I mean, I'm guessing that more often than we admit, a group of friends, some brews, round a table, you're going to have exactly the same amount of fun playing this or Knizias free decathlon.


    Sure you are. These kinds of games are for that purpose. Some are marginally better than others, just as there's a marginal difference between Miller Lite and Bud Lite and Corona Lite, when essentially they all do the same thing. People simply prefer one over another, for whatever reason. Me, I think this is better.

  • avatarmikecl

    Great review San. You nailed it. Good family game as uba says and one that can also be played with non gamers. My family's had a blast with this and we've introduced it to others when they've come over. No one's had a problem learning it. Richard hit the sweet spot for mindless interaction and the three roll Yahtzee mechanic lets you do a little planning.

    It's tremendous fun for awhile but like 7 Wonders or Roll Through the Ages, I can only play two to three games in a row before I'm bored. It's a well designed game, but I don't think it deserves THAT much hype. Maybe people are starved for games that are primarily fun?

    Chalk up another point for Barnes "fun first" theories.

  • avatarengineer Al

    Great review of a great game.

    I pulled this out after "Band Night" last week. Usually we end the night with some foosball or Crokinole, but these guys are definitely NOT "gamers". It was a HUGE hit. I had two of the guys there until 1 AM as they kept asking "can we play one more time" until the drummer finally won a game and then realized what time it was.

  • avatarsgosaric

    Great piece! You did a great job in answering most my questions about how this game plays and feels like and it's pushing me towards buying (plus it's fun to read).
    Only one (stupid) question remains: - is it worth getting if one already owns wiz-wars?

  • avatarhappyjosiah

    When I saw what game was being reviewed, I sort of yawned. I mean, did we really need another 'trasher telling us how this game is so great? Then I read the review, and yes, yes we did. Really excellent review and it's a really excellent game. I haven't played with anyone who didn't like it and it's still fresh for me after 30+ plays. Don't think, just buy it.

  • avatarSan Il Defanso

    It's completely different from Wiz-War, aside from maybe the kind of whooping and trash-talking they promote. This is a more accessible game, based entirely around rolling dice and getting certain icons. Everything else in the game stems from that, the push-your-luck, king of the hill, buying cards, everything. It's very simple to trot out with casual gamers and non-gamers.

    Wiz-War is more involved and because of the reading and corner cases, it's less approachable by everyone. It's still a simple game, but it's based on cardplay and physical board placement.

    The two games are completely different genres. I never would have thought to compare them, except maybe in broad attitude.

  • avatarDa Bid Dabid

    While I do enjoy King of Tokyo, quite a bit actually, I think I like Junta: Viva El Presidente a bit more. The interaction between players just seems a little bit more involved in Junta, which I believe comes from being able to directly target specific players.

    KoT is likely the "better" game and has more mass appeal and its seemingly never ending throngs of supporters are deserved. But I think I already have my lightweight dice filler of choice. I had not yet heard of this "Dice Town" game, off to do some comparative research.

  • avatarSuperflyTNT

    Hey, let's hear about Junta VEP. I really liked Junta, although it's long for what it is. I love the theme.

    Tell me more.

  • avatarDa Bid Dabid

    I never have played the original Junta (despite owning a copy *facepalm*) so I can't give you any comparisons there.

    Basically Junta: VEP is a race to build your estate earning you victory points. Every turn you should acquire some cards that can be currency to buy things, or screw you type effects, or even extra victory points. The meat of the game comes from how you acquire those cards every turn.

    One of the players is the president, who at the cost of not being able to directly attack anyone begins the turn by drawing more cards then everyone else and choosing to promise those to other players. If the other players remain loyal by not attacking the president or even defending him, they gain the promised cards. By attacking other players if successful you steal a card from that players hand. Generally as the game progresses players build up the size of their forces which are represented by the dice and allow more attacks or at least more options.

    The result is a game where combat happens fast and furious and players from turn to turn go from allies to backstabbing each other, which to me is the hook of the game. Its fun to see a player who has defended the president the previous three rounds, turn on him and send his whole force after him. Also attacks where players are ganged up on seems to be encouraged and is usually a funny moment for the game group. The social aspects that come from the diplomacy/backstabbing aspect really drive the fun, and because the game is not at all serious and fits in a shorter time frame it seems people don't really hold grudges or really care when they get shit on.

    I guess all of this makes Junta: VEP much more dependent on the group and metagame aspects to shine, while KoT draws its strength from really solid mechanics. To me that means you'll get far more of a roller coaster with Junta, high points and great moments that outshine competitors but also times where the game could completely flop. For me those higher moments of success are worth dealing with the low points.

  • avatarsgosaric

    for me Junta: VEP was boring. Played twice with eurogamers. The president deciding on which cards to give around the table takes a while and it's silent, then you put the dice on the person you want to attack in silence, then we go over each attack in silence. With the group I played it with it was tedious, long and seriously lacking interaction (the game itself didn't create it, Survive! was much better). Maybe I was expecting something more. Or maybe it's the wrong group: Targeting the players in the silent version (the only one I can play) was completely random - I tried to shake things up by rallying up players against someone and they just attack me for talking at all. (passive aggressive and all that)

    However, I hope KoT is better (and I heard that it is, Barnes I think was comparing them a bit on the forums).

  • avatarKen B.

    That sounds like the bullshittiest group ever to play VEP with. There should be wheeling and dealing, whining and complaining. What a bunch of asshats.

  • avatarmikecl  - re:
    sgosaric wrote:
    for me Junta: VEP was boring. Played twice with eurogamers. The president deciding on which cards to give around the table takes a while and it's silent, then you put the dice on the person you want to attack in silence, then we go over each attack in silence.

    Christ did they even bother wearing the glasses?! LOL. The whole point of the game is trash talk and negotiation. It's about conspiring to bring down the president so you can take his place. You won't run into that problem with KOT true, but I like the theme of Junta a lot more. Most games come alive with the right group. I cant think of ANY game you'd want to play with these guys.

  • avatarEgg Shen

    I agree with Ken. The people you were playing with missed the whole point of the game. If I was sitting at that table, I would have been noisy as all get out. My terrible fake dictactor accent would be in full force and when I was the president I would have been talking out my ass with fake promises.

    The game encourages people to wheel n' deal and basically be backstabbing, power hungry, money grubbin' assholes. I'm sure if the situation were real no upstart revolutionist rallied their troops to overthrow the local evil regime in silence...

  • avatarbioball
    Quote:
    Oh, and he also designed a little indie hit called Magic: The Gathering.

    Loved this line. Truly, with a little more polish, M:TG could be a hit but for now I'd just recommend the 300+ card print-and-play version.

  • avatarsgosaric  - re:
    Ken B. wrote:
    There should be wheeling and dealing, whining and complaining.


    Situation is such that if the game doesn't create interaction and demands talking, they won't create it on their own. I'll borrow this game and try it with friends (though some are too shy of attacking, so it will take some work to get proper group for this). Funny thing is that the people who don't mind attack and confrontation in games are the friendliest bunch of gamers. But with eurogamers the loudest person will get attacked, so yeah... shutting up seems to be the lesson. (this is in our national character as well). I'm trying to put my diplomacy skills to some use, but it's tough.

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