Munchkin Quest(Charles vs. Rat, interference?)
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You don't have a choice on weather to use an equipped item. If the item is equipped, you are using it, regardless on if it is magic or not.
Also, running away is part of combat. So as per the rules, if a card says "play during any combat", then it can be played at any time during the combat phase, up until the monster is either defeated, or the munchkins have ran away.-
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Items – Playing Them
Any Item card may be played to the table as soon as you get it, or at
any time during your own turn except during combat.
Items – Using Them
Any one-shot (“usable once only”) card can be played during any combat,
whether you have it in your hand or in play.
Other Items cannot be used unless they are in play. If it’s your turn and
you are not in combat, you can play them and use them immediately. If you
are helping someone, or fighting out of turn for some reason, you cannot
put new Items into play.
Deus ex Munchkin Cards
You may play a DxM card at any time, unless the card says otherwise.
Most DxMs are used only once and discarded.
Some exceptions:
Classes and Races
These cards may be played to the table as soon as they are acquired, or
at any time thereafter, but you may only have one Class and one Race
unless you are a Half-Breed or Super Munchkin (below). You may discard
a Class or Race at any time.
Half-Breed and Super Munchkin
These cards 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 have all the advantages of the
non-human Race, and none of the disadvantages. So, for instance, a halfElf
benefits from a green Elf icon, but ignores a red one!
You may add a second Race at the same time or later, as long as you
still have Half-Breed out. If you have two different Race cards in play,
you are now (for instance) half Elf and half Dwarf, with all the advantages
and disadvantages of both.
You lose Half-Breed assoon as you have no Race card in play, but you
may deliberately discard a Race and immediately substitute another from
your hand, becoming (for instance) half Elf instead of half Dwarf.
Super Munchkin works exactly the same way, for Classes. You can
be (for instance) a super-Warrior, with all of the advantages of a Warrior
and none of the disadvantages. Or you can be (for instance) both a Warrior
and a Wizard, with all the advantages and disadvantages of each class.
Monster Enhancers and Extra Monsters
Cards that give bonuses to monsters are “monster enhancers.”
Enhancers may be played at any time. Most enhancers raise the level of
monsters, but some (for instance, Baby) lower the level. Wandering
Monster and Mate bring another monster to join a battle.
All enhancers add together. If there are multiple monsters in the fight,
the player who plays the enhancer must choose which one it applies to.
18 Glossary
If a monster survives the combat, keep its enhancer cards with it. A
Humongous Fungus, for instance, remains Humongous until it is killed
or removed from play.
Timing
Cards always take effect in the order they are played.
“Any Time” If a card can be used at “any time,” this means:
During your turn, you can literally use it at any time. If you have Blink
Potion, for instance, you may use it before rolling the dice in a combat, and
escape unharmed even if the monster was sure to defeat you.
During someone else’s turn, you may say “Stop!” at any moment and
use the card, but you may notsay “Before you do that, I’m going to use this
card . . .” unless the card specifically says that it can reverse an action that
has already been announced. For instance, if someone picks up his
munchkin and movesit into your room, you may notsay that you are using
Summon Wall to stop his move. You would have to say “Stop!” before he
moved.
Curses
These are our very favorite “Any Time” cards. A Curse may be played
on ANY player at ANY time, unless the card says otherwise. Reducing
someone’s abilities while he’s in combat is a lot of fun.
A Curse affects its victim immediately and is discarded. Exceptions:
● By discarding a Wishing Ring, you can cancel any Curse before it
takes effect.
● A Cleric’s d10 power can avert a Curse.
● If a Curse gives a penalty “on your next fight” and you are in combat,
it countsimmediately. Otherwise, keep the card until your next fight as
a reminder.
● If a Curse changes a stat like Move, keep the card until you become
uncursed.
If a Curse can apply to more than one Item, the victim decides which
Item is lost or cursed unless the card states otherwise.
If a Curse applies to something you don’t have, ignore it. For instance,
if you are given ArmorTurnsto Pudding and you are not wearing-
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Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
Cards in play:[/area]Spoiler:
Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:[/area]Spoiler:
Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Monsters:
Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.
Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.
Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.
Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. AssembleLast edited by TwoInAMillion on Thu Nov 16, 2017 9:34 am, edited 9 times in total.-
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McMenno goes east. McMenno gets a DxM card for exploring a room.
Exits
North, East, South
Original Roll String: 3d1463 146-Sided Dice: (33, 71, 110) = 214
You explore a new room.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
A monster appears!
Floating Nose: Level 10. You can bribe the Floating Nose with 200 gold pieces,
or an item worth at least that much, and it will ignore you for this turn.
Bribes are added to its treasures. Bad stuff: Discard 500 gold pieces worth
of Items and/or gold, or everything you have. Bonus: 1d6. Tentacled
Flying Horror. 1 Level. 3 Treasures.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (5) = 5-
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Monster move is Red.
Plushy Skull and Overbear have a red icon in the kitchen but it points east and there is no room east or west to move to.
Psycho Squirrel in Gym has no rooms to move to.
It is now McMenno's charity phase. He needs to play cards or give cards to charity to get his hand down to 5. He currently has 10 cards in hand.-
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McMenno goes east. He gets a dxm for exploring a room.
Exits
North, East, South
Original Roll String: 3d1463 146-Sided Dice: (20, 48, 28) = 96
Unexplored Room
Treasure Vault - If you don't find a monster on your
first search, you may spend antoher move and search
again. If you find a single treasure, don't place
a ransacked counter. But if you find two or more at
once, the room is still looted out.
A monster appears!
Gelatinous Octahedron - Level 8. When the
Gelatinous Octahedron enters a room with dropped
items, it picks them up. Move the treasure marker
with the monster. If it is killed, the loot is was
carrying is added to its normal treasure.
Bad Stuff: Take a hit of damage. Bonus: 1d6.
Huge Slow Slimy Goo. 1 Level. 2 Treasures.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (4) = 4
You are out of range to ask for help. Combat begins.
McMenno
Original Roll String: 1d6+101 6-Sided Dice: (6)+10 = 16
Octahedron
Original Roll String: 1d6+81 6-Sided Dice: (4)+8 = 12-
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Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
Cards in play:[/area]Spoiler:
Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:[/area]Spoiler:
Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Monsters:
Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.
Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.
Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.
Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. AssembleLast edited by TwoInAMillion on Mon Nov 20, 2017 6:50 am, edited 1 time in total.-
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You move west. You get a DxM for exploring a room.
Exits
North, West, South
Original Roll String: 1d1461 146-Sided Dice: (10) = 10
New Room:
Armory - Bonus: Warrior, Dwarf Deal: You may buy any
Armor, headgear, or Footgear in the discards for its
face value in gold. Your own Armor, Headgear, or
Footgear will be accepted in trade at its face value.
A monster appears!
Shadow Nose - Level 9. +4 Against theives. If the
Shadow Nose defeats you, lose a level immediately.
Move: The Shadow Nose can pass through all kinds
of doors and even walls as if they were open
passageways. Bad Stuff: Lose another level.
Bonus: 1d6 Slow Flying Undead Horror. 1 Level.
3 Treasure.
Monster Color
Original Roll String: 1d61 6-Sided Dice: (1) = 1
Do you want to fight by yourself or ask for help?-
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Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
Cards in play:[/area]Spoiler:
Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:[/area]Spoiler:
Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Mead Hall Bonus: Elf, Dwarf Deal: The bartender will buy potions for 200 gold
more than their face value. Limit: Two per turn.
Treasure Vault - If you don't find a monster on your first search, you may spend antoher move and search
again. If you find a single treasure, don't placea ransacked counter. But if you find two or more at once, the room is still looted out.
Monsters:
Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.
Plushy Skull(yellow) - Level 3. Your cuddly undead buddy! +2 against females. While the skull is in
the dungeon, all other Undead get a +5 bonus. Bad Stuff: if you are male, become a female; -5
on your next combat. If you are female, discard one card. Combat bonus: 1d6 Tiny undead.
1 level. 1 treasure.
Overbear(purple) - Level 12. +3 against Dwarves and Halflings. Bad Stuff: Overkill! If you are over
Level 5, lose a level. And if you have no armor, take another hit.
Bonus: 1d6 Beast. 1 Level. 4 Treasures.
Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble-
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You move south. You get a DxM for exploring a room.
Exits
West, South
Original Roll String: 2d62 6-Sided Dice: (6, 5) = 11
New Room:
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
A Monster Appears!
Squidzilla - Level 18. Ignores anyone of Level 3 or Below.
-3 if you can fly. +4 if you are a squeamish Elf.
Bad Stuff: Take a hit of damage. Squidzilla also snatches
one item that takes a Hand, chosen by the player on your
left. That Item is now carried by Squidzilla. If it
gives a combat bonus, he gets the bonus. Whoever kills
Squidzilla gets the item. He may have up to 8 hands
worth. Bonus: 2d6 Huge Fearsome Slimy Tentacled Beast.
2 Levels. 5 Treasures
Monster Color
Original Roll String: 1d61 6-Sided Dice: (6) = 6
Do you want to fight, ask for help, or ignore it?-
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