Game
- Setup
- Make a market of 3 face up power cards
- Set aside the green dice (they’re used by some cards)
- A monster figure and board to each player
- If playing with “power up”:
- draw 2 evolution cards, keep 1, discard 1
- Clockwise until end of game (20 Points or last player standing)
- If you are in Tokyo at the start of your turn, gain 2 Points
- Roll 6 black dice up to 3 times (2 rerolls of all/any dice of your choosing)
- Resolve Dice
- Points: 3 of a kind = score the number. Each additional of the number = +1
- Energy: 1 energy cube each
- Smash: monsters not where you are lose 1 health each
- if injuring monster(s) in Tokyo they may now yield (they still lose the health)
- if a monster lost their last health they’re eliminated. Cards and cubes discarded.
- Heal
- if outside Tokyo gain 1 health each to a max of 10
- If playing with “power up”:
- 3x health allows you to draw 2 evolution cards, keep 1, discard 1
- If draw pile is empty then shuffle discard pile
- Enter Tokyo if it is empty (this is non-optional)
- Gain 1 Point when entering Tokyo
- Buy Power Card(s) – restock is immediate
- Optionally spend 2 Energy to discard and replace the market
Score Points From
- Rolling points on the dice: 3x number = score the number. Each additional of the number = +1
- Entering Tokyo: 1
- Starting your turn in Tokyo: 2
- Power Cards do crazy things
- Power Up Cards do crazy things
Game
- Place a tile from your supply
- No overhangs/overlaps
- Rotate/Flip freely
- Not cover the pit (where the statue goes)
- First tile can go anywhere
- Orthogonally adjacent to a previous tile
- Evaluate icons you covered
- Get corresponding tile for Green/White/Orange
- Get a park area (from either stack) for the construction crew (to a max of 4 areas)
- Park area goes orthogonally adjacent to existing area
- Rotation is not allowed
- Can’t be lower/closer than the park entrance
- Place a Bear Statue if all squares in an area are covered
- Claim an achievement
- When you meet the criteria claim the topmost achievement tile
- Only one of each type may be claimed per player
- Game ends when 1 player has filled 4 areas (or no player can go and all are passing)
- All other players get one more turn
During Play
- If you can’t go then you may pass and take a free Green area of your choice.
- Your turn ends, you may not place the free tile this turn
- You can’t pass if you can go
Score Points From
- Buildings/statues in your park
- Achievements (if included)
Game
- Played over 8/9/10 rounds going clockwise
- First player moves round tracker marker on each round
- First Turn
- Pick a race/power combo (and any coins on it)
- Pay 1 coin for each skipped over combo, if any
- Take race tokens for the sum of both counts
- Replenish market by sliding down and drawing from top
- Conquer
- You need tokens equal to 2 + the number of tokens in the region
- First region is on the edge of the map or by a sea
- Subsequent regions must border existing regions
- On final conquest add pips from reinforcement die to conquering value
- Redeploy
- Shift tokens freely around your regions, leaving at least one in each region
- Score
- 1 point for each region
- Any Race/Power bonuses
- Subsequent turns, either Expand or Decline
- Expand
- pick up all your tokens, leaving 1 in each region you wish to maintain a presence in
- Conquer, as above
- Redeploy, as above
- Score, as above
- Decline
- If you already have a race in decline, remove their tokens and discard their banner
- Flip your race/power banners
- Flip your race tokens and remove all but 1 per region
- Score, as above
- Next turn, play the same as first turn
During Play
- If a players region is conquered
- they take their race tokens back in hand
- discard one token
- at the end of the current players turn
- if they still have controlled region(s) redeploy in-hand tokens
- if they don’t then their next turn is treated the same as a First turn
- You can conquer your own in-decline tokens
Score Points From
- Most coins at the end wins.
- Ties are settled by most race tokens on the map (including those in decline)
Game
- Make a draw pile of tiles
- 2 player = 24 tiles
- 3 player = 36 tiles
- 4 player = 48 tiles
- Each round (6 in total)
- Setup
- Draw tiles, 1 for each player (and an extra 2 tiles for a 2 player game)
- Lay them out in a column, in number order, lowest at top
- Turn
- First round
- Order is decided by drawing from a handful of kings
- Place your king on an unoccupied tile you want
- Subsequent rounds
- Order is from top to bottom of last round placing, top to bottom
- Add the tile your king is on (from the last round) to your territory
- 5×5 grid
- touching borders must match on at least one edge
- starting middle tile is considered wild
- tiles can not be moved once placed
- if tiles can’t fit they’re discarded and not scored
- Place your king on an unoccupied tile you want in the newly drafted column
- Keep going until there are no tiles left to draw
Score Points From
- Each contiguous territory scores:
- number of tiles * number of crowns
- no crowns = no points
- Bonus points
- 10 points if castle is in the center
- 5 points if you didn’t discard any tiles
Tips
- Don’t get so caught up with matching borders you make a shape that can’t be filled