Remove the specified card from the game area. This area may be referred to as either the game area or the table, even if the game is not being played on a literal table. Some cards have no ability. 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. A keyword ability. Tokens from the stockpile represent damage when placed on Hero, Ally, and Monster card types. However it seems to have…exploded somewhat. . You may show A zone in the game area that contains a player's stack of out-of-play cards that have yet to be drawn. Interrupts can be played on other Interrupt abilities, in which case the most recently played Interrupt resolves first, followed by the next, and so on. Below the DMZ is a player's hoard. combine to form Life-O-Suction 3, although the resolution of the abilities may You automatically escape from all monsters in the fight, even if a monster card says escape is ... Our PDF store has free Munchkin accessories and rules (including Epic Munchkin and the Munchkin Tournament Rules)! To zap a card, rotate it 90 degrees to one side. A player's opponent is the other Hero, as represented by their Hero card. The cards in a player's deck are face-down. A defining aspect of a card, including the card name, card type, class, subtype, ability, cost, rank, power, and defense. Cancel If they do, they then move X card(s) from their hand to the bottom of their deck in any order, face-down. Pay the required cost, if any, to move a card from your hand to an in-play zone of the game area, according to the rules and restrictions specified on that card. Tokens always represent damage when placed on cards with a life icon. Cards (and tokens that are placed on or removed from those cards) will enter and leave each player's stash during play, but both stashes will be empty at the start of the game. unique instance of that ability. They roll separately for each monster, in whatever order they like. A keyword ability. The following is a list of documents that show how to play our game: Forums Face-up cards in the stash are in play; face-down cards in the stash are out of play. A keyword ability. There are two types of damage dealt in the game. If a single Ally is committed to a fight and the Monster is hired, that Ally takes all combat damage dealt by that Monster (even if that damage exceeds the Ally's life). Tokens count as gold when they are in any player's purse or committed to a fight. When activated, move X tokens from the stockpile to this card. That player controls everything in those zones. See. without all that messy roleplaying! See, Each player is a Hero, represented by a Hero card, which is an official, published, When "checking for cheating," if the active player is not cheating, the Monster is hired until the end of that fight. For example, when a card with Life-O-Suction 2 gains Life-O-Suction 1, See, A characteristic of a card, indicated by a number within a shield icon. Munchkin, like Nekojin said, is hilarious, ridiculous fun. A keyword ability. See, More than three of any card with the same name, Cards from any class that does not match the class of the player's chosen Hero. Cards may be moved to this zone in various ways, including if they were discarded, resolved, squished, or spilled. A card's subtype is shown in the center bar of a (non-variant) card, and it is a method of categorizing a group of cards within one type. Class Enhancers Elite (Munchkin 8):Ultra-Elite. During a player's turn, that player may choose to zap this card to deal 1 damage to a target Hero or stashed Monster. Components in a player's Hero Zone are in play. There are three Mischief subtypes: Curse, Interrupt, and Treachery. booster. They must now run away, which is the correct thing to do when a monster is clearly the victor. If a Hero is suffering from one or more bleed effects, that Hero is said to be bleeding. An ability is resolved when its effect has been completed to the fullest extent possible. There are many Monster subtypes that may be referenced by various abilities. A hired Monster's ability always activates, unless a condition described within that ability is not met (even if that Monster would otherwise be squished). The attacker moves all remaining tokens onto the defender's Hero card to represent damage. Look for it at munchkin.sjgames. The defender takes tokens from the stockpile equal to the combined power of all Weapons committed to the fight and moves those tokens onto the Monster card to represent damage. In the Munchkin Collectible Card Game, your goal is to hurl Monsters, Loot, and Mischief cards at your opponent until they have taken damage equal to or greater than their life. See, A game mechanic that applies to fights. A player's deck must contain exactly 40 cards in any combination of Neutral cards and class cards that match that player's chosen Hero class. See, A characteristic on some cards that indicates the class to which that card belongs. See. Class cards can be identified by the class icon on the right side of the center bar on the cards. Your level determines how much gold you take during your cooldown, as well as the maximum total rank of the Loot you can have in your hoard. Roll the die. A card's ability is the effect described in the text field in the lower half of that card. If there is no available target, a card that requires a target may not be played. Hero cards are placed in the Hero Zone during game setup. Players are allowed to use identical decks, though each player's deck will most likely be unique to that player.