Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Easier to teach
High replayability
Highly interactive
Player-count sensitive
Light strategy
More strategic control
How it plays
How does it play?
Roll, reroll, and lock monster dice in a head-to-head brawl, pulling Fame and Destruction tracks toward victory while buying volatile power cards.
Core mechanisms
Key systems that shape the decisions players make.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Open Drafting
Select cards or items from a shared face-up display.
Re-rolling and Locking
Keep selected dice and reroll the remainder to pursue a desired result.
Die Icon Resolution
Interpret rolled icons to determine which actions or effects occur.
Sudden Death Ending
End the game when a specific timing or state condition is reached.
Read the full game description
King of Tokyo: Duel distills Richard Garfield’s monster-dice spectacle into a purpose-built contest for exactly two players. Each monster has a unique power and life total, but victory can arrive in three different ways: knock the rival out, pull the Fame or Destruction marker to your end of its track, or control both spotlight zones at once. A turn allows up to three rolls, with dice locked or rerolled between throws. Claws inflict damage, hearts repair it, energy buys cards, and matched Fame or Destruction symbols tug the shared tracks across the central board. Power cards add permanent abilities, immediate effects, and buzz tokens that reshape the routes the markers must travel. Because both players fight over the same two tracks, even a defensive roll changes the race. It is recognizably King of Tokyo—bright, loud, lucky, and tactical—but tuned around direct counterplay instead of a crowded arena.