Munchkin what is a trap




















Play a wandering monster. This sends a monster from your hand to join any combat. Trap them, if you have a Trap card. Any other disputes should be settled by loud arguments among the players, with the owner of the game having the last word. Go for it! Shuffle all the Treasure cards together.

Shuffle the Door, Dungeon, Station, and Alley cards together and treat them as the same kind of card; any reference to one includes the other. Live and learn. Traps and Curses are treated as the same kind of card. Any reference to a Trap also means a Curse and vice versa.

All characters may have Races, Classes, Powers, and Styles! Minions, Hirelings, Sidekicks, and Mooks are all the same class of expendable followers, and any card that affects any of them affects them all. Yes, if you combine the two games you can play a Mutant Mutant.

Any foe that has a bonus or penalty against either kind of Mutant has the same bonus or penalty against the other kind. If you are a Mutant Mutant, bonuses and penalties double! None at all, nope, nope. The defenders of truth, justice, and getting more bonuses! This game includes cards, these rules, and one die. You will need 10 tokens coins, poker chips, whatever — or any gadget that counts to 10 for each player.

Divide the deck into the Door cards with a door on the back and the Treasure cards with a pile of treasure on the back.

Shuffle both decks. Deal two cards from each deck to each player. 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. At the end of your turn, you may have no more than five cards in your hand. Cards in play may not be returned to your hand — they must be discarded or traded if you want to get rid of them.

Like practically every other line in these rules, the above can sometimes be overridden by the special powers printed on the cards. Feel free to tell yourself that you are just heroically beating them up and taking them to jail.

You can kill things. Look at your initial four cards. If you have any Class cards Mutant, Exotic, Techno, or Mystic or any Power cards of Rank 1, you may if you like play one of each type by placing it in front of you. If you have a card that allows you to have more than one Class, play that too. And if you have any Item, Sidekick, or Origin cards, you may play them as well. If you have any doubt about whether you should play a card, you could read below, or you could just charge ahead and do it.

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. If two players kill a monster together and reach 10th level at the same time, they both win. Rules - Munchkin. 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. And by all means throw in Munchkin Blender if you have it.

However, the special Mook power from Munchkin Fu only affects actual Mooks. Munchkin players, on the other hand, will recall a class called Wizard. Flying over the streets of Munchkin City! Super Munchkin is based on the original Munchkin and can be combined with it, and with Munchkin Bites! 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. 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, you search the empty room. Draw a second card from the Door deck, face down, and place it in your hand.

If YOU are the lowest or tied for lowest, just discard the excess. If your own Level, plus the Bonus from any items you are carrying, Powers or Sidekicks you have, etc. Some monster cards have special powers which affect combat — a bonus against one class, for instance.

Be sure to check these before resolving combat. You may also use one-shot cards, such as Wardrobe Malfunction or Copyright Infringement, from your hand during combat. A card is a one-shot if it says Usable Once Only or if it gives a level increase. You cannot trade items while combat is going on.

If other monsters a Wandering Monster, for instance join the fight, you must defeat their combined levels. If you have the right cards, you can eliminate one monster from the combat and fight the other normally, but you cannot choose to fight one and run from the other s.

If you kill or otherwise defeat a monster, you automatically go up a level two levels for some very dangerous monsters. If you were fighting multiple monster cards — see Interfering With Combat — you go up a level for each monster killed! Discard the monster card s and draw treasure see below. But note: someone may play a hostile card on you, or use a special power, just as you think you have won. When you kill or otherwise defeat a monster, you must wait a reasonable time, defined as about 2.

After that, you have really killed the monster, and you really go up a level and get the treasure, though they can still whine and argue. If you cannot defeat the monster, you have two choices: ask for help or run away. If he refuses, you may ask another player, and so on, until they all turn you down or someone helps. Only one player can help you.

You can bribe someone to help. You may offer a potential helper any Item s you are currently carrying, or any number of the Treasure cards the monster has.

If you offer him part of the treasure, you must agree whether they pick first, or you pick first, or what. When someone helps you, add his Level and Bonuses to yours. The special abilities or vulnerabilities of the monster also apply to your helper, and vice versa.

For instance, if you are not an Exotic, but an Exotic helps you, The Fandom Menace will be at a -3 against you. If someone successfully helps you, the monster is slain. Discard it, draw treasure see below , and follow any special instructions on the monster card.

You still go up a level for each slain monster. Your helper does not go up a level. If nobody will help you. Roll the die. You only escape on a 5 or better. Some Powers and items make it easier to run away. And some monsters are fast, and give you a penalty to your roll. If you escape, discard the monster. You get no treasure. There are usually no bad effects. Some monsters hurt you even if you get away from them!

If the monster catches you, it does Bad Stuff to you, as described on its card. This may vary from losing an item, to losing one or more levels, to Death. If you are fleeing from multiple monsters, you roll separately to escape each one, in any order you choose, and suffer Bad Stuff from each one that catches you as soon as it catches you. They roll separately. The monster s CAN catch them both. You keep your class es , Power s and level — your new character will look just like your old one.

Looting The Body: Lay out your hand beside the items you had in play. Starting with the one with the highest level, each other player chooses one card. If your corpse runs out of cards, tough. After everyone gets one card, the rest are discarded. Your new character appears immediately and can help others in combat on the next turn.

On your next turn, start by drawing two from each deck, face-down, and playing any legal Class, Power, or Item cards you want to, just as when you started the game. Each monster has a Treasure number on the bottom of its card. Draw that many treasures. Draw face-down if you killed the monster alone. Asked 2 years, 3 months ago. Active 2 years, 3 months ago. Viewed times. Improve this question. Ilmari Karonen 1, 10 10 silver badges 20 20 bronze badges.

Austin Murray Austin Murray 49 2 2 bronze badges. If I did, or if you feel there's something else to improve, please feel free to edit your question yourself and fix it or even revert it all back to the way it was before, if you feel that's best. Thanks, and I hope you'll get an answer to your question. Add a comment. Active Oldest Votes. No, you can't. Arguably you could say that the reminder card moves, the the minus effect won't move with it. Improve this answer. Arcanist Lupus Arcanist Lupus Sign up or log in Sign up using Google.

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