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Munchkin Flowchart

This document provides a summary of the basic rules and turn structure for playing the card game Munchkin. It outlines the types of cards that can be played during a turn and in combat. It describes how combat works by comparing total monster and player levels. It also summarizes what players can do when trading, looting rooms, and when they have too many cards in their hand.

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0% found this document useful (0 votes)
4K views1 page

Munchkin Flowchart

This document provides a summary of the basic rules and turn structure for playing the card game Munchkin. It outlines the types of cards that can be played during a turn and in combat. It describes how combat works by comparing total monster and player levels. It also summarizes what players can do when trading, looting rooms, and when they have too many cards in their hand.

Uploaded by

mopperty
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Turn Begins

1 Open the Door

Created for your Munchkinly pleasure by Bob Portnell

MUNCHKIN, Mostly On One Page


WHEN TO PLAY... CURSES: any time, even during combat. POTIONS: during any combat, from cards in play or in hand. TREASURES, RACE, CLASS: Play these as you acquire them or from your hand on your turn. YOU CAN CARRY IN PLAY 1 Headgear 1 Footgear 1 Armor 2 1-Hand Items 1 2-Hand Item 1 Big or Complex Item 1 Sidekick Items in play which cannot be carried should be turned sideways.

Take 1 Dungeon / Station Card, Face UP

RULES EVEN MUNCHKINS NEED TO HEED You have to kill a monster to get your 10th Level (and win!). Cards overrides rules (and this chart!). Once combat starts you cannot change what you are carrying in play (but you can discard your Race or Class.) Only the cards in play (displayed in front of you) count for trading, bribery, combat, etc. Once a card is in play you cant pull it back into your hand -you can only trade, sell or discard it.

Is it a... MONSTER?

Combat

Compare TOTAL levels of ALL Monsters to total of your Level & bonuses (plus your Helpers Level & bonuses, too.)

Can you beat the monster?

Must you Run Away?

Persuade someone to help you. Pick just one Helper. Choose wisely.

N
Is it a CURSE or a TRAP?

Y N
Place card into hand OR put card into play right now.

Y
Runners must roll 1d for each monster. 4 or less Bad Stuff happens... Maybe Multiple Bad Stuff!

Something changed during the 2.6 second pause?

Y
Trap takes effect... on YOU! Right now! Arent you lucky? Play the Monster Card from your hand to the table.

N
You killed the monster. Increase your level(s); Take the Treasure face DOWN (face UP if you had a Helper.)

5 or more Runner escapes!

2 Look for Trouble

Go To 4 Charity Have you a Monster card in your hand?

Do you want to fight this monster?

N
3 Loot the Room

TRADE YOUR STUFF with other players anytime you or they are not in combat; you can only trade with cards that are in play. SELL YOUR STUFF only during your turn when you are not in combat. You can sell from whats in play and/or from your hand.
Discard excess cards.

Y
Take one Dungeon / Station card face DOWN and place it in your hand OR put it into play right now. 4 Charity Have you more than 5 cards in your hand?

Are you Lowest Level or tied for Lowest level?

Give excess cards to Living Characters with Lowest Level (or tied for Lowest Level.)

Turn Ends

THINGS TO DO WHEN YOURE DEAD -- Keep your Level, Race & Class -- Lay out your hand, face up, next to your other cards in play. -- In level order (high to low), each living character gets to take one card. -- Discard any leftovers. -- You live again at the beginning of the next players turn. -- Just before the beginning of your next turn, draw 2 Treasure Cards and 2 Dungeon / Station Cards, face DOWN. Put any of these into play as you will.

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