How to play Star Munchkin Official Rules

By: Dennis B. B. Taylor

Welcome to the Exciting World of Star Munchkin!

If you’re a fan of intergalactic adventures and hilarious card games, then you’re going to love Star Munchkin. In this cosmic journey, you’ll have the chance to become a powerful space explorer, battling strange aliens, equipping yourself with epic gear, and collecting the most glorious treasures the universe has to offer!

But before you embark on this cosmic quest, it’s important to understand the rules of the game. So, let’s dive in and explore the galaxy of Star Munchkin together!

The Basic Gameplay

In Star Munchkin, your goal is to reach level 10 before anyone else. To level up, you’ll need to defeat monsters, use powerful items, and navigate the treacherous space full of traps.

The game revolves around playing cards. The cards in Star Munchkin come in different types:

  • Door Cards: These cards represent the challenges you’ll face in the game, such as monsters, traps, and curses.
  • Treasure Cards: These cards represent the loot and rewards you’ll acquire throughout your journey, such as weapons, armor, and special abilities.

On your turn, you’ll start by “kicking down the door” and revealing a Door Card. This card might be a monster you have to fight, a trap you need to avoid, or a curse that affects your gameplay. If you defeat a monster, you’ll gain levels and treasures, but if you fail, you might lose levels or valuable items!

After resolving the Door Card, you can play Treasure Cards from your hand to enhance your character’s abilities, equip powerful weapons, or use special abilities to gain an advantage over your opponents.

Remember, Star Munchkin is a game of strategy and luck. You need to carefully manage your resources, make clever decisions, and sometimes rely on a lucky roll of the dice to succeed. It’s a thrilling and unpredictable adventure every time!

Advanced Gameplay and Additional Rules

Once you’ve mastered the basic gameplay of Star Munchkin, you can explore the advanced rules and additional features the game has to offer.

For example, you can form alliances with other players to outnumber powerful monsters or negotiate trades for valuable items. You can also make use of race and class cards to customize your character’s abilities and take advantage of unique bonuses.

Throughout the game, you’ll encounter various spaceships, planets, and other cosmic wonders that offer special effects and bonuses. Exploring these locations can give you a significant advantage in your quest to become the greatest Star Munchkin of all time!

Conclusion

So, whether you’re a seasoned card game enthusiast or a beginner exploring the vast world of tabletop gaming, Star Munchkin offers an exciting and entertaining experience that will keep you coming back for more. Get ready to embrace the cosmic chaos, test your wits, and have a blast with this interstellar adventure!

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Hey there! Guess what? The Munchkins have made their escape from the dungeon and they’re causing a ruckus in space! They’ve taken over the Space Station and they’re on a mission to defeat all the monsters and nab their loot! Star Munchkin is a super cool game that’s based on the original Munchkin. It can be played on its own or combined with other Munchkin sets for an even more epic adventure.

Now, let me tell you what you’ll find in this game. First off, you get a whopping 168 cards to play with. Plus, there’s a fancy six-sided die and a set of rules to keep everything fair and square. The game is designed for three to six players, so gather your pals and get ready for some intergalactic mayhem! Oh, and don’t forget to grab 10 tokens for each player to keep track of their progress. You can use coins, poker chips, or any nifty gadget that can count up to 10.

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Getting Ready

First things first, we need to set up the game. To do this, we’ll need a deck of cards, which we’ll divide into two piles – the Door deck and the Treasure deck. Once we’ve done that, it’s time to get started!

Take a moment to shuffle both decks. This will mix up all the cards and make sure that the game is fair and unpredictable. Now that the cards are shuffled, let’s deal four cards from each deck to each player. This will give us a starting hand to work with.

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Managing Your Cards

Hey there! Let’s talk about how to keep your cards in check during the game. It’s important to keep separate discard piles for each deck. Remember, you can only peek at the discards if you have a card that allows you to do so. When a deck runs out, you’ll need to shuffle its discards back in. Yup, if a deck runs out and there are no discards, no one can draw any more cards from that deck!

Now, let’s take a look at the cards in play. These are the ones you’ve laid out on the table. They show your Race and Class, if you have any, and the Items you’re carrying. Some cards, like Traps, stick around even after you’ve used them. It’s important to remember that cards in play are visible to everyone, so keep them out in the open.

Your hand is a separate story. Your hand is made up of the cards that are not in play. They don’t help you directly, but they also can’t be taken away unless a card specifically affects your hand. At the end of your turn, make sure you have no more than five cards in your hand. If you have too many, you’ll need to get rid of them somehow. Check out the “Charity” section for more details on that.

When you’re playing a game with cards, you can’t just bring them back to your hand whenever you want. It’s not like that. You have to either discard the cards or trade them with someone else if you want to get rid of them.

Creating Your Character

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Hey there! Let’s talk about leveling up in the Star Munchkin game. When you begin, you’re just a regular Level 1 human with no class. Funny, right? In this game, your character’s sex is the same as your own, unless you decide to mix things up.

Now, check out the eight cards you have in front of you. If you have any Race or Class cards, you can play one of each type by placing them in front of you. And if you have any cool Items, go ahead and play them too!

But hey, if you’re not sure if you should play a card, you have two options: you can read the rules (which is always a good idea), or you can just take a leap of faith and go for it! Your call.

Starting and Finishing the Game

First things first, let’s figure out who goes first. You can decide together in a way that works for everyone. Once that’s settled, the game moves forward in turns. Each player takes their turn, starting with the person on the left of the first player.

Conflicts between Cards and Rules

    You won’t find any way to decrease a player’s level below Level 1, but card effects can still reduce a player’s or a monster’s combat strength to less than 1.

    When it comes to gaining levels, you only level up after defeating a monster in combat.

    Remember, you can’t collect any rewards, like treasure or levels, until the combat is finished. So make sure to defeat the monster first.

    To reach Level 10, you must kill a monster. No shortcuts allowed!

    Now, let’s talk about when you can take actions:

    1. Discard a Class or Race card.

    2. Play a Go Up a Level or Sidekick card.

    3. Play a Trap card.

    And here are a few more actions you can take:

    1. Trade an Item card with another player (but they can’t be in combat either).

    2. Change which Items you have equipped.

    3. Play a card right after you receive it (some cards can even be played during combat).

    Remember, these actions can come in handy during your adventures! Good luck!

    In the game, you have a variety of actions you can take:

    1. You can play a new Class or Race card anytime you want.

    2. You can sell items for levels, but not during combat.

    3. You can play an item, although most items cannot be played during combat.

    Now, let’s talk about the basic rules of combat.

    When you engage in battle with a monster, your combat strength is compared to the monster’s. Your combat strength is determined by your level, any bonuses or penalties you have, and the monster’s combat strength. If your combat strength is higher, you win the battle. If it’s tied or lower, the monster wins.

    The goal is to reach Level 10, and the first player to do so wins. However, you can only reach Level 10 by defeating a monster, unless there’s a card that specifically allows you to win in another way.

    Let’s move on to the turn phases.

    It’s now my turn to play after the previous player has finished. When my turn begins, I have a few options. I can play cards, switch items between “equipped” and “unequipped,” trade items with other players, or sell items for levels. Once my cards are in the desired arrangement, I move on to phase 1.

    Now, time to kick open the door and see what’s behind it. I can choose to look for trouble or loot the room. It’s up to me to decide which path I want to take.

    If I need some help, there’s always the charity option. It’s a way for other players to assist me by donating items or levels. I can ask for help when I need it.

    Let’s talk about character stats. Each character has weapons, armor, and magic items. There are three important stats to consider: level, race, and class. For example, my character could be a Level 9 Feline Bounty Hunter with Battle Armor, Diamondoid Teeth, and a Laser-Maser-Dazer.

    Level represents how strong and skilled my character is. When the rules or cards mention Level with a capital L, they’re referring to this number. It’s a measure of my character’s overall power.

    So, it’s now my turn to take charge. What will I do with this opportunity? Only time will tell. Let’s dive into the game and see where it takes us.

    When you defeat a monster or a card instructs you to do so, you level up. Another way to gain levels is by selling items (refer to the Items section).

    You decrease a level when a card tells you to. However, your level can never drop below 1. Keep in mind that your combat strength can become negative if you encounter a trap or suffer some other kind of penalty.

    Class: There are four classes available: Gadgeteer, Psychic, Trader, and Bounty Hunter. If you don’t have a class card in front of you, it means you don’t have a class.

    Each class possesses special abilities that are displayed on the cards. When you play a class card, you immediately gain the abilities associated with that class. However, once you discard the class card, you lose those abilities. Some class abilities require you to discard cards to activate them. Take a look at the class cards to know when you can use these abilities.

    Unless specified otherwise, you can discard any card, regardless of whether it’s in play or in your hand, to activate a special ability. Refer to the class cards to learn about the usage conditions for these abilities.

    I can get rid of a Class card whenever I want, even during a fight: “I don’t wanna be a Gadgeteer anymore.” When I throw away a Class card, I stop having a class until I play another Class card.

    I can’t be part of more than one class at the same time, unless I play the Super Munchkin card.

    Race: I can be a Human, Mutant, Feline, or Cyborg. If I don’t have a Race card in front of me, I’m human. Humans don’t have any special abilities. The rules I just explained about Classes also apply to Races. I can’t be part of more than one race at the same time, unless I play the Half-Breed card.

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    Super Munchkin and Half-breed

    Hey there! Let’s talk about the exciting world of Super Munchkin and the intriguing concept of Half-breeds. These are two fascinating elements that add a whole new level of depth and excitement to the game. So, buckle up and get ready for an adventure!

    First up, Super Munchkin. Now, you might be wondering, what’s so special about this character? Well, let me tell you. Super Munchkin is a unique and powerful class that can do things other classes can only dream of. With their super abilities, they can defeat monsters, gather treasures, and level up faster than anyone else. They are, quite literally, the superheroes of the game.

    But here’s the catch. Being a Super Munchkin comes with its own set of challenges. They have limitations, just like any hero. Super Munchkins can’t use certain items or wear specific pieces of equipment. It’s all about balance, my friend. You have to make strategic decisions and play your cards right if you want to succeed as a Super Munchkin.

    Now, let’s dive into the concept of Half-breeds. Imagine being part human, part supernatural creature. How cool would that be? Well, Half-breeds in Super Munchkin get to experience exactly that. They have the best of both worlds, combining the powers and abilities of two different races.

    Picture this: a Half-Elf Orc or a Dwarf Halfling. Sounds pretty awesome, right? These unique combinations give Half-breeds a special advantage. They get bonuses from both races and can switch between them at will. It’s like having a dual identity, allowing you to adapt to any situation and take your opponents by surprise.

    But, as always, there’s a twist. Half-breeds also face some challenges. They may encounter certain cards or situations that specifically target their mixed heritage. It’s a risk you have to be willing to take to tap into their incredible potential.

    So, there you have it – Super Munchkins and Half-breeds. Two exciting elements that bring a whole new dimension to the game. Whether you choose to be a Super Munchkin or explore the world of Half-breeds, remember to embrace the challenges and make the most of your unique abilities. It’s all about finding that perfect balance and unleashing your inner hero. Get out there and conquer the game, my friend!

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    When you’re playing Super Munchkin, you have the option to use certain cards called Class and Race cards to enhance your gameplay. You can play these cards as long as you have the appropriate card to attach them to (a Class card for Super Munchkin or a Race card for Half-Breed). It’s important to note that you can’t have more than one of the same Class or Race card in play at the same time.

    If you decide to play Super Munchkin with a Class card, you’ll gain all the advantages that come with being a member of that Class. This means you’ll be able to equip Class-only items and any monsters with penalties against your Class will suffer those penalties. On the other hand, you won’t have to deal with any of the disadvantages that usually come with the Class. This means you can equip items that are usually forbidden to your Class and monsters won’t get any bonuses because of your Class.

    However, if the Class has an ability that comes with a cost, you’ll still have to pay that cost. Keep in mind that even though you’re a Super Munchkin, you’re not that super! Most of these rules also apply to Half-Breed, but for Races instead of Classes.

    Treasures

    When you play a Treasure card, you have the choice to use it immediately or save it for later. There are two types of Treasure cards: permanent and “one-shot” cards. Permanent cards stay on the table once you play them, while “one-shot” cards are discarded after their immediate effect.

    Items

    Most of the Treasure cards fall under the category of Items. These cards have a value in Gold Pieces, which determines their worth. Some Items may have a value of “No Value,” meaning they are worth zero Gold Pieces, but they still count as Items.

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    When you have Items in play, they are considered to be “carried.” However, only the Items that give you a bonus are “equipped.” You can indicate which Items are not equipped by turning the cards sideways. It’s important to note that you cannot change the status of your Items during a combat or while trying to run away.

    Anyone can carry any Item, but there are limitations on how many of each type of Item you can equip. You can equip one Headgear, one suit of Armor, one pair of Footgear, and two “1 Hand” Items (or one “2 Hands” Item) unless a card allows you to ignore these limits, like Mutant or Cheat!, or if a card specifies otherwise. For example, if you have two Headgear cards and you’re not a Mutant, you can only equip one of them at a time.

    Keep in mind that some Items have restrictions. For instance, the Neuronic Whip can only be used by a Mutant. Its bonus only counts if you are currently a Mutant.

    Don’t just toss away Item cards for no reason. You have some options when it comes to dealing with them. You can sell Items to gain a level, trade Items with other players, or give them to someone else who wants them (see Trading). Certain Class and Race abilities let you discard Items. And watch out! A Trap or a monster’s Bad Stuff (see p. 5) might make you get rid of something!

    Complex Items: You can carry as many Complex items as you want, but you can only equip one, unless you’re a Gadgeteer or using a Cheat! card. If an ability lets you equip more than one Complex item and you lose that ability, you have to fix the problem right away or unequip all but one Complex item. (If you’re in a fight, you can’t equip anything else either!)

    Trading: I can trade Items with other players. Just remember that you can only trade Items that are on the table, not from your hand. The best time to trade is when it’s not your turn, and it’s important to note that if you receive an Item in a trade, it must remain in play.

    You can also give away Items without a trade, especially if you want to bribe other players. For example, you could say, “I’ll give you my Bobaser if you won’t help Bob fight Great Cthulhu!” You’re also allowed to show your hand to others, as if we could stop you.

    Selling Items For Levels: Here’s something interesting you can do during your turn. You have the option to discard Items that are worth at least 1,000 Gold Pieces and instantly go up one level. Keep in mind that cards with “No Value” are considered zero Gold Pieces.

    When you sell items in the game, like Gold Pieces, you don’t get any change back. It’s a simple rule to remember. However, if you have a lot of valuable items, like 2,000 Gold Pieces, you can level up quickly by selling them. Selling items can be done from your hand or from the items you’re carrying. But there’s a catch – you can’t sell items to reach Level 10.

    The Power of Laser Weapons

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    Have you ever heard of laser weapons? Laser weapons are any items with names that end in “-aser”.

    Now, laser weapons are pretty cool because they are all 2-Handed weapons. But here’s the really interesting part: you can actually combine laser barrels together to create a super powerful 2-Handed weapon!

    Let me give you an example. Let’s say you have a Laser (+2) and a Dazer (+3). If you snap them together, you get a Laser-Dazer (+5). And here’s the best part: you can even add another Laser to make it a Laser-Laser-Dazer (+7)! And guess what? It’s still just one 2-Handed weapon.

    But here’s the thing, if you ever need to, you can also break down the combined weapon piece by piece. Each piece counts as one item. Just keep in mind, you can only Annihilate or Antimatter one card at a time, not the whole weapon.

    Oh, and another thing. Only the laser weapons that specifically say they are Complex count as Complex items. But don’t worry, non-Gadgeteers can still snap two or more Complex lasers together and use them both!

    All laser weapons are considered fire/flame weapons.

    “One-Shot” Finds

    A Find card that says “Use once only” is often referred to as a “one-shot” Find. Most of these are utilized during battles to enhance the munchkins or the monsters, and can be played from your hand or the table.

    Although, some have different effects, so make sure to read the card carefully! Dispose of these cards as soon as the battle ends or their effect is resolved.

    Other Finds

    Other Find cards (like Level Up cards) are not Items. Most of these cards indicate when they can be played, and whether they remain in play or are discarded. Level Up cards can be played on yourself or any other player at any given time, even during combat.

    Exception: You cannot play a Level Up card to grant a player the winning level!

    Battle

    When you’re facing a monster, you need to compare its combat strength to yours. Your combat strength is determined by adding your Level to any positive or negative modifiers from Items and other cards. If the monster’s combat strength is equal to yours or greater, you lose the combat and must Run Away.

    If your combat strength is greater than the monster’s (remember, monsters win ties!), you defeat it and gain a level (some big monsters even give you two levels!). Additionally, you’ll receive the number of Treasures indicated on the monster’s card.

    Occasionally, you’ll come across a card that allows you to get rid of the monster without killing it. While this still counts as a “win,” you won’t gain a level. And unless the card states otherwise, you also won’t receive any Treasures.

    Some monster cards have special powers that impact combat, such as having a bonus against a particular Race or Class. Make sure to take these into account!

    When it’s time for combat, you and your fellow players can use different strategies to either help or harm each other. One way to do this is by playing special cards like one-shot Treasures, Class or Race abilities. Keep in mind that certain Door cards, such as Monster Enhancers, can also come into play during combat.

    Here’s an important reminder: once you’re in combat, there are some actions you can’t take, like selling or equipping Items, or playing Treasures from your hand. Unless a card or rule says otherwise, you’ll need to focus solely on the battle.

    If you successfully defeat a monster (or maybe even multiple monsters!), you’ll need to discard the defeated monster(s) and any other cards that were played during the battle. Then, you can claim your well-deserved rewards. However, don’t let your guard down just yet! It’s always possible for someone to play a card that will turn the tables on you or use a special power to interfere, even after you think you’ve won.

    After you defeat a monster, you need to give other players a reasonable chance to respond. A reasonable amount of time is about 2.6 seconds. If no one interrupts or challenges your victory within that time, then congratulations! You’ve officially slain the monster and earned your level(s) and Treasures. Just keep in mind that other players may still complain or disagree, but don’t let that diminish your triumph.

    Monsters

    When I draw a Monster card and it’s face-up, it launches an immediate attack on me during the Kick Open The Door phase. It’s like they can’t wait to cause trouble!

    But if I get a Monster card any other way, it goes into my hand. From there, I can choose to play it during my turn when I want to Look For Trouble. Or, if I’m feeling helpful, I can play it to join another player’s fight with the Wandering Monster card. It’s always nice to have a little backup!

    Now, here’s something interesting: even if the name on the card is plural, each Monster card represents just one monster. It’s like a whole group packed into a single card!

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    Boosting Monsters

    Hey there! Let’s talk about these awesome things called Monster Enhancers. They’re like power-ups that can make individual monsters stronger or weaker. But here’s the twist – they can also affect the number of Treasures those monsters are worth. Cool, right?

    Anyone can play Monster Enhancers during any combat. They’re not picky about who gets to use them!

    Here’s how it works: if there’s more than one enhancer on a monster, you add them all together. Easy peasy! But wait, there’s more. If there are multiple monsters in a fight, the person playing the enhancer gets to choose which monster it applies to. It’s like being the director of your own monster movie!

    Now, here’s a special exception to remember: if you’re facing a monster that has been enhanced to be Radioactive, From Another Dimension, and its Clone, then you’ve got a real challenge on your hands! You see, when these enhancers are played on a single monster, in any order, you’re dealing with a super-duper Radioactive monster along with its Dimensional clone. Good luck!

    Dealing With Multiple Monsters

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    Hey there! So, some cards out there give your rivals the power to bring in more monsters to fight alongside them. When that happens, you gotta take them all on together. Their strengths add up, ya know? Now, if you have the right cards in your hand, you have a chance to take out one monster and focus on the others. But here’s the catch: you can’t decide to fight one and run from the rest. It’s all or nothing, my friend.

    Now, let’s say you manage to eliminate one monster from the fight. Good for you! But here’s a word of caution: if you decide to run away from the remaining monsters, you don’t get any levels or cool treasure. Yeah, it’s a bummer.

    Oh, and by the way, I gotta tell you about undead monsters. In this deck, you’ll find some monsters tagged as Undead. The cool thing is, you can bring these undead fellows into the fight to help out any other undead you got on your side. No need for any special cards for that. But wait, there’s more! If you happen to have a card that can turn a monster into an undead one, you can play it along with a non-undead monster and take advantage of this rule.

    Getting in the Way of Fighting

    There are a few ways to get involved in other people’s fights:

    Use a one-time Item. You can help a fellow player by throwing a grenade at their enemy. Of course, if you “accidentally” hit your friend instead, it will work against them.

    Play a Monster Enhancer. These cards usually make a monster stronger and give it more Treasure. You can play them during your own fights or during someone else’s battle.

    Bring in a monster from your hand to join the fight, either through a Wandering Monster card or by following the special Undead rule.

    If you have a Trap card, you can set a trap for them.

    Asking for a Hand

    If you can’t win a fight on your own, you can ask another player for help. If they say no, you can ask someone else, and so on, until everyone turns you down or someone agrees to help. Only one player can assist you, and they will add their combat strength to yours. Other players can still play cards to affect the fight, though!

    You’ll probably need to bribe someone to help you. You can offer your helper any of the items you have or any number of the monster’s treasure cards. If you offer them a share of the treasure, you’ll need to agree on who gets to pick first.

    You can also offer to play any cards from your hand that you’re allowed to, like “Go Up a Level” cards, on your helper.

    Did you know that the special powers or weaknesses of a monster also affect your partner, and vice versa? It’s true! Let me explain. If you’re not a Feline yourself and a Feline comes to your aid against a Starfish, the monster’s combat strength decreases by 5 when attacking you. But if you’re fighting the Fanged Fuzzball and a Feline helps you out, the monster gets stronger and its combat strength increases by 2!

    If someone helps you defeat a monster successfully, that monster is discarded and you get to draw some awesome Treasure cards as a reward. Oh, and don’t forget, you level up for each monster you slay! Unfortunately, your helper doesn’t level up with you, but you do get to draw the Treasure cards, no matter who actually defeated the monster. Then, you can distribute the cards according to the agreement you reached with your helper – it’s like a little bonus for working together!

    Want to be rewarded? Here’s how

    When you defeat a monster, you gain one level for each monster you defeat. However, there are cases where the Monster card may dictate otherwise. Additionally, you also receive all of the monster’s Treasure! To determine the number of treasures you receive, look at the Treasure number on the bottom of the monster card.

    Take that many treasures, but keep in mind that any Monster Enhancers that were played on the monster may modify the number. If you defeated the monster on your own, draw the treasures face-down. However, if someone assisted you, draw the treasures face-up so that everyone in the party can see what you got. It’s always more fun to share!

    It’s important to note that if you defeat a monster using nonlethal means, you do not gain a level. Whether or not you receive the Treasure depends on the method you used to defeat the monster.

    Once you obtain a Treasure card, you can play it immediately, regardless of whether you were the one who defeated the monster or assisted in the battle.

    Escaping from Battle

    If no one is willing to help you during a battle or if someone tries to assist you but other party members intervene, preventing the two of you from winning, you must run away. It’s like making a strategic retreat to fight another day!

    When you play the game, there’s no guarantee that you’ll be able to collect any levels or treasure. You won’t even have the chance to Loot The Room. And worst of all, you won’t always make it out unscathed . ..

    Here’s how it works: you roll the die, and if you get a 5 or more, congratulations! You’ve successfully escaped. However, your chances of escape may be influenced by your Class and Race abilities, as well as the Treasures you possess. Some of them make it easier to escape, while others make it harder. Additionally, the monster you’re facing might give you a bonus or a penalty to your roll, but only for that specific monster.

    But what happens if you fail to run away? Well, the monster gets its revenge and inflicts some Bad Stuff upon you. The nature of this Bad Stuff will depend on the monster you’re dealing with. It could mean losing an item, losing one or more levels, or even facing the ultimate consequence: death.

    Now, imagine you’re facing multiple monsters at once. In this situation, you have the freedom to decide which order you want to try and escape them. However, keep in mind that as soon as a monster catches you, it will unleash its Bad Stuff upon you. So, choose wisely!

    You know what to do when you’re working as a team but can’t seem to defeat the monster(s)? It’s time to make a run for it. Both players need to run away, but here’s the catch – they have to roll separately and decide the order in which they flee. Oh, and be careful, because the monster(s) can still catch both of you.

    After all the run away attempts are done, it’s time to get rid of those pesky monster(s). Say goodbye to them!

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    Death

    Hey there! If you happen to kick the bucket, all your belongings go bye-bye. But don’t fret, because you get to keep your Class(es), Race(s), and Level! And if you had any Traps messing with you when you bit the dust, those stick around too – talk about a double-edged sword!

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    If you die in the game, don’t worry! Your new character will look just like your old one. And if you had any Super Munchkin or Half-Breed cards, those carry over too. The best part? Once you’re dead, you can stop running from monsters!

    Now, let’s talk about looting the body. Lay out the cards from your hand next to the ones you had in play (excluding the Super Munchkin and Half-Breed cards). If you had any Items carried by a Sidekick or attached to a Cheat! card, you’ll want to separate those.

    Starting with the player who had the highest Level, everyone else gets to choose one card from your pile. If there’s a tie in levels, you can settle it with a roll of the die. Just remember, if you run out of cards in your corpse, tough luck. Once everyone has chosen one card, the remaining cards are discarded. Any cards looted go into the players’ hands.

    Dead characters can’t receive cards for any reason, not even Charity. And they can’t level up or win the game. So, make sure to use those extra lives wisely!

    When it’s your turn again, a fresh character joins you, ready to assist others in battles with their Level, Class, or Race abilities. However, you start this turn without any cards unless you receive Charity or gifts from fellow players.

    When your next turn comes around, begin by drawing four face-down cards from each deck. Play any Race, Class, or Item cards you desire, just like when you first began the game. Then proceed with your turn as usual.

    Watch Out for Traps

    Trap cards have different effects depending on how they are drawn. If you draw a Trap card face-up during the Kick Open The Door phase, it affects you directly.

    If you acquire a Trap card through other means, like Looting The Room, it goes into your hand. You can play it on any player at any time – yes, anytime. It’s quite amusing to reduce someone’s abilities just as they think they’ve defeated a monster.

    Normally, a Trap affects you right away (if it can) and then it’s gone. Nevertheless, some Traps have a delayed punishment or an ongoing impact.

    Hold on to these cards until you can get rid of the Trap or until it kicks in. (You can’t discard Trap cards you keep as a reminder to power up Class or Race abilities. Nice try!)

    Note: If someone plays a Trap that affects your next combat while you’re already in combat, it still counts for that fight!

    If a Trap can be applied to more than one thing, it’s up to you to choose which item gets lost or trapped.

    If a Trap applies to something you don’t have, just ignore it. For example, if you draw a card that says “Lose Your Armor” and you don’t have any Armor, nothing happens – just discard the card.

    There will be times when it’ll help you to play a little trick on yourself or lend a hand to another player, even if it costs them something valuable. This is what we call being a “munchkin.” Give it a try.

    Trusty Companions

    If you happen to draw a Trusty Companion, whether you see what it is or not, you have the choice to use it right away or keep it for later. You can play it at any moment, even during a fierce battle, as long as you only have one Trusty Companion in play at a time (or two if you’re a Trader). If you want, you can get rid of a Trusty Companion whenever you like. But remember, you can’t trade them with anyone.

    How to play Star Munchkin Official Rules UltraFoodMess

    Hey there! Let me tell you about Sidekicks and how they can help you out. They have their own set of powers, but they can’t do anything that isn’t mentioned on their card. So, for example, they can’t carry things unless the card specifically says they can.

    It’s important to note that Sidekicks are not Items. They don’t affect your bonus for fighting alone. However, they can do one really cool thing for you – they can sacrifice themselves. This comes in handy when things aren’t going your way and you’re about to lose a fight. Instead of trying to run away, you can discard one Sidekick and anything it’s carrying. As a result, you automatically escape from all the monsters in that fight, even if a monster card says it’s impossible to escape.

    If someone else was helping you in the fight, don’t worry! You get to decide whether that person automatically escapes as well, or if they have to roll to escape. So, you have the power to make that call.

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