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The Loaded Die's text should now read:
Play after you roll the die, for any reason. Turn the die so the number of your choice is on top. That's your roll. Usable once only.
The following errata from the first printing of Munchkin were corrected in the second-printing cards:
For 3,872 Orcs, the Bad Stuff should read:
Roll a die. On a 1 or 2, they stomp you to death. Otherwise, lose as many Levels as the die shows.
On the text for the Malign Mirror, change "weapon" to "items except Armor."
Here's what the Giant Skunk says in the second printing of Unnatural Axe:
Your "friends" won't get within 20 yards while you fight the Giant Skunk. They may not help you, backstab you, or use any cards either for or against you - except for Wandering Monsters and monster enhancers.
Bad Stuff: Sprayed! Nobody will help you in a fight until you get rid of all clothing and armor now in your possession. Their Gold Piece value is halved.
The Sleeping card should also say "(Minimum Level 1)" (this has been fixed in the fifth printing).
Semi-Final Strike should say:
Pick one Item that you are using that is not "usable once only." Get 3 times the normal bonus from that item, for a single combat. Then roll a die. On a 6, you get to keep the item; otherwise it is discarded. Usable once only.
Very Depressed should say "(Minimum Level 1)".
Vorpal Blade should say "1 Hand".
The first bullet point under Hirelings should read "If your Hireling sacrifices himself to save you, any Items he is carrying are lost."
Insert this paragraph after the one that begins "A Hireling is not an item . . ."
A Hireling can sacrifice himself for you. If you lose a fight, then instead of rolling to run away, you may discard one Hireling and anything he is carrying. You automatically escape from all monsters in the fight, even if a monster card says escape is impossible. If someone was helping you in the fight, YOU decide whether that person automatically escapes as well, or must roll to escape.
Spiky Top does not require a hand.
Spider Steed and Flying Carpet should be marked as Big.
In the rules: Turn 3, Step 7. The Elf plays the Cheat! card to put the Huge Rock into play, rather than discarding it.
In the first paragraph under Minions (page 4) insert "You may discard Minions at any time." right before "You may not trade Minions . . ."
Flee Powder should say "Usable once only".
Page 4 of the rulesheet, under Sidekicks, replace "You may discard one Sidekick at any time in order to play another." with "You may discard Sidekicks at any time."
In the second printing and beyond, Cyborg now says:
Starts at Level 2. A Level 1 character who becomes a Cyborg becomes Level 2. A Cyborg character can never go below Level 2 in the same way that normal characters can't go below Level 1. If killed, the Cyborg may choose instead to lose 2 Levels (or go to Level 2) and stay alive.
Miniaturized should say "(Minimum Level 1)". Also, add at the end of its text ". . . (minimum of 1)."
Paralysis Wand should say "1 Hand".
Space Vampire is Undead. This is fixed in the fourth printing.
On Alien Boudoir, the third line of text should read:
If you have Armor, you can avoid combat by discarding it.
In the next printing, Electric Eye's main text will read:
It sees your secrets (and everyone else's). No one may play cards out of his hand for this fight.
Misunderstood should say "(Minimum Level 1)". Also, add at the end of its text ". . . (minimum of 1 )."
Transporter Twin should say "Total up the bonuses of all Items that you are using. The Transporter Twin has the same bonus. +3 against Gadgeteers."
In the first paragraph under Mooks (page 3) insert "You may discard Mooks at any time." right before "You may not trade Mooks . . ."
From the first printing: Baby Powder, Monkey Spirit Guide and Spirit Mirror are missing the line "Usable once only." I.e., treat them as one-shot items.
To the Baby Powder card, add ". . . (Minimum Level 1), and reduce its Treasure by one (minimum of 1)".
With Visible Wires should say "(Minimum Level 1)".
In the first paragraph under Sidekicks (page 4), insert "You may discard Sidekicks at any time." right before "You may only trade Sidekicks that have a GP value . . ."
Both Mr. Everywhere and Misunderstood Man are worth three treasures each.
Plot Device should say "Usable once only".
The back of the Card List has an ad with an incorrect address for guest artist Aeire's website. Her site is found at www.queenofwands.net (.com is the wrong suffix).
Under Cards and Rules (page 1), replace "You must have at least one Class to play any of these cards," with "You must have at least two Classes to play any of these cards,".
American Pie and Magic 8-Bomb do NOT require a Hand to use.
The Umbrella should require 1 Hand.
These errata for the first printing of Munchkin Cthulhu were corrected in the second printing:
Kitchen Sink should not require a hand.
Foggoth: Delete the "fight with your levels only" clause. (Bonuses you get for reasons other than items are still usable.)
The Dunwich Snorer: The first sentence should be "If 'The Stars Are Right' is played in his combat, the Snorer awakens and gets an extra +10 instead of the normal +3."
Amnesia: The card should say "Lose Your Class Card" with no (s) on the end of Card.
Curse: Dragged Off to Snarkham Asylum: The text should be "If you are a Cultist, discard your Cultist card and pick a replacement Class from the discard pile. If you are not a Cultist, become a Cultist."
The following cards had "No Value" listed: Piercing Shriek, Song of Madness, and Maniacal Laugh. While it is true they cannot be sold, they are not even items, so the "No Value" is misleading and will be removed.
Cthulhu's Bumper Sticker does not require a hand.
In the rules, the sentence "You may carry any number of Items," should read "You may carry any number of small items, but only one Big one. (Any item not designated Big is considered Small.)"
To get the benefit of two shirts, they must be two different shirts, not two of the same shirt. With that in mind . . .
On the Lovely Loot shirt, Rule 5 should read:
Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside).
Change any shirt with the rule "Use of the Cheat card overrides Rule 4. (It doesn't matter which shirt is on the outside.)" to "Use of the Cheat card overrides Rule 4 and lets you benefit from two different shirts. (It doesn't matter which one is outside)."
The original shirt's Rule 4 should've been (just adding the word different):
Wearing two different Munchkin shirts at the same time does NOT give another extra card, does NOT let you have both sexes at once, and does NOT let you use more than two autographs.
Q. Can yadda-yadda be used to do yadda-yadda? It isn't in the rules
or on the card, but it seems logical.
A. If it's not in the rules, it doesn't matter how logical it is,
unless you can talk the other players into it. And if you can, go for
it!
Q. Is yadda-yadda the same as yadda-yadda?
A. Not unless they have the same name. See above . . . Weapons are
not the same as armor. "Stomps you flat" is not the same as "kills
you." And so on.
Q. Can I use Help Me Out Here to take the Kneepads of Allure and then
make someone help me?
A. As long as the person you force to help you can make the difference
between winning and losing (per Help Me Out Here's requirements), you most
definitely can. Don't expect anyone to like you afterwords. . .
Q. I hate the Kneepads of Allure. I think they unbalance the game.
What should I do?
A. There are several possibilities.
Q. What happens to a Level 1 thief who fails an attempt to steal?
Does he die?
A. Nothing happens to him. You can't go below Level 1.
Q. Can a thief steal something while he is in combat?
A. No. He's preoccupied.
Q. Can a thief steal from someone else while THEY are in combat?
A. No. It's like trading; see above.
Q. Can a thief backstab himself?
A. No. It would be very munchkinly, but the card specifically says
"another player."
Q. How does the Stab-A-Matic work?
A. The Stab-A-Matic allows a non-Thief character to backstab like
a Thief during combat. I.e., he may discard a card to give a player
a -2 penalty during combat, once per combatant. A Thief character
using the Stab-A-Matic gets a "bonus" to his backstabbing efforts, so
each is good for a -3 penalty instead of the normal -2.
Q. What happens if a player gets Divine Intervention in his opening hand?
A. The player should show the card immediately. All players who can become Clerics
may chose to do so and go up a level. Once everyone is done, the card is discarded.
Q. If a cleric is facing more than one Undead monster, can he discard 3 cards
per monster for a total of +9 against each one?
A. Eeeeeeek! That's munchkinly thinking, but sorry, that's a max 3 cards per combat,
not 3 cards per monster. . .
Q. Can a wizard use his Charm ability if he's not involved in the combat?
A. No. The card says this is something he may do instead of fighting
a monster. It's not for interfering with others' fights, so the Wizard in question
must be the munchkin who opened the door or helping.
Q. If a wizard is helping in a combat and Charms a Monster, does he get the Treasure from that Monster?
A. The Treasures gained from a charmed Monster are no different
than Treasures from a Monster that is killed, so the Treasures (drawn
after the combat is over and all remaining Monsters, if any, are
defeated) are distributed as per the final agreement that the wizard
negotiated for his help in the first place.
Q. Can a wizard discard cards to get a bonus to Run Away after
the die roll?
A. No!
Q. How does the Casting Couch work?
A. Casting Couch gives you the option to have all the benefits and penalties to
being a Wizard along with any other Class(es) you might be. It is, in effect,
an optional extra Class card. If you decide to use it, you may use Wizard only Items
in combat, you may use the Wizard's flight spell and charm spell,
you get any bonuses/penalties against Monsters that are sensitive to Wizards, and, if you
are playing an Epic game, you may use the Wizard's Epic feat if you are Level 10 and up.
No matter what, you must decide whether you are using it at the start of combat
(i.e., right after you Open A Door and find a Monster, or when you Look For Trouble)
and, if you do choose to use it, you are -1 to Run Away.
Q. Can I use two Half-Breed cards to be more than two races, or two
Super Munchkin cards to have more than two classes?
A. No. Unless you want to make it a house rule, of course.
Q. Can I use Half-Breed to be the same Race twice, or Super Munchkin
to be the same Class twice, and get double benefits?
A. Gaaah. No. (My father was an elf, and my mother was . . . an elf!)
Each player may have only one copy of a Race or Class in play. In other words:
If you are a Half-Orc and have another Orc card, you can not play it on yourself
without discarding the Orc card already in play.
Q. When using Super Munchkin or Half-Breed, can you discard one of your races
or classes and replace it with another, or just not replace it?
A. You can turn from a half-breed dwarf-elf to a half-breed dwarf-human, or,
if you have the Halfling card, dwarf-halfling. This doesn't make you lose
Half-Breed. Super Munchkin follows a similar principle, but must always have
two classes; if you can not legally supply a second class immediately, then Super
Munchkin must be discarded.
Q. Does/do the Fake Beard/Fake Ears override your real race for monster reactions?
A. Yes. (We don't understand why this is a FAQ - it's what the card
says.) If you wear the Fake Beard/Fake Ears, monsters will think you are a
Dwarf/Elf and react accordingly. Your real race does not matter, because
they don't see it.
Q. What if I'm wearing the Fake Beard and the Fake Ears?
A. Monsters will react to you as if you are a Half-Elf Half-Dwarf.
Q. Malign Mirror says, "If you draw Remove Curse before your next
fight, the curse is lifted." But there is no Remove Curse card. Does
it mean Wishing Ring, which removes curses?
A. No! We're just toying with you! Ahh . . . Yes, okay, Wishing Ring
can remove the curse before the next combat.
Q. Well, do you actually have to USE the Wishing Ring, or just draw
the Wishing Ring card from the deck?
A. Use it.
Q. Can an Orc use his power to remove a curse later? What if
he has a Chicken on his Head when he becomes an Orc - can he
break the curse at that point?
A. No. If an Orc does not use his power at the moment he is hit with
the Curse, it takes full effect, and he can't remove it later.
Q. What does every other player mean on the Generosity curse?
A. It means every player who is not the victim. The intent is for the
victim to give all of his stuff to all of the other players.
Q. What happens when you die? Do curses that persist go away?
A. There are a number of curses that persist, like Tiny Hands, Big Feet,
Sex Change, Chicken on your Head and so on. Most of these curses can
only be gotten rid of with a Wishing Ring or perhaps some luck, but Death
is not one of them. If a curse persists, it's effects transcend death.
Remember, your new character looks like the last one. So, if your sex was
changed, you are stil your new sex (but very likely you died because of combat
so that pesky -5 is gone), you still have Big Feet or Tiny Hands, and if you
didn't have Headgear on when you died, that stinking Chicken is going to
roost on the head of your new character. Sucks to be cursed, but, well,
you knew that. . .
Q. How about other items which are "usable once only"? Do they work like
potions?
A. All one-shot items (those which say "usable once only") may be played
directly from the hand unless the card says otherwise (and right now,
none of them do).
Q. Can I use Friendship Potion on a monster if I fail to Run Away?
A. No! The combat ended when you failed to kill it.
Q. Exactly what is a "weapon" and what is "armor"?
A. In a more rigorous game, we would have labeled all the swords as
"weapon" and all the armor as "armor" and so on. Try to use common
sense, even if this IS Munchkin. Spikes don't turn
armor into a weapon. A shield is neither weapon nor armor. Neither is
a Really Impressive Title.
Q. If I'm not a Warrior, how do I handle ties?
A. We are not really sure why this particular question is an
issue. In the general case, as per the rules, if your Level plus
bonuses is higher than the Monster's Level plus bonuses, you
win combat. Since combat is win or lose, if you are not winning,
you are losing, and since a tie means your Level plus bonuses is
not higher than the Monster's Level plus bonuses, you are
clearly losing. Obviously, the Warrior card says you win ties, so
another, lengthier, way to put that would be: A Warrior wins combat
when his Level plus bonuses is equal to or higher than the Monster's
Level plus bonuses.
Q. What if a monster gets a Mate, or you get a Doppelganger, and then
somebody backstabs you or plays potions on one side or the other?
A. A Mate is an exact duplicate of the monster. A Doppleganger is an
exact duplicate of the player. Anything that changes the level of
one, changes the level of the other. (But if a monster is completely
abolished - for instance, Pollymorphed - its Mate is unaffected
because it's a separate monster.)
Q. Some cards, like Magic Lamp, Illusion, and Pollymorph Potion, let
you get rid of ONE monster. If you get rid of a monster, does its
mate (or, in the expansion, its relatives) also leave? In other
words, is Mate an enhancement card like Ancient or fully separate
like Wandering Monster additions?
A. A Mate is like a Wandering Monster. There are now two monsters,
and you have to get rid of them individually. If you play the
get-rid-of-it card before somebody plays Mate, though, there's no
monster left for the Mate to join, so Mate can't be played.
Q. When you are faced with two or more monsters, can you kill one and
flee the other?
A. No. If you have cards that let you abolish one entirely (like
Pollymorph) then you may do that, and fight the other one(s). (You
will have to win that fight before you can claim any treasure at all
. . . you can't charm one monster, grab its treasure, and then try to
fight its mate.) But you can't fight one and flee the other. They
fight you together.
Q. Faced with multiple monsters, can a Wizard discard his whole hand
to Charm one, take its treasure, discard that new hand to Charm the
next one, and so on?
A. No. Faced with multiple hostile monsters, one does not get any of
their treasures until all are defeated. If you Pollymorph one, Charm
one, and then must Run Away from the last one, you get no treasure at
all.
Q. Okay, what about the situation where a Wandering Monster comes
along that would ignore or befriend one player in a fight, but not
the other? For instance, when the Wandering Monster is an Amazon and
one player is female?
A. When one player helps another, the monsters do not fight the
players separately . . . so if one player is female, the wandering
Amazon would give that one player a Treasure and leave without
fighting the other one. Likewise, the Stoned Golem makes a bad
Wandering Monster because the victims can just ignore it.
Q. What if the Gazebo appears as a Wandering Monster after the player
already has a helper?
A. Okay, that's the exception. The helper has to back off and let the
player whose turn it is fight the Gazebo, and the other monster(s),
alone.
Q. If somebody changes your race or class during combat (such as with
a curse), does that change your combat bonuses?
A. Yes. If you quit being an Elf, you can no longer get a bonus from
Elf-only items, and so on. You can never get the benefit of two races
or two classes in one combat unless you have a special card that
allows it. Powers driven by discards are an exception. If a Warrior
had already discarded a card to get a +1 combat bonus, and then
stopped being a Warrior, he would keep the bonus, but wouldn't be
able to discard any more cards for the Warrior bonus. Yes,
this rule can be used to the player's advantage. Hee hee.
Q. If you use a one-shot Bonus during combat and someone tries to
make it disappear through Curse or Theft, do you get the bonus?
A. Theft doesn't work during combat. Use of a Curse could destroy an
item as you try to use it.
Q. If a first-level munchkin encounters the Plutonium Dragon, the
Dragon won't chase him. So does the munchkin get the treasure?
A. Nonononono. The munchkin may choose to fight the dragon, but
if he cannot defeat it, he MUST run away. The dragon won't chase him,
so the munchkin lives. But he doesn't get the treasure!
Q. If a card that affects your "next combat," like a sex change, is
played on you during a combat, does it affect THAT combat, or the
next one you're in?
A. If the combat is still unresolved (and obviously it is, because
people are still playing cards on you for it), then that combat is
the "next" one.
Q. Exactly when do you die, and how long do you stay dead?
A. You die when you get Bad Stuff that says you're dead. If you were
fleeing from other monsters, you are excused from their Bad
Stuff, because you're dead. You STAY dead only until the next
person's turn starts. Your new character appears at that point and
may join normally in the combat, though you will get no new cards
until someone gives you charity or your next turn starts.
Q. Do I have to run away? What if I WANT to die?
A. Your character does not want to die. Your character will always
TRY to run away. If you want to die, then hope for a bad die roll.
Q. Can I use Instant Wall to force someone to run away?
A. No. Instant Wall allows one or two munchkins to run away willingly.
Instant Wall should be used prior to rolling but after the players have
decided they need to run away.
Q. Can I play Go Up a Level cards on another player to make him go up
to a level such that a Monster that would previously ignore him will
now chase him?
A. This is not the original intent of Go Up a Level cards, but this is
such a munchkinly and vile idea that we like it too much to say no.
Q. Does the "2.6 seconds rule" apply to defeating a monster without
killing it, or just to killing it?
A. Any sort of defeat. If you defeat it without killing it, other
players still have about 2.6 seconds to play an applicable card to
frustrate you.
Q. But, what about the Siege Engine?
A. Okay, you got us there, but the Siege Engine does say
that it breaks the Hireling rule about carrying but not using Items
for you. If you have a Hireling and the Siege Engine, you can
still carry one other Big Item and you have your Hands free to use other Items
requiring them.
Q. Are the Ghoulfiends supposed to be undead?
A. No, they're like that all the time.
Q. The Ghoulfiends card says only your level counts in the fight, not
your bonuses or items. Can you still use an item to avoid fighting
entirely - say, the Magic Lamp?
A. Yes.
Q. Is the initial sex of a character the same as the sex of the
player, or can it be chosen?
A. The intent is that it be the same as that of the player. The
designer has no objection to being overridden by house rules, though.
And note that a Munchkin T-shirt will change your sex for game
purposes.
Q. King Tut and the Wight Brothers say "Characters of higher levels
[than 3] lose 2 levels, even if they escape.." Does that mean
you lose two levels even if you defeat those monsters?
A. No. But if you cannot defeat them, then you must try to run away,
and you'll lose the 2 levels even if you do escape. If they catch
you, of course, you do suffer the Bad Stuff from those Monsters.
Q. Can you sell items that total less than 1,000 gold, just to get
them out of circulation?
A. No. If the items aren't worth a total of at least 1,000 gold, you
can't sell them.
Q. If you have the Cheat card on one item, can you move it to another one?
A. No. Once you perform the initial cheat, the card cannot be moved
to another item. So if something happens to make the Cheated item
legal for you . . . too bad. You can't transfer your Cheat to
something else.
Q. Can I use the Cheat card to take an item from another player, or use
it to search through the discard pile to take an item from it?
A. No and no. . . The Cheat card allows you to carry (i.e., have in play) and
use an item you normally couldn't due to class/race/slot restrictions. In other
words, a second piece of Headgear, a second Big item (for non-Dwarves), a item
that requires a Hand or two when your other two are full, or the Bow With
Ribbons for non-Elves. You have to get the Item some legal way, not by using
the Cheat card to take it.
Q. Why doesn't an Orc get some kind of bonus for dealing with the
"3,872 Orcs" monster card?
A. Rather than put a rule on a race card that refers to a single
monster card, we decided that the monster orcs are just as hostile to
a single PC orc as they are to any other PC.
Q. What does the Bad Stuff for the Plutonium Dragon mean? Did I just die
because I failed to run away?
A. Even though the text isn't specific, Death is most likely to occur after
being roasted and eaten, so yes, you did just die. . .
Q. The Loaded Die says to change the roll to any number I choose.
Could I pick 1,000,000 and make the Level 1 Eep ridiculously impossible
to beat, or make my halfling succeed in running away even if he's
facing a Monster with a Mate and has a chicken on his head?
A. Well, we meant any number on a d6, you outmunchkined us, you ROCK, that
abuse was completely in the spirit of the game and we love it . . . now pick
a number between 1 and 6.
Q. The rules say that cards in play must be traded or discarded. When can
I discard them?
A. This depends on the type of card. First, it must be in play in front of you
(no discarding other people's cards, silly). Race and Class cards can be discarded at
any time, including to power a special ability, but not an ability for the discarded
race or class (unless the ability requires discarding that particular race or class).
This includes Half Breed and Super Munchkin as well. Curses that remain on the table
in front of you can not be discarded. Item cards are the only cards that can be
traded, and, as long as they aren't prevented from being discarded (say, by a Curse),
can only be discarded in the following ways:
Q: I see cards with the same name, but different text, in different sets.
A: That?s not a question. It?s a statement of fact. There ARE cards with the same name but different text in different sets. This was sometimes on purpose but not always. We don't think that it's a big problem, and that changing card names would cause more annoyance than it's worth.
For your convenience, we do offer a list of duplicate cards to keep them all straight.
Q. What, exactly, does the Cyborg's "Level 2" ability mean?
A. If you start the game as a Cyborg, you start out at Level 2. If
you are at Level 1 and become a Cyborg, you jump to Level 2. A Cyborg
character can never go below Level 2, in the same way that
normal characters can't go below Level 1. However, if you stop being
a Cyborg, you do not lose a level, and if you become a Cyborg when
you are already Level 2 or higher, there is no effect. See the errata
above, as this is a change from the first printing.
Q. I'm not a Gadgeteer. What are my limitations on Complex items?
A. You can carry as many as you can play, but you can only use
one at a time. The others should be turned sideways, like any other
item that you can't use (for instance, something for a Race other
than your current one).
Q. Does a Psychic still get his +2 "fighting alone" combat bonus if
he has a Sidekick?
A. Yes. Sidekicks are okay. A Doppleganger is OK. And if another
player throws a grenade or something to hurt the monster and assist
you, you don't lose your bonus. It's only when another player joins
the combat that you lose your bonus.
Q. How does the Feline's curiosity work?
A. If the Feline opens the door and DOESN'T find a monster, the
Feline has 3 choices: look for trouble, loot the room or open
a second door. If the Feline opens a second door, treat this like
opening a door at the start of a normal turn for a non-Feline character.
I.e., if there isn't a monster behind the second door, the Feline
may look for trouble or loot the room.
Q. Are there any limits on when you can remove individual -aser
cards? In particular, if you have a great big -aser weapon, can
someone Antimatter the whole thing?
A. No, you can drop individual cards any time you need to. And in
particular, Antimatter says "one item." The rules say that each card
in the -aser weapon is a separate item.
Q. Will dying get rid of an Antimatter item?
A. No. The card says "nothing else will get rid of it," and it means
it. The card overrules the normal rules for death. You keep this card
through death, and it is with you when your new character appears!
Q. What happens if the Foof Gun gets hit by Antimatter? Does it always
provide a -6 penalty or is its use still optional?
A. Antimatter only reverses the bonus and makes it impossible to get
rid of the item without a significant cost, but affects nothing else
about it. So, an Antimattered Foof Gun is still optional to use. If you
chose to use it, the penalty is -6. If you kill the monster anyway, the monster
is obliterated, you gain no Level for killing it, but you do get its
Treasure. Consequently, if you do not chose to use an Antimattered
Foof Gun, there is no penalty.
Q. If there are two players in combat, and Great Cthulhu catches them
both, do the survivors get two levels?
A. No. Though if Great Cthulhu had a clone or mate, and each one
caught one munchkin, the survivors (which includes everyone in the party) would each go up two levels.
Q. If I use Old Edition, can I play an Elf as a class when I'm already an Elf (by Race)?
A. No. You can only have one of each Race or Class card in play. So, even if you play
Old Edition to make a Race into a Class or a Class into a Race, you can't play a duplicate of a Race
or Class you already have in play for your character.