Full Rulebook:
http://www.worldofmunchkin.com/munchkin ... _rules.pdf
1. Each player begins Level 1 with no class or race, and 300 gold pieces. You may play race or class cards if you have them at any time, or weapons/armor etc during your turn(but not during combat). There will be a 24 hour period to play cards before play begins.
2. Each player begins in the "entrance". A room where monsters are not allowed to go. Each player starts with 3 movement and 3 health.
3. You may use your movement in the following ways:
3a: Move - You may move to another room. Each time you enter a new room a room is randomly drawn. Each room has four exits, north, east, south and west. The exit will randomly be either an open hallway(1 move), hidden door(3 move), locked door(3 move) or wall(impassible). Once you have used your move you cannot move any more this turn. Some cards increase your move and/or health.
3b: Search - You may search a room for gold and/or treasures.
4. Cards - Each player begins play with 4 Duex Ex Munchkin(DxM) and 4 Treasure Cards. You get one DxM card at the start of your turn, and one DxM card whenever you explore an unexplored room. You get treasure cards by defeating monsters, or by playing certain cards or trading with other players. You may play cards in your backpack if they are unusable or you don't have space in your hand, or just because. You may have 2 "hand items"(or one item that takes two hands) in play, one headgear, one armor, and one footgear. Some items, like jewelry, are none of those and you may play an unlimited number of them. You may trade items, or give items, to other players if you are in the same room with them, or you may "drop" items in a room for other players to find/pick up. If you choose, you may "sell" 1000 gold worth of items to go up one level. You are given the remainder gold in coins.(i.e. if you sell 1200 in items you get 200 back).
5. Rooms - A new room is drawn whenever you move into an enterence that hasn't been "discovered". The room is drawn randomly and played face up in the proper space on the map. Any time you are in a room you may use the game text on the room for a "deal" after combat. The colored arrows on each side of the room are for monster movement purposes(see below).
6. Monsters - A monster card is drawn whenver you explore a new room. When a monster card is drawn initially you must fight the monster. Each monster has a base color, which is determined by rolling the monster color dice upon drawing the monster card. Certain cards give bonuses against certain monster colors. If a monster does not die in the initial combat, they stay on the board, and move at the end of each players turn. The active player rolls the monster color die for movement. All monsters move according to the color rolled and any modifiers on their card. They will move as long as the monster color die matches the exit color on the room.
6a: Fast - The monster moves one additional room in same direction(if it can).
6b: Slow - The monster only moves one room.
6c: Lurking - Monster doesn't move.
6d: Contrary - Monsters first move is in opposite direction of arrow.
6e: Special - Monster has special movement instructions printed on the card.
Combat: Combat is similar to normal munchkin games. You must always fight a newly drawn monster unless the card says otherwise(i.e. "ignores player below level X"). You may ask one player in the same or adjacent room to help, it is up to the player to accept or decline. The munchkins and monster roll dice equal to the number of dice on the card(Munchkins always roll one per munchkin, monsters usually roll one dice but sometimes roll two). Rooms have combat modifiers that help or hurt certain races or classes. A green icon for your race/class means you get an extra die in that room, a red icon for your race/class means you roll one less die. Munchkin combat levels +plus dice is compared to monster level + dice, the higher total wins with monsters winning ties. If you lose you may try to run away(need a 5 or 6 normally, modifiers may apply). If you fail to run away you lose a health point, and occur the bad stuff on the monster card(this may include losing additional health points). If you lose all your health points you die(See "death" below). If you are receiving help in combat you and your helper must decide who gets what treasure and in what order you pick. Normally you get at least 1 level and 1 treasure for winning a fight, helpers do not get levels unless they are Elves.
7. Death: If you die(lose all your health(the following happens):
7a: Lose a level.
7b: Discard your hand.
7c: Drop all your items and gold in the room where you are.
7d: DxM cards in play remain yours.
7e: curses on you remain in effect.
7f: You reappear at the entrance with 4 new DxM and 4 new Treasure cards, and 300 gold in hand at the beginning of your next turn.
Searching: When you search a room, you roll 1d6+modifiers and are rewarded with the amount listed in the search table in the rulebook. If the search table says "ransacked" a ransacked counter is placed in that room and future searches are -1 modified. If a ransacked room is ransacked again, or a search result says "looted out", then the room is looted out and can no longer be searched.
End of Game: When a player reaches level 10, and they feel they are ready to fight the "boss monster", they proceed to the enterance. Once they reach the enterance, a monster is drawn, this is the "boss monster" and it is automatically Level 20. Once the "boss monster" is defeated, the game ends with the player at level 10 victorious. If a player has help with another level 10 player to defeat the boss monster, both players win.