3
X6 Monster boards
These boards represent the Monsters 1
you play as in King of Tokyo Duel. 2
Each has a name 1 , special power 2 ,
and a starting value 3 .
X6 Dice
X13 Buzz tokens
Each die has 6 symbols that represent These tokens each have 1, 2,
the actions you can take on your turn. or 3 spaces and usually have
a Buzz bonus.
X6
X2
Dice tokens markers (Fame
X2 extra dice and Destruction )
These tokens and dice can be gained These markers will move back and forth on
through certain Power cards and effects. their respective tracks on the board.
Energy cubes
2
Power card spaces
Victory spaces (x4)
Fame marker starting space
Destruction marker starting space
X1 board
This board has 2 shared tracks:
Fame and Destruction. On the top,
Spotlight
there are 3 spaces for Power cards. zones (x4)
X50
2
Power cards
5
Power cards have a name 1 , a cost
in Energy cubes ( ) 2 , a type 3 , 1
an effect 4 and sometimes a Buzz
icon 5 .
3
4
X2 Life Point trackers
These wheels keep track of your
Life Points ( ). The 0 is represented
by a .
3
1 > E ach player chooses a Monster board. 2 > E ach player takes a Life Point tracker.
Place it Power side up in front of you Adjust it to the number of shown
(see CHOOSING MONSTERS p. 12). on your Monster board.
3
3
5 > Place the top 3 cards from the deck,
4 > Shuffle all the Power cards and make face up, on the 3 spaces on the
a face-down deck. board.
4
3 > Place the board between you so that each of you is at one end of the tracks.
Place the and markers on their respective starting spaces.
Fame and Destruction Tracks
When you pull the Fame marker ( )
5 to your side of the board, you gain the
support of the crowds and get closer to
victory by becoming the most celebrated
Monster. When you pull the Destruction
marker ( ) to your side of the board,
you ravage the city and get closer to
3 victory by becoming the most feared
Monster.
6 > Set aside the dice, Energy cubes, Buzz tokens, Dice tokens, and extra dice.
5
On your turn, you may roll the dice
up to 3 times. You may stop rolling at
any time.
Before your first roll, you may discard
Dice tokens to roll an equal number
of extra dice during this phase (you can
have a maximum of 2 in front of you at
any given time).
During your first roll, roll all 6 dice
(plus 1 or 2 extra dice, if you discarded
or have a corresponding power).
Take turns one at a time. You can never roll more than 8 dice.
FIRST PLAYER Important: During the first player’s very
Each player rolls all 6 dice. The player first turn, they only roll 5 dice instead of 6.
who rolled the most becomes the first For later rolls, choose the dice you
player (in case of tie, repeat this step). would like to reroll (set the others
The second player takes 1 and places it aside).
in front of them.
Turn Overview
1. ROLL DICE
2. RESOLVE DICE
3. BUY POWER CARDS OR GAIN 1
4. END YOUR TURN
6
Before each new roll, you may always take
back any dice that you set aside during a
previous roll.
Once you have finished your 3 rolls, or
decided to stop, keep the dice in front of
you. This is your Roll.
When a Power card or any other effect
refers to your Roll, it refers to these dice. You must resolve all dice in your Roll,
Continue to Phase 2. RESOLVE DICE. in any order you choose, according to
the symbol rolled:
SMASH
Your Rival takes 1 for each rolled.
Each causes your Rival to lose 1 .
If they lose their last , the symbol
appears and you win the game (see END
OF GAME p. 11).
HEAL
Gain 1 for each rolled.
You cannot gain more than your starting
(shown on your Monster board).
ENERGY
Gain 1 from the reserve for each
rolled and place it in front of you.
The represent Energy cubes. Keep them
in front of you until you spend them.
If you would gain , but there are none
left in the reserve, use an appropriate
substitute.
7
PULLING OR ONTO
FAME A BUZZ TOKEN
During the game, you may place
destruction and move Buzz tokens on the tracks,
which add Buzz bonuses to empty spaces
For each triple or rolled, pull the (see CARDS WITH A BUZZ ICON p. 10).
corresponding or marker 1 space
At any time, when you pull the or
towards you on its track.
marker onto a space with a Buzz
For each additional matching symbol bonus, apply the effect:
rolled, pull the corresponding or
marker 1 additional space towards you. 14
> Your Rival takes 1 .
If you pull the or marker onto the > Gain 1 .
Victory space on your side of the board, > Gain 1 .
or if both markers are in the Spotlight
> Gain 1 . You can have a
Zones on your side of the board, you
maximum of 2 in front of you.
immediately win the game (see END OF
THE GAME p. 11).
SPECIAL POWER
Example: Check the special power on your
+ + = Pull 1 . Monster board (see CHOOSING
Alien ology
MONSTERS p. 12).
t ec h n
If you have enough in your Roll,
you may activate
> Add any symbol to power
your special
multiple times.
your Roll.
Any + effects
> Add this on youragain.
symbol Monster
board may only be used once each time
you activate your special power.
+ + + + = Pull 3 . After resolving all your dice, continue to
Phase 3. BUY POWER CARDS OR GAIN 1 .
8
BUY POWER CARDS or GAIN 1
You may buy one or more face-up Power If you do not want to or cannot
cards from the board (one at a time). buy any Power cards on your turn,
gain 1 . Spending 2 to discard all
To do so, pay as many as shown on
3 Power cards does not count as buying
the top-left of the Power card.
Power cards.
The card in the rightmost space of the
board always costs 1 less than the cost
shown.
Each time you buy or discard a card,
slide the cards to the right along the
track to reveal the space closest to the
deck. Then turn over the top card of the
deck and place it on the empty space.
It is immediately available for you to
buy. This means you may buy multiple
cards with a reduced cost of -1 back-
to-back on the same turn.
You may also spend 2 to discard all
3 face-up Power cards and reveal 3 new
ones, which are immediately available
to buy. TYPES OF POWER CARDS
As long as you have available, you may
There are two types of Power cards:
continue buying or discarding Power cards.
: Keep these Power cards face up
in front of you until the end of the game
(unless indicated otherwise).
: Resolve these cards
immediately, then discard them.
9
CARDS WITH A BUZZ ICON
Certain Power cards represent huge
actions that will make the crowds Buzz
with excitement. These cards have a
Buzz icon near their cost.
When you buy one of these cards, before
activating any effects, take the indicated
Buzz token and place it as follows:
Note: Some Power cards let you place a
> You must place it on top of one or
Buzz token, then pull the or marker.
more spaces of any track on the
You can therefore immediately gain the
board.
Buzz bonus if you place the token on a
>Y
ou cannot place it on top of another strategic space. Certain Buzz tokens will
Buzz token or a space currently covered extend the track by adding a new space.
by a or marker. Place these on your Rival’s side, so it will
> I f you buy a card whose Buzz token take more effort for them to win in this way.
is already on the board, you can move Don’t forget that your Rival can also use the
that token (unless a or marker bonuses from those Buzz tokens whenever
is already on it). they pull a marker onto them.
How to place specific Buzz tokens :
No Buzz token :
Buzz token that extends the track :
The effects of certain Power cards
Buzz token that reduces the track : activate at the end of your turn.
Resolve them in any order you choose.
Pass the dice to your Rival. They then
begin their turn, starting with Phase
1. ROLL DICE.
10
The game can end at any time.
You are declared winner if you fulfill Buzz token on Spotlight zones :
any of the following conditions :
> Your Rival’s is reduced to .
> Both the and markers are on
a space in the Spotlight Zone on
your side of the board.
If a Buzz token is placed, even partially,
in this zone, treat each space of this token
that is entirely within the zone as in the In the Spotlight Zone
Spotlight Zone (compared to a space
partially within or completely outside
the zone).
> The or marker reaches the
Victory space on your side of the
board.
If a Buzz token is on the Victory space,
you still treat this space as a Victory space.
11
14 14
Blockbuster Alien ology
t ec h n
> Pull 1 or 1 .
> Add any symbol to
your Roll.
Difficulty 1 + > Add this symbol again.
1
Gigazaur can pull either the or
with 2 symbols. Use this power to Difficulty
easily secure a dangerous Spotlight Zone
victory. Alienoid can use groups of 2 or 3
symbols as any die symbol. Now you
won’t lack the or you need for your
Roll example: triple, or the final or to win the
game.
Pull 1 +2 Roll example:
+1 1 1
Pull 2
12
13 12
Cryo- ts Nucleaarth
Gadge Bre
> + 1
You can treat in
your Roll as x .
Difficulty
Space Penguin can generate
2 to roll Difficulty 2
more dice on future turns. This will let you Meka Dragon can multiply the total
trigger stronger and combos or number of by the number of when
bigger volleys of than your Rival can. resolving your Roll. Try to roll enough of
these symbols to trigger this power to
Roll example: its fullest potential.
Roll example:
+1 +1 1 +2
2 x 3
=6
13
13 15
Cat-astrophic
Power
> +2
Territorial
+ > +2 >
Difficulty 3
Cyber Kitty can use combos of to
Difficulty 3
gain a lot of . Buy Power cards that you The King can place Buzz tokens that
need to win, but don’t get distracted from slow his Rival’s progress on the tracks.
victory by your lust for powers. Place them strategically to block their
paths to Victory spaces or Spotlight
Zones, or to secure your progress to
Roll example: victory.
+
Roll example:
+2 +2 +2
14
The King’s Buzz token
Those tokens can only be placed
on the board or moved by The King,
using his special power. There are
2 copies of this token. If one is already
on the board, The King can decide to move
it (if possible) or place the second one.
These tokens have the following powers:
When The King’s Rival pulls the
or marker, its movement ends
immediately if it reaches The King’s
Buzz token. When this happens, any
unused movement on the track is lost.
Example: You pull
only 1 space, and must stop
because of the King’s Buzz token.
If the or marker begins its
movement on top of The King’s Buzz
token, it moves normally along the track.
15
credits
Designer: Richard Garfield
Illustrator: Quentin Regnes
Project Managers: Max-Tobias Walter & Florent Baudry
Graphic Designer: Vincent Mougenot
3D Designer: Alex Szyjan
Editors: Max-Tobias Walter & Florent Baudry
Emojis Design: Francesco Mazza
Contribution to Sketches: Tristan Loison
Translator: Danni Loe
Proofreader: William Niebling