munchkin fu rules - gaggiplex.net · the cards. you gain the abilities of a class the moment you...

2
The munchkins went to the movies . . . and now they’re charging through the alleys of Hong Kong (or is it Toyko? They’re still arguing). They’ve become ninja, yakuza, samurai, and monks . . . but they’re still killing the monsters and taking their stuff. Munchkin Fu is based on the original Munchkin and can be com- bined with it, and with Star Munchkin (see the last page). This game includes 168 cards, these rules, and one die. Setup 3 to 6 can play. You will need this deck of cards and 10 tokens (coins, poker chips, whatever – or any gadget that counts to 10) for each player. Divide the deck into the Alley cards (with a door on the back) and the Treasure cards (with a pile of treasure on the back). Shuffle both decks. Deal two cards from each deck to each player. Card Management Keep separate face-up discard piles for the two decks. When a deck runs out, reshuffle its discards. If a deck runs out and there are no dis- cards, nobody can draw any of that kind of card! Your Hand: Cards in your hand are not in play. They don’t help you, but they can’t be taken away except by cards that specifically affect “your hand” rather than the items you are carrying. At the end of your turn, you may have no more than five cards in your hand. Carried Items: Treasure cards can be played in front of you to become “carried items.” See Items, below. When Cards Can Be Played: Each type of card can be played at a specified time (see below). Cards in play may not be returned to your hand – they must be discarded or traded if you want to get rid of them. Character Creation Everyone starts as a Level 1 character with no class and no style. (Heh, heh.) Look at your initial four cards. If you have any Class cards (Ninja, Samurai, Yakuza, or Monk) or any Style cards, you may (if you like) play one of each type by placing it in front of you. If you have any cards that allow you to have more than one class or style, play them too. And if you have any Item or Mook cards, you may play them as well. If you have any doubt about whether you should play a card, you could read below, or you could just charge ahead and do it. Starting and Finishing the Game Decide who goes first in any way you can agree on. (Snicker.) Play proceeds in turns, each with several phases (see below). When the first player finishes, the player to his left goes, and so on. The first player to reach 10th level wins . . . but you must reach 10th level by killing a monster. If two players kill a monster together and reach 10th level at the same time, they both win. Turn Phases (1) Open A Door: Draw one card from the Alley deck and turn it face up. If it’s a monster, you must fight it. See Combat. Resolve the combat completely before you go on. If you kill it, go up a level (or, for a big monster, two levels – it will say so on the card). If the card is a trap – see Traps, below – it applies to you imme- diately (if it can) and is discarded. If you draw any other card, you may either put it in your hand or play it immediately. (2) Look For Trouble: If you did NOT encounter a monster when you first opened the door, you now have the option of playing a mon- ster (if you have one) from your hand and fighting it, as described above. Don’t play a monster you can’t handle, unless you’re sure you can count on getting help! (3) Loot The Room: If you killed a monster, take the number of Treasures shown on the monster card. Draw them face down if you killed the monster alone, or face up if you had help. If you met a monster but ran away, you get no treasure. If you did not meet a monster, or met one who was friendly to you, you search the empty room. Draw a second card from the Dungeon deck, face down, and place it in your hand. (4) Charity: If you have more than five cards, give the excess to the player with the lowest level. If players are tied for lowest, divide the cards as evenly as possible, but it’s up to you who gets the bigger half. If YOU are the lowest or tied for lowest, just discard the excess. It is now the next player’s turn. Any card that gives bonus levels to monsters (see Enhancers, above) can be played on a Mook, and stays with him as long as he lives. Only one such card can be played on each Mook. A Mook can sacrifice himself for you. If you lose a fight, then instead of rolling to run away, you may discard a Mook. You automatically escape from all monsters in the fight, even if a monster card says escape is impossi- ble. If someone was helping you in the fight, YOU decide whether that person automatical- ly escapes as well, or must roll to escape. Other Munchkin Stuff There will be times when it will help you to play a Trap or Monster on yourself, or to “help” another play- er in a way that costs him treasure. This is very munchkinly. Do it. Trading You may trade Items (but not other cards) with other players. You may only trade items from the table – not from your hand. You may trade at any time except when you’re in combat – in fact, the best time to trade is when it’s not your turn. Any item you receive in a trade must go to the table; you can’t sell it until it’s your turn. You may also give items away without a trade, to bribe other play- ers – “I’ll give you the Strangling Cord of Eternal Friendship if you won’t help Bob fight the Dragon Lady!”. You may show your whole hand to other players. Like we could stop you. Interfering With Combat You can interfere with others’ combats in several ways: Use a one-shot card. If you have a Powder, you could help some- one by throwing it at his foe. Of course, you can “accidentally” hit your friend with the Powder, and it will count against him. Play a card to enhance a monster. See Monster Enhancers, above. You can play these either during your own combats or during some- one else’s combat. Play a wandering monster. This sends a monster from your hand to join any combat. Trap them, if you have a Trap card. Hong Kong Whenever any “Hong Kong” (HK) monster appears, any player may play any other HK monster from his hand to help it out. Whenever a HK monster appears, any player may give that monster any HK item from his hand or his own collection of Items. He must specify which monster he is helping. Ignore the “hands” requirement and special powers or limita- tions of items given to monsters. Only the level bonuses count, and the items are discarded after the combat ends. Example: Mia kicks open a door and encounters the Hong Kong Tong. Andrew takes Hong Kong Kong from his hand and sends him into the fight. Erik takes the HK Bong from his hand and gives it to Kong; its +2 bonus counts for Kong. Rachel is currently wearing the Hong Kong Thong, but removes it and gives it to Kong. Its +2 bonus also counts for Kong. Rules Contradictions or Disputes When the cards disagree with the rules, follow the cards. Any other disputes should be settled by loud arguments among the players, with the owner of the game having the last word. Combining This Game With MUNCHKIN and STAR MUNCHKIN (Or Both) Go for it! Your Elven Ninja-Cleric and Half-Elf Half-Feline Wire Fu Wizard can rampage through the catacombs of the far-off planet of New Hong Kong . . . Shuffle all the Treasure cards together. Shuffle the Dungeon, Station, and Alley cards together and treat them as the same kind of card; any reference to one includes the other. Use the “fast play” rules (see above). Traps and Curses are treated as the same kind of card. Any refer- ence to a Trap also means a Curse and vice versa. Yes, Gadgeteers can “disarm” Curses. Likewise, Credits and Gold Pieces are the same thing and can be combined to buy levels, pay taxes, and so on. All characters may have Races, Classes, and Styles! Hirelings, Sidekicks, and Mooks are all the same “Hireling” class, and the Mook can sacrifice himself like a Sidekick, but each card can carry items or be enhanced only as that card says. Any Munchkin Fu card described as a “demon” is +5 vs. Munchkin Clerics. However, Munchkin Clerics may “turn” Gaki as though they were undead. Some Munchkin Fu cards (such as Hopped Up On Lotus) mention things that are not in this game, to allow for crossovers. And yes, the Sword of Slaying Everything Except Squid, from Unnatural Axe, is useless against the Karate Squid! Flee! Big items (from Munchkin) and Complex items (from Star Munchkin) are NOT the same thing, and all rules from both games apply normally. Normal characters may carry only one Big item and use only one Complex one. Game design by Steve Jackson Illustrated by Greg Hyland Development help and print buying: Monica Stephens Graphic design: Kellar Hall Playtesting: Michelle Barrett, Wayne Barrett, JHG Hendriks, Andrew Hackard, Mia Sherman, Muz Van Dijk, Cyndy Westrich, Erik Zane, Rachel Zane Munchkin Fu, Munchkin, Star Munchkin, and the all-seeing pyramid are registered trademarks or trademarks of Steve Jackson Games Incorporated. Copyright © 2001-2003 by Steve Jackson Games Incorporated. Version 1 (June 2003). Faster Play Want the game to go even faster? For a quicker game, each player starts with four cards from each deck, and gets four from each deck when he returns from death. Any time a Class, Super Munchkin, Style, or Extra Style card is on top of the discard pile, any player may discard a “Go Up A Level” card from his hand and claim it. If multiple players try to claim a card, they roll dice. The winner gets it; the loser keeps his Level card. Find more munchkinism at www.sjgames.com/munchkin/ TM Munchkin Fu Munchkin Fu

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Page 1: Munchkin Fu rules - gaggiplex.net · the cards. You gain the abilities of a class the moment you play its card in front of you, and lose them as soon as you lose or discard that card

The

munchkins w

ent to the m

ovies . . .

and n

ow t

hey

’re

char

gin

g th

roug

h t

he

alle

ys o

f H

ong

Kon

g (o

r is

it

Toyk

o?Th

ey’r

e st

ill

argu

ing)

. Th

ey’v

e be

com

e n

inja

, ya

kuza

, sa

mur

ai,

and m

onks

. .

. b

ut t

hey

’re

still

killin

g th

e m

onst

ers

and t

akin

g th

eir

stuf

f. Mun

chki

n Fu

is b

ased

on

th

e or

igin

al M

unch

kin

and c

an b

e co

m-

bin

ed w

ith

it, a

nd w

ith

Sta

r M

unch

kin

(see

th

e la

st p

age)

.Th

is g

ame

incl

udes

168 c

ards,

th

ese

rule

s, a

nd o

ne

die

.

Setup

3 t

o 6 c

an p

lay.

You

will

nee

d t

his

dec

k of

car

ds

and 1

0 t

oken

s(c

oin

s, p

oker

ch

ips,

wh

atev

er –

or

any

gadge

t th

at c

oun

ts t

o 10

) fo

rea

ch p

laye

r.D

ivid

e th

e dec

k in

to t

he

Alley

car

ds

(wit

h a

doo

r on

th

e ba

ck)

and

the

Trea

sure

car

ds

(wit

h a

pile

of t

reas

ure

on t

he

back

). S

huf

fle

both

dec

ks. D

eal

two

card

s fr

om e

ach

dec

k to

eac

h p

laye

r.

Card

Managem

ent

Kee

p s

epar

ate

face

-up d

isca

rd p

iles

for

th

e tw

o dec

ks. W

hen

a d

eck

run

s ou

t, r

esh

uffl

e it

s dis

card

s. I

f a

dec

k ru

ns

out

and t

her

e ar

e n

o dis

-ca

rds,

nob

ody

can

dra

w a

ny

of t

hat

kin

d o

f ca

rd!

Your

Han

d:C

ards

in y

our

han

d a

re n

ot i

n p

lay.

Th

ey d

on’t h

elp

you,

but

th

ey c

an’t b

e ta

ken

aw

ay e

xcep

t by

car

ds

that

spec

ific

ally

affe

ct “

your

han

d”

rath

er t

han

th

e it

ems

you

are

carr

yin

g. A

t th

e en

dof

you

r tu

rn, yo

u m

ay h

ave

no

mor

e th

an f

ive

card

s in

you

r h

and.

Carr

ied

Item

s:Tr

easu

re c

ards

can

be

pla

yed i

n f

ron

t of

you

to

beco

me

“car

ried

ite

ms.

” Se

e It

ems,

bel

ow.

Whe

n Ca

rds

Can

Be P

laye

d:Ea

ch t

ype

of c

ard c

an b

e pla

yed a

t a

spec

ifie

d t

ime

(see

bel

ow).

Car

ds

in p

lay

may

not

be

retu

rned

to

your

han

d –

th

ey m

ust

bedis

card

ed o

r tr

aded

if

you

wan

t to

get

rid

of

them

.

Character C

reation

Ever

yon

e st

arts

as

a Le

vel

1 c

har

acte

r w

ith

no

clas

s an

d n

o st

yle.

(Heh

, h

eh.)

Look

at

your

in

itia

l fo

ur c

ards

. If

you

hav

e an

y Cl

ass

card

s (N

inja

,Sa

mur

ai,

Yaku

za,

or M

onk)

or

any

Styl

e ca

rds,

you

may

(if

you

lik

e)pl

ay o

ne

of e

ach

typ

e by

pla

cin

g it

in f

ron

t of

you

. If

you

hav

e an

y ca

rds

that

allow

you

to

hav

e m

ore

than

on

e cl

ass

or s

tyle

, pl

ay t

hem

too

.

An

d i

f yo

u h

ave

any

Item

or M

ook

card

s, y

ou m

ay p

lay

them

as

wel

l.If

you

hav

e an

y dou

bt a

bout

wh

eth

er y

ou s

hou

ld p

lay

a ca

rd,

you

coul

d r

ead b

elow

, or

you

cou

ld j

ust

char

ge a

hea

d a

nd d

o it

.

Starting

and

Finishing the G

ame

Dec

ide

wh

o go

es f

irst

in

any

way

you

can

agr

ee o

n. (S

nic

ker.

)Pla

y pro

ceed

s in

tur

ns,

eac

h w

ith

sev

eral

ph

ases

(se

e be

low

).W

hen

th

e fi

rst

pla

yer

fin

ish

es, th

e pla

yer

to h

is l

eft

goes

, an

d s

o on

.Th

e fi

rst

pla

yer

to r

each

10th

lev

el w

ins

. .

. bu

t yo

u m

ust

reac

h10

th l

evel

by

killin

g a

mon

ster

. If

tw

o pla

yers

kill

a m

onst

er t

oget

her

and r

each

10th

lev

el a

t th

e sa

me

tim

e, t

hey

bot

h w

in.

Turn P

hases

(1)

Ope

n A

Doo

r:D

raw

on

e ca

rd f

rom

th

e A

lley

dec

k an

d t

urn

it

face

up.

If i

t’s

a m

onst

er,

you

mus

t fi

ght

it.

See

Com

bat.

Res

olve

th

eco

mba

t co

mple

tely

bef

ore

you

go o

n.

If y

ou k

ill

it,

go u

p a

lev

el (

or,

for

a bi

g m

onst

er, tw

o le

vels

– i

t w

ill

say

so o

n t

he

card

).If

th

e ca

rd i

s a

trap

– s

ee T

raps

, be

low

– i

t ap

plies

to

you

imm

e-dia

tely

(if

it

can

) an

d i

s dis

card

ed.

If y

ou d

raw

any

oth

er c

ard, y

ou m

ay e

ith

er p

ut i

t in

you

r h

and o

rpla

y it

im

med

iate

ly.

(2)

Look

For

Tro

uble

:If

you

did

NO

T en

coun

ter

a m

onst

er w

hen

you

firs

t op

ened

th

e doo

r, y

ou n

ow h

ave

the

opti

on o

f pla

yin

g a

mon

-st

er (

if y

ou h

ave

one)

fro

m y

ou

r h

an

dan

d f

igh

tin

g it

, as

des

crib

edab

ove.

Don

’t p

lay

a m

onst

er y

ou c

an’t h

andle

, un

less

you

’re

sure

you

can

cou

nt

on g

etti

ng

hel

p!

(3)

Loot

The

Roo

m:

If y

ou k

ille

d a

mon

ster

, ta

ke t

he

num

ber

ofTr

easu

res

show

n o

n t

he

mon

ster

car

d.

Dra

w t

hem

fac

e dow

n i

f yo

uki

lled

th

e m

onst

er a

lon

e, o

r fa

ce u

p i

f yo

u h

ad h

elp.

If y

ou m

et a

mon

ster

but

ran

aw

ay, yo

u ge

t n

o tr

easu

re.

If y

ou d

id n

ot m

eet

a m

onst

er,

or m

et o

ne

wh

o w

as f

rien

dly

to

you,

yo

u se

arch

th

e em

pty

ro

om.

Dra

w

a se

con

d

card

fr

om

the

Dun

geon

dec

k, f

ace

dow

n, an

d p

lace

it

in y

our

han

d.

(4)

Char

ity:

If y

ou h

ave

mor

e th

an f

ive

card

s, g

ive

the

exce

ss t

oth

e pla

yer

wit

h t

he

low

est

leve

l. If

pla

yers

are

tie

d f

or l

owes

t, d

ivid

eth

e ca

rds

as e

ven

ly a

s pos

sibl

e, b

ut i

t’s

up t

o yo

u w

ho

gets

th

e bi

gger

hal

f. I

f YO

U a

re t

he

low

est

or t

ied f

or l

owes

t, j

ust

dis

card

th

e ex

cess

.

It i

s n

ow t

he

nex

t pla

yer’

s tu

rn.

Any

card

th

at g

ives

bon

us l

evel

s to

mon

ster

s (s

eeEn

han

cers

, ab

ove)

can

be

pla

yed o

n a

Moo

k, a

nd s

tays

wit

h h

im a

s lo

ng

as h

e live

s. O

nly

on

e su

ch c

ard c

an b

epla

yed o

n e

ach

Moo

k.A

Moo

k ca

n s

acri

fice

him

self

for

you

. If

you

lose

a f

igh

t, t

hen

in

stea

d o

f ro

llin

g to

run

aw

ay, yo

u m

ay d

isca

rd a

Moo

k.Yo

u au

tom

atic

ally

esc

ape

from

all

mo

nst

ers

in

the

figh

t,ev

en i

f a

mon

ster

car

dsa

ys e

scap

e is

im

pos

si-

ble

. If

so

meo

ne

was

hel

pin

g yo

u in

th

e fi

ght,

YO

U

dec

ide

wh

eth

erth

at p

erso

n a

utom

atic

al-

ly

esca

pes

as

w

ell,

or

mus

t ro

ll t

o es

cape.

Other M

unchkin Stuff

Ther

e w

ill

be t

imes

wh

en i

t w

ill

hel

p y

ou t

o pla

y a

Trap

or

Mon

ster

on

you

rsel

f, o

r to

“h

elp”

anot

her

pla

y-er

in

a w

ay t

hat

cos

ts h

im t

reas

ure.

Th

is i

s ve

ry m

unch

kin

ly. D

o it

.

Trad

ing

You

may

tra

de

Item

s (b

ut n

ot o

ther

car

ds)

wit

h o

ther

pla

yers

. You

may

on

ly t

rade

item

s fr

om t

he

tabl

e – n

ot f

rom

you

r h

and.

You

may

trad

e at

any

tim

e ex

cept

wh

en y

ou’r

e in

com

bat

– in

fac

t, t

he

best

tim

eto

tra

de

is w

hen

it’s

not

you

r tu

rn.

Any

item

you

rec

eive

in

a t

rade

mus

t go

to

the

tabl

e; y

ou c

an’t s

ell

it u

nti

l it

’s y

our

turn

.Yo

u m

ay a

lso

give

item

s aw

ay w

ith

out

a tr

ade,

to

brib

e ot

her

pla

y-er

s – “

I’ll g

ive

you

the

Stra

ngl

ing

Cor

d o

f Et

ern

al F

rien

dsh

ip i

f yo

uw

on’t h

elp B

ob f

igh

t th

e D

rago

n L

ady!

”.Yo

u m

ay s

how

you

r w

hol

e h

and t

o ot

her

pla

yers

. Li

ke w

e co

uld

stop

you

.

Interfering

With C

omba

tYo

u ca

n i

nte

rfer

e w

ith

oth

ers’

com

bats

in

sev

eral

way

s:U

se a

on

e-sh

ot

card

.If

you

hav

e a

Pow

der

, yo

u co

uld h

elp s

ome-

one

by t

hro

win

g it

at

his

foe.

Of co

urse

, you

can

“ac

ciden

tally”

hit

you

rfr

ien

d w

ith

th

e Po

wder

, an

d i

t w

ill

coun

t aga

inst

him

.P

lay

a c

ard

to e

nh

an

ce a

mon

ster

.See

Mon

ster

En

han

cers

, abo

ve.

You

can

pla

y th

ese

eith

er d

urin

g yo

ur o

wn

com

bats

or

dur

ing

som

e-on

e el

se’s

com

bat.

Pla

y a w

an

der

ing

mon

ster

.Th

is s

ends

a m

onst

er f

rom

you

r h

and

to j

oin

any

com

bat.

Tra

pth

em, if

you

hav

e a

Trap

car

d.

Hong

Kong

Wh

enev

er a

ny

“Hon

g K

ong”

(H

K)

mon

ster

appea

rs,

any

pla

yer

may

pla

y an

y ot

her

HK

mon

ster

fro

m h

is h

and t

o h

elp i

t ou

t.W

hen

ever

a H

K m

onst

er a

ppea

rs, a

ny

pla

yer

may

giv

e th

atm

onst

er a

ny

HK

ite

m f

rom

his

han

d o

r h

is o

wn

col

lect

ion

of I

tem

s. H

e m

ust

spec

ify

wh

ich

mon

ster

he

is h

elpin

g.Ig

nor

e th

e “h

ands”

req

uire

men

t an

d s

pec

ial p

ower

s or

lim

ita-

tion

s of

ite

ms

give

n t

o m

onst

ers.

On

ly t

he

leve

l bo

nus

es c

oun

t, a

nd

the

item

s ar

e dis

card

ed a

fter

th

e co

mba

t en

ds.

Exam

ple

: M

ia k

icks

open

a d

oor

and e

nco

unte

rs t

he

Hon

g K

ong

Ton

g. A

ndre

w t

akes

Hon

g K

ong

Kon

g fr

om h

is h

and a

nd s

ends

him

into

th

e fi

ght. E

rik

take

s th

e H

KB

ong

from

his

han

d a

nd g

ives

it

toK

ong;

its

+2 b

onus

cou

nts

for

Kon

g. R

ach

el i

s cu

rren

tly

wea

rin

g th

eH

ong

Kon

g Th

ong,

but

rem

oves

it

and g

ives

it

to K

ong.

Its

+2 b

onus

also

cou

nts

for

Kon

g.

Rules C

ontrad

ictions o

r Disputes

Wh

en t

he

card

s dis

agre

e w

ith

th

e ru

les,

fol

low

th

e ca

rds.

Any

oth

er

dis

put

es

shou

ld

be

sett

led

by

loud

ar

gum

ents

am

ong

the

pla

yers

, w

ith

th

e ow

ner

of

the

gam

e h

avin

g th

e la

st w

ord.

Com

bining T

his Gam

e With M

UNCHKIN

and

STA

R M

UNCHKIN

(Or Both)

Go

for

it!

Your

Elv

en N

inja

-Cle

ric

and H

alf-E

lf H

alf-F

elin

e W

ire

FuW

izar

d c

an r

ampag

e th

roug

h t

he

cata

com

bs o

f th

e fa

r-of

f pla

net

of

New

Hon

g K

ong

. . .

Shuf

fle

all

the

Trea

sure

ca

rds

toge

ther

. Sh

uffl

e th

e D

unge

on,

Stat

ion

, an

d A

lley

car

ds

toge

ther

an

d t

reat

th

em a

s th

e sa

me

kin

d o

fca

rd; an

y re

fere

nce

to

one

incl

udes

th

e ot

her

.U

se t

he

“fas

t pla

y” r

ules

(se

e ab

ove)

.Tr

aps

and C

urse

s ar

e tr

eate

d a

s th

e sa

me

kin

d o

f ca

rd. A

ny

refe

r-en

ce t

o a

Trap

als

o m

ean

s a

Cur

se a

nd v

ice

vers

a. Y

es, G

adge

teer

s ca

n“d

isar

m”

Cur

ses.

Lik

ewis

e, C

redit

s an

d G

old P

iece

s ar

e th

e sa

me

thin

gan

d c

an b

e co

mbi

ned

to

buy

leve

ls, pay

tax

es, an

d s

o on

.A

ll c

har

acte

rs m

ay h

ave

Rac

es, C

lass

es, an

d S

tyle

s!H

irel

ings

, Si

dek

icks

, an

d M

ooks

are

all t

he

sam

e “H

irel

ing”

cla

ss,

and t

he

Moo

k ca

n s

acri

fice

him

self

lik

e a

Sidek

ick,

but

eac

h c

ard c

anca

rry

item

s or

be

enh

ance

d o

nly

as

that

car

d s

ays.

Any

Mun

chki

n Fu

card

des

crib

ed

as

a “d

emon

” is

+5

vs.

Mun

chki

nC

leri

cs.

How

ever

, M

unch

kin

Cle

rics

may

“tu

rn”

Gak

i as

thou

gh t

hey

wer

e un

dea

d.

Som

e M

unch

kin

Fuca

rds

(suc

h a

s H

opped

Up O

n L

otus

) m

enti

onth

ings

th

at a

re n

ot i

n t

his

gam

e, t

o al

low

for

cro

ssov

ers.

An

d y

es, th

eSw

ord o

f Sl

ayin

g Ev

eryt

hin

g Ex

cept

Squi

d,

from

Unn

atur

al A

xe,

isus

eles

s ag

ain

st t

he

Kar

ate

Squi

d!

Flee

!B

ig

item

s (f

rom

M

unch

kin)

an

d

Com

ple

x it

ems

(fro

m

Star

Mun

chki

n) a

re N

OT

the

sam

e th

ing,

an

d a

ll r

ules

fro

m b

oth

gam

esap

ply

nor

mal

ly.

Nor

mal

ch

arac

ters

may

car

ry o

nly

on

e B

ig i

tem

and u

se o

nly

on

e C

omple

x on

e.

Gam

e de

sign

by

Stev

e Ja

ckso

n Il

lust

rate

d by

Gre

g H

ylan

dD

evel

opm

ent h

elp

and

prin

t buy

ing:

Mon

ica

Step

hens

Grap

hic

desi

gn: K

ella

r H

all

Play

testi

ng: M

iche

lle B

arre

tt, W

ayne

Bar

rett,

JHG

Hend

riks,

Andr

ew H

acka

rd,

Mia

She

rman

, Muz

Van

Dijk

, Cyn

dy W

estri

ch, E

rik Z

ane,

Rac

hel Z

ane

Mu

nch

kin

Fu

, Mu

nch

kin

, Sta

r M

un

chki

n, a

nd th

e al

l-see

ing

pyra

mid

are

regi

stere

d tra

dem

arks

or t

rade

mar

ks o

f Ste

ve Ja

ckso

n Ga

mes

Inco

rpor

ated

. Co

pyrig

ht ©

200

1-20

03 b

y Ste

ve Ja

ckso

n Ga

mes

Inco

rpor

ated

. Ver

sion

1 (J

une

2003

).

Faster Play

Wan

t th

e ga

me

to g

o ev

en f

aste

r? F

or a

qui

cker

gam

e, e

ach

pla

yer

star

ts w

ith

fou

rca

rds

from

eac

h d

eck,

an

d g

ets

four

fro

mea

ch d

eck

wh

en h

e re

turn

s fr

om d

eath

. A

ny

tim

e a

Cla

ss, S

uper

Mun

chki

n, S

tyle

, or

Extr

a St

yle

card

is

on t

op o

f th

e dis

card

pile,

any

pla

yer

may

dis

card

a “

Go

Up A

Leve

l” c

ard f

rom

his

han

d a

nd c

laim

it. I

f m

ulti

ple

pla

yers

try

to

clai

m a

car

d, t

hey

rol

l dic

e. T

he

win

ner

get

s it

; th

e lo

ser

keep

s h

isLe

vel

card

.

Find m

ore munchkinism

at ww

w.sjgames.com

/munchkin/

TM

Munchkin Fu

Munchkin Fu

Page 2: Munchkin Fu rules - gaggiplex.net · the cards. You gain the abilities of a class the moment you play its card in front of you, and lose them as soon as you lose or discard that card

the

card

s. Y

ou g

ain

the

abilit

ies

of a

cla

ss t

he

mom

ent

you

pla

y it

s ca

rdin

fro

nt

of y

ou, a

nd lo

se t

hem

as

soon

as

you

lose

or

dis

card

that

car

d.

Som

e cl

ass

abilit

ies

are

pow

ered

by

disc

ards

. Yo

u m

ay d

isca

rd a

nyca

rd, i

n p

lay

or in

you

r h

and,

to

pow

er a

spe

cial

abi

lity

. Not

e th

at if

you

hav

e N

O c

ards

in

you

r h

and,

you

can

not

“di

scar

d yo

ur w

hol

e h

and.

”Yo

u ca

n d

isca

rd a

Cla

ss c

ard a

t an

y ti

me,

eve

n i

n c

omba

t: “

I don

’tw

ann

a be

a N

inja

any

mor

e.”

You

may

not

bel

ong

to m

ore

than

on

e cl

ass

at o

nce

un

less

you

pla

y th

e Su

per

Mun

chki

n c

ard.

Styl

es:

Ther

e ar

e 12

of

thes

e, e

ach

a u

niq

ue f

igh

tin

g fo

rm t

hat

give

s it

s h

older

cer

tain

adva

nta

ges.

You

gai

n t

hes

e ad

van

tage

s th

em

omen

t yo

u pla

y it

s ca

rd i

n f

ron

t of

you

, an

d l

ose

them

as

soon

as

you

lose

or

dis

card

th

at c

ard.

You

may

on

ly h

ave

one

Styl

e at

a t

ime.

Exc

epti

ons:

Mon

ks m

ayh

ave

two,

an

d s

ome

card

s al

low

you

to

lear

n e

xtra

Sty

les.

You

can

dis

-ca

rd a

Sty

le c

ard a

t an

y ti

me,

eve

n i

n c

omba

t.

Item

s:Ea

ch I

tem

car

d h

as a

nam

e, a

pow

er,

and a

val

ue i

n g

old

pie

ces. An

Ite

m c

ard in

you

r h

and d

oes

not

cou

nt

unti

l yo

u pla

y it

; at

that

poi

nt, i

t is

“ca

rrie

d.”

You

may

car

ry a

ny

num

ber

of i

tem

s.So

me

item

s h

ave

spec

ial

use

rest

rict

ion

s. F

or i

nst

ance

, th

e N

inja

Mas

k ca

n o

nly

be

wie

lded

by

a N

inja

. It

s bo

nus

on

ly c

oun

ts f

or s

ome-

one

wh

o is

, at

th

e m

omen

t, a

Nin

ja.

You

may

als

o us

e on

ly o

ne

hea

dge

ar, o

ne

suit

of

arm

or, o

ne

set

offo

otge

ar, a

nd t

wo

“han

d”

item

s (o

r on

e “t

wo

han

ds”

ite

m),

un

less

you

hav

e ca

rds

or s

pec

ial

abilit

ies

that

let

you

car

ry m

ore

or t

he

oth

erpla

yers

don

’t c

atch

you

. If

you

are

carr

yin

g tw

o h

elm

ets,

for

in

stan

ce,

only

on

e of

th

em c

an h

elp y

ou.

You

shou

ld i

ndic

ate

item

s th

at c

an’t h

elp y

ou, o

r ex

tras

not

bei

ng

wor

n,

by t

urn

ing

the

card

s si

dew

ays.

You

may

NO

T sw

itch

bet

wee

n(f

or i

nst

ance

) h

elm

ets

dur

ing

a co

mba

t or

wh

ile

run

nin

g aw

ay.

Selli

ng I

tem

s:D

urin

g yo

ur t

urn

, yo

u m

ay t

urn

in

ite

ms

wor

th1,

000 g

old p

iece

s an

d im

med

iate

ly g

o up

on

e le

vel.

If y

ou t

urn

in

(fo

rin

stan

ce)

1,10

0 g

old p

iece

s w

orth

, you

don

’t g

et c

han

ge. B

ut if

you

can

man

age

2,0

00 w

orth

, you

can

go

up t

wo

leve

ls a

t on

ce, a

nd s

o on

. You

may

tur

n i

n i

tem

s fr

om y

our

han

d a

s w

ell

as t

hos

e yo

u ar

e ca

rryi

ng.

You

may

not

sel

l, tr

ade,

or

stea

l it

ems

DU

RIN

G a

fig

ht. O

nce

you

expos

e a

mon

ster

car

d,

you

mus

t fi

nis

h t

he

figh

t w

ith

th

e ca

rds

you

hav

e.

When to P

lay Cards

Inst

ruct

ion

s on

th

e ca

rds

alw

ays

over

ride

the

gen

eral

ru

les.

How

ever

, no

card

can

red

uce

a pla

yer

or m

onst

er t

o Le

vel 0 o

r be

low

,an

d

no

p

laye

r ca

n

reac

h

Leve

l 10

ex

cep

t by

ki

llin

g a

mon

ster

.

Monsters

If d

raw

n f

ace-

up,

duri

ng

the

“Ope

n A

Doo

r” p

has

e, m

onst

er c

ards

appl

y to

the

pers

on w

ho

drew

them

. They

mus

t be

fou

ght

imm

edia

tely

.If

acq

uire

d a

ny

oth

er w

ay,

they

may

be

pla

yed d

urin

g “L

ooki

ng

For

Trou

ble,

” or

pla

yed

on

anot

her

pla

yer

wit

h

the

Wan

der

ing

Mon

ster

car

d.

For

rule

s pur

pos

es, e

ach

Mon

ster

car

d i

s a

sin

gle

mon

ster

, eve

n i

fth

e n

ame

on t

he

card

is

plu

ral.

Monster E

nhancers

“Hopped

U

p

On

Lo

tus,

” “D

emon

-Poss

esse

d,”

“T

rain

ed

By

AM

aste

r,”

and “

Evil M

inio

ns”

rai

se t

he

leve

l of

mon

ster

s (a

nd “

Wit

hV

isib

le W

ires

” lo

wer

s th

e le

vel)

. “W

ander

ing

Mon

ster

” an

d “

Stun

tD

oubl

e” b

rin

g an

oth

er m

onst

er t

o jo

in a

bat

tle.

Th

ey m

ay b

e pla

yed

dur

ing

any

com

bat.

All e

nh

ance

rs a

dd t

oget

her

, an

d a

nyt

hin

g th

at e

nh

ance

s a

mon

ster

affe

cts

its

dou

ble.

If H

opped

Up O

n L

otus

, Dem

on-P

osse

ssed

, an

d S

tun

tD

oubl

e ar

e pla

yed t

oget

her

, in

an

y ord

er,y

ou a

re f

acin

g a

hop

ped

-up,

dem

on-p

osse

ssed

mon

ster

an

d i

ts h

opped

-up d

emon

-pos

sess

ed s

tun

tdou

ble.

How

ever

, if

th

ere

are

dif

fere

nt

mon

ster

s al

read

y in

pla

y due

to a

Wan

der

ing

Mon

ster

car

d, t

he

pla

yer

wh

o pla

ys t

he

enh

ance

r m

ust

choo

se w

hic

h o

ne

it a

pplies

to.

Treasures –

Playing

Them

Mos

t Tr

easu

re c

ards

rep

rese

nt

item

s.Th

ese

may

be

play

ed t

o th

e ta

ble

as s

oon

as

you

get

it,

or a

t an

yti

me

duri

ng

your

ow

n t

urn

. So

me

Tre

asu

re

card

s ar

e“s

peci

als”

(like

“G

o U

p A

Lev

el”)

. You

may

use

th

ese

at a

ny t

ime,

un

less

th

eca

rd i

tsel

f sa

ys o

ther

wis

e. F

ollo

w i

tsin

stru

ctio

ns;

th

en d

isca

rd i

t.

Treasures –

Using

Them

Any

one-

shot

(“u

sabl

e on

ce o

nly

”) c

ard c

an b

e pla

yed d

urin

g an

yco

mba

t, w

het

her

you

hav

e it

in

you

r h

and o

r on

th

e ta

ble.

Oth

er i

tem

s ca

nn

ot b

e us

ed u

nle

ss t

hey

are

in

pla

y. I

f it

’s y

our

turn

, you

can

pla

y th

em a

nd u

se t

hem

im

med

iate

ly. I

f yo

u ar

e h

elpin

gso

meo

ne,

or

figh

tin

g ou

t of

tur

n f

or s

ome

reas

on,

you

can

not

pla

yn

ew i

tem

s fr

om y

our

han

d t

o th

e ta

ble.

Trap

sIf

dra

wn

fac

e-up

, dur

ing

the

“Open

A D

oor”

ph

ase,

Tra

p c

ards

apply

to

the

per

son

wh

o dre

w t

hem

.If

dra

wn

fac

e-dow

n o

r ac

quir

ed s

ome

oth

er w

ay,

they

may

be

pla

yed o

n A

NY

pla

yer

at A

NY

tim

e. R

educ

ing

som

eon

e’s

abilit

ies

just

as h

e th

inks

he

has

kille

d a

mon

ster

is

a lo

t of

fun

.A

tra

p a

ffec

ts i

ts v

icti

m i

mm

edia

tely

(if

it

can

) an

d i

s dis

card

ed.

Exce

pti

on

:“C

han

ge S

ex”

give

s a

pen

alty

on

you

r n

ext

figh

t. K

eep t

his

card

un

til

your

nex

t fi

ght.

If a

tra

p c

an a

pply

to

mor

e th

an o

ne

item

, th

e vi

ctim

dec

ides

wh

ich

ite

m i

s lo

st o

r ch

ange

d.

If a

tra

p a

pplies

to

som

eth

ing

you

don

’t h

ave,

ign

ore

it.

For

inst

ance

, if

you

dra

w “

Lose

You

r H

eadge

ar”

and y

ou h

ave

no

hea

d-

gear

, n

oth

ing

hap

pen

s; d

isca

rd t

he

trap

.

Classes a

nd S

tyles

Thes

e ca

rds

may

be

pla

yed t

o th

e ta

ble

as s

oon

as

they

are

acqu

ired

, or

at

any

tim

e dur

ing

your

ow

n t

urn

.

Super M

unchkin and

Extra S

tyle

Thes

e ar

e ca

rds

that

let

you

hav

e, r

espec

tive

ly,

two

clas

ses

and

one

extr

a St

yle.

You

can

pla

y Su

per

Mun

chki

n a

ny

tim

e yo

u h

ave

one

clas

s in

pla

yan

d y

ou h

ave

a se

con

d c

lass

car

d t

o ad

d t

o it

. You

now

hav

e tw

o cl

ass-

es,

wit

h t

he

adva

nta

ges

and d

isad

van

tage

s of

bot

h.

You

lose

Sup

erM

unch

kin

if

you

lose

eit

her

of

your

cla

ss c

ards.

You

can

pla

y Ex

tra

Styl

e an

y ti

me

you

get

it, e

ven

if

you

curr

entl

yh

ave

no

styl

es a

t al

l. It

in

crea

ses

by 1

th

e n

umbe

r of

Sty

le c

ards

that

you

can

hav

e in

pla

y.

Mook

If y

ou d

raw

a M

ook,

eit

her

face

up o

r fa

ce d

own

, you

may

pla

y h

imim

med

iate

ly o

r ke

ep h

im i

n y

our

han

d f

or l

ater

. You

may

pla

y h

im a

tan

y ti

me,

eve

n i

n c

omba

t, a

s lo

ng

as y

ou h

ave

only

on

e M

ook

in p

lay

at a

tim

e.

You

may

not

tra

de

Moo

ks . . . t

hey

are

not

“it

ems.

Com

bat

To f

igh

t a

mon

ster

, ch

eck

the

Leve

l at

th

e to

p o

f it

s ca

rd.

If y

our

own

Lev

el, plu

s th

e B

onus

fro

m a

ny

item

s yo

u ar

e ca

rryi

ng,

Sty

les

orh

elper

s yo

u h

ave.

etc

., to

tals

mor

e th

an t

he

mon

ster

’s L

evel

, yo

u ki

llit

. So

me

mon

ster

car

ds

hav

e sp

ecia

l pow

ers

wh

ich

aff

ect

com

bat

– a

bon

us a

gain

st o

ne

clas

s, f

or i

nst

ance

. B

e su

re t

o ch

eck

thes

e be

fore

reso

lvin

g co

mba

t.Yo

u m

ay a

lso

use

one-

shot

car

ds,

suc

h a

s pow

der

s or

th

e G

reat

Wal

l, fr

om

you

r h

an

ddur

ing

com

bat. A

car

d i

s a

one-

shot

if

it s

ays

Usa

ble

On

ce O

nly

or

if it

giv

es a

leve

l in

crea

se. Y

ou c

ann

ot t

rade

item

sw

hile

com

bat

is g

oin

g on

.If

oth

er m

onst

ers

(a W

ander

ing

Mon

ster

or

a St

unt

Dou

ble)

joi

nth

e fi

ght, y

ou m

ust

def

eat

thei

r co

mbi

ned

lev

els.

If

you

hav

e th

e ri

ght

card

s, y

ou c

an e

lim

inat

e on

e m

onst

er f

rom

th

e co

mba

t an

d f

igh

t th

eot

her

nor

mal

ly, bu

t yo

u ca

nn

ot c

hoo

se t

o fi

ght

one

and r

un f

rom

th

eot

her

(s).

If

you

elim

inat

e on

e w

ith

a c

ard b

ut t

hen

run

fro

m t

he

oth

er(s

), y

ou d

on’t g

et a

ny

trea

sure

.If

you

kill

or o

ther

wis

e def

eat

a m

onst

er,

you

auto

mat

ical

ly g

o up

a l

evel

(2 l

evel

sfo

r so

me

very

dan

gero

us m

onst

ers)

.If

you

wer

e fi

ghti

ng

mul

tiple

mon

-st

er ca

rds

– se

e In

terf

erin

g–

you

go

up

a le

vel

for

each

mon

ster

ki

lled

! B

ut

if

you

def

eat

a m

on

ster

w

ith

ou

tki

llin

g it

, yo

u N

EVER

go

up a

lev

el.

Dis

card

th

e m

onst

er

card

(s)

and

dra

w t

reas

ure

(see

bel

ow).

But

not

e:so

meo

ne

may

pla

y a

hos

tile

car

d o

nyo

u,

or

use

a

spec

ial

pow

er, j

ust

as y

ou t

hin

kyo

u h

ave

won

. Wh

en y

ouki

ll

or

oth

erw

ise

def

eat

am

onst

er,

you

mus

t w

ait

a re

ason

able

tim

e, d

efin

ed a

s ab

out

2.6

sec-

onds,

for

anyo

ne

else

to

spea

k up

. Aft

er t

hat

, you

hav

e re

ally

kille

d t

he

mon

ster

, an

d y

ou r

eally

go u

p a

leve

l an

d g

et t

he

trea

sure

, th

ough

th

eyca

n s

till w

hin

e an

d a

rgue

.If

you

can

not

def

eat

the

mon

ster

, yo

u h

ave

two

choi

ces:

ask

for

hel

p o

r ru

n a

way

.

Asking

For H

elp

You

may

ask

any

oth

er p

laye

r to

hel

p y

ou. If

he

refu

ses,

you

may

ask

anot

her

pla

yer,

an

d s

o on

, un

til

they

all t

urn

you

dow

n o

r so

me-

one

hel

ps.

On

ly o

ne

pla

yer

can

hel

p y

ou.

You

can

bri

be s

omeo

ne

to h

elp.

In f

act, y

ou’ll

pro

babl

y h

ave

to,

unle

ss t

her

e’s

a Ya

kuza

aro

und. Y

ou m

ay o

ffer

him

any

Item

(s)

you

are

curr

entl

y ca

rryi

ng,

or

any

num

ber

of t

he

Trea

sure

car

ds

the

mon

ster

has

. If yo

u of

fer

him

par

t of

th

e tr

easu

re, y

ou m

ust

agre

e w

het

her

th

eypic

k fi

rst, o

r yo

u pic

k fi

rst, o

r w

hat

.W

hen

som

eon

e h

elps

you,

add h

is L

evel

an

d B

onus

es t

o yo

urs.

The

spec

ial ab

ilit

ies

or v

uln

erab

ilit

ies

of t

he

mon

ster

als

o ap

ply

to

your

hel

per

, an

d v

ice

vers

a. F

or i

nst

ance

, if

you

are

not

a M

onk,

but

aM

onk

hel

ps

you,

th

e Ti

ger

Gh

ost

will be

at

a -2

aga

inst

you

. B

ut if

you

are

faci

ng

the

Hon

g K

ong

Con

g an

d a

Sam

urai

hel

ps

you,

th

e fo

e’s

leve

l is

in

crea

sed b

y 4 (

unle

ss y

ou,

too,

are

a S

amur

ai a

nd t

he

foe’

sle

vel

has

alr

eady

been

in

crea

sed . . . d

on’t i

ncr

ease

it

twic

e).

If s

omeo

ne

succ

essf

ully

hel

ps

you,

th

e m

onst

er i

s sl

ain

. Dis

card

it,

dra

w t

reas

ure

(see

bel

ow),

an

d f

ollo

w a

ny

spec

ial

inst

ruct

ion

s on

th

em

onst

er c

ard.

You

still

go u

p a

lev

el f

or e

ach

sla

in m

onst

er.

Your

hel

per

doe

s n

ot

go u

p a

lev

el.

If n

obod

y w

ill

hel

p y

ou .

. . o

r if

som

ebod

y tr

ies

to h

elp, a

nd y

our

fellow

par

ty m

embe

rs h

urt

you

or h

elp t

he

mon

ster

so

the

two

of y

oust

ill

can

not

def

eat

it . . . y

ou m

ust

run

aw

ay.

Running A

way

If y

ou r

un a

way

, yo

u don

’t g

et a

ny

leve

ls o

r tr

easu

re.

You

don

’tev

en g

et t

o lo

ot t

he

room

(th

at i

s, d

raw

a f

ace-

dow

n A

lley

car

d).

An

dyo

u don

’t a

lway

s es

cape

. . .

Rol

l th

e die

. Yo

u on

ly e

scap

e on

a 5

or

bett

er.

(Nin

jas

can

esc

ape

auto

mat

ical

ly i

f th

ey d

isca

rd t

hei

r w

hol

e h

and,

as l

ong

as i

t’s

at l

east

two

card

s.)

Som

e St

yles

an

d i

tem

s m

ake

it e

asie

r or

har

der

to

run

away

. An

d s

ome

mon

ster

s ar

e fa

st, a

nd g

ive

you

a pen

alty

to

your

rol

l.If

you

esc

ape,

dis

card

th

e m

onst

er. Y

ou g

et n

o tr

easu

re. T

her

e ar

eus

ually

no

bad e

ffec

ts . . . b

ut r

ead t

he

card

. So

me

mon

ster

s h

urt

you

even

if

you

get

away

fro

m t

hem

!If

th

e m

onst

er c

atch

es y

ou,

it d

oes

Bad

Stu

ff t

o yo

u, a

s des

crib

edon

its

car

d. Th

is m

ay v

ary

from

los

ing

an i

tem

, to

los

ing

one

or m

ore

leve

ls, to

Dea

th.

If t

wo

pla

yers

are

coo

per

atin

g an

d s

till c

an’t d

efea

t th

e m

onst

er(s

),th

ey m

ust

both

fle

e. T

hey

rol

l se

par

atel

y. T

he

mon

ster

(s)

CA

N c

atch

them

bot

h.

If y

ou a

re f

leei

ng

from

mul

tiple

mon

ster

s, y

ou r

oll

separ

atel

y to

esca

pe

each

on

e, i

n a

ny

order

you

ch

oose

, an

d s

uffe

r B

ad S

tuff

fro

mea

ch o

ne

that

cat

ches

you

as

soon

as

it c

atch

es y

ou.

Death If y

ou d

ie,yo

u lo

se a

ll y

our

stuf

f. Y

ou k

eep y

our

clas

s(es

), s

tyle

(s)

and l

evel

– y

our

new

ch

arac

ter

will

look

jus

t like

you

r ol

d o

ne.

Loot

ing

The

Body

:Lay

out

you

r h

and b

esid

e th

e it

ems

you

had

in

pla

y. S

tart

ing

wit

h t

he

one

wit

h t

he

hig

hes

tle

vel,

each

oth

er p

laye

rch

oose

s on

e ca

rd . . . i

n c

ase

of t

ies

in l

evel

, ro

ll a

die

. If

you

r co

rpse

run

s ou

t of

car

ds,

tou

gh.

Aft

er e

very

one

gets

on

e ca

rd,

the

rest

are

dis

card

ed.

Your

new

ch

arac

ter

appea

rs im

med

iate

ly a

nd c

an h

elp o

ther

s in

com

bat

on t

he

nex

t tu

rn . . . b

ut y

ou h

ave

no

card

s.O

n y

our

nex

t tu

rn,

star

t by

dra

win

g tw

o f

rom

each

dec

k,fa

ce-

dow

n, an

d p

layi

ng

any

Rac

e, C

lass

, or

Ite

m c

ards

you

wan

t to

, ju

st a

sw

hen

you

sta

rted

th

e ga

me.

Treasure

Wh

en y

ou k

ill

a m

onst

er, y

ou g

et i

ts t

reas

ure.

Eac

h m

onst

er h

as a

Trea

sure

num

ber

on t

he

bott

om o

f it

s ca

rd. D

raw

th

at m

any

trea

sure

s.D

raw

fac

e-dow

n i

f yo

u ki

lled

th

e m

onst

er a

lon

e. D

raw

fac

e-up

, so

th

ew

hol

e par

ty c

an s

ee w

hat

you

got

, if

som

eon

e h

elped

you

.Tr

easu

re c

ards

can

be

pla

yed a

s so

on a

s yo

u ge

t th

em. It

em c

ards

can

be

pla

ced i

n f

ron

t of

you

. “G

o U

p A

Lev

el”

card

s ca

n b

e us

edin

stan

tly.

Character S

tats

Each

ch

arac

ter

is b

asic

ally

a c

olle

ctio

n o

f w

eapon

s, a

rmor

, an

dga

dge

ts,

wit

h t

hre

e st

ats:

Lev

el,

Styl

e, a

nd C

lass

. Fo

r in

stan

ce,

you

mig

ht

des

crib

e yo

ur c

har

acte

r as

“a

9th

-leve

l N

inja

wit

h W

ire

Fu, Fi

veYe

ar T

oen

ails

, an

d t

he

Dra

gon

Too

th K

atan

a.”

Your

ch

arac

ter’

s se

x st

arts

off

th

e sa

me

as y

our

own

.

Leve

l: Th

is i

s a

mea

sure

of

how

gen

eral

ly b

uff

and s

tudly

you

are

.(M

onst

ers

hav

e le

vels

, too

.) K

eep t

rack

of

your

lev

el b

y pla

cin

g to

ken

sin

fro

nt

of y

ou. Le

vel

ran

ges

from

1 t

o 10

. Yo

u w

ill

gain

an

d l

ose

lev-

els

con

stan

tly

dur

ing

pla

y.Yo

u ga

in a

lev

el w

hen

you

kill a

mon

ster

, or

wh

en a

car

d s

ays

that

you

do.

You

can

als

o se

ll i

tem

s to

buy

lev

els

(see

Ite

ms)

.Yo

u lo

se a

leve

l wh

en a

car

d s

ays

that

you

do.

You

r le

vel c

an n

ever

go b

elow

1. H

owev

er, y

our

effe

ctiv

e le

vel in

a c

omba

t ca

n b

e n

egat

ive,

if e

nou

gh b

ad c

ards

are

pla

yed o

n y

ou.

Clas

s:C

har

acte

rs m

ay b

e N

inja

, Ya

kuza

, Sa

mur

ai,

or M

onks

, w

ith

the

appro

pri

ate

Cla

ss c

ard. E

ach c

lass

has

dif

fere

nt

abilit

ies,

show

n o

n