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1. Baby gives the monster 5 It is now 22 to the munchkins 30 The worst the munchkins can do by rolling Galadrool s die is 31 The best the Geek can do with its one die is 28 It s looking good Igor Let me help He plays a card Whoops slipped Potion of Strength against you guys Igor is in the next room so he can throw a potion into the fight and he can use it for either side He used it to give 5 to the monster side This puts the total back to 27 for the monster 30 for the humans which is no longer a sure thing Munchkin Babe What did I ever to do you Galadrool Igor the payback will be immediate and immense Igor holds out a perfectly steady hand You know what this is Controlled fear Munchkin Babe Anybody else going to mess with us Igor No Just wanted to give the monster a chance because it s mine Evil Stevie No good enough for me Nobody wants to play more cards Galadrool rolls her die and gets a 1 The monster is Igor s so he rolls and gets a 6 So the fight is 30 to 27 on levels but the dice make it 31 to 33 The munchkins lose by two points Galadrool Except for this Plays another card She plays Loaded Die which lets you change any one die after rolling She turns her roll into a 6 The munchkins win Galadrool really didn t want to use that Munchkin Babe My heart bleeds for you Igor grumbles to himself He s also got a
2. This rulebook gives the general rules Cards and rooms add special rules so when the rulebook disagrees with a card or room follow the card or room If a card disagrees with a room follow the card However some rules are unmodifiable See p 1 Thief Elf Warrior Halfling lt Turn Phases 1 DxM Draw See p 6 3 Charity See p 7 2 Movement See p 6 Monster Turn See p 13 Explore See p 6 Combat See p 8 Deal See p 7 Search See p 7 It s now the next player s turn If he s not paying atten tion poke him we Search Table lt Roll one six sided die See Search p 7 Just as when you defeat a monster Treasure cards are drawn face down unless there is another munchkin in the room In that case they are face up 1 or less Draw a Monster card and start a combat see p 8 2 300 Gold Pieces 3 400 Gold Pieces 4 500 Gold Pieces 5 100 Gold Pieces and a Treasure card The room is Ransacked 6 300 Gold Pieces and a Treasure card The room is Ransacked 7 Draw a Monster card and start a combat see p 8 8 500 Gold Pieces and a Treasure card The room is Ransacked 9 Two Treasure cards The room is Looted Out 10 500 Gold Pieces and two Treasure cards The room is Looted Out 11 or more Three Treasure cards The room is Looted Out Remember if you roll zero or negative dice the result of your
3. You should do this A lot Items Playing Them Any Item card may be played to the table as soon as you get it or at any time during your own turn except during combat Items Using Them Any one shot usable once only card can be played during any com bat whether you have it in your hand or in play Other Items cannot be used unless they are in play If it s your turn and you are not in combat you can play them and use them immediately If you are helping someone or fighting out of turn for some reason you cannot put new Items into play Deus ex Munchkin Cards You may play a DxM card at any time unless the card says otherwise Most DxMs are used only once and discarded Some exceptions Classes and Races These cards may be played to the table as soon as they are acquired or at any time thereafter but you may only have one Class and one Race unless you are a Half Breed or Super Munchkin below You may dis card a Class or Race at any time Half Breed and Super Munchkin These cards let you have respectively two Races and two Classes You can play Half Breed any time you have one Race in play You are now half that Race and half human You have all the advantages of the non human Race and none of the disadvantages So for instance a half Elf benefits from a green Elf icon but ignores a red one You may add a second Race at the same time or later as long as you still have Half Breed out If you have t
4. 13 at the end of each player s turn Then the next player to the left takes a turn and so on gt Glossary lt The glossary see p 18 is an important weapon in the dungeon You should review the glossary Winning the Game The object of the game is to reach 10th level and escape from the dungeon but you must reach 10th level by killing a monster Other go up a level results don t count to let you reach 10th level To escape you must return to the Entrance and fight the Boss Monster see p 11 When you beat the Boss you win Losing to the Monsters If the players are ever all dead at once the monsters win the game gt Managing Your Cards lt Races and Classes These can be played in front of you See Character Stats p 15 Trading When not in combat you may trade in play Items and Each type of card can be played at a specified time See Player Turns below Special rules on the rooms and cards override the gener al rules see Contradictions Disputes and Unchangeable Rules p 1 Your Hand Cards in your hand don t help you but they can t be taken away except by rules that specifically affect your hand Cards in your hand may not be sold traded or given away You may show your hand to others Like we could stop you In Play Treasure and DxM cards on the table in front of you are in play They may not be returned to your hand they must be dis carded dropped or traded if you
5. move through walls or even knock doors down Interrupting the Monster Turn you can t The movement of all monsters is considered a single action in the game and can t be interrupted even by usable any time cards For instance 1f the arrows say that a monster will move two rooms you can t play Curse Sex Appeal after it enters the first room and move it in another direction toward the cursed munchkin Likewise all monsters are considered to move at the same time If a monster changes the board as it moves for instance the Bullrog smashes doors that change affects all monsters who move that turn It s best to move these monsters first to avoid confusion Monster Movement Exceptions No Retracing S teps A monster may never retrace its steps during the same turn A monster stops if an arrow points to a room it has already been in Gotcha If a monster enters a room with its target player see Monster Ownership and Targets p 9 it stands still and drools Regardless of arrows or any special movement rules it will not leave during a Monster Turn Monsters Leaving the Board When an arrow moves a monster into the darkness that is into a gap in the dungeon or off the edge the monster reappears in the room on the other side of the gap or on the other side of the dungeon Monsters are sneaky See Examples of Monster Movement p 14 Ignore the incoming link on the room the monster comes back into
6. s time to think about getting out of the dungeon and winning the game Discard the monster card s If You Lose or Tie A tied roll is the same as losing unless you use the Warrior power or a card to break the tie after the roll If you lose each munchkin in the combat flips over one red Health token this is called taking a hit for each monster in the combat When your last Health token turns black you die see p 8 Survivors now try to Run Away see p 10 Screaming is optional Running Away Since you didn t kill the monster s it s time to Run Away If you fail to escape you may suffer the monster s Bad Stuff shown on the mon ster s card Pick an adjacent room to run to before you roll You may not flee into the darkness You may only Run Away to an explored room That s where you will wind up after you roll whether or not you dodge the Bad Stuff Unless the Bad Stuff kills you of course If you have cards that allow you to move magically to another room or that specifically say they let you Run Away you can play them instead of rolling Running Away From Multiple Monsters If you were fighting more than one monster see Multiple Monsters p 9 you roll separately to Run Away from each one in any order you choose You might dodge one monster s Bad Stuff but be hit by another Nowhere to Run Under rare and awful circumstances like if you walked through a wall you might be fighting a m
7. Any monster that moves into the Entrance must immediate ly leave again by the opposite door If the opposite door doesn t lead into an explored room the monster can t move into the Entrance at all Nothing can move the Boss Monster p 11 out of the Entrance change it into another monster or keep it from fighting Any other disputes should be settled by loud arguments with the owner of the game having the last word Or you could check for more info at www munchkinquest com unless it s more fun to argue STEVE JACKSON GAMES COMPONENTS Cards Deus ex Munchkin DxM Card 200 cards divided into three different decks 5 TO LEVEL OF MONSTER Monster Bonus only on some cards Race or Class Icon Vass Qa nats MNCiy Quy AA Roa You may discard up to three cards betore rolling to Run Away Each one gives you a l to your roll a a a dl Power Double WA a a the combat bonus for a single SS Magic item that you use Tou may make one iy atternpt per combat ew MUNCHAWS Big Race or Class Go Up a Level unfortunately not on all cards 27 Health Tokens 69 Gold Pieces gt 3085 oo LEVEL 18 s Level SQUIDZILLA 7 we Name Double sided Rules Ignores anyone of Level A 2 or below he Amusing Illustration red and black 15 M T k Jif you can Fly 4 if L i Ove O ens Bad Stuff you are a squeamish Elf i as in don t fail g
8. Card is drawn it s the Goldfish A Level 20 Goldfish to be exact MUNCHKIN BABE VS THE SHRIEKING GEEK A Combat Example with Numbers and Everything It s Munchkin Babe s turn She just spent one Move to search the room she s in and found some gold She has two Move left Munchkin Babe I m going to explore a new room Munchkin Babe moves her figure onto a passageway that has no room on the other side At this point combat has officially started because there s always a monster in an unexplored room Igor who is Mapmaker Here s the room He connects it to the map Oh you re in trouble The Padded Cell is bad for Warriors Munchkin Babe thinks a very bad word She s a Warrior and the Padded Cell has a red Warrior icon on it it is a bad room for Warriors So she will roll one fewer die In this case that means she rolls NO dice Munchkin Babe Gimme my DxM Munchkin Babe draws a DxM because she explored a new room It goes into her hand Igor and there are the links He puts links on the other sides of the room What monster did you draw Munchkin Babe turns over the top monster card It s the Shrieking Geek Everyone Else Hah You re hosed Munchkin Babe does the math She s Level 5 Not only is the Geek a Level 6 monster but it gets 6 against Warriors So the Geek is 12 to her 5 so far She has only one useful item the Fireman s Helmet That s 2 She s
9. Hackard Munchkin Hireling Angie Kreuser Production Manager Samuel Mitschke Production Artist Alex Fernandez Munchkin Sculpting Richard Kerr Prototyping Gray Cat Studios Marketing Director Monica Valentinelli Director of Sales Ross Jepson Playtest Coordinators Michaela Barrett and Randy Scheunemann Playtesters Fox Barrett Jimmie Bragdon Jason Cates Paul Chapman Matt Deegler Richard Dodson Ross Drews Carissa Gragg Andrew Hackard Jeff Johannigman Eric Jordan Jonathan Leistiko Kurt Korfmacher Fade Manley Burk McRae Don Mohr Kaitlyn O Keefe Katrina O Keefe Michael O Keefe Richard Kerr This dungeon is dedicated to E Gary Gygax Dave Arneson and Don Kaye Munchkin Munchkin Quest the all seeing pyramid and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated or used under license Dork Tower characters are copyright John Kovalic Munchkin Quest is copyright 2008 2011 2012 by Steve Jackson Games Rules version 1 2 September 2012 Glossary Nicholas Vacek Thomas Weigel Loren Wiseman Shadlyn Wolfe and Duncan Wright Special thanks to OrcCon and Great Hall Games for hosting blindtest sessions Question Marks Whenever you see a ques tion mark appear with an icon on a card or room there s a special rule Read the card or room Icons amp Wizard Everyone Cleric Dwarf
10. X THE MUNCHKIN BOARDGAME GAME DESIGN BY STEVE JACKSON ILLUSTRATED BY JOHN KOVALIC Munchkin is the shameless parody game which brings you the essence of the dungeon crawling experience without all that messy roleplaying NOW with added boardgameness it s Munchkin Quest CONTENTS Combate EE a ae Running Away Components Setup Starting and Ending the Game 4 Help and Interference Player Turns 9 ess gs 5 Monster SWUPNEe ee Game Phases 0 0 ccccceeceeeeee 6 Examples of Monster Movement Movement wwe eee vss 6 Character Stats 0 0 0 0 Explorimmo e eee ee 6 EKE CIRA E r te ll Making Deals e eee 7 Getting and Playing Cards Searching e ce eee A Glossary m e ee E T 28 E T E 7 Search Table 0 00 ccce cee gt Contradictions Disputes and Unchangeable Rules lt This rulebook gives the general rules Cards and rooms add special rules so when the rulebook disagrees with a card or room follow the card or room If a card disagrees with a room follow the card However the following rules are unmodifiable Ignore any card or room effect that might seem to be an exception Nothing can reduce a player or monster below Level 1 No player can reach Level 10 except by killing a monster Nothing can move flip or remove the Entrance or change its links Except during a Boss fight see p 11 no monster can ever stop in the Entrance
11. all of the monsters or the current player s pawn are removed from the room the combat is over All usable once only cards used in the fight are discarded All monster enhancer cards stay with the monster they were played on If the monster is a lot stronger than you then you should try to get help see Help and Interference p 10 You cannot give away pick up or trade Items while combat is going on You can still lose Items to a Curse though Death vy You die when your Health tokens are all black Your friends cannot turn back time to help you with their powers after you die When you die Tip over your munchkin and leave him lying in the room where he took his last hit If you were slain in combat you do not make any further rolls to Run Away So if there are monsters you have not yet Run Away from their Bad Stuff will not affect you You are already dead Discard your hand Lose a level Drop all your gold and Items in the room where you are See Dropping Items p 7 All DxM cards you have in play remain yours Thus your Race and Class are unchanged Any curses on you remain in effect Go to the Monster Turn Playing While Dead A player remains active even while his character is dead You con tinue to roll for your monsters see Monster Ownership and Targets p 9 and you still get charity see Charity p 7 You can still play cards but not those that affect your cha
12. and stack them in front of you Put a letter token on them Put the matching token in the room where you are to represent the pile of Items If all you drop is gold just put the coins in the room Any player can look at the cards in a stack of dropped Items no matter where the stack is Se COMBAT The dungeon is full of monsters Your mission kill them and take their stuff You may only start fights during your turn If a monster moves into your room and it is not your turn nothing happens yet After all that monster might move out before your turn starts or something might happen to magically move you away It s only if the monster is still in your room when the turn begins that a combat will take place Combat starts on your turn when You start in a room with a monster or You move into a room with a monster or A monster moves into a room with you usually because of a Curse or A new monster appears in the room with you usually because you placed a new room see Explore p 6 Monsters may also appear in your room due to Searches see p 7 or DxM cards Monsters That Ignore You A card or room may say that a monster ignores some munchkins If a monster is ignoring you combat is completely vol untary on your part You may choose to stay in the room without fighting or you may Move to another room However you may not do a Deal pick up Items or search the room see p 7 I
13. belt Typical belt items are one shots mostly Scrolls and Potions You may have any number of Items on your belt Your Pack You will collect Items that you cannot use You may want to keep them anyway if only to sell for levels These are in your pack Your pack only holds two Items When you have more than two packed Items you must give the extras away see Trading Items With Other Players below or drop them See Dropping Items p 7 Indicate cards in your pack by turning them sideways Packed Items do not grant bonuses or powers if you are carrying two helms for instance only one of them can help you You cannot unpack Items during combat or while running away For example if you have Footgear in your pack that would help you run away too bad You should have unpacked before you got into a fight Item Powers Various Items can grant you Powers such as Flight and Protection from Flame Specific rules will refer to these Powers You cannot turn off an Item s Powers if you have a Flight Item for instance you WILL get hurt when you enter the Fan Club But usually your Powers are good for you Big Items Some Items are Big if the card doesn t say Big they re small Carrying Big things can reduce your Move You may carry one Big Item without penalty Every Big Item that you carry after the first reduces your Move by 1 Trading Items With Other Players You may give or trade your carried worn or
14. dungeon is made up of rooms Each is rep resented by a separate tile See p 3 Run Away You must do this if you lose a fight with a monster If your roll succeeds you dodged the monster s parting swipe and escaped the Bad Stuff See p 10 Scroll A kind of Item A piece of paper or something vaguely paper like that actually has some value Unlike the forms at the DMV Search Checking the room you are in for hidden loot This is done as in all real adventures by rolling a die See p 7 Shiny It sparkles and you want it Shiny things are Worn but don t require Slots so you can have any number of them See p 16 Size Monsters come in Tiny Small human sized and Giant Some rooms and cards have effects that depend on the monster size We do not use human sized as a keyword because it looks dumb Any monster with no specified size is human sized Slimy A type of slime covered monster that is covered with slime Slot a keyword that indicates an Item that characters can normally use only one of The three slots are Headgear Footgear and Armor All these count as Worn See p 16 Slow A Slow monster only moves one room on the Monster Turn regardless of the arrows in the second room Small A monster size See p 14 Spear A type of Weapon Standie The cardboard figure that represents a mon ster See p 3 The standies in this set are actually alive and will make lit
15. get that mob of monsters to move onto my friend here just before his turn starts so he has to fight them all and Run Away from them all and lose all his good Items and die horribly EXAMPLES OF MONSTER MOVEMENT Gazebo on Yellow Roll Or any color roll for that matter The Gazebo 1 is a Lurking mon ster as shown by the slash through footprint icon It only moves if a card moves it Unspeakably Awful Indescribable Horror on Blue Roll The Unspeakably Awful Indescribable Horror starts 12 and moves in the direction of the blue arrow Because of the monster s special movement rule printed on its card this monster moves right through the wall to the next room 11 where it follows the blue arrow skipping the gap see Monsters Leaving the Board p 13 and moving into the next available room 9 The monster stops in this room even though there is another blue arrow because the arrow points to a Hidden Door see p 13 Monsters can t go through Hidden or Locked Doors unless their card says so Psycho Squirrel on Purple Roll The Psycho Squirrel starts 4 and moves in the direction of the purple arrrow into the next room 3 where it follows the purple arrow again into a new room 7 There are no more purple arrows but because it is a Fast mon ster it moves one room more in a straight line into the next room 11 Even though this room has a purple arrow the Psycho Squirrel stops here because Fast al
16. on you or use a special power see Help and Interference p 10 just as you are about to roll and you will realize that you can t win If you cannot kill the monster you can still ask for help see p 10 or play more cards before you roll All of the players involved in the combat roll their own dice Players roll for their monsters as well Be sure to specify which roll is which Wizard gt Rooms and Icons Most rooms have special rules shown in a scroll on the tile You should always read a room s rules as soon as you enter it Icons Many rooms have one or more icons beside the room name They refer to the Races and Classes shown at left These icons also appear on the appropriate Race and Class cards Combat and Search rolls see p 7 are modified by the icons Green icons indicate rooms that are good for your Race or Class Each green icon that matches your character lets you roll an extra die Red icons indicate rooms that are bad for your Race or Class Each red icon that matches your character takes away one die If you have 0 or fewer dice the result of your die roll is zero Any bonuses you have still add to this zero If a room s special rule makes it good for your character for instance the Odd Room is good for munchkins with odd levels you get the same bonuses as if it had a green icon Likewise a room with rules that are bad for you gives you the same penalties as a red
17. packed Items not Items from your hand to other players whenever you are in the same or adja cent rooms and not in combat Just give them the card If you want to give an Item to someone farther away you ll just have to drop it and hope the right player gets to it first When you give an Item away you immediately lose the benefit of that Item and the other player immediately gets its benefit Items you give to another player stay in play and cannot go into his hand You may also give Items away to bribe other players Tl give you my Flaming Armor next turn if you won t help Bob fight that dragon Picking Up Items When you are in a room with dropped Items see p 7 you may spend a Move to pick up any of those items Also when you Search a room that contains dropped Items you automatically get any of those Items you want as well as the results of your Search roll Exception If your search finds a monster you don t get the dropped Items unless you kill the monster and take its own treasures If something forces you to drop an Item it will cost you a Move to pick it up and some cards will tell you that you can t recover your dropped Items at all until your next turn d Thrown Items Some Items have the keyword Throwable If a throwable Item can affect combat it can be thrown during another player s combat either to help him or to help the monsters see Non Helpers in Combat p 10 Yo
18. the table After each player s turn comes a Monster Turn See p 13 It s now the next player s turn If he s not paying attention poke him Sire odan ordi e worth at least 1 000 Gold Pieces to go up glewel see p 15 Actions On Any Player s Turn Certain actions can be performed whether or not it s your turn At any time at all you can Use a Go Up A Level card Use a Curse or any other card that says at any time Add or discard a Race or Class See p 15 At any time except during combat you can Use any card that says any time except during combat Sacrifice a level to restore three lost Health points Switch Items you are carrying or wearing for those in your pack See p 16 Trade Items with players in your own or adjacent rooms See p 16 Drop Items that you no longer want to carry See p 7 Play a Treasure card that you just received Actions On Your Turn The following actions may be performed only on your turn At any time on your turn you can Declare your character dead see p 8 GAME PHASES 0 DXM DRAW Draw a DxM at the start of your turn This represents the GM throw ing you some feeble bone to help you survive a bit longer 2 MOYEMENT This dungeon s not going to explore itself It s up to you and your friends to look behind every door Move Tokens Everyone starts with a Move of 3 You can use your Moves both for ac
19. want to get rid of them Cards in your hand are not in play gold but not DxM cards with other players See Trading Items with Other Players p 16 Discarding Many special abilities and deals are powered by dis cards Unless specified otherwise you may discard any type of card either from your hand or in play Drawing Discarded Cards Some cards or rooms may instruct you to draw from a deck s discard pile If there are no discarded cards available then draw the top card from that deck Items tems in your hand are not in play See Items p 16 Se PLAYER TURNS Player turns are divided into phases Each turn you can move search for loot make deals explore new rooms and fight monsters gt Keywords amp o A Keyword is a descriptive word on a Monster or Item card Various rooms and cards have special effects related to Keywords The Keywords on a card form a short description of The phases of your turn are 1 DxM Draw See p 6 2 Movement See p 6 the Monster or Item For instance the Bullrog is a Huge Fearsome Fiery Demon The Eye of Argon is a Monstrous Magic Shiny Explore See p 6 Combat See p 8 Deal See p 7 Search See p 7 3 Charity See p 7 n All keywords are listed in the Glossary p 18 Have we reminded you recently how useful the Glossary is At any time on your turn except during combat you can Play an Item card from your hand to
20. Loaded Die but it won t help his roll was already as good as it can get Igor My heart bleeds as well more than you can ever know Take your levels you miscreants Galadrool was not forgetting trust me Munchkin Babe goes up a level for killing the monster Galadrool also goes up a level because she s an elf She is now Level 10 and eli gible to head for the entrance fight the Boss and win Everyone at the table is now her mortal foe Even more than before Galadrool Treasure time 2 treasure monster plus two for Ancient and one for Hairy minus one for Baby Four treasures and I get first pick Munchkin Babe turns over the top four Treasure cards Since she wasn t fighting alone everybody gets to see what the treasure was Galadrool First pick for me Should I take the Stabbity Spear that can give me up to 5 or the Wishing Ring or the Eye of Argon or the Flight Potion Hard choice Not Takes the Spear Igor Your hands are full You can t use it Galadrool Guess I ll have to cheat Plays the Cheat card on the Spear Now none of the restrictions on the Spear apply and it gives its fullest bonus So it takes no hands but Galadrool can SAY that she is using it two handed and get the 5 bonus Munchkin Babe Takes the other cards I m selling the Eye of Argon since it s worth 1 000 Gold Pieces by itself Thank you for the level Discards the Eye of Argon But I still hate you very v
21. Move tokens See p 6 Fiery A flaming monster but Flaming is an item key word so we call those monsters Fiery Flame A munchkin power to BURN things Flaming A fiery item but Fiery is a monster keyword so we call those items Flaming A Flaming item grants you the Flame power Flight The munchkin power to fly Flying A monster that has wings or otherwise floats through the air Footgear You may normally use only one Footgear Footgear is always Worn See p 16 Giant Like a Human but bigger at least in theory Gold Money Most items are worth gold and gold coins are scattered through the dungeon calling Pittick me uuuuuup Listen to them Goo A sticky goopy monster Euuuuw Headgear You may normally use only one Headgear Headgear is always Worn See p 16 Health You start with four Health tokens When you take a hit of damage turn a token to the black side When all your Hearts are black you are dead See p 15 Helper The main player in a combat can choose one Helper The Helper does not automatically get a level unless the monster is Fearsome or the Helper is an Elf so you may have to offer Treasure or Gold to get someone to be your Helper See p 10 Hit or Hit Point Another term for the unit of Health If you take a hit you lose a Health Holy An item empowered by Good Horror A scary type of monster Boo Huge The largest monster siz
22. Rolls Any time a Search icon see box above is in the room your roll is modified A Cannot Search icon means to no one s surprise that you cannot search that room at all If you find enough loot at once the room will become Ransacked or even Looted Out When that hap pens put the appropriate token on the room If a Ransacked room is Ransacked again it becomes Looted Out flip the token If your search finds a monster combat starts immediately see p 8 You may only search each room once per turn 3 CHARITY If you have more than five cards in your hand at the end of the turn you must give the excess to the lowest level player If other players are tied for lowest divide the excess cards as evenly as possible but you decide who gets which ones If you are the lowest level or tied for lowest just discard the excess It is perfectly all right to put cards in play or trade those that can legally be traded or even just drop Items in order to reduce the number of cards you have to give away or discard MONSTER_T URN After you finish Charity your turn is over Now the monsters get to move see p 13 When the Monster Turn is finished the next player starts his turn If he s not paying attention you should get his attention see p 5 gt Dropping Items lt You may choose to drop Items at any time or Curses or Bad Stuff may force you to drop Items Take the cards for the Items you are dropping
23. The Monster Die is the six sided die with a different color on each side It is used to determine who owns a monster see p 9 or which way the monsters move see p 13 Every time this die is rolled the player of the color rolled gets a DxM The 10 sided die d10 is used for the Class abilities p 15 Sometimes a card may let you roll the d10 for something else Each player also has two regular six sided dice When the rules or cards just tell you to roll a die or when a room monster etc gives a bonus or penalty on die rolls this only means the six sider unless it specifies otherwise Note in particular that the Loaded Die and Reloaded Die let you reroll any die CHARACTER CREATION Everyone starts as a Level 1 human with no class This joke is now required by law in all Munchkin games You may put cards from your hand into play before the game starts see Managing Your Cards p 5 If you re too impatient to read the rules just charge ahead and see if anyone yells See Character Stats p 15 The image at left shows the Entrance at the start of a two play er game along with the Blue play er s setup Notice that the player already has two DxM cards a Race and a Class and one Treasure card an Item in play These cards came from his starting hand GTARTING AND ENDING THE GAME Each player rolls a die The highest roll goes first Play proceeds in turns see p 5 The monsters move see p
24. ach room They control monster movement See p 13 Monstrous An item possessed of a sinister life of its own Move Your Move is used to explore the dungeon You start with three moves per turn See p 15 Munchkin Usually this refers to your character and the little plastic guy you move around in the dungeon However you are a munchkin too Don t try to hide it Pack Not an actual Item but the place where you keep Items that you are carrying but cannot legally use or don t wish to use Limited to two Items See p 16 Penalty A number that subtracts from your level in combat The opposite is a combat bonus Plant Yes plants are monsters Look out behind you 1t s a plant Player This refers to you rather than your character Potion Bottled awesome Most Potions are one shot Items Many are Throwable Power A special munchkin ability usually granted by an Item usually a Magic one and usually good for you Protection from Flame A munchkin power that often helps against Fiery monsters and sometimes other things Race Munchkins all start as human but can quite sud denly become members of another race or go back to being human Current races are Dwarf Elf Halfling and Human see p 15 Ransacked Someone already found all of the obvious treasure See p 7 Roleplaying We have no idea what this is We like to kill things and take their stuff though Room The
25. ame as your own Level This is a measure of how generally studly you are Monsters have levels too Keep track of your level with your Level Counter Level ranges from 1 to 10 You will gain and lose levels during play The high er your level the better your d 0 Power see below will work Leveling Up You win the game by reaching Level 10 killing the Boss see The Boss Monster p 11 and escaping That makes leveling up very impor tant Ways to level up First and best Kill a monster Gain the number of levels shown on the Monster card Regular monsters are worth 1 level Fearsome ones are worth 2 Some things can make a monster worth an extra level Killing a monster is the only way to reach Level 10 If you defeat a monster without killing it you NEVER go up a level A helper in a combat usually gets no levels There are exceptions For example an Elf gets a level if he helps win a fight If a monster is Fearsome and someone helps you he gets one level from the fight and you get one fewer Note that an Elf who helps kill a Fearsome monster still gets only one level not two Since helper levels come from killing a monster you can reach Level 10 this way The ever popular Go Up A Level card is your friend and can be played at any time but can NOT be the winning level On your turn you can spend 1 000 Gold Pieces to buy a level You can also sell Items from your hand or the table these Items count as t
26. ds You may discard any card in play or in your hand to power a Class ability Yes that means you may discard a Class card to power its own ability dl0 Power Each Class has an ability that requires you to roll your level or less on the 10 sided die If you make this roll the ability works Obviously your ability becomes more reliable as your level goes up and always works when you are 10th level Health Health may also be called hits or hit points because the mon sters point at you and hit you or something like that We ve actually never been sure Everyone starts with four heart shaped Health tokens red side up If a card gives you extra Health take an extra token Losing Health When you take a hit you do NOT discard a Health token You just turn one of them so the black side shows That way your total number of tokens always shows your maximum Health If all your tokens are black side up you die See Death p 8 Recovering Health At any time except during combat you can lose a level to restore up to three hits This is rarely smart unless you re about to die and have stuff you don t want to lose Some rooms and cards can restore hits Flip a black marker back to red for each hit you restore You can never restore more hits than your maximum Health Move Everyone starts with three foot shaped Move markers For more on movement see p 6 Items The Items you have in play are either carri
27. e See p 14 Human A monster type Check the mirror Maybe We don t know what you are Icon A symbol that appears on cards or rooms See p 20 the back page for a whole bunch of icons Ignore If a monster ignores you you don t have to fight it If you have Move left you can leave the room Or you can attack it anyway But you can t Search or do a Deal with the monster there See p 8 Item A thing you can pick up in the dungeon Treasure See p 16 Item Enhancer A card you will see in later supple ments which makes an Item more powerful You may start wishing for them now Keyword A word on a Monster or Item card that describes it Various rooms and cards have special effects related to Keywords All Keywords listed in this glossary are in bold italic See p 5 Keyword Line The descriptive list of Keywords at the bottom of Monster and Treasure cards Level A completely arbitrary measure of just how neat you are You start at Level 1 You cannot advance past Level 10 Monsters also have levels which go up to 20 And if you ever found stairs going downward which you certainly will not in this set each floor of the dungeon would be called a level A level is also a tool used by carpenters Okay shut ting up now Link The cardboard tiles that are used to connect the rooms All Links in this set are two sided with a passageway on one side and a wall or door on the oth
28. e which you can make in certain rooms If a room allows a Deal the details will be on the text in the room See p 7 Death A minor inconvenience See p 8 Demon A monster from Hell Bad Evil Not nice Die Don t forget when the rules or cards just tell you to roll a die they mean a six sider unless they say any die It s also something that happens to monsters Discard When you discard it may be any card type from your hand or in play unless told otherwise See p 5 Dragon A noble dangerous monster with lots of Stuff to take There s only one in this set DxM Deus ex Munchkin The deck of cards that rep resents random Fate and or the Game Master See p 17 Empty Room A room with no munchkins or mon sters If a card ever calls for something to appear in an empty room and there are none a room is added to the dungeon The player who drew the card chooses which link into Darkness the room is attached to Exit All links except walls Explored Room Any room in play Fast When a Fast monster moves during the Monster Turn it takes its regular move and then if it can moves one more room in the same direction Then it stops regardless of what arrows might lead out of the extra room Fearsome If you kill a Fearsome monster by yourself you get two levels If you have a Helper your Helper gets one of those levels whether or not he is an elf Feet These are the
29. ecial a Movement only on some cards One six sided Monster Die with colored sides one 10 sided die and eight six sided dice Eight Tiny eight Small 14 more or less human sized with pips two for each player and eight Huge Kill them and take their stuff Oe SETUP Two to four can play Divide the cards into the Monster deck the Treasure deck and the Deus ex Munchkin DxM deck Shuffle each deck Keep separate face up discard piles for the three decks When a deck runs out reshuffle its discards If a deck runs out and there are no discards nobody can draw any of that kind of card Find the Entrance room its links are attached so it is easy to find Put it in the middle of the table Choose one player to be the Mapmaker The other rooms and links are placed in the box lid and given to the Mapmaker Each player chooses a color and starts with That color s munchkin dice level counter and plastic bases The pieces for any unused colors are returned to the box A starting hand of three Treasure cards and three DxM cards Four Health tokens heart shapes red side up Three Move tokens foot shapes green side up 300 Gold Pieces Everyone places their munchkin on the Entrance and turns their Level Counters to 1 Set the Monster Die d10 Monster Standies and all other tokens within easy reach of the players SX Dice Y There are three kinds of dice in this game See p 3
30. ed worn or packed See Items p 16 OS ITEMS It s all about the loot You want Items Trust us on this Items may be put in play see Managing Your Cards p 5 traded with other players see Trading Items With Other Players below used to bribe some monsters and sold for gold or levels see p 15 Once you have an Item in play you can t discard it unless something specifically allows or forces you to do so but you can drop the Item see Dropping Items p 7 You only get an Item s benefits if it is carried or worn An Item card in your hand does not count until you play it At that point it is carried or worn One shot Items may be played directly from your hand into a combat but you may also put them on the table see Your Belt below making them carried to get them out of your hand And you want to get them out of your hand because your hand size 1s limited to five cards at the end of your turn See Charity p 7 If a Curse Bad Stuff etc tells you to discard or drop for instance your Footgear this always means the Footgear you are wearing Footgear in your pack see below doesn t count However if you are told just to drop or discard an Item you can choose one from your belt see below or pack if you want to You cannot drop or discard an Item from your hand Gold Coins lt Gold coins can be spent dropped traded and so on just like Items However an in
31. er See p 6 Looted Out A room that has been stripped of treasure by the munchkins See p 7 Lurking A monster that tends to stay in one place They never move during the Monster Turn but cards that move monsters will affect them normally Mace Like a Club but spiky A type of Weapon Main Player The player whose turn it is when a com bat starts The main player gets at least one level if he wins the combat Magic A sorcerous enchanted or otherwise mystic item Wizards love em Mapmaker The player responsible for drawing and placing tiles and links during the game See p 4 Mob A bunch of monsters in one room See p 14 Monster A creature which was just minding its own business in the dungeon that it calls home You will kill it and take its stuff Monster Color The color of the monster s base You roll the dice for monsters of your color You also get an extra DxM if you kill one See p 6 Not to be confused with Monster Movement Color The color rolled on the Monster Die during the Monster Turn phase to see which way the monsters go See p 13 Monster Die The 6 sided die with colors on it not to be confused with Die Monster which is what you yell when you roll See p 4 Monster Enhancer A card that is played on a monster to modify its level or otherwise change its powers See p 17 Monster Movement Arrows The colored triangles pointing out of e
32. ery much Plays a Curse card Your new spear just caught fire Plays her other Curse card And your armor just turned to pudding Too bad you didn t have a Wishing Ring The Guys Mmm elf pudding Galadrool makes a very bad face and discards both her brand new Stabbity Spear along with its Cheat card and her beautiful 4 Adamantium Armor Galadrool I laugh at your puny curses I m still 10th level Munchkin Babe 10th level with no armor We ll see how far you get Okay I have one move left I search the room And the happy band continues their adventure w MONSTER TURN After each player s turn is a Monster Turn The player who just finished his turn rolls the Monster Die The color rolled is the Monster Movement Color for the turn The die must always be rolled even if there are no monsters to move because of the DxM Draw If the Monster Movement Color matches a player s color that player immediately draws a DxM card Monster Cards lt You never have Monster cards in your hand Newly discovered monsters are determined by drawing the top card from the Monster deck see Explore p 6 The monster card goes in front of you If the monster survives its first battle then the card goes in front of the player whose color matches its base just to make the card easy to find when needed Any player may ask to see a Monster card at any time When a monster is slain or otherwise d
33. even if it s a wall We told you monsters are sneaky Monster Keywords At the bottom of each monster card are its keywords They give its size movement type and powers See the Glossary p 18 for more info Size Tiny Small normal human sized and Huge The bigger the mon ster the bigger the standie If the keyword line on a monster s card does not start with Tiny Small or Huge it is a human sized monster Movement Contrary Fast Slow and Lurking Type Such as Undead or Dragon and Powers such as Flaming or Flying Rooms Items Classes and other cards may have rules that interact with types and powers Monster Mobs Sometimes the random movement of the monsters won t seem so ran dom and several will end up in a single room Then you ve got a mob Once a mob forms it will tend to move as a unit However remem ber some monsters are Fast and some are Slow Some are Contrary and start their move by going backwards and some can pass through doors that others can t This will tend to break up mobs If a mob forms be especially careful during the Monster Turn make sure you don t allow its monsters to pass through doors they shouldn t If you re strong enough or sneaky enough or just have the right cards a mob can be an opportunity to get two or more levels and a whole bunch of Stuff in one combat Slay them all And if you re a terribly evil person you might ask yourself How can I
34. f you DO choose to fight combat takes place as usual If a monster ignores you and you meet it again on a later turn it will have no memory of the earlier encounter Multiple Combats Combat costs no Move Neither does Running Away see p 10 Therefore it is perfectly possible to have more than one fight in a turn Starting a Fight To fight a monster check its Level Compare it to your own Level see p 15 plus the Bonus from Items you are carrying or wearing see Munchkin Babe vs the Shrieking Geek p 11 Some Monsters have special powers or weaknesses which affect combat a bonus against one Race or Class for instance Bonuses on the monster card apply to the monster For instance the Shrieking Geek card says 6 if you are a non geeky Warrior Stripped of flavor text that means the Geek gets 6 when it fights a warrior Some rooms are good or bad for your character see Rooms and Icons p 9 or for the monster giving a bonus or penalty Be sure to check the room s text and icons before resolving combat Where d Those Monsters Go lt Some events can completely remove monsters from combat instant kills banishments and vanishments cards that can move a monster away at any time and so on If at least one monster remains in the room the combat continues If any of the dead or fled monsters had Treasures or dropped any loot it can t be claimed until the defeat of the remaining monster s If
35. g Bed Staff Take a hit haa to killih of damage Squidzilla S O K1 e alzo snatches one ltem 12 Dropped Item Tokens bomini o else by the player on your left That tem is now a carried by Squidzilla If it gives a combat a bonus he gets the bonus Whoever kills Squidzilla gets the Item He may ON p have up to Hands worth F k Dice in 5 Huge Fearsome Slimy Tentacled Beast Keyword Line a Level Value eg 5 Treasures ean e TEU AMIG EIE as in kill the monster and take the stuff Treasure Card Four Level Counters LE Six pairs 3 FOR ELVES HORNY HELMET _ Combat Bonus only on some cards 12 Search Result Tokens AMULET OF DEXTERITY gg Name Gives you one extra Hand es Rules only on some cards Humorous Cartoon Keyword Line jie Magic Shiny Double sided Ransacked oo Required Hands 800 Gold Pieces Nahe and Looted Out Blue Green Red and Yellow only on some cards Four Munchkins and 12 Bases Monster Movement Arrow Icons 24 Room Tiles l l only on some rooms a E EE one Eto T iom JOS 7 TE E anywhere in the dungeon and buy it for its face value Game Rules Blue Green Red and Yellow nd it k wel qo One Entrance Tile Comical Image Note that the links are already attached on the other side There are 28 regular doors and 15 each locked doors hidden doors and walls 10 Dice Sp
36. great potential here Take away an Item that your rival needs for instance Throw something See Thrown Items p 17 If you are a Thief use your Backstab ability Helpers in Combat When someone helps you add his Level dice and combat bonus es to yours Your helper rolls his own dice and may use his own cards and abilities to modify them Your helper has all his normal abilities For instance if a Cleric helps you against Undead he ll roll an extra die If the room is good for your helper he rolls an extra die and if it s bad for him he rolls one fewer die The special bonuses and penalties on a Monster card also apply to your helper So if you are facing the Plutonium Dragon and a Halfling helps you the dragon gets a 3 bonus unless you too are a Halfling because the monster s bonuses only count once even if they apply to both characters Likewise if two Elves fight a monster that has a penalty against Elves it only gets that penalty once See Munchkin Babe vs the Shrieking Geek p 11 Rewards for Helping Sometimes your helper will level up when a monster is killed See Leveling Up p 15 And if the monster matches the helper s color he gets a DxM Everybody Flees If you have a helper and your side loses the helper must also Run Away see above He rolls separately for each monster He does not have to run through the same exit that you do Your helper s success or failure does not affect
37. heir face value Discard the Item cards If you spend only Items and they are worth more than 1 000 you don t get change You cannot buy the winning level Losing Levels Your Level can never go below 1 You lose levels when a rule room or card says you do The commonest way to lose a level is psf Bad Stuff see Rolling to Run Away p 10 when monsters beat you a Race you can be an Elf Dwarf or Halfling Normally you may not have more than one Race Each Race except humans has special abilities You gain the abilities of a Race the moment you put it into play and lose them as soon as you discard it You can discard a Race card at any time even in combat I don t wanna be an elf any more You might do this to defeat a monster that has a bonus against the old Race or just because you want to play a new one Class Characters may be Warriors Wizards Thieves or Clerics You may not have more than one Class in play unless you are a Super Munchkin If you have no Class card in play you have no class Yeah I know we did that joke already Each Class has different abilities shown on the cards You gain the abilities of a Class the moment you put it in play and lose them as soon as you discard it You can choose to discard a Class card at any time even in combat I don t wanna be a wizard any more Discard Ability One ability for each Class is powered by discarding car
38. icon After the main player s roll any other players in the combat must roll No more cards may be played after the main player s roll unless they spec ify that they are to be used after the die roll Results of Combat Compare your Level Bonuses Dice Thrown Items see Thrown Items p 17 to the monster s Level Bonuses Dice If your total beats the monster s total you win The monsters win ties If you have a Helper his Level and Bonuses count on your side and he also gets to roll a die See Helpers in Combat p 10 There are ways for other players to help you or help the monsters See Non Helpers in Combat p 10 If You Win If you win you have defeated the monster This usually means you killed it messily though some monsters have special don t kill me rules If the monster was yours draw a DxM card Remove the monster standie and return the base to its owner Take any special benefits described on the monster card s Draw Treasure cards as specified on the card s for the monster s you killed If there is another munchkin in the room all Treasure is drawn face up Otherwise they are drawn face down and no other players know what you got Items you have found may be put into play now and any DxM cards you got can be used now if it is otherwise legal to use them Go up a level If you killed a Fearsome monster by yourself go up two levels If you have reached 10th level it
39. ide If this happens during the Monster Turn the monster may continue its move from the room on the opposite side if the arrows and links permit If there is no room on the opposite side of the Entrance monsters may not go into the Entrance at all period oe Special Monster Movement lt As you move the monsters check each standie If there is a foot print on it its movement is special See diagram p 14 A green footprint means the monster is Fast When a Fast J monster moves during the Monster Turn it takes its regular move and then if it can moves one more room in the same direc tion Then it stops regardless of arrows 9 A red footprint means the monster is Slow A Slow monster only moves one room during the Monster Turn regardless of the arrows in the second room ZA A yellow footprint with a slash through it means the monster is Lurking A Lurking monster doesn t move during the Monster Turn but cards that move monsters will affect it normally a A blue upside down footprint means the monster is e Contrary On the Monster Turn if its room has an arrow of the color rolled a Contrary monster makes its first move in the opposite direction from that arrow The rest of its movement this turn will follow the Monster Movement Color Y A footprint with a question mark means we did something weird and you have to read the monster s card For example some monsters can move through locked or hidden doors
40. isposed of its card goes to the discards its standie is removed from the board and its base is returned to its owner see If You Win p 9 Monster Movement Almost every monster can move Check each monster Unless a card says otherwise monsters ignore other monsters and even most munchkins see Gotcha below while they are moving It doesn t matter who moves the monsters because their movement is controlled by the colored Monster Movement Arrows on the rooms If an arrow of the Monster Movement Color leads out of the room the mon ster moves that way if it can A monster s base color has no effect on movement Normally monsters can go only through passageways or regular doors However some monsters have special move ment rules see Special Monster Movement box above Check the arrows in each room a monster enters If any of the arrows match the Monster Movement Color then the mon ster keeps moving see Examples of Monster Movement p 14 When the arrow points to a link the monster can t move through or when there is no arrow of the chosen color the monster ends its move Se Monsters and the Entrance The Entrance has sunlight which monsters hate Except dur ing a Boss fight see p 11 no monster may stop in the Entrance even if its target munchkin is standing right there unarmed and covered with chocolate When a monster enters the Entrance it goes right through the room and out the oppo site s
41. ll pay you 500 gold if you ll let me help Munchkin Babe You could put your 500 gold in your nose and sing the Snails on Speed Song and I still wouldn t let you help Galadrool plays two cards Okay the monster is now Ancient and Hairy Do the math Ancient added 10 to the monster Hairy added another 5 So the Ancient Hairy Shrieking Geek is now 7 Level 27 and it still gets to roll a die Munchkin Babe Aieeee The Guys Woot Awesome Munchkin Babe Guess I d better try my d10 Power Munchkin Babe rolls the d10 and gets a 7 Because she s Level 5 this means that the power fails Munchkin Babe Drat Galadrool You can still win m Level 9 and I have another 9 points of bonuses If I help I will add 18 to our side of the fight and it would be 30 to 27 Munchkin Babe Each side would roll a die We could still lose if the dice go bad Galadrool Accept my help and Pll take care of that But now I get first pick of the treasure too Munchkin Babe looks imploringly at the other players They shrug Their levels and the Items they are carrying and wearing aren t enough to win the fight And if they have any good cards they re not showing them Munchkin Babe I hate you very much Okay you can help You get first pick Galadrool Thank you very much She moves her figure into the room Okay the Geek is now just a Baby She plays a card Igor Woo An Ancient Hairy Baby Geek
42. lows only one extra room Shadow Nose on Orange Roll The Shadow Nose starts 2 and moves in the direction of the Orange arrow into the next room 6 Even though the Shadow Nose s special move ment rule printed on its card allows it to pass through any type of door it stops in this room because it is Slow and only moves one room at a time Lame Goblin on Green Roll The Lame Goblin starts 8 and moves in the direction of the Green arrow leaving the board see Monsters Leaving the Board p 13 It reappears on the other side of the dungeon 5 and follows the green arrows These lead it through a series of rooms 1 2 3 and finally into 4 where it stops since following the green arrow from 4 would force the monster to enter room 1 where it has already been on this move see No Retracing Steps p 13 Fungus on Red Roll The Fungus starts 9 but it does not follow the red arrow when it leaves the first room because it is Contrary Instead it moves in the opposite direc tion to 5 After that it follows the red arrows normally so it goes to 6 That room has no red arrow so the Fungus stops Each character is basically a collection of five stats Level Race Class Health and Move and Items For instance you might describe your character as an 8th level Elf Wizard with the Pointy Hat of Power the Staff of Napalm and Naughty Armor Your character s sex starts off the s
43. nce you may use it before rolling the dice in a combat and escape unharmed even if the monster was sure to defeat you During someone else s turn you may say Stop at any moment and use the card but you may not say Before you do that I m going to use this card unless the card specifically says that it can reverse an action that has already been announced For instance if someone picks up his munchkin and moves it into your room you may not say that you are using Summon Wall to stop his move You would have to say Stop before he Curses These are our very favorite Any Time cards A Curse may be played on ANY player at ANY time unless the card says otherwise Reducing someone s abilities while he s in combat is a lot of fun A Curse affects its victim immediately and is discarded Exceptions By discarding a Wishing Ring you can cancel any Curse before it takes effect A Cleric s d10 power can avert a Curse If a Curse gives a penalty on your next fight and you are in com bat it counts immediately Otherwise keep the card until your next fight as a reminder If a Curse changes a stat like Move keep the card until you become uncursed If a Curse can apply to more than one Item the victim decides which Item is lost or cursed unless the card states otherwise If a Curse applies to something you don t have ignore it For instance if you are given Armor Turns to Pudding and you a
44. ns because the GM has not yet created the rooms on the other side Monsters can still move through those links see Monsters IN Leaving the Board p 13 Combat Combat starts as soon as you are in a room with a mon ster during your turn Combat happens during the Movement phase but it is so important that it has its own section see p 8 If you have Move remaining after Combat you may use it Making Deals Some rooms let you buy or sell Items cards levels and so on This is called a Deal You can t make a Deal if a monster is present Making a Deal costs a Move unless specified otherwise Most Deals will specify that you must pay in some specific way with gold with Items or with cards possibly only a certain type of card If you pay by discarding Items and they are worth more than the required amount you do not get change Some Deals will specify a limit you may only make that Deal once per turn You cannot use an extra Move and repeat it If no limit is specified then spending another Move lets you repeat that Deal and you can repeat as many times as you like Searching By spending 1 Move you may roll on the Search Table see p 20 looking for whatever goodies are not nailed down This also lets you pick up any dropped items in the room see Picking Up Items p 16 You can not Search in a room with a monster Roll your six sided dice to Search 2 to Search Rolls 1 to Search Rolls 2 to Search
45. onster in a room with no adjacent room That means you have nowhere to run to In that case you automatically take the Bad Stuff and your turn ends even if you had some Move left Rolling to Run Away Running Away does not cost any Move All you have to do is roll one six sided die and be lucky If you roll a 5 or above you dodge the Bad Stuff If you fail your roll you were too slow The monster does Bad Stuff to you as described on its card If NONE of the Bad Stuff can apply to you take another hit For instance if the only Bad Stuff is Lose your Headgear and you have no Headgear take a hit Either way if you survive you go through the chosen link and into the next room If the Bad Stuff takes your last hit you die in the room with the monster see p 8 Help and Interference Other players may get involved in your combat either to help you or hurt you This can be the only way to deal with a big monster but you shouldn t expect the other munchkins to help you for free see Bribes below Asking for Help You can have only one Helper Choose wisely No one can help you unless invited You can ask anyone who is in your room or can reach your room see below to help you fight Munchkins who can reach your room by magic are also eligible to help The player who accepts your invitation is called your Helper Moving to Help To reach your room to help a munchkin in an adjacent room may go through a passage
46. or any kind of door This is an example of mov ing out of turn see p 6 and costs no Move Until you choose your helper no munchkins are moved Once your helper moves he must help Players who can t get to your room may still be able to interfere see box but they are not in the combat Bribes You can bribe someone to help see Munchkin Babe vs the Shrieking Geek p 11 In fact you ll probably have to bribe anyone who s not an Elf You may offer any gold or Item s you have in play see Trading Items With Other Players p 16 You may also offer any number of the Treasure cards the monster has If you offer a helper part of the treasure you must agree whether he picks first or you pick first or whatever If more than one player offers to help in exchange for treasure you can get them to bid for the privilege se Non Helpers in Combat lt What if you re not the Helper but you still want to interfere in a combat What if you want the monster to win You can t directly attack other players but you can affect combats in sev eral ways Play a Wandering Monster card to bring another monster into the combat Play a Monster Enhancer on one of the monsters in the fight These cards make a monster stronger and give it more treasure Okay some make it weaker and give it less treasure You can play these at any time not just during combat Use any one shot card that can affect combat Curses have
47. r is chosen randomly 3 Meanwhile you may draw a DxM as your reward for exploring and decide if you want to use it now 4 Read the special rules printed on the room Some will apply as soon as you enter and some will affect combat And you re now in combat because 5 Newly explored rooms always have a monster Draw the top Monster card and find the monster s standie Roll the Monster Die to see what color its base is the player of that color gets a DxM If no bases of the rolled color are available you get to choose the base but the player of the chosen color does not get a DxM If no bases at all are available woe Links Open Passageway Regular Door Locked Door ae Icon Movement Cost Search Icons Cannot Search to Search Rolls the highest level monster counting enhancers is removed from play free ing a base for the new monster If there is a tie for highest level remove all tied monsters This means that the maximum number of monsters in any game is 3 times the number of players Automatic Monsters When all the rooms have been explored the monsters have nowhere left to lurk At that point if you enter a room with no monsters during your turn you may draw a Monster card see p 6 if you want to This does not cost a Move 6 Start combat See Combat p 8 When there are no room tiles left the dungeon is fully explored All links on the edges are treated as walls by munchki
48. racter because right now he s dead Returning to Life At the start of your next turn you reappear in the Entrance Flip all of your Health tokens over to red Take 300 Gold and draw two Treasure and two DxM cards not F three as when the game started we re not rewarding you for dying Your turn then continues normally Don t forget to blame your death on someone and get even with him Dying On Purpose Any time during your turn you may flip all your red Health tokens over to black You are now dead You might do this to draw new cards escape a walled in room or for some other munchkinly reason Multiple Monsters For rules purposes each monster standie is a single monster even if the name on the card is plural such as the Wight Brothers If the room contains more than one mon ster or if more monsters appear during the fight you must fight all those which are not ignoring you see Monsters That Ignore You p 8 You fight them as a group you cannot choose to fight one and run from the other s Everyone Cleric Daa Playing Cards in Combat The potions and scrolls you have in play these are on your belt see p 16 may be used during combat You may also use one shot cards both Treasure and DxM cards from your hand during combat A card is a one shot if it says Usable once only or Go Up a Level Warrior Halfling You may not play other Items from your hand or swi
49. re not wearing armor moved Words in bold italic are keywords Adjacent If two rooms are connected by an exit not a wall they are adjacent Armor You may normally use only one Armor Armor is always Worn See p 16 Axe A type of Weapon Bad Stuff If you fail a Run Away roll the monster smacks you as you leave the room See p 10 Base The colored plastic holder for a Standie Beast A relatively normal sort of monster Usually Belt Not an actual Item but the place where you carry in play Items that are not Worn and don t require Hands You may have any number of things on your Belt See p 16 Big Items are small unless they say Big Carrying more than one Big thing will slow you down See p 16 Boss Monster The foe that appears when a Level 10 munchkin enters the Entrance Kill it and win See p 11 Bow A stick with a string A type of Weapon Bug A crawly monster insect spider crustacean Charity The phase of the turn when you give your excess cards to the lowest level player s See p 7 Cheat Such an important concept that there is a spe cial card for it see p 16 Cheating without a card is between you and your conscience Heh Can t believe we said con science in a Munchkin game Class A collection of special abilities represented by a Class card The Classes in this set are Wizard Warrior Cleric and Thief See p 15 Clo
50. roll is always 0 but you can still add a bonus to that Search Icons Modifier to Search Rolls see p 7 pi Cannot Search Links Open Passageway Regular Door Locked Door Link Icon Movement Cost gt Being a Munchkin lt Remember This is a game about killing things and taking their stuff The best roleplaying in Munchkin Quest is BAD roleplaying You should interpret all rules according to their spirit The spirit of munchkinly play is to ignore the spirit of the rules whenever it benefits you to follow them to the letter There will be times when it will help you to play a bad card on yourself or to aid another player in a way that costs him treasure This is very munchkinly Do it Early in the game while you are all low level you will benefit by helping each other You may want to stick close to your friends so you can come to each others aid Though dying in the first few turns is not really harmful because you come back in fact it can be a way to get more Treasure cards quickly if you didn t like your first draw Later in the game you will probably split up and as you reach higher levels you ll be less eager to help each other Eventually you will start stabbing each other in the back Perhaps literally
51. still losing 12 to 7 And the monster will roll a die and she doesn t get one Her total will be a 7 The monster s very worst total if its die comes up 1 is 12 1 13 She is indeed hosed She can t possibly win unless she plays cards and she has only one card in her hand that can help her the other two are Curses which are only good for hurting other players Munchkin Babe I need some help Who ll volunteer There is dead silence Munchkin Babe Cowards Okay I hit it with the Freezing Explosive Potion She plays her one good card Now any of you has enough bonuses to let us win The Potion is a one shot card good for 5 Now it s 12 to 12 on lev els but the monster is still rolling a die She still can t win without help but now if any of the others help it looks like a sure thing And conveniently they are all in the next room so any of them can get there to help Evil Stevie VIl help you for two treasures He is being evil The monster is only worth two treasures Igor Well ll do it for one treasure as long as I get first pick Munchkin Babe Evil Stevie will you do it for second pick Evil Stevie Hmm No but ll do it for second pick and 500 gold Igor No no Let me ll do it for the second pick only Galadrool V Il do it for free Everybody Else You always say that You re an Elf and you re 9th level No way you re going to get to help and earn your 10th level Galadrool V
52. struction to drop or discard an Item means you must get rid of an actual Item card and not gold You may carry any amount of gold without penalty Item Restrictions There are various limits on the use of Items Each munchkin normal ly has three Slots see below two Hands a belt and a pack Certain Items may also have class race or sex restrictions For instance the Cheese Grater of Peace can only be used by a Cleric Cheat cards of course let you ignore restrictions When you play Cheat on an Item you ignore all its restrictions and get its maximum bonus If you lose the Item the Cheat goes with it Slots You only have one head for Headgear one body for Armor and one pair of feet for Footgear These are your slots Worn Items All items in your slots are worn You won t find Worn as a keyword on any Item but when a room or card refers to Worn Items that means any Headgear Footgear or Armor plus all your Shiny stuff and your Clothing Shiny and Clothing Items with the Shiny or Clothing keywords are also worn but do not use Slots There is no limit on the number of Shinies or Clothing that you may have Hands Each munchkin starts with two Hands There are weapons and other things but weapons are the most fun that require Hands to use Check each Item to see if it requires Hands Your Belt If an Item is not worn and does not require Hands then it is carried on your
53. tch your carried and packed Items see tems p 16 while you or any player is in com bat Do that before a monster appears Remember you may add or remove Races and Classes at any time Yes this means even during combat Rolling the Dice The last part of combat is the die roll Normally both the munchkins and the monsters will roll dice They add the results to their Levels and bonuses see Munchkin Babe vs the Shrieking Geek p 11 Munchkins roll one die Monsters roll the number of dice shown on their cards gt Monster Ownership and Targets lt Each monster goes on a base matching a player color When fewer than four are playing the bases of the unused colors are not used A monster on your color base is considered your monster and you are its target When it fights even if it is fighting you you roll for it and you can use your own cards to affect its rolls Any reference to a Red monster means a monster on a red base So the Plutonium Dragon is NOT a Green monster unless it s on a green base you munchkin If the combat is happening on your turn you are the main player You are the one who initiates the die rolling either because you are satis fied with the odds or because you know you can t improve them Before you roll you must say I m rolling and wait a reasonable time defined as about 2 6 seconds for anyone else to speak up Someone may play a Curse card
54. thing These items are Worn but don t take Slots so you can have any number See p 16 Club A type of Weapon Combat Combat starts as soon as a monster is encoun tered on your turn If you start your turn in a room with a monster combat starts when your turn does Many actions are not allowed while you are in combat Because you know you re kind of busy Note that any reference to a fight battle fray contretemps exchange of mighty blows and so on also means combat because we got really tired of typing the word combat See p 8 Combat Bonus A number that adds to your level in combat The opposite is a penalty nothing happens Discard the Curse and laugh mockingly GLOSSARY lt Construct A monster built by mad science or mighty enchantment Or maybe both Contrary These monsters follow their own path On the Monster Turn if its room has an arrow of the color rolled a Contrary monster makes its first move in the opposite direction from that arrow The rest of its movement this turn will follow the Monster Movement Color Curse An evil evil card See p 18 d10 The ten sided die See p 4 d10 power An ability each Class has See p 15 Dagger A type of Weapon Darkness Everything outside of the explored dungeon is the darkness Rooms that have not yet been added to the dungeon are in the darkness See Unexplored Rooms D 1O Deal An exchang
55. tle chittering noises in the box at night if you don t play Munchkin Quest often enough Stuff Items Gold Things you find lying around in the dungeon beside recently deceased monsters Sword A type of Weapon Tentacled Monsters with really long weird looking arms Or maybe legs Like we can tell Thingie An Item that doesn t fit any other category Throwable Items usually one shot that can be used in your room or any adjacent one See p 17 Tiny The smallest monster size See p 14 Trollkin Monsters that are somehow related to trolls but we re not asking Undead Monsters that don t know when to lie down If you can kill them they ll just be plain old dead and you can take their stuff Unexplored Room What you enter when you go into the Darkness See p 6 Vermin Especially filthy and disgusting monsters Weapon There are many types of Weapon including Sword Spear Axe Mace Bow Dagger and Club Any of these counts as a Weapon Worn All Slot items Armor Headgear and Footgear are Worn Clothing and Shiny things are also Worn Munchkin Quest is a production of Steve Jackson Games Rolling the credits Game Design Steve Jackson e Illustration John Kovalic Game Development Philip Reed and Will Schoonover Chief Operating Officer Philip Reed Art Director Will Schoonover Photography Fox Barrett Proofreader Monica Stephens Munchkin Czar Andrew
56. tual moves between rooms and to do things within rooms Use these foot tokens to keep track of the Moves you have used A Tapping Your Feet You may find it helpful to turn Move tokens over that s why one side is green and the other side is red or sideways or just shift them a bit as you use Move dur ing your turn That makes it easy to see how much Move you have left When your turn is over reset your Move tokens You don t have to use all b f your Move on your turn but you cannot save any from turn to turn Starting in a Room with a Monster If there is a monster in the room when your turn starts you must fight just as if you had moved onto the monster See Combat p 8 Exception If you play a card that allows magical movement to anoth er room you can avoid combat by teleporting or going through a wall or whatever Then continue your turn normally Moving Between Rooms Movement is always from one room to the next Rooms are connect ed by links but you never stop on a link except to indicate you re pass ing through it to an unexplored room and you will complete your move to the new room as soon as the Mapmaker puts it down To go through a link you must pay its movement cost see box Walls cannot be passed through except by magic If two rooms are linked by a wall they are not considered adjacent You are never completely stuck unless you are surrounded by walls You can always go thro
57. u could accidentally hit your friend with a potion and it will count against him A throwable Item can be used in your room or any adjacent one if there s any kind of door in the way we assume you open the door and toss it through Throwable Items are usable once only and discard ed after use unless the card says otherwise is GETTING AND PLAYING CARDS GETTING CARDS The cards allow you to twist and sometimes even break the rules You re going to want as many cards as you can grab Deus ex Munchkin You start with three DxM You get two DxM when you return from death see Returning to Life p 8 Some rooms will offer a Deal see p 7 that lets you get DxM cards Most Treasure cards are Items You draw a DxM when e Your turn begins See p 6 e You explore a room See p 6 e You defeat or help defeat one of your monsters See p 9 e Your color comes up any time the Monster Die is rolled See Dice p 4 Monsters You can t have these in your hand Ever Period Treasures You start with three Treasures You get two Treasures when you return from death see Returning to Life p 8 and some rooms will offer a Deal see p 7 that lets you buy or trade for Treasures You usually get Treasures by e Killing monsters See If You Win p 9 e Searching rooms See p 7 e Trading with other players Extortion counts as trading and is highly recommended See p 16 PLAYING CARDS
58. ugh one exit per turn of any type by spending all your Move This is true even if your Move is 0 Changing Move in Mid Turn Some cards can change your Move Add or remove foot tokens any time your Move changes This lets you remember what your basic Move is and lets the players keep each other honest The Move loss from a Big Item see Big Items p 16 is especially easy to forget If your Move changes in the middle of your turn play as though you had started your turn with the new Move If you put an Item into play that reduces your total Move below what you have already spent this turn you may no longer move but there is no other penalty Moving Out of Turn Sometimes you will move on another player s turn because you were Cursed to help him in a fight see p 10 or to Run Away from a monster see p 10 when you tried to help and your side lost Moving out of turn never costs Move It just happens Exploring When you go through a link with no room on the other side you have discovered a new room The steps for exploring a new room are 1 The Mapmaker randomly draws a room and attaches it to the link you passed through All new rooms must be placed so that the rules text reads in the same direction as the rules text on the Entrance You are now in that room 2 The Mapmaker draws a link for each side of the room that does not already have one He puts them down without looking so each door or whateve
59. wo different Race cards in play you are now for instance half Elf and half Dwarf with all the advantages and disadvantages of both You lose Half Breed as soon as you have no Race card in play but you may deliberately discard a Race and immediately substitute another from your hand becoming for instance half Elf instead of half Dwarf Super Munchkin works exactly the same way for Classes You can be for instance a super Warrior with all of the advantages of a Warrior and none of the disadvantages Or you can be for instance both a Warrior and a Wizard with all the advantages and disadvantages of each class Monster Enhancers and Extra Monsters Cards that give bonuses to monsters are monster enhancers Enhancers may be played at any time Most enhancers raise the level of monsters but some for instance Baby lower the level Wandering Monster and Mate bring another monster to join a battle All enhancers add together If there are multiple monsters in the fight the player who plays the enhancer must choose which one it applies to If a monster survives the combat keep its enhancer cards with it A Humongous Fungus for instance remains Humongous until it is killed or removed from play Timing Cards always take effect in the order they are played Any Time If a card can be used at any time this means During your turn you can literally use it at any time If you have Blink Potion for insta
60. yours and vice versa lt The Boss Monster If You Win When a Level 10 player is in the Entrance on his turn a Monster is drawn to become the Boss Determine its base color normally see p 6 Whatever the level on the drawn card treat the Boss Monster as Level 20 No card or power will let you bypass this combat The Boss ignores any rules cards or powers that would take it out of the Entrance It can never be controlled and will never ignore a Level 10 munchkin for any reason even 1f its card says it will It always fights It keeps all its other stats and special abilities and penalties Enhancers may be played on the Boss of course and Monster Pill and similar cards can bring it helpers You may ask for help see p 10 but munchkins below Level 10 cannot help in the Boss Fight even if they are in the Entrance If the Boss is slain the munchkin who defeated it is the winner Shared victories are possible If two 10th level munchkins cooper ate to beat the Boss they win together regardless of whose turn it If You Lose or Tie If the Boss wins the munchkin s each take a hit and lose one level automatically even 1f they Run Away and avoid the other Bad Stuff see Running Away p 10 The Boss and any other monsters in the fight vanish discard them Next time a Level 10 munchkin moves into the Entrance a new Boss will appear Example A Level 10 player moves into the Entrance and a Monster

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