KoT ShadowoftheMonsters v0 3
KoT ShadowoftheMonsters v0 3
KoT ShadowoftheMonsters v0 3
Game Setup:
Remove the following power cards from the game. These cards either add overly complex
decisions to the monsters or simply do not work well for this variant. After playing a few times
and becoming familiar with the AI system you may decide to add some of these back in for a
more advanced game.
Background Dweller Omnivore (1st Edition)/
Complete Destruction Detritivore (2nd Edition)
Energy Hoarder Opportunist
Healing Ray Parasitic Tentacles
Herd Culler Plot Twist
High Altitude Bombing Poison Spit
Jets Psychic Probe
Made in a lab Rapid Healing
Metamorph Smoke Cloud
Mimic Stretchy
Monster Batteries (1st Edition) Telepath (1st Edition/
Do not remove Battery Monster (2nd Energy Drink (2nd Edition)
Edition) Wings
Set the following 3 cards face up next to the board:
Evacuation Orders x2 Shrink Ray
Setup the rest of the game as usual with 2-3 monsters including their monster boards and
standees. They should start with 0 ★ and 10 ♥. Shuffle the remaining power cards and
create a purchase row of 3 cards as usual. You will be playing as the forces of Tokyo trying to
fend off and destroy the monsters, so you will not need a monster board or standee.
Goal and End Game Conditions:
Your goal is to defeat and reduce each monster’s ♥ to zero. You win and the game ends
immediately if all monsters’ ♥ = 0.
In this variant ★ represents destruction and loss of morale to the city of Tokyo. You will never
gain ★, but you will want to minimize and reduce each of the monster’s ★ because you lose
and the game ends immediately if ★ ever reaches 30 collectively among all monsters or if a
single monster reaches 20 ★. When a monster dies, you no longer count their ★ toward the
collective total.
Advanced Game:
You may add the following power cards back into the deck for the monsters to acquire. Keep
in mind that this can increase the time and complexity of the game significantly.
Background Dweller: After last roll, if there are any that are not scoring ★, reroll them.
Complete Destruction: Check dice after each roll to see if this activates. If so, keep all six.
Energy Hoarder: When gaining store it on this card up to a maximum of 6. The stored
on this card will never be spent to purchase cards. It is still possible to lose or spend it
from other card effects.
Healing Ray: Add the following check for : If another monster’s ♥ < Maximum AND
they have at least 2 , keep. For multiple , you will need to verify there is a valid target
for each die and checking whether ♥ and already accounted for. Use to first remove
any shrink or poison counters, gain ♥ only if ♥ < 5, then for each remaining , target a
valid monster with Healing Ray that has the least ♥.
Herd Culler: After last roll, change any one die to a as long as it is not being used for
another benefit. For example, results in no damage due to Armor Plating, does not
add ♥, and or does not score ★. Make sure to check if the changed die now scores
★ or activates other card effects.
Jets: Monster will still yield Tokyo if would normally reduce ♥ < 5.
Made in a Lab: When spending you may purchase from the top card of the deck as well.
Metamorph: At end of turn, If ALL the following are true sell the least cost power card
owned, (excluding Metamorph):
o current < highest cost power card available for purchase
o least cost power card owned < highest cost power card available for purchase
o + least expensive card owned ≥ most expensive card available for purchase
Mimic: At the time of acquiring this choose to duplicate highest cost power card available
among other monsters. Choose randomly in the case of a tie. At start of turn, if there is a
higher cost card and 1 available, switch to the new highest cost card. Otherwise, it
remains unchanged.
Monster Batteries (1st Edition): A monster will only purchase this if they have at least an
additional 3 available. They may use stored on Energy Hoarder and will spend all of
the additional available.
Omnivore (1st Edition) / Detritivore (2nd Edition): Check dice after each roll to see if this
card activates. If so, keep the . You still keep matches of 2+ , but if keeping
the dice from this card’s activation prevents a 3rd match, reroll the matching dice.
Opportunist: If monster has the to purchase the new card, they do so.
Parasitic Tentacles: If monster’s allows to purchase a card from another monster that is
greater in cost than what is available in the card row, they do so. If monster’s cannot
afford a card from the card row, but can afford a card from another monster, they
purchase it. In either case, choose randomly among valid options.
Plot Twist: At end of turn, if changing a die value would result in gaining 2+ ★ OR would
result in ending the game, change that die value. This may require running through each
face value to evaluate the results.
Poison Spit: Add the following check for : If a monster has a poison token, keep. At
end of turn, Use first to remove any poison tokens, then to remove any shrink tokens,
then to gain ♥.
Psychic Probe: After the last roll of each other monster, if any were rolled, choose that
die to reroll.
Rapid Healing: At the end of any monster’s turn in which this monster’s ♥ < 5 use any
available to activate this ability until ♥ = 5.
Smoke Cloud: After last roll, if there are any dice not being used for a benefit (refer to Herd
Culler), spend a smoke token to reroll.
Stretchy: At end of turn, if monster has 2 and changing a die value would result in
gaining 2+ ★ OR would result in ending the game, change that die value. This may
require running through each face value to evaluate the results.
Telepath (1st Edition) / Energy Drink (2nd Edition): After last roll, if there are any dice not
being used for a benefit (refer to Herd Culler), spend to reroll if available.
Wings: If monster ever receives damage and has 2 available, activate this card.