MUNCHKIN
MUNCHKIN
OBJECTIVE OF MUNCHKIN:
NUMBER OF PLAYERS: 3-6 Players
MATERIALS: 168 cards, 1 dice, 10 token
TYPE OF GAME: Strategy
AUDIENCE: Kids
SET-UP
Divide cards into separate decks: Door deck and Treasure deck. Shuffle them and pass each player four cards from each.
MANAGING CARDS
Each deck has a separate discard pile. Cards here are placed face-up. You can not look at these cards unless a card allows it. If a deck is exhausted, shuffle the discard pile.
During Play: Cards in front of you that show your race, class, and items. Cards such as continuing curses also remain on the table after they have been played.
Hand: Cards in hand are not considered in play. They cannot help you or be taken away. You must have no more than 5 cards in hand. If you wish to get rid of a card, discard it or trade it.
Many cards have special rules that can disagree with the rules of the game. Cards trump traditional rules. Note, you have to kill a monster in order to reach level 10.
CHARACTER CREATION
Each player begins a Level 1 human being without a class. Characters are either male or female, the sex of which is chosen at your discretion. Examine your 8 cards you start with, if it includes a Race or Class card place it in front of you on the table. Also, if you have items you may play them by placing them in front of you.
STARTING & FINISHING
Pick the player who goes first by rolling the dice. Interpret the results as you choose. Gameplay consists of turns each with several phases. The first player who reaches level 10 wins the game, only if you kill a monster, unless a card specifies otherwise.
ACTIONS
You can at any time:
- Discard a Class or Race card
- Play a Hireling or a Go Up a Level
- Curse
You can, if not in combat:
- Trade items with other players
- Equip different Items
- Play a card even if you have just received it
- Play an Item
BASIC RULES OF COMBAT
When you are fighting a monster compare your combat strength against the monster’s. If you have a greater combat strength you win! If you are equal are lesser in combat strength you lose.
TURN PHASES
- Kick Open the Door. Draw 1 card from the Door Deck, face-up. Cards can either be played or kept in hand. If it is a monster you have to fight it. If it is a curse, they typically apply immediately, unless they are continuous. After, discard it.
- Look for Trouble & Loot. If you had to fight a monster in the previous phase go to phase 3. If not Look for Trouble by playing a monster in hand and fighting it. Play one you can manage unless you can get help. Loot by drawing a second card from the door deck. Keep it face-down, in your hand.
- Charity. If you have greater than 5 cards in hand, you have to play them to reduce your hand to 5 or less. If you do not wish to play them, give them to the lowest level player or divide them evenly among the lowest level players. If you are the lowest level player, discard the extra cards.
CHARACTER STATISTICS
All characters have a personal collection of armor, magical items, and weapons. They also consist of three stats: Race, Level, and Class.
Level
Measure of strength. You can gain levels by killing monsters or if a card directs. You can also lose levels if a card says so, however, you can never go below Level 1. Combat strength can go negatve if you are it by a curse.
Class
Characters can be Wizards, Warlords, Thieves, or Clerics. If you do not have a class card you have no class. Classes have special abilities associated with them, they are displayed on the card. The abilities are lost if you decide to discard your class card. The card outlines when these abilities may be utilized. You are allowed to discard your class card at any time in gameplay. You can belong to multiple classes unless you have the Super Munchkin card in play.
Race
Characters have different races: human, elves, halflings, and dwarves. If you do not have a race card you are a human. The rules for class apply. Humans do not have special abilities. You can belong to multiple races unless you have the Half-Breed card in play.
SUPER MUNCHKIN & HALF-BREED
These cards can be played whenever it is legal to play a Race or a Class card. You can not have more than one Class or Race card that is the same in play. If you play Super Munchkin in conjunction with another Class card you get all the advantages of being in that class and none of the disdvatages assiocated with that class. You must still pay for abilities. The same rules apply to Half-Breeds.
TREASURES
Treasure Cards or both for one time use and permanent. They can be played at any time except in combat.
One-Shot Treasures토토사이트추천
These treasures have a one time use. They are typically used in combat for an extra boost of strength. These cards can be played from you hand to the table, directly. Some have extra effects, take card to read the instructions on the card thoroughly. Discard after the effects resolve.
Other Treasures
Some treasure cards are not Items (descrbed below), these cards have specific instructions as to when they can be put in play and if they are continuous or “one-shot.”
ITEMS
Treasures generally are Items. Items have Gold Piece value attributed to them. If an Item is in play it is being “carried.” Items which are not equppied are indicated as such by being turned horizontally. You cannot change the staus of items if you are in combat or running away. Any player has the ability to carry items. However, you can only equip 1 headgear, 1 suit of armor, 1 set of footgrear, and either two 1 hand items or one 2
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