1
Turn Overview
Follow these five steps in order: Roll Dice, Resolve Dice, Enter Tokyo, Buy Power Cards, End of Turn
2
Initial roll
Roll the 6 gray dice (plus any yellow dice if you have a Power card or Wickedness tile allowing them)
3
Reroll options
You may stop rolling at any time or roll up to three times total
4
Second roll
Set aside dice you want to keep and reroll only the unwanted ones
5
Third roll
Reroll any dice including ones previously set aside; keep final results
6
Resolve in any order
You must resolve all dice showing on your final roll
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Victory Points (1, 2, 3)
Rolling three-of-a-kind of 1s, 2s, or 3s gains Victory Points equal to the number shown; each additional matching die adds 1 more Victory Point
8
Wickedness Points from 1s
For each three-of-a-kind of 1s rolled, gain 2 Wickedness Points
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Wickedness Points from 2s
For each three-of-a-kind of 2s rolled, gain 1 Wickedness Point
10
No Wickedness from 3s
Rolling three-of-a-kind of 3s does not grant Wickedness Points
11
Track Wickedness
Move your counter up on the Wickedness gauge when gaining Wickedness Points
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Gain Wickedness tiles
When your counter reaches or passes level 3, 6, or 10, take one available tile from that level (you only gain a tile once per threshold and cannot have two from the same level)
13
Energy Charges
Gain 1 Energy Charge from the pool for each lightning bolt rolled; keep them in your reserve until spent
14
Smash (attacking)
Monsters not in the same location as you lose 1 Life Point for each claw rolled
15
Yielding Tokyo
Monsters wounded by your claws may choose to Yield and leave Tokyo, or remain; Monsters who Yield still lose Life Points from the attack
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Heal (hearts)
If you are outside Tokyo, gain 1 Life Point for each heart rolled up to your maximum of 10
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No healing in Tokyo
If you are in Tokyo, heart dice do not let you gain Life Points (you can still gain Life Points from Power cards or Wickedness tiles)
18
Monster elimination
If a Monster loses their last Life Point, they are eliminated and discard all their cards, Wickedness tiles, and Energy Charges
19
Mandatory entry
If no one is in Tokyo, you must enter and place your Monster in Tokyo City
20
Enter Tokyo Bay
In a 5 or 6 player game, if Tokyo City is occupied but Tokyo Bay is empty, you must enter Tokyo Bay
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First player enters
No Monster starts the game in Tokyo; the first player must enter Tokyo City during this step
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Yielding restrictions
You can only Yield Tokyo after losing Life Points from another Monster's claw roll
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Gain Victory Point on entry
You gain 1 Victory Point when you enter Tokyo
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Gain Victory Points for staying
You gain 2 Victory Points if you start your turn in Tokyo (includes additional turns from special effects)
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No healing in Tokyo
Monsters in Tokyo cannot use heart dice to heal
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Tokyo Bay rules
With 5 or 6 players, Tokyo Bay has identical effects as Tokyo City; both locations are considered "in Tokyo"
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Leaving Tokyo Bay
Once the game has 4 or fewer players, any player in Tokyo Bay must leave immediately (unless Tokyo City is empty, then move there)
28
Purchase from Market
Buy one or more of the three face-up cards by spending Energy Charges equal to the card's cost
29
Discard cards
Resolve the effect immediately then discard the card
30
Keep cards
Place the card face-up in front of you; its power is now active
31
Replace purchased cards
Draw from the deck to replace any cards removed from the Market; new cards are immediately available
32
Sweep the Market
Spend 2 Energy Charges to discard all three face-up cards and reveal three new ones
33
Continue buying
As long as you have enough Energy, you may keep buying or sweeping cards
34
Activate end-of-turn effects
Resolve any Power card effects that trigger at the end of your turn
35
Pass the dice
Give the dice to the player on your left (clockwise)