Dungeon Map: https://docs.google.com/spreadsheets/d/ ... sp=sharing
Card Text:
Spoiler:
Warrior(class): You get one extra Health marker. Discard a red Health marker if you stop being a warrior
If your combat ends in a tie after the dice are rolled, you may discard two cards and turn it into
a victory. D10 power: +5 combat bonus. You may make one attempt per combat.
Elf(race): You get +1 to run away. You go up a level for every monster you help someone else kill.
Sapphire Bane Ring(on finger) - You roll an extra die against each
blue monster, or two extra dice against each blue monster
that is Fearsome. Magic Shiny. 300 Gold Pieces.
Cheat: This card fulfills are requirements(hands, Race, Class, sex, location, possesion of other
items, etc.) on any one item, letting you use the item, or get its full bonus, when you should not
be entitled to. You may also ignore all penalties for carrying that item. You get all its
avantages and none of its disadvantages. Put this card with that item. Discard it when you lose
that item.
Cloak of Obscurity(w/ cheat) - Usable by Theif Only. +2 Bonus. Gives +1 to run away. Clothing. 600 Gold Pieces.
Curse One Hand Tied Behind Your Back - Play at any time.
The victim now has one fewer hand. However, he gets
an extra 200 gold pieces for every monster he kills, or
helps to kill, with one hand tied behind his back!
Sword of Slaying Everything Except Squid: Sword of Slaying Everything Except Squid - +4 Bonus.
If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you
must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.
Warrior: You get one extra Health marker. Discard a red Health marker if you stop being a warrior
If your combat ends in a tie after the dice are rolled, you may discard two cards and turn it into
a victory. D10 power: +5 combat bonus. You may make one attempt per combat.
Slippery Slippers of Sliding: Your move is increased by 1. Take another move token.
You may ignore any and all room effects that require you to spend extra move to leave.
Greater potion of insubstatiability: Use at any time. Util the beginning of your next turn,
the target monster or munchkin may pas through any door or wall as though it were an open
passageway. Usable once only.
Health Club: +2 Bonus. Take an extra Health Marker. If you lose the club, or even put it in your
pack, you must discard a health marker, red side up. If it loses its magic somehow, it remains
a perfectly good non magical +2 club. Magic Club. 1 Hand. 400 Gold Pieces.
Ugly Stick: +2 Bonus. Holy Club. 1 Hand. No Value.
Wizard: You pass through locked and hidden doors as though they were regular doors. You may
discard up to three cards before rolling to run away. Each one gives you +1 to your roll.
d10 power: Double the combat bonus for a single magic item that you use. You may make one
attempt per combat.
Boots of Runnning Really Fast: Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.
Dirk of Dauntlessness:+2 Bonus. Roll an extra die when fighting a fearsome monster. Holy dagger.
1 Hand. 400 Gold Pieces.
Bow With Ribbons(pack): +4 Bonus. Usable by Elf only. Lets you roll an extra die against bugs.
Bow. 2 Hands. 500 gold pieces.
Cross Bow: +5 Bonus. Monstrous Bow. 2 Hands. 500 Gold Pieces.
Healing Potion - Use at any time to restore two hits to any living munchkin in
your living muynchkin in your room or an adjacent one. Usable once only.
Throwable magic potion. 300 gold pieces.
Monster Ade - Play during any combat. +5 to each monster in comat. Usable once only.
Throwable potion. 400 gold pieces.
Potion of Flight - Play at any time to give Flight power to any or all Munchkins
in the target room for the remainder of the turn. Usable once only. Throwable
magic potion. 300 gold pieces.
Elven Flip Flops - If you are elf, your move is increased by 1. Take another move token. If you are not
an elf, you may choose to have any monster treat you as an elf at any time.
Horny Helmet - +1 Bonus(+3 for elves). Headgear. 400 gold pieces.
Geeky Glasses - You pay only 1 move to pass through hidden doors.
On your turn, you can move the shriecking geek one room before your
move. It will always ignore you if not attacked. Magic thingie. 400 gold pieces.
Potion of Swiftness - Double your move for one turn.
OR get +3 to all run away attempts for one turn.
OR use when another player is in combat to move through
one extra room, regardless of room rules or monsters
present, in order to help in that combat, but only if
invited. Magic potion. 400 Gold pieces.
The Eye of Argon - You pay only one move to pass through hidden
doors. You also get +1 to search rolls. Monstrous Magic Shiny.
1000 gold pieces.
Scroll of Opening the Way - Use at any time on the room you are in, or any
adjacent room. All of that room's links to other rooms (even walls) become
open passageways. Usable once only. Magic Scroll. 300 gold pieces.
The Master Key - You pay only 1 move to pass through
locked doors. Thingie. 500 gold pieces.
Amulet of Dexterity - Gives you one extra hand. Magic Shiny. -1 Hand. 800 gold pieces.
Curse! Ripped pack - Play at any time. The victim drops everything in his pack. If it is his turn, he may not pick anything up until his next turn.
Curse! Shoelaces tied together - Play at any time. The victim loses one Move token immediately, and does not get it back until the Curse is removed. Keep this card as a reminder until the Curse is removed; then discard it.
Dwarf(race) - You get one extra health marker. Discard a red health marker if you stop being a dwarf. You pass through hidden doors as though they were regular doors. You can carry any number of big items without affecting your move.
If your combat ends in a tie after the dice are rolled, you may discard two cards and turn it into
a victory. D10 power: +5 combat bonus. You may make one attempt per combat.
Elf(race): You get +1 to run away. You go up a level for every monster you help someone else kill.
Sapphire Bane Ring(on finger) - You roll an extra die against each
blue monster, or two extra dice against each blue monster
that is Fearsome. Magic Shiny. 300 Gold Pieces.
Cheat: This card fulfills are requirements(hands, Race, Class, sex, location, possesion of other
items, etc.) on any one item, letting you use the item, or get its full bonus, when you should not
be entitled to. You may also ignore all penalties for carrying that item. You get all its
avantages and none of its disadvantages. Put this card with that item. Discard it when you lose
that item.
Cloak of Obscurity(w/ cheat) - Usable by Theif Only. +2 Bonus. Gives +1 to run away. Clothing. 600 Gold Pieces.
Curse One Hand Tied Behind Your Back - Play at any time.
The victim now has one fewer hand. However, he gets
an extra 200 gold pieces for every monster he kills, or
helps to kill, with one hand tied behind his back!
Sword of Slaying Everything Except Squid: Sword of Slaying Everything Except Squid - +4 Bonus.
If you are carrying this sword(even in your pack) and you encounter a monster with tentacles, you
must drop it. You are at -10 in the ensuing combat. Magic Sword. 500 Gold Pieces.
Warrior: You get one extra Health marker. Discard a red Health marker if you stop being a warrior
If your combat ends in a tie after the dice are rolled, you may discard two cards and turn it into
a victory. D10 power: +5 combat bonus. You may make one attempt per combat.
Slippery Slippers of Sliding: Your move is increased by 1. Take another move token.
You may ignore any and all room effects that require you to spend extra move to leave.
Greater potion of insubstatiability: Use at any time. Util the beginning of your next turn,
the target monster or munchkin may pas through any door or wall as though it were an open
passageway. Usable once only.
Health Club: +2 Bonus. Take an extra Health Marker. If you lose the club, or even put it in your
pack, you must discard a health marker, red side up. If it loses its magic somehow, it remains
a perfectly good non magical +2 club. Magic Club. 1 Hand. 400 Gold Pieces.
Ugly Stick: +2 Bonus. Holy Club. 1 Hand. No Value.
Wizard: You pass through locked and hidden doors as though they were regular doors. You may
discard up to three cards before rolling to run away. Each one gives you +1 to your roll.
d10 power: Double the combat bonus for a single magic item that you use. You may make one
attempt per combat.
Boots of Runnning Really Fast: Your move is increased by 1. Take another move token. You also
get +1 to any attempt to run away. Magic Footgear. 500 Gold Pieces.
Dirk of Dauntlessness:+2 Bonus. Roll an extra die when fighting a fearsome monster. Holy dagger.
1 Hand. 400 Gold Pieces.
Bow With Ribbons(pack): +4 Bonus. Usable by Elf only. Lets you roll an extra die against bugs.
Bow. 2 Hands. 500 gold pieces.
Cross Bow: +5 Bonus. Monstrous Bow. 2 Hands. 500 Gold Pieces.
Healing Potion - Use at any time to restore two hits to any living munchkin in
your living muynchkin in your room or an adjacent one. Usable once only.
Throwable magic potion. 300 gold pieces.
Monster Ade - Play during any combat. +5 to each monster in comat. Usable once only.
Throwable potion. 400 gold pieces.
Potion of Flight - Play at any time to give Flight power to any or all Munchkins
in the target room for the remainder of the turn. Usable once only. Throwable
magic potion. 300 gold pieces.
Elven Flip Flops - If you are elf, your move is increased by 1. Take another move token. If you are not
an elf, you may choose to have any monster treat you as an elf at any time.
Horny Helmet - +1 Bonus(+3 for elves). Headgear. 400 gold pieces.
Geeky Glasses - You pay only 1 move to pass through hidden doors.
On your turn, you can move the shriecking geek one room before your
move. It will always ignore you if not attacked. Magic thingie. 400 gold pieces.
Potion of Swiftness - Double your move for one turn.
OR get +3 to all run away attempts for one turn.
OR use when another player is in combat to move through
one extra room, regardless of room rules or monsters
present, in order to help in that combat, but only if
invited. Magic potion. 400 Gold pieces.
The Eye of Argon - You pay only one move to pass through hidden
doors. You also get +1 to search rolls. Monstrous Magic Shiny.
1000 gold pieces.
Scroll of Opening the Way - Use at any time on the room you are in, or any
adjacent room. All of that room's links to other rooms (even walls) become
open passageways. Usable once only. Magic Scroll. 300 gold pieces.
The Master Key - You pay only 1 move to pass through
locked doors. Thingie. 500 gold pieces.
Amulet of Dexterity - Gives you one extra hand. Magic Shiny. -1 Hand. 800 gold pieces.
Curse! Ripped pack - Play at any time. The victim drops everything in his pack. If it is his turn, he may not pick anything up until his next turn.
Curse! Shoelaces tied together - Play at any time. The victim loses one Move token immediately, and does not get it back until the Curse is removed. Keep this card as a reminder until the Curse is removed; then discard it.
Dwarf(race) - You get one extra health marker. Discard a red health marker if you stop being a dwarf. You pass through hidden doors as though they were regular doors. You can carry any number of big items without affecting your move.
Rooms:
Entrance: No Search. No monster may end it's move here.
Spiked pit: +2 search. Unless you have flight, take 1 hit point when you enter the room, and spend 1 extra move to leave. All munchkins are -1 to run away.
Seemingly Empty Room: All flying monsters, and all munchkins with flight, get +2.
Odd Room: If your level is odd, this room is good for you. If your level is even, this room is bad for you.
Treasure room: If you don't find a monster on your first search, you may spend another 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, then room is still looted out.