2
The Munchkins have left the dungeon . . . they’re in orbit, rampaging through the Space Station, killing the monsters and taking their stuff! Star Munchkin is based on the original Munchkin and can be combined with it (see the last page). This game includes 168 cards, these rules, and one die. Setup 3 to 6 can play. You will need 10 tokens (coins, poker chips, whatever – or any gadget that counts to 10) for each player. Divide the cards into the Station deck (with a door on the back) and the Treasure deck (with a pile of loot on the back). Shuffle both decks. Deal two cards from each deck to each player. Card Management Keep separate face-up discard piles for the two 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! Your Hand: Cards in your hand are not in play. They don’t help you, but they can’t be taken away except by cards that specifically affect “your hand” rather than the items you are carrying. At the end of your turn, you may have no more than five cards in your hand. Carried Items: Treasure cards can be played in front of you to become “carried items.” See Items, below. When Cards Can Be Played: Each type of card can be played at a specified time (see below). Cards in play may not be returned to your hand – they must be discarded or traded if you want to get rid of them. Character Creation Everyone starts as a Level 1 human with no class. (Heh, heh.) Look at your starting cards. If you have any Race cards (Cyborg, Mutant, Feline) or Class cards (Psychic, Bounty Hunter, Trader, Gadgeteer), you may (if you like) play one of each type by placing it in front of you. If you have any Item or Sidekick cards, you may play them as well. If you have any doubt about whether you should play a card, you could read below, or just charge ahead and do it. Starting and Finishing the Game Decide who goes first in any agreeable manner. Heh, heh. Play proceeds in turns, each with several phases (see below). When the first player finishes, the player to his left goes, and so on. The first player to reach 10th level wins . . . but you must reach 10th level by killing a monster. If two players kill a monster together and reach 10th level at the same time, they both win. Turn Phases (1) Open A Door: Draw one card from the Station deck and turn it face up. If it’s a monster, you must fight it. See Combat. Resolve the combat completely before you go on. If you kill it, go up a level (or, for a big monster, two levels – it will say so on the card). If the card is a trap – see Traps, below – it applies to you immediately (if it can) and is discarded. If you draw any other card, you may either put it in your hand or play it immediately. (2) Look For Trouble: If you did NOT encounter a monster when you first opened the door, you now have the option of playing a monster (if you have one) from your hand and fighting it, as described above. Don’t play a monster you can’t handle, unless you’re sure you can count on getting help! (3) Loot The Room: If you killed a monster, take the number of Treasures shown on the monster card. Draw them face down if you killed the monster alone, or face up if you had help. If you met a monster but ran away, you get no treasure! If you did not meet a monster (or met one who was friendly to you), search the room. Draw a second card from the Station deck, face down, and put it in your hand. (Felines have the option of opening a second door, instead.) (4) Charity: If you have more than five cards, give the excess to the player with the lowest level. If players are tied for lowest, divide them as evenly as possible. You choose who gets the bigger half. If YOU are lowest or tied for lowest, just discard the excess. It is now the next player’s turn. Game design by Steve Jackson • Illustrated by John Kovalic Development help and print buying: Monica Stephens • Graphic design and art direction: Phil Reed • Coloring: Wayne Barrett Playtesting: Wayne Barrett, Steve Brinich, Carl Campbell, Monique Chapman, Andy Dawson, Jessie Foster, Drew Happli, Brian Nisbet, William Toporek, Alex Yeager, and the international conspiracy of Munchkins In Black. Thanks to Tom Wham for the Awful Green Thing! Classes and Races These cards may be played to the table as soon as they are acquired, or at any time during your own turn. Half-Breed and Super Munchkin These are cards that 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 may add a sec- ond race at the same time or later, as long as you still have Half- Breed out; you are now (for instance) half Feline and half Mutant, with the advantages and disadvantages of both. You lose Half-Breed at any time you have no race card in play. You can play Super Munchkin any time you have one class in play and you have a second class card to add to it. You lose Super Munchkin if you lose either of your class cards. Sidekicks If you draw a Sidekick, either face up or face down, you may use it immediately or keep it in your hand for later. You may play it at any time, even in combat, as long as you have only one Sidekick in play at a time (two for Traders). You may discard one Sidekick at any time in order to play another. You may not trade Sidekicks. Each Sidekick has certain powers that can help you. They can- not do anything not stated on the card; for instance, they can’t carry things unless the card says they can. A Sidekick is NOT an “item”! Sidekicks don’t affect a Psychic’s bonus for fighting alone. A Sidekick can sacrifice himself for you (indeed, this is the only thing Red Shirts are good for). If you lose a fight, then instead of rolling to run away, you may discard one Sidekick and anything it is carrying. You automatically escape from all monsters in the fight, even if a monster card says escape is impossible. If someone was helping you in the fight, YOU decide whether that person automatically escapes as well, or must roll to escape. Other Munchkin Stuff There will be times when it will help you to play a Trap or Monster on yourself, or to “help” another player in a way that costs him treasure. This is very munchkinly. Do it. Trading You may trade Items (but not other cards) with other players. You may only trade items from the table – not from your hand. You may trade at any time except when you’re in combat – in fact, the best time to trade is when it’s not your turn. Any item you receive in a trade must go to the table; you can’t sell it until it’s your turn. You may also give items away without a trade, to bribe other players – “I’ll give you this Tailgun if you won’t help Bob fight the Plasmoid!”. You may show your whole hand to other players. Like we could stop you. Interfering With Combat You can interfere with others’ combats in several ways: Use a one-shot card. If you have a grenade, you could help someone by throwing it at his foe. Of course, you can “accidentally” hit your friend with the grenade, and it will count against him. Play a card to enhance a monster. These are cards that make a monster worse . . . and give it more treasure. You can play these either during your own combats or during someone else’s combat. Play a wandering monster. This sends a monster from your hand to join any combat. Trap them, if you have a Trap card. Laser Weapons Laser weapons include any item with a name ending, more or less, in “aser.” Each laser weapon is a 2-handed weapon, but any and all laser barrels can be snapped together to create a single 2- handed weapon with the power of both. For instance, a Laser (+2) and a Dazer (+3) combine to create a Laser-Dazer (+5). Add another Laser and it’s a Laser-Laser-Dazer (+7). And it’s still just a 2-handed weapon. However, the combined weapon can be broken down a piece at a time if necessary, and counts as one Item for each card mak- ing it up.You cannot Annihilate or Antimatter the whole weapon . . . just one card! All laser weapons are considered “fire” weapons. Rules Contradictions or Disputes When the cards disagree with the rules, follow the cards. Any other disputes should be settled by loud arguments among the players, with the owner of the game having the last word. Combining This Game With Munchkin Go right ahead. Your Mutant Cleric Bounty Hunter and Half-Elf Half-Feline Wizard can rampage through the Space Dungeon . . . Shuffle all the Treasure cards from both games together. Shuffle the Dungeon and Station cards together and treat them as the same kind of card; any reference to one includes the other. Use the “fast play” rules (see above). Traps and Curses are treated as the same kind of card. Any reference to a Trap also means a Curse and vice versa. Yes, Gadgeteers can “disarm” Curses. Likewise, Credits and Gold Pieces are the same thing and can be combined to buy levels, pay taxes, and so on. The Hireling from Munchkin is considered a Sidekick, and the “Kill the Hireling” card can be used on any Sidekick. Big items (from Munchkin) and Complex items (from Star Munchkin) are NOT the same thing, and all rules from both games apply normally. Normal characters may carry only one Big item and use only one Complex one. Faster Play Want the game to go even faster? For a quicker game, each play- er starts with four cards from each deck, and gets four from each deck when he returns from death. Any time a Race, Class, Half-Breed, or Super Munchkin card is on top of the discard pile, any player may discard a “Go Up A Level” card from his hand and claim it. If multiple players try to claim a card, they roll dice. The winner gets it; the loser keeps his Level card. Munchkin, Star Munchkin, and the all-seeing pyramid are registered trademarks or trademarks of Steve Jackson Games Incorporated. Copyright © 2001-2003 by Steve Jackson Games Incorporated. Version 1.2 (May 2003)

Star Munchkin rules

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Page 1: Star Munchkin rules

The

Mun

chkin

s hav

e lef

t the

dun

geon

. . .

they

’re i

n or

bit,

ram

pagi

ng t

hrou

gh t

he S

pace

Sta

tion,

kill

ing

the

mon

ster

s an

dta

king

th

eir

stuf

f! St

ar

Mun

chki

nis

ba

sed

on

the

orig

inal

Mun

chki

nan

d ca

n be

com

bine

d w

ith it

(see

the

last

pag

e).

This

gam

e in

clud

es 1

68 c

ards

, the

se r

ules

, and

one

die

.

Setu

p3

to 6

can

pla

y. Y

ou w

ill n

eed

10 to

kens

(coi

ns, p

oker

chi

ps,

wha

teve

r –

or a

ny g

adge

t tha

t cou

nts

to 1

0) fo

r ea

ch p

laye

r.D

ivid

e th

e ca

rds i

nto

the

Stat

ion

deck

(with

a d

oor o

n th

e ba

ck)

and

the

Trea

sure

dec

k (w

ith a

pile

of

loot

on

the

back

). Sh

uffle

both

dec

ks. D

eal t

wo

card

s fro

m e

ach

deck

to e

ach

play

er.

Card

Man

agem

ent

Keep

sep

arat

e fa

ce-u

p di

scar

d pi

les

for

the

two

deck

s. W

hen

a de

ck ru

ns o

ut, r

eshu

ffle

its d

isca

rds.

If a

dec

k ru

ns o

ut a

nd th

ere

are

no d

isca

rds,

nob

ody

can

draw

any

of t

hat k

ind

of c

ard!

Your

Han

d:C

ards

in

your

han

d ar

e no

t in

pla

y. T

hey

don’

the

lp y

ou,

but

they

can

’t be

tak

en a

way

exc

ept

by c

ards

tha

tsp

ecifi

cally

affe

ct “

your

han

d” r

athe

r th

an t

he i

tem

s yo

u ar

eca

rryi

ng. A

t the

end

of y

our t

urn,

you

may

hav

e no

mor

e th

an fi

veca

rds

in y

our

hand

.C

arri

ed It

ems:

Trea

sure

car

ds c

an b

e pl

ayed

in fr

ont o

f you

tobe

com

e “c

arrie

d ite

ms.

” Se

e It

ems,

belo

w.

Whe

n C

ards

Can

Be

Play

ed: E

ach

type

of c

ard

can

be p

laye

dat

a s

peci

fied

time

(see

bel

ow).

Car

ds in

pla

y m

ay n

ot b

e re

turn

ed to

you

r ha

nd –

they

mus

tbe

dis

card

ed o

r tra

ded

if yo

u w

ant t

o ge

t rid

of t

hem

.

Char

acte

r Cre

ation

Ever

yone

sta

rts a

s a

Leve

l 1

hum

anw

ith n

o cl

ass.

(Heh

, heh

.)Lo

ok a

t yo

ur s

tarti

ng c

ards

. If

you

have

an

y R

ace

card

s(C

ybor

g,M

utan

t, Fe

line)

or

Cla

ssca

rds

(Psy

chic

, B

ount

y H

unte

r, Tr

ader

,G

adge

teer

), yo

u m

ay (

if yo

u lik

e)pl

ay o

ne o

f eac

h ty

pe b

y pl

acin

g it

infro

nt o

f yo

u. I

f yo

u ha

ve a

ny I

tem

orSi

deki

ckca

rds,

you

may

pla

y th

em a

sw

ell.

If yo

u ha

ve a

ny d

oubt

abo

ut w

heth

er y

ou s

houl

d pl

ay a

card

, you

cou

ld r

ead

belo

w, o

r ju

st c

harg

e ah

ead

and

do it

.

Star

ting a

nd Fi

nishin

g the

Gam

eD

ecid

e w

ho g

oes

first

in a

ny a

gree

able

man

ner.

Heh

, heh

.Pl

ay p

roce

eds

in tu

rns,

eac

h w

ith s

ever

al p

hase

s (s

ee b

elow

).W

hen

the

first

pla

yer

finis

hes,

the

pla

yer

to h

is l

eft

goes

, an

d so

on. Th

e fir

st p

laye

r to

rea

ch 1

0th

leve

l w

ins

. .

. bu

t yo

u m

ust

reac

h 10

th le

vel b

y ki

lling

a m

onst

er. I

f tw

o pl

ayer

s ki

ll a

mon

ster

toge

ther

and

rea

ch 1

0th

leve

l at t

he s

ame

time,

they

bot

h w

in.

Turn

Pha

ses

(1)

Ope

n A

Doo

r:D

raw

one

car

d fro

m th

e St

atio

n de

ck a

ndtu

rn i

t fa

ce u

p. I

f it’

s a

mon

ster

, yo

u m

ust

fight

it.

See

Com

bat.

Reso

lve

the

com

bat c

ompl

etel

y be

fore

you

go

on. I

f you

kill

it, g

oup

a le

vel (

or, f

or a

big

mon

ster

, tw

o le

vels

– it

will

say

so

on th

eca

rd). If

the

card

is

a tra

p –

see

Trap

s, b

elow

– i

t ap

plie

s to

you

im

med

iate

ly (i

f it c

an) a

nd is

dis

card

ed.

If yo

u dr

aw a

ny o

ther

car

d, y

ou m

ay e

ither

put

it in

you

r han

dor

pla

y it

imm

edia

tely

.

(2)

Look

For

Tro

uble

:If

you

did

NO

T en

coun

ter

a m

onst

erw

hen

you

first

ope

ned

the

door

, yo

u no

w h

ave

the

optio

n of

play

ing

a m

onst

er (i

f you

hav

e on

e) fr

om y

our

hand

and

fight

ing

it, a

s de

scrib

ed a

bove

. D

on’t

play

a m

onst

er y

ou c

an’t

hand

le,

unle

ss y

ou’re

sur

e yo

u ca

n co

unt o

n ge

tting

hel

p!

(3)

Loot

The

Roo

m: I

f you

kill

ed a

mon

ster

, tak

e th

e nu

mbe

rof

Tre

asur

es s

how

n on

the

mon

ster

car

d. D

raw

them

face

dow

nif

you

kille

d th

e m

onst

er a

lone

, or

face

up

if yo

u ha

d he

lp.

If yo

u m

et a

mon

ster

but

ran

away

, you

get

no

treas

ure!

If yo

u di

d no

t m

eet

a m

onst

er (

or m

et o

ne w

ho w

asfri

endl

y to

you

), se

arch

the

room

. Dra

w a

sec

ond

card

from

the

Stat

ion

deck

, fa

ce d

own,

and

put

it

in y

our

hand

.(F

elin

es h

ave

the

optio

n of

ope

ning

a s

econ

d do

or,

inst

ead.

)

(4)

Cha

rity

: If

you

have

mor

e th

an f

ive

card

s,gi

ve t

he e

xces

s to

the

pla

yer

with

the

low

est

leve

l. If

play

ers

are

tied

for

low

est,

divi

de t

hem

as

even

ly a

s po

ssib

le.

You

choo

se w

ho g

ets

the

bigg

er h

alf.

If YO

U a

re lo

wes

t or

tied

for

low

est,

just

dis

card

the

exce

ss.

It is

now

the

next

pla

yer’s

turn

.

Gam

e de

sign

by

Stev

e Ja

ckso

n •

Illu

stra

ted

by J

ohn

Kova

licD

evel

opm

ent

help

and

pri

nt b

uyin

g: M

onic

a St

ephe

ns •

Gra

phic

des

ign

and

art d

irect

ion:

Phi

l Ree

d •

Col

orin

g: W

ayne

Bar

rett

Play

test

ing:

Way

ne B

arre

tt, S

teve

Bri

nich

, Car

l Cam

pbel

l, M

oniq

ue C

hapm

an, A

ndy

Daw

son,

Jes

sie

Fost

er, D

rew

Hap

pli,

Bri

an N

isbe

t, W

illia

m T

opor

ek,

Ale

x Ye

ager

, and

the

inte

rnat

iona

l con

spir

acy

of M

unch

kins

In

Bla

ck. T

hank

s to

Tom

Wha

m f

or t

he A

wfu

l Gre

en T

hing

!

Cla

sses

and

Rac

esTh

ese

card

s m

ay b

e pl

ayed

to

the

tabl

e as

soo

n as

the

y ar

eac

quire

d, o

r at

any

tim

e du

ring

your

ow

n tu

rn.

Hal

f-B

reed

and

Sup

er M

unch

kin

Thes

e ar

e ca

rds

that

let y

ou h

ave,

resp

ectiv

ely,

two

race

s an

dtw

o cl

asse

s.Yo

u ca

n pl

ay H

alf-B

reed

any

tim

e yo

u ha

ve o

ne ra

ce in

pla

y;yo

u ar

e no

w h

alf t

hat r

ace

and

half

hum

an. Y

ou m

ay a

dd a

sec

-on

d ra

ce a

t the

sam

e tim

e or

late

r, as

long

as

you

still

hav

e H

alf-

Bree

d ou

t; yo

u ar

e no

w (

for

inst

ance

) ha

lf Fe

line

and

half

Mut

ant,

with

the

adva

ntag

es a

nd d

isad

vant

ages

of b

oth.

You

lose

Hal

f-Bre

ed a

t any

tim

e yo

u ha

ve n

o ra

ce c

ard

in p

lay.

You

can

play

Sup

er M

unch

kin

any

time

you

have

one

cla

ss in

play

and

you

hav

e a

seco

nd c

lass

car

d to

add

to

it. Y

ou l

ose

Supe

r M

unch

kin

if yo

u lo

se e

ither

of y

our

clas

s ca

rds.

Side

kick

sIf

you

draw

a S

idek

ick,

eith

er fa

ce u

p or

face

dow

n, y

ou m

ayus

e it

imm

edia

tely

or k

eep

it in

you

r han

d fo

r lat

er. Y

ou m

ay p

lay

it at

any

tim

e, e

ven

in c

omba

t, as

lon

g as

you

hav

e on

ly o

neSi

deki

ck in

pla

y at

a ti

me

(two

for

Trad

ers)

. You

may

dis

card

one

Side

kick

at a

ny ti

me

in o

rder

to p

lay

anot

her.

You

may

not

trad

eSi

deki

cks.

Each

Sid

ekic

k ha

s ce

rtain

pow

ers

that

can

hel

p yo

u. T

hey

can-

not

do a

nyth

ing

not

stat

ed o

n th

e ca

rd;

for

inst

ance

, th

ey c

an’t

carr

y th

ings

unl

ess

the

card

say

s th

ey c

an. A

Side

kick

is N

OT

an“i

tem

”! S

idek

icks

don

’t af

fect

a P

sych

ic’s

bonu

s fo

r fig

htin

g al

one.

ASi

deki

ck c

an s

acrif

ice

him

self

for

you

(inde

ed,

this

is

the

only

thin

g Re

d Sh

irts

are

good

for).

If y

ou lo

se a

figh

t, th

en in

stea

dof

rolli

ng to

run

away

, you

may

dis

card

one

Sid

ekic

k an

d an

ythi

ngit

is c

arry

ing.

You

aut

omat

ical

ly e

scap

e fro

m a

ll m

onst

ers

in t

hefig

ht, e

ven

if a

mon

ster

car

d sa

ys e

scap

e is

impo

ssib

le. I

f som

eone

was

hel

ping

you

in

the

fight

, YO

U d

ecid

e w

heth

er t

hat

pers

onau

tom

atic

ally

esc

apes

as

wel

l, or

mus

t rol

l to

esca

pe.

Othe

r Mun

chkin

Stuf

fTh

ere

will

be

times

whe

n it

will

hel

p yo

u to

pla

y a

Trap

or

Mon

ster

on

your

self,

or

to “

help

” an

othe

r pl

ayer

in

a w

ay t

hat

cost

s hi

m tr

easu

re. T

his

is v

ery

mun

chki

nly.

Do

it.

Trad

ing

You

may

trad

e Ite

ms

(but

not

oth

er c

ards

) with

oth

er p

laye

rs.

You

may

onl

y tra

de i

tem

s fro

m t

he t

able

– n

ot f

rom

you

r ha

nd.

You

may

trad

e at

any

tim

e ex

cept

whe

n yo

u’re

in c

omba

t – in

fact

,th

e be

st ti

me

to tr

ade

is w

hen

it’s

not y

our t

urn.

Any

item

you

rece

ive

in a

trad

e m

ust g

o to

the

tabl

e; y

ou c

an’t

sell

it un

til it

’s yo

ur tu

rn.

You

may

als

o gi

ve it

ems

away

with

out a

trad

e, to

brib

e ot

her p

laye

rs –

“I’l

l giv

e yo

u th

is T

ailg

unif

you

won

’the

lp B

ob fi

ght t

he P

lasm

oid!

”.Yo

u m

ay s

how

you

r w

hole

han

d to

othe

r pl

ayer

s. L

ike

we

coul

d st

op y

ou.

Inte

rfer

ing

Wit

h C

omba

tYo

u ca

n in

terfe

re w

ith o

ther

s’co

mba

ts i

nse

vera

l way

s:U

se a

one

-sho

t ca

rd.

If yo

u ha

ve a

gre

nade

, yo

uco

uld

help

som

eone

by

thro

win

g it

at h

is fo

e. O

f cou

rse,

you

can

“acc

iden

tally

” hi

t you

r frie

nd w

ith th

e gr

enad

e, a

ndit

will

cou

nt a

gain

sthi

m.

Play

a c

ard

to e

nhan

ce a

mon

ster

.The

se a

re c

ards

that

mak

e a

mon

ster

wor

se .

. . a

nd g

ive

it m

ore

treas

ure.

You

can

pla

y th

ese

eith

er

durin

g yo

ur

own

com

bats

or

du

ring

som

eone

el

se’s

com

bat.

Play

a w

ande

ring

mon

ster

.Th

is s

ends

a m

onst

er f

rom

you

rha

nd to

join

any

com

bat.

Trap

them

, if y

ou h

ave

a Tr

ap c

ard.

Lase

r W

eapo

nsLa

ser w

eapo

ns in

clud

e an

y ite

m w

ith a

nam

e en

ding

, mor

e or

less

, in

“ase

r.” E

ach

lase

r wea

pon

is a

2-h

ande

d w

eapo

n, b

ut a

nyan

d al

l las

er b

arre

ls c

an b

e sn

appe

d to

geth

er to

cre

ate

a si

ngle

2-

hand

ed w

eapo

n w

ith th

e po

wer

of b

oth.

For

inst

ance

, a L

aser

(+2)

and

a D

azer

(+3

) co

mbi

ne t

o cr

eate

a L

aser

-Daz

er (

+5).

Add

anot

her

Lase

r an

d it’

s a

Lase

r-Las

er-D

azer

(+7)

. And

it’s

still

just

a2-

hand

ed w

eapo

n.H

owev

er, t

he c

ombi

ned

wea

pon

can

be b

roke

n do

wn

a pi

ece

at a

tim

e if

nece

ssar

y, a

nd c

ount

s as

one

Item

for e

ach

card

mak

-in

g it

up.Y

ou c

anno

t Ann

ihila

te o

r A

ntim

atte

r th

e w

hole

wea

pon

. . .

just

one

car

d!A

ll la

ser w

eapo

ns a

re c

onsi

dere

d “f

ire”

wea

pons

.

Rul

es C

ontr

adic

tion

s or

Dis

pute

sW

hen

the

card

s di

sagr

ee w

ith th

e ru

les,

follo

w th

e ca

rds.

Any

othe

r di

sput

es s

houl

d be

set

tled

by l

oud

argu

men

ts a

mon

g th

e pl

ayer

s, w

ith th

e ow

ner o

f the

gam

e ha

ving

the

last

wor

d.

Com

bini

ng T

his

Gam

e W

ith

Mun

chki

nG

o rig

ht a

head

. You

r Mut

ant C

leric

Bou

nty

Hun

ter a

nd H

alf-E

lfH

alf-F

elin

e W

izar

d ca

n ra

mpa

ge th

roug

h th

e Sp

ace

Dun

geon

. . .

Shuf

fle a

ll th

e Tr

easu

re c

ards

from

bot

h ga

mes

toge

ther

. Shu

ffle

the

Dun

geon

and

Sta

tion

card

s tog

ethe

r and

trea

t the

m a

s the

sam

eki

nd o

f car

d; a

ny re

fere

nce

to o

ne in

clud

es th

e ot

her.

Use

the

“fas

t pla

y” ru

les

(see

abo

ve).

Trap

s an

d C

urse

s ar

e tre

ated

as

the

sam

e ki

nd o

f ca

rd.

Any

refe

renc

e to

a T

rap

also

mea

ns a

Cur

se a

nd v

ice

vers

a. Y

es, G

adge

teer

s ca

n “d

isar

m”

Cur

ses.

Like

wis

e, C

redi

ts a

nd G

old

Piec

es a

re th

esa

me

thin

g an

d ca

n be

com

bine

d to

buy

leve

ls, p

ay ta

xes,

and

so

on.

The

Hire

ling

from

Mun

chki

nis

cons

ider

ed a

Sid

ekic

k, a

nd t

he “

Kill

the

Hire

ling”

car

d ca

n be

use

d on

any

Side

kick

.B

ig

item

s (fr

om

Mun

chki

n)

and

Com

plex

ite

ms

(from

Sta

rM

unch

kin)

are

NO

T th

e sa

me

thin

g, a

nd a

ll ru

les

from

both

ga

mes

ap

ply

norm

ally

. N

orm

alch

arac

ters

may

car

ry o

nly

one

Big

item

and

use

only

one

Com

plex

one

.

Fast

er P

lay

Wan

t the

gam

e to

go

even

fast

er?

For a

qui

cker

gam

e, e

ach

play

-er

sta

rts w

ith fo

urca

rds

from

eac

h de

ck, a

nd g

ets

four

from

eac

h de

ckw

hen

he re

turn

s fro

m d

eath

. A

ny ti

me

a Ra

ce, C

lass

, Hal

f-Bre

ed, o

r Sup

er M

unch

kin

card

is o

nto

p of

the

dis

card

pile

, an

y pl

ayer

may

dis

card

a “

Go

Up

ALe

vel”

card

from

his

han

d an

d cl

aim

it. I

f mul

tiple

pla

yers

try

to c

laim

a c

ard,

they

roll

dice

. The

win

ner g

ets

it; th

e lo

ser k

eeps

his

Lev

el c

ard.

Mun

chki

n, S

tar

Mun

chki

n, a

nd th

e al

l-see

ing

pyra

mid

are

regi

ster

ed tr

adem

arks

or

trad

emar

ks o

f Ste

ve Ja

ckso

n G

ames

Inco

rpor

ated

. Cop

yrig

ht ©

200

1-20

03 b

y St

eve

Jack

son

Gam

es In

corp

orat

ed. V

ersio

n 1.

2 (M

ay 2

003)

Page 2: Star Munchkin rules

Comb

atTo

figh

t a m

onst

er, c

heck

the

Leve

l at t

he to

p of

its

card

. If y

our

own

Leve

l, pl

us th

e Bo

nus

from

any

item

s yo

u ar

e ca

rryi

ng, t

otal

sm

ore

than

the

mon

ster

’s Le

vel,

you

kill

it. S

ome

mon

ster

car

dsha

ve s

peci

al p

ower

s w

hich

affe

ct c

omba

t –

a bo

nus

agai

nst

one

race

or

clas

s, f

or i

nsta

nce.

Be

sure

to

chec

k th

ese

befo

re re

solv

ing

com

bat.

You

may

als

o us

e on

e-sh

ot c

ards

, su

ch a

sgr

enad

es,

from

you

r ha

nddu

ring

com

bat.

Aca

rd is

a o

ne-s

hot i

f it s

ays

Usa

ble

Onc

e O

nly,

or if

it g

ives

a le

vel i

ncre

ase.

If ot

her

mon

ster

s (a

Wan

derin

g M

onst

eror

a C

lone

) jo

in t

he f

ight

, yo

u m

ust

defe

atth

eir

com

bine

d le

vels

. If y

ou h

ave

the

right

card

s, y

ou c

an e

limin

ate

one

mon

ster

from

the

com

bat

and

fight

the

oth

erno

rmal

ly,

but

you

cann

ot

choo

se

tofig

ht o

ne a

nd r

un f

rom

the

oth

er(s

). If

you

elim

inat

e on

e w

ith a

car

d bu

t the

nru

n fro

m t

he o

ther

(s),

you

don’

t ge

t an

ytre

asur

e.If

you

kill

a m

onst

er, y

ou g

o up

a le

vel (

2 le

vels

for s

ome

very

dang

erou

s m

onst

ers)

. If y

ou w

ere

fight

ing

mul

tiple

mon

ster

car

ds–

see

Inte

rfer

ing

– yo

u go

up

a le

vel f

or e

ach

mon

ster

kill

ed! B

utif

you

defe

at a

mon

ster

with

out

killi

ng i

t, yo

u N

EVER

go

up a

leve

l. Dis

card

the

mon

ster

car

d(s)

and

dra

w t

reas

ure

(see

bel

ow).

But n

ote:

som

eone

may

pla

y a

host

ile c

ard

on y

ou, o

r use

a s

pe-

cial

pow

er, j

ust a

s yo

u th

ink

you

have

won

. Whe

n yo

u ki

ll or

oth

-er

wis

e de

feat

a m

onst

er,

you

mus

t w

ait

a re

ason

able

tim

e,de

fined

as

abou

t 2.6

sec

onds

, for

any

one

else

to s

peak

up.

Afte

rth

at, y

ou h

ave

real

ly w

on, a

nd if

you

kill

ed it

you

rea

lly g

o up

ale

vel a

nd g

et th

e tre

asur

e, th

ough

they

can

stil

l whi

ne.

If yo

u ca

nnot

def

eat t

he m

onst

er, y

ou h

ave

two

choi

ces:

ask

for

help

or

run

away

.

Ask

ing

For

Hel

pYo

u m

ay a

sk a

ny o

ther

pla

yer

to h

elp

you.

If h

e re

fuse

s, y

oum

ay a

sk a

noth

er p

laye

r, an

d so

on,

unt

il th

ey a

ll tu

rn y

ou d

own

or s

omeo

ne h

elps

. Onl

y on

e pl

ayer

can

hel

p yo

u.Yo

u ca

n br

ibe

som

eone

to h

elp.

In fa

ct, y

ou’ll

pro

babl

y ha

veto

, un

less

the

re’s

a Bo

unty

Hun

ter

arou

nd.

You

may

offe

r hi

man

y Ite

m(s

) yo

u ar

e cu

rren

tly c

arry

ing,

or

any

num

ber

of t

heTr

easu

re c

ards

the

mon

ster

has

. If

you

offe

r hi

m p

art

of t

hetre

asur

e, y

ou m

ust a

gree

whe

ther

he

pick

s fir

st, o

r you

pic

k fir

st,

or w

hat.

Whe

n so

meo

ne h

elps

you

, ad

d hi

s Le

vel

and

Bonu

ses

toyo

urs. Th

e sp

ecia

l ab

ilitie

s or

vul

nera

bilit

ies

of t

he m

onst

er a

lso

appl

y to

you

r he

lper

, and

vic

e ve

rsa.

For

inst

ance

, if y

ou a

re n

ota

Felin

e yo

urse

lf, a

nd a

Fel

ine

help

s yo

u ag

ains

t a

Star

fish,

the

mon

ster

is

-5 a

gain

st y

ou.

But

if yo

u ar

e fa

cing

the

Fan

ged

Fuzz

ball

and

a Fe

line

help

s yo

u, th

e m

onst

er’s

leve

l is

incr

ease

dby

2. If

som

eone

suc

cess

fully

hel

ps y

ou,

the

mon

ster

is

slai

n.D

isca

rd i

t, dr

aw t

reas

ure

(see

bel

ow),

and

follo

w a

ny s

peci

alin

stru

ctio

ns o

n th

e m

onst

er c

ard.

You

still

go

up a

leve

l for

eac

hsl

ain

mon

ster

. You

r he

lper

doe

s no

tgo

up

a le

vel.

If no

body

will

hel

p yo

u . .

. or

if s

omeb

ody

tries

to h

elp,

and

your

fello

w p

arty

mem

bers

hur

t you

or

help

the

mon

ster

so

the

two

of y

ou s

tillc

anno

t def

eat i

t . .

. you

mus

t run

aw

ay.

Run

ning

Aw

ayIf

you

run

away

, yo

u do

n’t

get

any

leve

ls o

r tre

asur

e. Y

oudo

n’t e

ven

get t

o lo

ot th

e ro

om (t

hat i

s, d

raw

a fa

ce-d

own

Stat

ion

card

). A

nd y

ou d

on’t

alw

ays

esca

pe .

. .Ro

ll th

e di

e. Y

ou o

nly

esca

pe o

n a

5 or

bet

ter.

Felin

es g

et a

bonu

s to

run

aw

ay.

Som

e ite

ms

mak

e it

easi

er t

o ru

n aw

ay.

And

som

e m

onst

ers

are

fast

, an

d gi

ve y

ou a

pen

alty

to

your

roll.

If yo

u es

cape

, dis

card

the

mon

ster

. You

get

no

treas

ure.

The

rear

e us

ually

no

bad

effe

cts

. . .

but r

ead

the

card

. Som

e m

on-

ster

s hu

rt yo

u ev

en if

you

get

aw

ay fr

om th

em!

If th

e m

onst

er c

atch

es y

ou, i

t doe

s Ba

d St

uff t

o yo

u, a

sde

scrib

ed o

n its

car

d. T

his

may

var

y fro

m l

osin

g an

ite

m,

to lo

sing

one

or

mor

e le

vels

, to

Dea

th.

If tw

o pl

ayer

s ar

e co

oper

atin

g an

d st

ill c

an’t

defe

at t

hem

onst

er(s

), th

ey m

ust

both

flee.

The

y ro

ll se

para

tely

.Th

e m

onst

er(s

) CA

N c

atch

them

bot

h.If

you

are

fleei

ng f

rom

mul

tiple

mon

ster

s, y

ou r

oll

sepa

rate

ly

to

esca

pe

each

on

e,

in

any

orde

r yo

uch

oose

, an

d su

ffer

Bad

Stuf

f fro

m e

ach

one

that

cat

ches

you.

Dea

thIf

you

die,

you

lose

all

your

stu

ff. Y

ou k

eep

your

cla

ss(e

s),

race

(s) a

nd le

vel –

you

r ne

w c

hara

cter

will

look

just

like

you

r ol

don

e. Loot

ing

The

Body

:Lay

out

you

r han

d be

side

the

card

s yo

u ha

din

pla

y. S

tarti

ng w

ith t

he o

ne w

ith t

he h

ighe

stle

vel,

each

oth

erpl

ayer

cho

oses

one

car

d . .

. in

cas

e of

ties

in le

vel,

roll

a di

e. If

you

rco

rpse

run

s ou

t of c

ards

, tou

gh. A

fter

ever

yone

get

s on

e ca

rd, t

here

st a

re d

isca

rded

.Yo

ur n

ew c

hara

cter

app

ears

imm

edia

tely

and

can

hel

p ot

hers

in c

omba

t on

the

next

turn

. . .

but

you

hav

e no

car

ds.

On

your

nex

t tur

n, s

tart

by d

raw

ing

two

from

eac

h de

ck,f

ace-

dow

n, a

nd p

layi

ng a

ny R

ace,

Cla

ss,

or I

tem

car

ds y

ou w

ant

to,

just

as

whe

n yo

u st

arte

d th

e ga

me.

Trea

sure

Whe

n yo

u ki

ll a

mon

ster,

you

get i

ts tre

asur

e. E

ach

mon

ster h

asa

Trea

sure

num

ber o

n th

e bo

ttom

of i

ts ca

rd. D

raw

that

man

y tre

as-

ures

. Dra

w fa

ce-d

own

if yo

u ki

lled

the

mon

ster

alon

e. D

raw

face

-up

, so

the

who

le p

arty

can

see

wha

t you

got

, if s

omeo

ne h

elpe

d yo

u.Tr

easu

re c

ards

can

be

play

ed a

s so

on a

s yo

u ge

t the

m. I

tem

card

s ca

n be

pla

ced

in fr

ont o

f you

. “G

o U

p A

Leve

l” c

ards

can

be u

sed

inst

antly

.

Char

acte

r Sta

tsEa

ch c

hara

cter

is b

asic

ally

a c

olle

ctio

n of

wea

pons

, arm

or, a

ndga

dget

s, w

ith th

ree

stat

s: L

evel

, Rac

e, a

nd C

lass

. For

inst

ance

, you

mig

ht d

escr

ibe

your

cha

ract

er a

s “a

9th-

leve

l Fel

ine

Boun

ty H

unte

rw

ith B

attle

Arm

or, D

iam

ondo

id T

eeth

, and

a L

aser

-Mas

er-D

azer

.”

Your

cha

ract

er’s

sex

star

ts o

ff th

e sa

me

as y

our

own.

Leve

l:Th

is is

a m

easu

re o

f how

gen

eral

ly b

uff a

nd s

tudl

y yo

uar

e. (M

onst

ers

have

leve

ls, t

oo.)

Keep

trac

k of

you

r lev

el b

y pl

ac-

ing

toke

ns i

n fro

nt o

f yo

u. L

evel

ran

ges

from

1 t

o 10

. Yo

u w

illga

in a

nd lo

se le

vels

con

stan

tly d

urin

g pl

ay.

You

gain

a le

vel w

hen

you

kill

a m

onst

er, o

r whe

n a

card

say

sth

at y

ou d

o. Y

ou c

an a

lso

sell

item

s to

buy

leve

ls (s

ee I

tem

s).

You

lose

a le

vel w

hen

a ca

rd s

ays

that

you

do.

You

r le

vel c

anne

ver g

o be

low

1. H

owev

er, y

our e

ffect

ive

leve

l in

a co

mba

t can

be n

egat

ive,

if e

noug

h ba

d ca

rds

are

play

ed o

n yo

u.

Race

:Cha

ract

ers

may

be

hum

an, M

utan

t, Fe

line,

or

Cyb

org.

If yo

u ha

ve n

o Ra

ce c

ard

in fr

ont o

f you

, you

are

hum

an.

Hum

ans

have

no

spec

ial a

bilit

ies.

Eac

h ot

her

race

has

diff

er-

ent s

peci

al a

bilit

ies

or p

enal

ties

(see

the

card

s). Y

ou g

ain

the

abil-

ities

of a

rac

e th

e m

omen

t you

pla

y its

car

d in

fron

t of y

ou, a

ndlo

se t

hem

as

soon

as

you

disc

ard

that

car

d. Y

ou c

an d

isca

rd a

race

car

d at

any

tim

e, e

ven

in c

omba

t: “I

don

’t w

anna

be

aM

utan

t any

mor

e.”

Whe

n yo

u di

scar

d a

race

car

d, y

ou b

ecom

ehu

man

aga

in.

Som

e ra

ce (a

nd c

lass

) abi

litie

s ar

e po

wer

ed b

y di

scar

ds. Y

oum

ay d

isca

rd a

ny c

ard,

in p

lay

or in

you

r ha

nd, t

o po

wer

a s

pe-

cial

abi

lity.

Not

e th

at i

f yo

u ha

ve N

O c

ards

in

your

han

d, y

ouca

nnot

“di

scar

d yo

ur w

hole

han

d.”

You

may

not

bel

ong

to m

ore

than

one

race

at o

nce

unle

ss y

oupl

ay th

e H

alf-B

reed

car

d.

Cla

ss:

Cha

ract

ers

may

be

Gad

gete

ers,

Psy

chic

s, T

rade

rs,

orBo

unty

Hun

ters

, with

the

appr

opria

te C

lass

car

d. E

ach

clas

s ha

sdi

ffere

nt a

bilit

ies,

sho

wn

on th

e ca

rds.

You

gai

n th

e ab

ilitie

s of

acl

ass

the

mom

ent y

ou p

lay

its c

ard

in fr

ont o

f you

, and

lose

them

as s

oon

as y

ou lo

se o

r di

scar

d th

at c

ard.

You

can

disc

ard

a C

lass

car

d at

any

tim

e, e

ven

in c

omba

t: “I

don’

t wan

na b

e a

Gad

gete

er a

ny m

ore.

”Yo

u m

ay n

ot b

elon

g to

mor

e th

an o

ne c

lass

at

once

unl

ess

you

play

the

Supe

r M

unch

kin

card

.

Item

s:Ea

ch I

tem

car

d ha

s a

nam

e, a

pow

er,

and

a va

lue

incr

edits

.A

n ite

m c

ard

in y

our h

and

does

not

cou

nt u

ntil

you

play

it; a

tth

at p

oint

, it i

s “c

arrie

d.”

You

may

car

ry a

ny n

umbe

r of i

tem

s, b

utyo

u ca

n us

eon

ly o

ne C

ompl

ex o

ne.

(Any

ite

m n

ot d

esig

nate

dC

ompl

ex i

s co

nsid

ered

reg

ular

.)G

adge

teer

s ar

e an

exc

eptio

n.Th

ey c

an u

se a

ny n

umbe

r of

Com

plex

item

s.So

me

item

s ha

ve s

peci

al u

se r

estri

ctio

ns.

For

inst

ance

, th

eN

euro

nic

Whi

p ca

n on

ly b

e w

ield

ed b

y a

Mut

ant.

Its b

onus

onl

yco

unts

for s

omeo

ne w

ho is

, at t

he m

omen

t, a

Mut

ant. Yo

u m

ay a

lso

use

only

one

head

gear

, on

e su

it of

arm

or,

one

set o

f foo

tgea

r, an

d tw

o“h

and”

item

s (o

r one

“tw

oha

nds”

ite

m),

unle

ss y

ouha

ve

card

s or

sp

ecia

lab

ilitie

s th

at

let

you

carr

y m

ore

or th

e ot

her

play

ers

don’

t ca

tch

you.

If

you

are

carr

ying

two

helm

ets,

for

inst

ance

,on

ly o

ne o

f the

m c

an h

elp

you.

You

shou

ld i

ndic

ate

item

s th

atca

n’t h

elp

you,

or e

xtra

s not

bei

ng w

orn,

by tu

rnin

g th

e ca

rds

sidew

ays.

You

may

NO

T sw

itch

betw

een

(for

insta

nce)

hel

met

s du

ring

a co

mba

t or w

hile

runn

ing

away

.Se

lling

Ite

ms:

Dur

ing

your

turn

, you

may

turn

in it

ems

wor

th1,

000

cred

its a

nd im

med

iate

ly g

o up

one

leve

l. If

you

turn

in (f

orin

stan

ce)

1,10

0 cr

edits

wor

th,

you

don’

t ge

t ch

ange

. Bu

t if

you

can

man

age

2,00

0 w

orth

, you

can

go

up tw

o le

vels

at o

nce,

and

so o

n. Y

ou m

ay tu

rn in

item

s fro

m y

our h

and

as w

ell a

s th

ose

you

are

carr

ying

.Yo

u m

ay n

ot s

ell,

trade

, or s

teal

item

s D

URI

NG

a fi

ght.

Onc

eyo

u ex

pose

a m

onst

er c

ard,

you

mus

t fin

ish

the

fight

with

the

card

s yo

u ha

ve.

Whe

n to P

lay Ca

rds

Inst

ruct

ions

on

the

card

s al

way

s ov

errid

e th

e ge

nera

l ru

les.

How

ever

, no

card

can

red

uce

a pl

ayer

or

mon

ster

to L

evel

0 o

rbe

low

, an

d no

pla

yer

can

reac

h Le

vel

10 e

xcep

t by

kill

ing

a m

onst

er.

Mon

ster

sIf

draw

n fa

ce-u

p, d

urin

g th

e “O

pen

AD

oor”

pha

se,

they

appl

y to

the

pers

on w

ho d

rew

them

. The

y m

ust b

e fo

ught

imm

e-di

atel

y.If

acqu

ired

any

othe

r w

ay,

they

m

ay

be

play

ed

durin

g“L

ooki

ng F

or T

roub

le,”

or

play

ed o

n an

othe

r pl

ayer

with

the

Wan

derin

g M

onst

er c

ard.

For

rule

s pu

rpos

es,

each

Mon

ster

car

d is

a s

ingl

e m

onst

er,

even

if th

e na

me

on th

e ca

rd is

plu

ral.

Mon

ster

Enh

ance

rs“R

adio

activ

e,”

“Las

t O

f Its

Ra

ce,”

“C

ompu

teriz

ed,”

an

d“F

rom

Ano

ther

Dim

ensi

on”

rais

e th

e le

vel

of m

onst

ers

(and

“Min

iatu

rized

” lo

wer

s th

e le

vel).

“W

ande

ring

Mon

ster

” an

d“C

lone

” br

ing

anot

her

mon

ster

to

join

a b

attle

. Th

ey m

ay b

epl

ayed

dur

ing

any

com

bat.

All

enha

ncer

s ad

d to

geth

er,

and

anyt

hing

tha

t en

hanc

es a

mon

ster

enh

ance

s its

clo

ne .

. .

if

Radi

oact

ive,

Com

pute

rized

,an

d C

lone

are

pla

yed

toge

ther

, in

any

ord

er,

you

are

faci

ng a

radi

oact

ive

com

pute

rize

d m

onst

er

and

its

radi

oact

ive

com

pute

rized

clo

ne.

How

ever

, if

ther

e ar

e di

ffere

nt m

onst

ers

alre

ady

in p

lay

due

to a

Wan

derin

g M

onst

er c

ard,

the

play

er w

hopl

ays

the

enha

ncer

mus

t cho

ose

whi

ch o

ne it

app

lies

to.

Trea

sure

s –

Play

ing

Them

Mos

t Tre

asur

e ca

rds

repr

esen

t ite

ms.

The

se m

ay b

e pl

ayed

toth

e ta

ble

as s

oon

as y

ou g

et i

t, or

at

any

time

durin

g yo

ur o

wn

turn

. Som

e Tr

easu

re c

ards

are

“sp

ecia

ls”

(like

“G

o U

p A

Leve

l”).

You

may

use

thes

e at

any

tim

e, u

nles

s th

e ca

rd it

self

says

oth

er-

wis

e. F

ollo

w it

s in

stru

ctio

ns; t

hen

disc

ard

it.

Trea

sure

s –

Usi

ng T

hem

Any

one

-sho

t (“u

sabl

e on

ce o

nly”

) car

d ca

n be

pla

yed

durin

gan

y co

mba

t, w

heth

er y

ou h

ave

it in

you

r ha

nd o

r on

the

tabl

e.O

ther

item

s ca

nnot

be

used

unl

ess

they

are

in p

lay.

If it

’s yo

urtu

rn,

you

can

play

the

m a

nd u

se t

hem

im

med

iate

ly.

If yo

u ar

ehe

lpin

g so

meo

ne,

or f

ight

ing

out

of t

urn

for

som

e re

ason

, yo

uca

nnot

pla

y ne

w it

ems

from

you

r ha

nd to

the

tabl

e.

Trap

sIf

draw

n fa

ce-u

p, d

urin

g th

e “O

pen

AD

oor”

pha

se,

they

appl

y to

the

pers

on w

ho d

rew

them

.If

draw

n fa

ce-d

own

or a

cqui

red

som

e ot

her w

ay, t

hey

may

be

play

ed o

n A

NY

play

er a

t AN

Ytim

e. R

educ

ing

som

eone

’s ab

ilitie

sju

st a

s he

thin

ks h

e ha

s ki

lled

a m

onst

er is

a lo

t of f

un.

Atra

p af

fect

s its

vic

tim im

med

iate

ly (i

f it c

an) a

nd is

dis

card

-ed

. Ex

cept

ion:

“C

hrom

osom

e Sw

itch”

giv

es a

pen

alty

on

your

next

fight

. Kee

p th

is c

ard

until

you

r ne

xt fi

ght.

If a

trap

can

appl

y to

mor

e th

an o

ne it

em, t

he v

ictim

dec

ides

whi

ch it

em is

lost

or

chan

ged.

If a

trap

appl

ies

to s

omet

hing

you

don

’t ha

ve,

igno

re i

t. Fo

rin

stan

ce,

if yo

u dr

aw “

Lose

You

r H

eadg

ear”

and

you

hav

e no

head

gear

, not

hing

hap

pens

; dis

card

the

trap.