Examples of Monster Movement. Munchkin Quest

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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

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. I’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 I’ll 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!

“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: I really didn’t want to use that.

Munchkin Babe: My heart bleeds for you.

Igor grumbles to himself. He’s also got a 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: I 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 eligible 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, very 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 . . .

12 Combat (Munchkin Babe vs. the Shrieking Geek)

h

Monster Turn

g

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 . . .

h Special Monster Movement g

As you move the monsters, check each standie. If there is a footprint on it, its movement is special. See diagram, p. 14.

DxM Draw

If the Monster Movement Color matches a player’s color, that player immediately draws a DxM card.

h Monster Cards g

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 disposed 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 monster 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 movement rules (see Special Monster Movement box, above).

A green footprint means the monster is 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 arrows.

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.

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 blue upside-down footprint means the monster is

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.

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, 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, if 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.

Check the arrows in each room a monster enters. If any of the arrows match the Monster Movement Color, then the monster keeps moving (see Examples of Monster Movement, p. 14).

Monster Movement Exceptions

No Retracing Steps!

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.

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.

h Monsters and the Entrance g

The Entrance has sunlight, which monsters hate. Except during 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 opposite side. 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.

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, even if it’s a wall. We told you, monsters are sneaky.

Monster Turn 13

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 monster, 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.

Once a mob forms, it will tend to move as a unit. However, remember: 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 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?”

Monster Mobs

Sometimes the random movement of the monsters won’t seem so random, and several will end up in a single room. Then you’ve got a mob.

h

Examples of Monster Movement

g

Gazebo on Yellow Roll

Or any color roll, for that matter . . . The Gazebo (1) is a Lurking monster, as shown by the slash-through-footprint icon. It only moves if a card moves it.

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 monster, 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” allows only one extra room.

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.

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 movement 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.

5

1

2

6

3

7

4

8

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).

9 10 (gap) 11 12

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 direction, 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.

14 Monster Turn (Examples of Monster Movement)

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 higher your level, the better your d10 Power (see below) will work.

Leveling Up

h

Character Stats

g

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 same as your own.

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.”

You win the game by reaching Level 10, killing the Boss (see The

Boss Monster, p. 11), and escaping. That makes leveling up very important. 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 their 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.

Discard Ability

One ability for each Class is powered by discarding cards. 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.

d10 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 monsters 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

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

Bad Stuff (see Rolling to Run Away, p. 10) when monsters beat you.

Race

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!

When you have no Race in play, you are human. With a Race card, 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.

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 carried, worn, or packed.

See Items, p. 16.

Character Stats 15

16

h

Items

g

Hands

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 is 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.

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 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.

h Gold Coins g

Gold coins can be spent, dropped, traded, and so on, just like

Items. However, an instruction 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 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.

Item Restrictions

There are various limits on the use of Items. Each munchkin normally 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.

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

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.

With Other Players

You may give or trade your carried, worn, or packed Items – not Items from your hand – to other players whenever you are in the same or adjacent 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 – “I’ll 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

Items

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.

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). You 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 discarded after use, unless the card says otherwise.

h

Getting and Playing Cards

g

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.

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

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: p. 4.

• Your turn begins. See p. 6.

• You explore a room. See p. 6.

• You defeat, or help defeat, one of “your” monsters. See p. 9.

• Your color comes up any time the Monster Die is rolled. See Dice,

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 discard a Class or Race at any time.

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:

• Killing monsters. See If You Win, p. 9.

• Searching rooms. See p. 7.

• Trading with other players. Extortion counts as trading and is highly recommended. See p. 16.

Playing Cards

You should do this. A lot.

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 two 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.

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 combat, whether you have it in your hand or in play.

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.

Items

Getting and Playing Cards

17

18

Curses

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 instance, 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 moved.

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 combat, 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 are not wearing armor, nothing happens. Discard the Curse and laugh mockingly.

Words in bold italic are keywords.

h

Glossary

g

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 special card for it (see p. 16). Cheating without a card is between you and your conscience. Heh. Can’t believe we said “conscience” 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.

Clothing

– 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 encountered 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.

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, p. 19.

Deal

– An exchange 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 represents random Fate and/or the Game Master. See p. 17.

Empty Room

– A room with no munchkins or monsters. 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 Move tokens. See p. 6.

Fiery

– A flaming monster, but Flaming is an item keyword, 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 “Piiiick 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 size. 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.

Glossary

Item Enhancer

– A card you will see in later supplements, 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, shutting 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 other. 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 combat 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 each 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

. . . it’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 suddenly 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 dungeon is made up of rooms. Each is represented 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 monster. See p. 3. The standies in this set are actually alive, and will make little 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

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 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,

Nicholas Vacek, Thomas Weigel, Loren Wiseman, Shadlyn Wolfe, and Duncan Wright.

Special thanks to OrcCon and Great Hall Games for hosting blindtest sessions.

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 19

h Icons g

Everyone!

Wizard

Cleric

Thief

Dwarf

Elf

Warrior Halfling

Question

g

Marks?

Whenever you see a question mark appear with an icon on a card or room, there’s a special rule. Read the card or room.

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.

h Turn Phases g

(1) DxM Draw.

See p. 6.

(2) Movement.

See p. 6.

Explore. See p. 6.

Combat. See p. 8.

Deal. See p. 7.

Search. See p. 7.

(3) Charity.

See p. 7.

Monster Turn.

See p. 13.

It’s now the next player’s turn. If he’s not paying attention, poke him.

h Search Table g

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 roll is always 0, but you can still add a bonus to that.

h Search Icons g

Cannot Search

Modifier to Search

Rolls (see p. 7)

h Links g

Locked Door Open Passageway Regular Door Hidden Door Wall

20

Movement Cost Link Icon

h Being a Munchkin g

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.

Reference

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