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    The Munchkins have left the dungeon . . .and now theyre in orbit, rampaging through the Space

    tation, killing the monsters and taking their stuff! StarMunchkin is based on the original Munchkinand can beombined with it or with any other Munchkinset (see theast page).

    This game includes 168 cards, one six-sided die, andhese rules.

    etup

    Three to six can play. You will need 10 tokens (coins,oker chips, whatever or any gadget that counts to 10) forach player.

    Divide the cards into the Door deck and the Treasureeck. Shuffle both decks. Deal four cards from each deck

    o each player.

    Card ManagementKeep separate face-up discard piles for the two decks.

    You may not look through the discards unless you play a

    ard that allows you to!When a deck runs out, reshuffle its discards. If a deckuns out and there are no discards, nobody can draw any ofhat kind of card!

    In Play:These are the cards on the table in front of you,howing your Race and Class (if any) and the Items you arearrying. Continuing Traps and some other cards also stayn the table after you play them.

    Your Hand: Cards in your hand are not in play. Tdont help you, but they cant be taken away exby cards that specifically affect your hand. At the of your turn, you may have no more than five cardyour hand.

    When Cards Can Be Played:Each type of card can

    played at a specified time (see p. 5).Cards in play may not be returned to your hand tmust be discarded or traded if you want to get rid of the

    Contradictions Between Cards and RulesThis rulesheet gives the general rules. Cards m

    add special rules, so in most cases when the ruleshedisagrees with a card, follow the card. However, ignoany card effect that might seem to contradict one the rules listed below unless the card explicitly says

    supersedes that rule!

    1. Nothing can reduce a player below Level 1, althoucard effects might reduce a players or a monsters combstrength (p. 2) below 1.

    2. You go up a level after combat only if you kilmonster.

    3. You cannot collect rewards for defeating a mons(e.g., Treasure, levels) in the middle of a combat. Yomust finish the fight before gaining any rewards.

    4. You must killa monster to reach Level 10.

    Any other disputes should be settled by loarguments, with the owner of the game having tlast word. You could also read the MunchkinFAQ aerrata pages at www.worldofmunchkin.com, or startdiscussion at forums.sjgames.com . . . unless its mofun to argue.

    TM

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    haracter CreationEveryone starts as a Level 1 human with no class. (Heh,

    eh.)Look at your initial eight cards. If you have any Race

    r Class cards, you may (if you like) play one of each typey placing it in front of you. If you have any usable Itemsp. 5), you may play them by placing them in front of you. Ifou have any doubt about whether you should play a card,ou could read below, or you could just charge ahead ando it.

    tarting and Finishing the GameDecide who goes first in any agreeable manner. Heh,

    eh.Play proceeds in turns, each with several phases (see

    elow). When the first player finishes his turn, the player tois left takes a turn, and so on.

    The first player to reach 10th level wins . . . but youmust reach 10th level by killing a monster, unless a cardpecificallyallows you to win another way.

    urn PhasesAt the start of your turn, you may play cards, switch items

    om in use to carried or vice versa, trade items withther players, and sell items for levels. When your cards arerranged the way you want, go to phase 1.

    (1) Kick Open The Door:Draw one card from the Dooreck and turn it face up.

    If its a monster, you must fight it. See Combat. Resolvehe combat completely before you go on. If you kill it, go

    p a level (or two, for some especially nasty monsters!) andake the appropriate number of Treasures..

    If the card is a trap see Traps, p. 6 it applies to yoummediately (if it can) and is discarded.

    If you draw any other card, you may either put it inour hand or play it immediately.

    (2) Look For Trouble:If you did NOT drawmonster when you first opened the door, youow have the option of playing a monster (ifou have one) from your hand and fighting it,ust as if you had found it when you kicked openhe door. Dont play a monster you cant handle,nless youre sure you can count on getting help!

    (3) Loot The Room: If you did not findmonster by kicking open the door and

    ou did not Look For Trouble, you loot theoom . . . draw a second card from the Dooreck, face down, and place it in your hand.

    If you met a monster but ran away, youont get to loot the room.

    (4) Charity: If you have more than five cards in yhand, you mustplayenough of them to get down to five

    give the excess to the player with the lowest Level. If plaare tied for lowest, divide the cards as evenly as possibut its up to you who gets the bigger set(s) of leftovIf YOU are the lowest or tied for lowest, just discard excess.

    It is now the next players turn.

    CombatTo fight a monster, compare its combat strengthto yours. Combat strength is the total of Level plusall modifiers positive or negative given by itemsand other cards. If the monsters combat strengthis equal to yours, or greater, you lose thecombatand must Run Away see below. Ifyour combat strength totals more than themonsters, you kill itand go up a level (twofor some big monsters). Youll also get thenumber of Treasures shown on its card.

    Sometimes a card, or a Class or Race

    power, will let you get rid of the monsterwithout killing it. This is still winning,but you dont get a level. Sometimes, dependingon the card, you might not get the treasure, either.

    Some monster cards have special powers that afcombat a bonus against one Race or Class, for instanBe sure to check these.

    One-shot items, such as grenades, may be played direfrom your hand during combat. You can also use one-sitems that you already had in play. One-shot items Usable once only. Discard these cards after the com

    whether you win or lose.Some Door cards may also be played into a comsuch as monster enhancers (see p. 5).

    While you are in combat, you cannot sell, steal, equnequip, or trade items, or play items (except

    one-shots) from your hand. Once you expa monster card, you must resolve fight with your equipment as it staplus any one-shot items you choosplay.

    Discard the monster card, includany enhancers and one-shot it

    played, and draw treasure (see beloBut note: someone may play a hos

    card on you, or use a special power, as you think you have won. When you

    a monster, you must wait a reasonable tidefined as about 2.6 seconds, for anyone to speak up. After that, you have really kithe monster, and you really get the levand treasure, though they can still whine argue.

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    ighting Multiple MonstersSome cards (notably Wandering Monster) allow your

    vals to send other monsters to join the fight. You must defeatheir combined combat strengths. Any special abilities, suchs fighting with your Level only, apply to the entire fight. Ifou have the right cards, you can eliminate one monsterrom the combat and fight the other(s) normally, but youannot choose to fight one and run from the other(s). If youliminate one with a card or your Race or Class power,

    but then run from the other(s), you dont get any

    Treasure!

    Asking For HelpIf you cannot win a combat on your

    own, you may ask any other player tohelp you. If he refuses, you may ask

    another player, and so on, until theyall turn you down or someonehelps. Only one player can helpyou, adding his combat strengthto yours. Anyone can play cards to

    affect your combat, however!You can bribe someone to help. In fact,youll probably have to. You may offer your helper

    ny Item(s) you are currently carrying, or any number of theTreasure cards the monster has. If you offer him part of themonsters treasure, you must agree whether he picks first, orou pick first, or whatever.

    The special abilities or vulnerabilities of the monster alsopply to your helper, and vice versa. For instance, if youre not a Feline yourself, and a Feline helps you against atarfish, the monster is -5 against you. But if you are facinghe Fanged Fuzzballand a Feline helps you, the monsters

    ombat strength is increased by 2.If someone successfully helps you, the monster is slain.

    Discard it, draw treasure (see below), and follow any specialnstructions on the monster card. You go up a level for eachlain monster. Your helper does not go up. You draw the

    Treasure cards, even if it was your helpers special abilityhat defeated the monster.

    Running AwayIf nobody will help you . . . or if somebody tries to h

    and your fellow party members interfere so the two of stillcannot defeat it . . . you must run away.

    If you run away, you dont get any levels or treasYou dont even get to Loot the Room. And you dont alwescape unharmed . . .

    Roll the die. You only escape on a 5 or better. Soitems or abilities make it easier or harder to run away. some monsters are fast or slow, and give you a penalt

    bonus to your roll.If you escape, discard the monster. You get no treas

    There are usually no bad effects . . . but read the card. Somonsters hurt you even if you get away from them!

    If the monster catches you, it does Bad Stuff to youdescribed on its card. This may vary from losing an itemlosing one or more levels, to Death.

    If two players are cooperating and still cant defeatmonster(s), they must both flee. They roll separately. monster(s) CAN catch them both.

    If you are fleeing from multiple monsters, you

    separately to escape each one, in any order you choand suffer Bad Stuff from each one that catches you as sas it catches you.

    Discard the monster(s).

    DeathIf you die, you lose all your stuff. You keep your Class

    Race(s), and Level (and any Traps that were affecting when you died) your new character will look just like yold one.

    Looting The Body:Lay out your hand beside the cyou had in play. Starting with the one with the highest Le

    each other player chooses one card . . . in case of tielevel, roll a die. If your corpse runs out of cards, tough. Aeveryone gets one card, the rest are discarded.

    Dead characters cannot receive cards for any reason,even Charity, and cannot level up.

    When the next player begins his turn, your new charaappears and can help others in combat . . . but you havcards.

    On your next turn, start by drawing four cards from edeck, face-down, and playing any Race, Class, or Item cyou want to, just as when you started the game. Then tyour turn normally.

    TreasureWhen you defeat a monster, either by killing it or usi

    card to eliminate it, you get its Treasure. Each monster hTreasure number on the bottom of its card. Draw that mtreasures. Draw face-downif you killed the monster aloDraw face-up, so the whole party can see what you gosomeone helped you.

    Treasure cards can be played as soon as you get thItem cards can be placed in front of you. Go Up a Lecards can be used instantly. You may play a Go Up a Le

    card on any player at any time.

    Interfering With CombatYou can interfere with others combats in several

    ways:Use a one-shot item.You could help another playerby throwing a grenade at his foe. Of course, you canaccidentally hit your friend with the grenade, and itwill count against him.

    Play a card to modify a monster.These cards (usually)make a monster stronger . . . and give it more treasure.You can play these either during your own combats orduring someone elses combat.

    Play a Wandering Monsteralong with a monster fromyour hand to join any combat.

    Trapthem, if you have a Trap card.

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    Character StatsEach character is basically a

    collection of weapons, armor, andmagic items, with three stats: Level,Race, and Class. For instance, you mightdescribe your character as a 9th-levelFeline Bounty Hunter with Battle Armor,Diamondoid Teeth, and a Laser-Maser-Dazer.

    Your characters sex starts off the same as your own.

    Level: This is a measure of how generally buff andtudly you are. When the rules or cards refer to your Level,

    capitalized, they mean this number.You gain a level when you kill a monster, or when a card

    ays that you do. You can also sell items to buy levels (seetems).

    You lose a level when a card says that you do. Your Levelcan never go below 1. However, your combat strength canbe negative, if you get hit with a trap or have some other

    kind of penalty.

    Race:Characters may be Humans, Mutants, FelineCyborgs. If you have no Race card in front of you, youhuman.

    Humans have no special abilities. Each other Rhas different special abilities (see the cards). You gainabilities of a Race the moment you play its card in froyou, and lose them as soon as you discard that card.

    Some Race abilities are powered by discards. You discard any of your cards, in play or in your hand, to poa special ability.

    You can discard a race card at any time, even in comI dont wanna be a Mutant anymore. When you discarace card, you become human again.

    You may not belong to more than one race at once unyou play the Half-Breedcard. You may not have two coof the same Race card in play.

    Class:Characters may be Gadgeteers, Psychics, Trador Bounty Hunters. If you have no Class card in front of you have no class.

    Each Class has different abilities, shown on the c

    You gain the abilities of a Class the moment you play its in front of you, and lose them as soon as you discard card. Some Class abilities are powered by discards. You discard any card, in play or in your hand, to power a spe

    ability. See the Class cards for when abilities can be uYou can discard a Class card at any time, eve

    combat: I dont wanna be a Gadgeteer anymoWhen you discard a Class card, you become classuntil you play another Class card.

    You may not belong to more than one class at ounless you play the Super Munchkincard. You may

    have two copies of the same Class card in play.

    ItemsEach Item card has a name, a power, a size, and a v

    in Gold Pieces.An Item card in your hand does not count until you

    it; at that point, it is carried. You may carry any numbitems, but you can use only one Complex one. (Any itemdesignated Complex is considered regular.) Gadgeteersan exception, and may use any number of Complex ite

    Anyone can carry any item, but some items haverestrictions: for instance, the Neuronic Whipcan onlwielded by a Mutant. Its bonus only counts for some

    who is, at the moment, a Mutant.

    Example of Combat,

    With Numbers and EverythingWesley is a 4th-Level Feline with the Diamondoid

    Teeth (which gives him a +2 to his combat strength).He kicks open the door and finds Bottle Bottle, a Level4 monster. Wesleys at a 6 and Bottle Bottle is at a 4, soWesley is winning.

    Wesley:Die, Bottle Bottle, die!

    Boxey:I agree that he should die, but not thateasily.Boxey plays . . . From Another Dimension, adding10 to Bottle Bottles combat strength. Now Wesley islosing, 14 to 6.

    Wesley:I hate you so much.Boxey:Want some help? (Boxey is playing a Level 5

    Bounty Hunter with the Bobaser, so his combat strengthis 9. Combined with Wesleys 6, they would have 15,enough to defeat Bottle Bottles 14.)

    Wesley:After you enhanced the monster? No . . . butIll take it. You get a card out of this already, so Ill offeryou the second pick of the Treasures.

    Boxey:I had to usea card, too! But OK, somethingsbetter than nothing.

    Wesley: Were killing Bottle Bottle unless someoneelse plans to mess with me. Anyone?

    No one says anything, so Wesley goes up a level andclaims Bottle Bottles treasures two from the BottleBottle card, and two extra because it was From AnotherDimension. Wesley picks first, Boxey picks second, andthen Wesley takes the other two. Additionally, Wesleyand Boxey both get a face-down Door Wesley, becausethats part of the reward for beating Bottle Bottle, and

    Boxey, because hes a Bounty Hunter.And the game goes on . . .

    Level Counters: Its Not Cheating,

    Its Using the Rules!If you have an iPhone, iPod Touch, or Android, yo

    like our Level Counter application in the iTunes StoJust search for Level Counter or click the linklevelcounter.sjgames.com. Even better, it gives ypersonal in-game advantages to make your frien

    jealous. Which is what being a munchkin is all about

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    Likewise, you may also use only one headgear, one suitf armor, one pair of footgear, and two 1 Hand items (orne 2 Hands item) . . . unless you have a card that lets yougnore these limits. If you are carrying two Headgear cards,or instance, only one of them can help you.

    You should indicate items that cant help you, or extrasot being worn, by turning the cards sideways. You may

    NOT change your used and carried items during a combatr while running away. You cannot discard Item cards justecause. You may sell items for a level, or give an item

    o another player who wants it. You may discard to powerertain Class and Race abilities. And a Trap may force youo get rid of something!

    Trading:You may trade Items (but not other cards) withther players. You may only trade items from the table notom your hand. You may trade at any time except whenoure in combat in fact, the best time to trade is when itsot your turn. Any item you receive in a trade must go intolay; you cant sell it until its your turn.

    You may also give items away without a trade,o bribe other players Ill give you my Bobaser

    you wonthelp Bob fight Great Cthulhu!You may show your hand to others. Like weould stop you.

    Selling Items for Levels: During yoururn, you may dis-card items worth at least,000 Gold Pieces and immediately gop one level. If you discard (for instance),100 Gold Pieces worth, you dont gethange. But if you can manage 2,000

    worth, you can go up two levels at once,nd so on. You may sell items from yourand as well as those you are carrying.

    ou may notsell items to go to Level 10.

    aser WeaponsLaser weapons include any Item with a name ending,

    more or less, in -aser. Each laser weapon is a 2-Handedweapon, but any and all laser barrels can be snappedogether to create a single 2-Handed weapon with theower of both. For instance, a Laser(+2) and a Dazer(+3)ombine to create a Laser-Dazer(+5). Add another Lasernd its a Laser-Laser-Dazer(+7). And its still just a single-Handed weapon.

    However, the combined weapon can be broken down a

    iece at a time if necessary, and counts as one Item for eachard making it up. You cannot Annihilate or Antimatterhe whole weapon . . . just one card! Similarly, only thoseaser weapons that say they are Complex count as Complexems, where that matters. (But non-Gadgeteers can snap

    wo or more Complex lasers together and use them both!)All laser weapons are considered fire/flame weapons.

    When to Play CardsA quick reference guide . . .

    Monsters

    If drawn face-up, during the Kick Open a Door phthey immediately attack the person who drew them.

    If acquired any other way, they go into your hand may be played during Looking For Trouble, or playedanother player with the Wandering Monstercard.

    Each Monster card is a single monster, even if the naon the card is plural.

    Undead Monsters

    Several monsters in this set are tagged Undead.You play any Undead monster from your hand into combahelp any otherUndead, withoutusing a Wandering Moncard. If you have a card that can be used to make a monUndead, you may play it with a non-Undead monster tothis rule.

    Monster EnhancersCertain cards, called monster enhancers, raise or lo

    the combat strength of individual monsters. (Yes, you have a negative enhancement.) Monster enhancers m

    be played by any player during any combat.All enhancers on a single monster add togetIf there are multiple monsters in a combat, person who plays each enhancer must chowhich monster it applies to. Exception:Anyththat enhances a monster also enhances its Cl

    . . . if Radioactive, . . . From Another Dimension, . . . And Its Cloneare played on a single mon

    in any order, you are facing a Radioacmonster From Another Dimension andRadioactive Clone From Another Dimens

    Good luck . . .

    Items Playing ThemAny Item card may be played to the table as soon as

    get it, or at any time during your own turn.

    Items Using ThemAny one-shot item can be played during any com

    whether you have it in your hand or on the table. (Soone-shot items, such as the Wishing Ring, may also be uoutside of combat.)

    Other items cannot be used unless they are act

    Items turned sideways cannot help you, even if you cootherwise legally use them.

    Other TreasuresOther Treasure cards are specials (like Go U

    Level). You may play these at any time, unless the citself says otherwise. Follow the cards instructions, tdiscard it, unless it has a persistent bonus, like an Item.

    Traps

    If drawn face-up, during the Kick Open a Door phTrap cards apply to the person who drew them.

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    If drawn face-down or acquired some other way, Trapards may be played on ANY player at ANY time. Anytime,o you hear me? Reducing someones abilities just as hehinks he has killed a monster is a lot of fun.

    Usually, a Trap affects its victim immediately (if it can)nd is discarded. However, some Traps give a penalty latern the game or have a continuing effect. Keep these cardsntil you get rid of the Trap or the penalty takes effect. Ifomeone plays a your next combat Trap on you while youre in combat, it counts in that combat! (Trap cards you

    eep as a reminder may not be discarded to power Class orace abilities. Nice try!)

    If a Trap can apply to more than one item, the victimecides which item is lost or trapped.

    If a Trap applies to something you dont have, ignore it.or instance, if you draw Lose Your Armor and you haveo armor, nothing happens; discard the card. There will bemes when it will help you to play a Trap or Monster onourself, or to help another player in a way that costs himeasure. This is very munchkinly. Do it.

    lasses and Races

    These cards may be played to the table as soon as theyre acquired, or at any time during your own turn. The sames true for Super Munchkinand Half-Breed, but you mustlready have a Class to play Super Munchkinor a Race tolay Half-Breed.

    idekicksIf you draw a Sidekick, either face up or face down, you

    may use it immediately or keep it in your hand for later.ou may play it at any time, even in combat, as long as youave only one Sidekick in play at a time (two for Traders).

    ou may discard Sidekicks at any time. You may not tradeidekicks.

    Each Sidekick has certain powers that can help you. Theyannot do anything not stated on the card; for instance, theyant carry things unless the card says they can. A Sidekicks NOT an Item! Sidekicks dont affect a Psychics bonus forghting alone.

    A Sidekick can sacrifice himself for you (indeed, this ishe only thing Red Shirts are good for). If you lose a fight,

    then instead of rolling to run away, you may discard Sidekick and anything it is carrying. You automaticescape from all monsters in the fight, even if a monster csays escape is impossible. If someone was helping yothe fight, YOU decide whether that person automaticescapes as well, or must roll to escape.

    Combining Star MunchkinWith Other MunchkinGamIn a combined game, Traps and Curses are equival

    anything that refers to one includes the other. Howe

    Complex and Big items are notthe same.

    Super-Sized MunchkinStudies have shown that 8.4 out of 9.7 Munchk

    players cant get enough of the game. Here are some ideto take your Munchkingames to new heights or low

    Combining different Munchkinsets.You can mix tw(or more) base sets and expansions together for a genrcrossing mega-Munchkin adventure! Space plus OWest? Kung fu vampires? No problem!

    Expansions. Most of the Munchkin core sets ha

    expansions that add still more monsters to kill, neTreasure to loot, and sometimes entirely new kinds cards. Ask at your friendly local game store, or viwww.warehouse23.comto buy directly from us.

    Turn it up to EPIC! Playing to Level 10 just isenough for some people. To satisfy their insane cravinweve created Epic Munchkin, a new set of rules thgives all your Munchkinsets that high-octane boost yneed to make it up toLevel 20!Look for it on our onliPDF store, e23.sjgames.com its completely, absoluteFREE!

    Faster Play RulesFor a faster game, you can add a phase 0 call

    Listen At The Door. At the start of your turn, drawface-down Door card, which you may play or not. Tharrange cards and Kick Open The Door normally. If yLoot The Room, draw a face-down Treasure, not a Doo

    You can also allow shared victories if a playreaches Level 10 in a fight where he had a helper, thelper also wins the game, no matter what Level he is

    www.worldofmunchkin.com6

    Game Design by Steve Jackson Illustrated by John Kovalic

    Chief Operating Officer/ Print Buyer: Philip ReedMunchkinCzar: Andrew Hackard

    MunchkinHireling: Leonard Balsera

    Production Artists: Fox Barrett, Alex Fernandez, and Ben WilliamsMarketing Director: Monica Valentinelli

    Director of Sales: Ross Jepson

    Playtesters:Fox Barrett, Steve Brinich, Carl Campbell, Monique Chapman, Andy Dawson, Jessie Foster, Drew Happli,Brian Nisbet, William Toporek, Alex Yeager, and the international conspiracy of Munchkins In Black.

    Thanks to Tom Wham for the Awful Green Thing!

    Star Munchkin, Munchkin, Warehouse 23, e23, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporatedare trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Dork Towercharacters copyright John Kovalic.

    Star Munchkincopyright 2002-2005, 2007, 2008, 2010, 2012 by Steve Jackson Games Incorporated. All rights reserved. Rules version 1.7 (February 2012).

    Development Help/Prepress Checking: Monica StephensGraphic Design/Art Direction: Phil Reed