Level 1:
Munchkin Quest is a cross between a traditional board game, the munchkin card game and dungeons and dragons. Each player takes the part of an adventurer who must quest through an unknown dungeon, defeat monsters, make allies and enemies with other players, and ultimately defeat the monster boss and win the game. If this sounds like a great time for you(and you'd be nuts to not think so) then go ahead and sign up!
The official rules are here: http://www.worldofmunchkin.com/munchkin ... _rules.pdf but I will include a breif discription in case you don't want to read those for some reason.
Object of the game: The object of the game is to reach level 10 by defeating monsters and using other cards that can increase your level. Unlike traditional munchkin games which only use cards, munchkin quest is a board game. You start knowing only the entrance, and then you learn more about the dungeon by exploring. Let me know if you have any questions. I try to be fair but many rules are unchangable.
Game Setup
*Each player chooses a color. There is a maximum of four players and a minimum of two. The colors are blue, red, yellow and green.
*Each player starts with 4 treasure cards and 4 deux ex munchkin cards.
*Each player starts with 4 health tokens and 3 movement tokens. This can be adjusted by races and cards. Each player also starts with 300 gold pieces.
*Each player starts at Level 1 with no class(heh heh). Your level, race, and class may change as the game progresses.
*Players start in the entrance. When they move beyond the entrance, rooms will be placed on the table. Each room has different abilities, advantages, and disadvantages which may help or hurt the player.
Disputes, unchangable and basic rules
*Nothing can reduce a player or monster below level 1.
*No player can reach level 10 except by killing a monster.
*Nothing can move, flip or remove the Entrance or it's links.
*Except during a boss fight, no monster can ever move into the Entrance. Any monster that moves into the Entrance leaves immediately through the opposite door.
*Nothing can move the boss monster out of the entrance or keep it from fighting.
*At any time you may spend 1000 gold to go up a level. You can do this for multiple levels and get change for any unused gold. You can also sell items in lieu of or in addition to gold.
The boss monster: The boss monster appears when a player reaches level 10. A card is drawn from the monster deck. That monster immediately appears in the entrance and becomes level 20 instead of it's actual level. At that point any player that is at level 10 may go to the entrance and attempt to defeat the boss monster. Cards may be played normally, and normal helping rules apply. The first player to defeat the boss monster wins the game.
Types of doors/links
*Open passageway(requires 1 movement)
*Locked door(requires 3 movement)
*Hidden door(requires 3 movement)
*Wall(impossible to move through normally)
*An item is a treasure card with a gold value or if it says "no gold value". Items may be played in front of you and used to help you in combat or may have other uses depending on the item. You may have 2 weapons(or 1 two handed weapon), 1 headgear, 1 armor, and 1 footgear. Excess items may be placed in your "backpack" if you wish. Items that are played in front of you may be traded with other players, as well as gold in your possesion. You must be in the same room as another player in order to trade. You may drop items in a room, in that case any player that enters that room may pick up those items. Your "pouch" is used for items that is not worn and does not require hands, usually potions. You can have an unlimited number of items in your pouch. Your "pack" is used for any worn items or weapons and you can have a maximum of two of these.
d10 powers: Some classes and races have d10 powers. To use a d10 power, you roll a d10 and if you roll below your level you succeed. Thus the power becomes more likely to succeed the higher your level gets.
Turn phases
*DxM draw(draw a Deux ex Munchkin card at the start of every turn)
*Movement
----Explore(if you want to move to another room, you may use your movement to do so. If you move to an unexplored room, you get a DxM card for doing so.)
----Combat(if you move into an unexplored room, a random monster appears. As soon as you enter a room with a monster, either explored or unexplored, combat begins immediately. See combat for more info.)
----Deal(some rooms allow you to make "deals". If you want to do so, you may do so at this point. Deals are always optional.)
----Search(if a room has no enemies, you may search the room for treasure. This takes one movement and sometimes you may get more than you bargained for. You may search a room multiple times if you desire but it still takes 1 additional movement, and depending on your search results a room may be "Ransacked"(-1 to search) or "looted out"(impossible to search further).
Search Table(1d6 unless cards say otherwise)
*If you enter an unexplored room, you roll a dice to determine the exits of any unexplored exits. You roll 1d146 for each doorway. 1-73 = Open Passageway, 74-101 = Normal Door 102-116 = Hidden Door 117-131 = Locked Door 132-146 = Wall. The table is adjusted as doors are revealed.
Combat
*You may only start fights during your turn.
*You can only fight monsters, not other players. You may play cards on other players if the card allows you to do so.
*Combat starts when a) you start in a room with a monster b) you move into a room with a monster c) a monster moves into a room with you or d) a new monster appears in your room.
*Some monsters may "ignore" you if they are too powerful and you are at a small level. In this case combat is voluntary.
*Combat costs no movement, and you may have as many combats as you like in your turn.
*You may ask for help from one other player. That player must be in the same room or adjacent to you, and if they are adjacent they move into your room at no movement cost. You will probably need to bribe players with treasure, items, gold or something else you can think of to get them to fight with you. If they agree they cannot rescind their help. If you are sharing the potential treasure of the monster to get them to help, you must decide how you are going to split the treasure(random, one player gets first pick, etc.) If you and your helper lose the fight, your helper may leave through a different room and you and your helper escape seperately.
*To fight a monster, check it's level against your level. In addition, you get (usually) a 1d6 to roll to add to your combat level. There are modifiers that may effect this. The monster also usually gets 1d6 combat modifier, although it may get 2d6 if it is a more powerful monster and may have additional modifiers.
*Any weapons or items you are carrying add to your combat level if it has a "+X bonus" on the card, where X is the amount that is added to your combat level.
*Most rooms have race or class icons that add or remove bonus dice to the combat for the player. For example, a green wizard hat indicates wizards get an extra dice. A red cross indicates clerics lose a dice.
*If you win the fight, you get (at least) a level, possible more depending on the monster, and Treasures equal to the amount shown on the monster card. You also get a DxM card if the monsters color matches your color.
*If you lose the fight, you have a chance to run away. Roll 1d6. You must roll a 5 or higher(may be modified by cards and items) to run away. You must say where you are running to before the roll. If you successfully run away, you move to that room at no movement cost. If you fail to run away, you take a hit point, plus the bad stuff on the monster card which in addition to losing levels and other things may also cause you to lose additional hit points. If you fail to run away you stay in the room of the original combat.
Death
*When you die your player is incapacitated until your next turn but you can still play cards, receive charity, make deals, etc.
*All the items and gold you are carrying are dropped.
*Discard your hand
*Lose a level
*Any DxM cards in play remain yours, including race and class
*Any curses on you remain in effect.
*Proceed to monster movement
*Your character returns to life your next turn in the Entrance, but all your items stay in the room where you died.
*It is okay to "die on purpose" if it is advantagous for you to do so.
---Monster Movement. At the end of your turn, any unkilled monsters have an opportunity to move. There is a "color die" that is rolled with six different colors. There are also arrows on each side of every room that are used to determine monster movement. Check the arrows of the room a monster is in. If there are arrows the monster follows the path of that color room to room until there is no arrows to follow. Monsters cannot go to a room they already visited in that movement.
----Charity. You cannot have more than 5 cards in your hand at the end of your turn unless a card says otherwise. If you do need to give to charity, charity is given to the lowest level player. If there is more than one player tied for lowest level, you decide who gets what as evenly as possible. If you are the lowest level player, charity is discarded.
Other Rules
Monster Color: When a monster appears in a room, you roll 1d6 to determine it's color. (1=Blue 2=Red 3=Green 4=Yellow 5=Orange 6=Purple). If it's color matches your color it is "your monster" and you may use your cards to effect its rolls. The monster color is also used to determine it's movement during the monster move phase.
Interference: You may play cards to interfere with another players combat, but card play is determined by "first played first served". Once a card is played, it cannot be reversed unless a card or rule says it can. When cards are played to interfere with combat, all cards played on the same monster or player are cumulative, including combat level and treasure gained/loss.
When cards may be played: Most cards say when they can be played. For example "during combat, or "at any time." Follow the text in these cases. Curses may be played at any time, even during combat. Items may only be played during your turn, and not during combat. You may equip and unequip items at any time during your turn, except combat.