Rules
Below are the full rules for the game, including the glossary. Quickstart rules, Draft Tournament rules, and game overview and demo videos can be found on the How to Play page.
This document is the complete set of rules and rulings for the Munchkin Collectible Card Game. It will be updated periodically. You can find additional support at munchkinccg.game.
TABLE OF CONTENTS
SECTION I
- What is this game?
- Gameplay Formats & Deck Construction
- Components
- Card Characteristics
- Card Types
- Classes
SECTION II
SECTION III
SECTION IV
SECTION V
SECTION VI
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What is this game?
The Munchkin Collectible Card Game is a collectible, customizable, two-player card game that represents a battle between two opposing Hero characters. Using decks of cards that were assembled prior to playing, each player assumes the role of one Hero and attempts to eliminate their opponent.
Players are encouraged to customize their decks by purchasing additional Munchkin Collectible Card Game products, such as starter sets and boosters, which provide new cards (and strategies) for players to experiment with.
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Gameplay Formats & Deck Construction
There are two gameplay archetypes for the Munchkin Collectible Card Game: select and constructed. Players may encounter multiple formats of either archetype.
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SELECT
In select play, players each construct their deck using a specific selection of sealed Munchkin Collectible Card Game products. The event organizer or venue will dictate any restrictions placed on a player's deck or components for select play.
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CONSTRUCTED
In constructed play, players build their own decks prior to the game to suit their gameplay preferences. Players are allowed to use identical decks, though each player's deck will most likely be unique to that player. These rules address prime play, one type of constructed format. Defer to the prime rules to address issues not covered by the rules of an alternate format.
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Prime
In prime play, each player uses a deck that was constructed prior to playing the game. A player's deck must contain exactly 40 cards in any combination of Neutral cards and class cards that match that player's chosen Hero class. A player's deck may consist entirely of Neutral cards, entirely of class cards, or any mixture of the two. No more than 3 copies of any card with the same name may be included in a player's deck. Hero cards are not part of a player's deck and are not included in the 40-card total.
If a player is using a Neutral Hero card, that player's deck may contain Neutral cards and cards from a single class (decks with multiple classes are not allowed in prime play).
A player's deck may NOT include
- Fewer than 40 cards
- More than 40 cards
- Hero cards
- More than three of any card with the same name
- Cards from any class that does not match the class of the player's chosen Hero
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Prime
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Each player needs:
- A deck of 40 Munchkin Collectible Card Game cards
- A Hero card
- A level counter
- A Run Away marker
One six-sided die is also necessary.
- In competitive play, both players must share the same die.
- In casual play, players may supply and use their own dice.
Players need approximately 50 tokens to share between them. Players are not required to share the same token supply — if they prefer, players may keep their components separate.
Players may use only officially printed and released Munchkin Collectible Card Game cards.
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NON-STANDARD COMPONENTS
Non-standard components are acceptable in casual play if both players agree to their use. Non-standard components include, but are not limited to, promotional materials (such as oversized Hero cards).
Non-standard components may be used in competitive play unless restricted by the event organizer.
In any instance where use of a non-standard component would give a player an advantage, a standard component must be substituted as a proxy in place of the non-standard component. Use of the non-standard component may resume once there is no longer an advantage created as a result of its use.
Card Characteristics
The defining characteristics of a card are:
NAME
The text label across the top of a card is that card's name. Players may not include more than three cards with the same name in their deck. Cards are considered the same if they share the same name, even if the art is different.
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GOLD COST
- RANK
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ART
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CARD TYPE
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SUBTYPE
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ABILITY
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POWER
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LIFE
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DEFENSE
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KEYWORD
The gold cost for a card is depicted as a number within a gold coin in the upper-left corner of that card. This represents the minimum cost (in gold) required for a player to play that card.
Loot cards have a rank, depicted as a number within a blue star in the upper-left corner of that Loot card. Each player has a rank limit, equal to their current level, which restricts the amount of Loot they may have in play. The total of all ranks in a player's hoard may not exceed that player's current level.
If playing a Loot card would cause a player to exceed their rank limit, that Loot may not be played. If an ability causes the Loot in a player's hoard to exceed their rank limit, that player may not play any additional Loot (including Loot with a rank of 0) until their rank limit is no longer exceeded.
The artwork shown on the cards has no gameplay relevance. Cards are considered the same if they share the same name, even if the art is different.
A card's type is shown in two ways in the center bar of a (non-variant) card, an icon and a text label. There are six card types in the game: Hero, Ally, Location, Loot, Mischief, and Monster. Each has a different gameplay meaning. See I.E – Card Types.
A card's subtype is shown in the center bar of a (non-variant) card, and it is a method of categorizing a group of cards within one type. Some abilities affect specific card subtypes.
A card's ability is the effect described in the text field in the lower half of that card. Some cards have no ability. See II.A.1 – ABILITIES.
A card's power is shown as a number within a green burst in the lower-left corner of that card. It represents the combat damage that card can deal when successfully committed to a fight.
Heroes, Allies, and Monsters have the life characteristic, shown as a number within a red heart in the lower-right corner of the card. This represents the total damage required to squish that Monster or Ally, or to defeat that Hero. Tokens always represent damage when placed on cards with a life icon.
If the amount of damage on an Ally or Monster is equal to or greater than the life shown on that card, that Monster or Ally is immediately squished.
If the damage on a Hero card is equal to or greater than the life shown on that card, that Hero is immediately defeated and the game ends.
A card's defense value is shown as a number within a white shield in the lower-right corner of the card. When a card with a defense value is successfully committed to a fight, the damage dealt by an attacking Monster is reduced by this amount.
Some frequently used abilities have specific labels — keywords — which make it easier to quickly recognize how those cards are intended to function. All keywords are defined in the glossary, and helper text appears in the ability of any card that makes use of a new keyword. Keywords in card text are always bold.
Card Types
There are six different card types in the game: Hero, Ally, Location, Loot, Mischief, and Monster. Each can be identified by the text label in the center bar on the cards, as well as by the card type icon to the left of that text. Each card type has a different gameplay meaning.
Some abilities allow cards to change types. If a card changes type, it assumes the characteristics of the new type and is no longer treated as the previous type unless its type is changed again or it leaves play.
If a player cannot see the face of a card (including face-down cards and cards in their opponent's hand), it is considered a card only, with no characteristics.
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HERO
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ALLY
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LOCATION
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LOOT
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Armor has abilities that relate to damage that is being dealt (dealing, preventing, and healing).
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Trinkets have widely varied abilities and typically cover everything that isn't distinctly a Weapon or Armor.
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Weapons are typically committed to fights to defend against Monsters. Many have additional abilities. Weapons are not squished as a result of the damage they reduce. Weapons do not take damage.
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MISCHIEF
- Curse
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Treachery
- Interrupt
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MONSTER
The active player may hire Monsters by committing them to a fight and paying their cost. This is one of the primary ways to deal damage to an opponent. Monsters that survive a fight move to their controller's stash, where they may still be damaged (and their abilities may still be in effect) until they are unstashed. There are many Monster subtypes that may be referenced by various abilities.
Hero cards are placed in the Hero Zone during game setup. A player and their chosen Hero are, for gameplay purposes, the same entity. Any reference to “you” also means your Hero, and vice versa. With the exception of direct references to a Hero card, there is no distinction between the player and their Hero.
A Hero card indicates all characteristics of a player's chosen Hero. Any damage a Hero takes during the game is represented by tokens on the Hero card. A player loses the game immediately if the total damage on their Hero card meets or exceeds the life amount shown on the card. The cards in a player's deck are restricted by their chosen Hero's class.
The active player may play an Ally to their hoard by paying its cost (if any). Allies can be committed to fights and take damage. When the damage on an Ally meets or exceeds its life, it is squished and moved to its owner's discard pile.
If a single Ally is committed to a fight and the Monster is hired, that Ally takes all combat damage dealt by that Monster (even if that damage exceeds the Ally's life). If multiple Allies are committed to a fight and the Monster is hired, the defender determines how combat damage is allocated to their committed Allies.
The active player may play a Location to their hoard, and may also zap and squish a Location they control (if it is unzapped). Each player may only have one Location in play at any time. Locations typically provide ongoing or triggered abilities that affect both players.
The active player may play Loot to their hoard, and may also zap and squish Loot they control (if it is unzapped). Loot cards have a rank, and the total of all ranks in a player's hoard may not exceed that player's current level.
If playing a Loot card would cause a player to exceed their rank limit, that Loot may not be played. If an ability causes the Loot in a player's hoard to exceed their rank limit, that player may not play any additional Loot (including Loot with a rank of 0) until their rank limit is no longer exceeded.
There are three Loot subtypes: Armor, Trinket, and Weapon.
Either player may pay for and play Mischief cards during any player's turn. Mischief cards may not be played prior to the active player's unzap step or during any cooldown phase.
Mischief cards are played to the DMZ, resolved, and either discarded or moved to a location specified by the ability on that card. There are three Mischief subtypes: Curse, Interrupt, and Treachery.
Curses have ongoing abilities that, once the cost is paid, “stick” to a target card already in play. Curses are placed under the target card so the name of the Curse is visible. The Curse modifies the card to which it is stuck as long as it is stuck. There is no limit to the number of Curses that may be stuck to a card. When a card leaves play, any cards stuck to it move to their owners' discard pile(s).
Treacheries are paid for, played to the DMZ, resolved, and then discarded. The abilities on Treachery cards are widely varied, but they do not function like Curses or Interrupts.
Interrupts, like Treacheries, are paid for, played to the DMZ, resolved, and then discarded. Unlike Treacheries, however, Interrupts can be played while another ability is in the process of resolving. If this happens, the Interrupt ability resolves first. Interrupts can be played on other Interrupt abilities, in which case the most recently played Interrupt resolves first, followed by the next, and so on.
Classes
Each card in the Munchkin Collectible Card Game is either a “class” card or “Neutral” card. Class cards can be identified by the class icon on the right side of the center bar on the cards. Each class card also has a unique background color. Neutral cards are gray, and have no class icon in the center bar.
Each class has a different gameplay style, and players are encouraged to find their favorite classes and build custom decks to suit their play preferences.
Generally, each Hero card is associated with one particular class.
- Warrior class – sword icon; red background
- Cleric class – axe icon; yellow background
- Thief class – mask icon; purple background
- Wizard class – hat icon; blue background
- Bard class – music note icon; orange background
- Ranger class – leaf icon; green background
- Wanderer class – no icon; gray background
The Wanderer class is provided for draft play, but players are welcome to use it in prime play. A Wanderer-class deck may consist entirely of Neutral cards, entirely of class cards, or any mixture of the two. The class cards used in a Wanderer-class deck must all be of the same class (multi-class decks are not allowed in prime play).
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General Rules
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ABILITIES
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Resolving Abilities
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Multiple Instances of an Ability
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Targets
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ACTIVE PLAYER
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CHEATING
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CONTROL
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DAMAGE
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COMBAT DAMAGE is dealt during a fight when (1) a Weapon deals its power in damage to the hired Monster, and (2) when a Monster deals its power in damage to a committed Ally or to the defending Hero. Abilities may modify combat damage.
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NON-COMBAT DAMAGE is exclusively dealt by abilities. Non-combat damage may occur at any time, including during a fight.
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HIRED MONSTERS
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NEGATIVE NUMBERS
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OWNER
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PUBLIC KNOWLEDGE
- The characteristics of face-down cards are not public knowledge.
- The contents of a player's Hero Zone and discard pile are public knowledge and may not be hidden from an opponent.
- The characteristics of face-up cards are public knowledge.
- The quantity of cards in any zone is public knowledge.
- Players may not look at face-down cards in their own stashes.
- A player may look at the cards in their hand, but those cards are not revealed to their opponent.
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SQUISH
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STASH
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TOKENS
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ZAP & UNZAP
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Game Setup
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DANGEROUS MONSTER ZONE (DMZ)
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STOCKPILE
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HERO ZONE
- Each player's Hero card should be oriented vertically so they can read the text on that card.
- Each player's level counter should be set to 1.
- Each player's Run Away marker starts the game with the “Run Away” side showing.
- See II.B.4 – PURSE.
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PURSE
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STASH
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HOARD
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DECK & DISCARD PILE
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HAND
- Mulligan
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FIRST PLAYER
- The first player moves one token from the stockpile to their purse. This token represents the first player's starting gold.
- The second player moves two tokens from the stockpile to their purse. These tokens represent the second player's starting gold.
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MODIFIED SETUP
These rules are intended to provide clarity during gameplay. If there is a dispute over a rule or ability, players are encouraged to keep the intended friendly spirit of the game in mind when considering the possible resolutions.
Players must be given a fair opportunity to respond to any action taken by their opponent. Playing quickly with the intent of reducing an opponent's opportunity to respond is a clear violation of the intended spirit of the game.
A player and their chosen Hero are, for gameplay purposes, the same entity. Any reference to “you” also means your Hero, and vice versa. With the exception of direct references to your Hero card, there is no distinction between the player and their Hero during play.
Whenever an ability on a card contradicts these rules, the ability takes precedence.
Either player may activate abilities during any player's turn after the unzap step is complete. Abilities may not be activated prior to the active player's unzap step or during any cooldown phase, though some may trigger automatically.
An ability is resolved when its effect has been completed to the fullest extent possible. If an ability cannot resolve completely, any unresolved portion of that ability has no effect. Other abilities (such as interrupts) may prevent an ability from resolving or modify the extent to which that ability resolves.
Abilities are resolved in the order played. An ability must fully resolve before another card or ability can be played. In the event of simultaneous resolution, the active player decides which ability resolves first.
No card may be played and no ability may be activated while another ability is resolving, unless that card or ability is an interrupt (as specified by the card type or ability text).
Interrupt abilities can be played even if another ability has been paid for and is in the process of resolving. If this happens, the Interrupt ability resolves first. Interrupts can be played on other Interrupt abilities, in which case the most recently played Interrupt resolves first, followed by the next, and so on.
If an ability cannot resolve completely, all aspects of the ability that can legally do so are resolved, and then any unresolved portion of that ability is ignored. At this point, the ability is considered fully resolved. Abilities that modify the amount of damage being dealt are resolved prior to the tokens being physically placed on the card.
If an ability was activated as a result of a card that was played and that ability cannot fully resolve, the card is still considered to have been played.
If a card gains an ability that is already present on that card, treat the gained ability as a new, unique instance of that ability.
For example, when a card with Life-O-Suction 2 gains Life-O-Suction 1, each instance of Life-O-Suction is triggered separately (the abilities do not combine to form Life-O-Suction 3, although the resolution of the abilities may have a similar result).
Some abilities require the controller to choose one or more targets. A target is the Hero(es) or card(s) that particular ability will affect. If there is no available target, a card that requires a target may not be played. Similarly, if there is no available target, an ability that requires a target may not be activated.
If the ability on a hired Monster requires a target and there are no valid targets available, the ability still triggers and the Monster is still hired (but its ability cannot resolve).
If an ability has a valid target and that target becomes invalid before the card or ability fully resolves (due to an interrupt, for example), the original ability then cannot fully resolve.
Some abilities have ongoing effects that last for an extended period of time, as specified by that ability. If such an ability is not interrupted by another ability, it is considered resolved as soon as the ability is played, even though the ongoing effect is still active. Players are not required to wait until the ongoing effect is complete before playing further cards or abilities.
When a card leaves play, it is no longer affected by any abilities that had affected it while in play. All tokens on that card are returned to the stockpile, and all Curses that were stuck to that card are moved to their owner's discard pile.
The player currently taking their turn is the active player for the duration of that turn. When the active player's turn ends, their opponent starts their next turn, becoming the new active player. Each player makes the decisions for elements under their control, but if multiple abilities would resolve simultaneously, the active player chooses the order in which those abilities resolve. In the event that abilities would activate simultaneously, the active player decides which ability activates first.
The Munchkin Collectible Card Game has a gameplay mechanic called “cheating.” This specifically refers to one aspect of the game, as outlined in III.2.f – Start a Fight. All references to cheating in official Munchkin Collectible Card Game documentation, including these rules, refer to this gameplay mechanic. Intentional rules violations outside of this definition are not allowed.
A player controls (and may be referred to as the controller of) their deck, discard pile, hand, Hero Zone, hoard, purse, and stash, along with everything in those zones. A player also controls any gold they've committed to a fight, until it is paid. A player makes all decisions for elements under their control. The stockpile and DMZ are shared spaces and are not under any player's control.
When a card (such as a Curse) is played to a zone controlled by an opponent, that opponent becomes the controller of that card, though ownership of the card does not change. When a card leaves play, control of that card reverts to its owner.
There are two types of damage dealt in the game.
A hired Monster's ability always activates, unless a condition described within that ability is not met (even if that Monster would otherwise be squished). A hired Monster's ability activates immediately upon hiring that Monster, unless the ability itself specifies different timing.
Numerical values in the Munchkin Collectible Card Game cannot be reduced below 0 (there are no negative numbers in this game). If a value would be reduced below 0, reduce it to 0 and ignore any further reduction.
A player is considered the owner of all cards they control at the start of the game. Control of cards may change over the course of a game, but ownership does not.
When information in the Munchkin Collectible Card Game is deemed “public knowledge,” that information is freely available to any player upon request.
If the amount of damage on an Ally or Monster is equal to or greater than the life shown on that card, that Monster or Ally is immediately squished.
If the damage on a Hero card is equal to or greater than the life shown on that card, that Hero is immediately defeated and the game ends.
Monsters that survive fights are stashed face-up. When a card is stashed for any other reason, it is stashed face-down unless an ability says otherwise. Face-up cards in the stash are in play; face-down cards in the stash are out of play.
The purpose of a token is not defined until that token is placed. While a player is in the act of moving a token, that token retains its previously determined purpose (if any), though its purpose may change based on where it is next placed. When a token leaves play, it loses any previously determined purpose.
A token in a player's purse or committed to a fight represents gold. A token on a Hero card, Ally, or Monster represents damage. Any other purpose of a token will be specified by a card or ability.
When a player is instructed to move or take “a” token, it means a single token with a value of 1. Players may use tokens of higher value for bookkeeping convenience, but any game text regarding tokens is referring to tokens with a value of 1.
Some abilities require a player to “zap” a card. To zap a card, rotate it 90 degrees to one side. If the ability on a card requires zapping that card, the ability may not be used if the card is zapped — it must be unzapped first.
A zapped card remains zapped until its controller's next unzap step, unless an ability allows the card to be unzapped sooner. To unzap a card, rotate the card back to its original upright orientation.
If an ability does not require zapping as part of its cost, that ability continues to function normally, even if the card is zapped.
Players should sit across from one another with enough space between them to place several rows of cards. This space is divided into multiple zones, as described below. This area may be referred to as either the game area or the table, even if the game is not being played on a literal table.
The space in the center between the players is the Dangerous Monster Zone (DMZ). Many aspects of gameplay are resolved in this space, and it is shared between both players.
All tokens should be placed to one side of the DMZ, within easy reach of both players. Place the die near the tokens. This area is the stockpile, and it is shared between both players. The stockpile is not limited, and players can agree to substitute counters for tokens, if necessary.
Players are not required to share the same token supply — if they prefer, players may keep their components separate, as long as each player's stockpile is clearly identifiable, in plain view of both players, and separate from other zones in the game area.
To the left of the DMZ is a player's Hero Zone, which contains that player's Hero card, level counter, Run Away marker, and purse.
The purse is a zone in the game area where a player stores their gold. It is considered part of a player's Hero Zone. During setup, each player's purse will be empty until after the first player is determined.
To the right of the DMZ is a player's stash. Cards (and tokens that are placed on or removed from those cards) will enter and leave each player's stash during play, but both stashes will be empty at the start of the game.
Below the DMZ is a player's hoard. Allies, Locations, and Loot will be played here. Each player's hoard will be empty at the start of the game.
A player's deck and discard pile are placed to the left of that player's hoard. The discard pile will be empty at the start of the game.
Each player shuffles their deck and draws six cards from the top of their deck to form their hand. Players begin the game with six cards, but there is no minimum or maximum number of cards a player may have in their hand.
After drawing and looking at the cards in their hands, players have the option to mulligan. If a player wishes to mulligan, that player must first announce their intent to mulligan. That player then shuffles their entire hand into their deck and draws a new hand of six cards. It makes no difference which player, if any, decides to mulligan first. Players may only mulligan at this point during setup, and each player may only do so once. A player that takes a mulligan must keep the new hand.
Each player then rolls the die one time. The player with the highest roll (both players roll again if there is a tie) must choose which player will take the first turn of the game.
The placement of each zone (as described above) may be modified to suit players' preferences, but the gameplay function of each zone must remain as described in these rules. Allies are always played to the hoard, for example, wherever a player's hoard may be positioned in the game area.
If a player is using a modified setup, the layout and functions of the modified setup must be clearly understood by their opponent. If there is a dispute about a modified setup, players must defer to the setup specified in these rules.
Once the setup described above is complete, the game can begin with the first player's turn.
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How to Play
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WARMUP
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Flip
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Unzap
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Reckoning
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Unstash
- Move any tokens on your stashed cards to the stockpile.
- Move all Curses that were stuck to your stashed cards to their owner's discard pile.
- Flip all face-up cards in your stash face-down.
- Move all cards from your stash to your hand.
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Draw
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MUNCHKINING
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Play Loot
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Squish Loot
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Play a Location
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Squish a Location
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Play an Ally
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Start a Fight
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FACE THE MONSTER
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Ready Defender
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Check for Cheating
- Is the revealed card a Monster?
- If the revealed card is a Monster, did the attacker pay enough (or more than enough) gold to hire that Monster?
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(2.1) CAUGHT CHEATING
When the attacker is caught cheating, perform the following steps in sequence:
- The attacker takes 1 damage (move 1 token from the stockpile to the attacker's Hero card).
- Move all committed gold from the DMZ to the attacker's purse.
- Move the revealed card face-down to the attacker's stash.
- The defender's committed cards are moved to the defender's hoard, maintaining their orientation (either zapped or unzapped).
- The active player's munchkining phase continues.
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Hire the Monster
- Any abilities on the hired Monster trigger now. A hired Monster's ability activates even if that Monster would be immediately squished. If the ability on a hired Monster requires a target and there are no valid targets available, the ability still triggers and the Monster is still hired (but its ability cannot resolve).
- Once all abilities on the hired Monster have been resolved, all gold that was committed to that Monster is moved from the DMZ to the stockpile.
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Weapon Damage
All of the defender's committed Weapons simultaneously deal damage to the Monster. Damage dealt as described below is considered combat damage.
- The defender takes tokens from the stockpile equal to the combined power of all Weapons committed to the fight and moves those tokens onto the Monster card to represent damage.
- If the damage on a Monster equals or exceeds that Monster's life, the Monster is immediately squished. Go to III.2.f.(I).(F) – End of the Fight.
- If the Monster is not squished, the fight continues. Go to III.2.f.(I).(E) – Monster Damage.
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Monster Damage
- The attacker takes tokens from the stockpile equal to the Monster's power. Then the attacker returns to the stockpile a number of tokens equal to the total defense of committed cards and other abilities that modify the defense for that fight. The remaining tokens are moved according to the conditions described below.
- No Committed Allies
- One (1) Committed Ally
- Multiple Committed Allies
- The defender is not required to distribute damage equally. For example, a single Ally can take all of the damage, even if that damage exceeds that Ally's life.
- If a game ending condition has not yet been met, go to III.2.f.(I).(F) – End of the Fight.
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End of the Fight
- The fight ends and all abilities that trigger (or end) at the end of a fight happen now. If multiple abilities would resolve simultaneously, the active player chooses the order in which those abilities resolve.
- The surviving Monster is now moved to its owner’s stash face-up, keeping all damage on the card.
- The defender's surviving cards are moved to the defender's hoard, maintaining their orientation (either zapped or unzapped).
- The active player's munchkining phase continues.
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RUN AWAY
- The defender must either flip their Run Away marker to show [LIMP AWAY], or if the token is already showing [LIMP AWAY], the defender must take 2 damage.
- When the defender limps away, [LIMP AWAY] should remain face-up on their Run Away marker. The defender may limp away from multiple fights, but must take 2 damage each time they do so.
- The committed card is moved to the attacker's stash, keeping it face-down.
- The fight ends.
- Move all committed gold from the DMZ to the attacker's purse.
- The active player's munchkining phase continues.
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COOLDOWN
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Level
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Gold
- If the total amount of gold in your purse is equal to or greater than your current level, you take no gold and keep any excess gold you may have.
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End Turn
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End of Game
- Damage on your Hero card meets or exceeds your life.
- When you must draw a card or move a card from your deck to another zone in the game area and your deck is empty.
- Your opponent fulfills an alternate win condition, as specified by an ability.
- You concede the game.
After setup is complete, the first player becomes the active player and takes the first turn of the game. A complete turn begins with the warmup phase, is followed by the munchkining phase, and concludes with the cooldown phase.
Once a player's cooldown phase is complete, that player's opponent becomes the active player and takes the next turn, completing the three turn phases in order. Players continue to alternate turns in this manner until the game ends
The three phases of a turn are described in detail below. All language referring to “you” in these instructions is addressing the active player.
During the warmup phase, a player must follow the steps described below in sequence. If a player cannot perform all of the actions described within one step, they must complete the step a fully as possible, and then proceed to the next step.
Each step occurs even if no action is taken during that step. For example, an ability that triggers during a player's flip step will still trigger, even if the active player did not need to flip their Run Away marker.
After you have completed the steps below, your warmup phase is over and your munchkining phase begins.
Flip your Run Away marker over to show [RUN AWAY] if it currently shows [LIMP AWAY]. If your Run Away marker currently shows [RUN AWAY], do not flip it over. Mischief cards and abilities may not be played during this step.
If you control any zapped cards, unzap them. Either player may play Mischief cards and activate abilities once this step is complete.
Any ability that happens (or ends) during your reckoning step triggers now.
The process described below represents the entire unstash step, and is considered to be one single action.
Draw one card. If you must draw a card and there are no cards left to draw, you are eliminated from the game.
During the munchkining phase, the active player may take any of the actions listed below, as many times they are able, in any order.
Once all players have completed taking actions during a munchkining phase (no player wishes to play any additional cards or activate any further abilities), the current munchkining phase is over and that player's cooldown phase begins. See III.A.3 – COOLDOWN.
Play a Loot card from your hand to your hoard. If playing a Loot card would cause you to exceed your rank limit, that Loot may not be played. If an ability causes the Loot in a your hoard to exceed your rank limit, you may not play any additional Loot (including Loot with a rank of 0) until your rank limit is no longer exceeded.
Zap an unzapped Loot card in your hoard and move it to its owner's discard pile. A zapped Loot card may not be squished in this way.
Play a Location card from your hand to your hoard. Each player may only have one Location in play at any time.
Move an unzapped Location from your hoard to your discard pile. A zapped Location card may not be squished in this way.
Play an Ally card from your hand to your hoard by paying its cost. You may have any number of Allies in play.
Declare that you are starting a fight with your opponent. When you start a fight, you are the attacker and your opponent is the defender until the end of that fight.
Choose any card from your hand and move it to the DMZ, face-down. Then move any amount of gold (or none) from your purse to the DMZ, next to the face-down card. This signifies the start of a fight.
If at any point during a fight the attacker does not have a card committed to that fight, the fight ends. Go to III.2.f.(I).(F) – End of the Fight.
The defender must now choose to either run away or face the Monster. If the defender decides to face the Monster, go to III.2.f.(I) – FACE THE MONSTER. If the defender runs away, go to III.2.f.(II) – RUN AWAY.
If the defender chooses to face the Monster, follow the steps below.
The defender may commit any number of their unzapped Weapons and/or Allies to the fight by zapping them and moving them from their hoard to the DMZ.
If a committed Weapon or Ally becomes unzapped during a fight, it is still committed to that fight unless an ability specifically moves it out of the DMZ.
The defender then declares that they are “ready,” and the attacker reveals their committed card.
When the attacker reveals their committed card, two questions must be answered:
If the attacker reveals a Monster, players may play any cards or activate any abilities to affect the gold cost of that Monster. Once all players have had the chance to modify the gold cost of the Monster, proceed to the second question.
If the answer to both of these questions is YES, the attacker is not cheating and the Monster is hired. Go to III.2.f.(I).(C) – Hire the Monster.
If the answer to either of the above questions is NO, the attacker has been “caught cheating.” Go to III.2.f.(I).(B).(2).(2.1) – CAUGHT CHEATING.
If the attacker was not cheating, the Monster has been hired.
The Monster now deals damage to committed Allies and/or to the defending Hero. Damage dealt as described below is considered combat damage.
If there are no Allies in the fight, the damage is dealt directly to the defending Hero. The attacker moves all remaining tokens onto the defender's Hero card to represent damage.
If just one Ally is committed to the fight (regardless of the number of committed Weapons), the attacker moves all remaining tokens onto that Ally card. If the damage dealt to an Ally is greater than its life, the Ally is squished, but no damage carries through to the defender.
If there are multiple Allies committed to the fight, the defender chooses how to distribute the damage among those Allies. The attacker moves all remaining tokens onto the Ally card(s) as specified by the defender. If the damage on any Ally meets or exceeds that Ally's life, that Ally is squished.
Note that the Monster will have already been moved to its owner’s discard pile if it was squished during the fight.
If the defender chooses to run away from a fight, follow the steps below.
No player may play any cards or activate any abilities during the cooldown phase (this includes interrupts). However, there may be abilities that trigger automatically. Any ability that lasts “for this turn” or “until cooldown” ends during your cooldown phase. Note that some abilities may last until a later cooldown phase.
Resolve any abilities that trigger (or end) during your cooldown phase. If multiple abilities would resolve simultaneously, the active player chooses the order in which those abilities resolve.
After all abilities have resolved, follow the steps below.
If you are not at level 10, increase your level counter by 1. You cannot increase your level past 10. Abilities that trigger when you gain a level cannot activate if you are already at level 10.
If the total amount of gold in your purse is less than your current level, take tokens from the stockpile and move them to your purse until you have an amount equal to your current level.
Declare to your opponent that your turn is over. Your opponent then becomes the active player and begins their turn.
You are eliminated from the game when any of the following conditions are met:
When there is only one Hero left in the game, that Hero wins! If there are no Heroes left (due to simultaneous damage, for example), the game ends in a draw.
When the game ends, any components that changed control during play are returned to their owner(s).
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Glossary
- If an ability triggers when a player draws, the ability triggers once for each draw event.
- If an ability triggers when a player draws a card, the ability triggers once for each individual card drawn.
- Turn over so that the opposite side is showing.
- A step within the warmup phase. See III.A.1.a – Flip.
- Tokens count as gold when they are in any player's purse or committed to a fight. See II.A.13 – TOKENS.
- A step within a player's cooldown phase. See III.A.3 – COOLDOWN.
- An ability that may be activated and resolves before the effects of another activated ability can resolve. See II.A.1 – ABILITIES.
- A subtype of Mischief cards. See I.E.5.c – Interrupt.
- Move a card to its owner's stash. That card is stashed face-down unless a rule or ability specifies otherwise (for example, a Monster that survives a fight is stashed face-up). See II.A.12 – STASH.
- When a card is stashed face down, move any tokens on that card to the stockpile, and move all Curses stuck to that card to their owner’s discard pile.
- A zone in the game area that may contain any number of cards that are either in play (face-up) or out of play (face-down). See II.B.5 – STASH.
- Rotate a zapped card back to its original orientation. See II.A.14 – ZAP & UNZAP.
- A step within the warmup phase. See III.A.1.b – Unzap.
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Credits
Game DesignEric M. LangKevin WilsonDevelopmentDevin LewisSam MitschkeRandy ScheunemannDevelopment AssistanceKeith BlackardAndrew HackardDarryll SilvaPresident/Editor-in-ChiefSteve JacksonChief Executive OfficerPhilip ReedChief Creative OfficerSam MitschkeChief Operating OfficerSusan BuenoExecutive EditorMiranda HornerMunchkin Line EditorAndrew HackardProduction ManagerSabrina GonzalezProject ManagerDarryll SilvaArt DirectorShelli GaleyMarketing DirectorRhea FriesenDirector of SalesRoss Jepson -
Legal
Munchkin, Munchkin Collectible Card Game, the Munchkin characters, Warehouse 23, the pyramid logo, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Munchkin Collectible Card Game is copyright © 2018 by Steve Jackson Games Incorporated. All rights reserved.
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Updates
July 31, 2018
Multiple Instances of an Ability
If a card gains an ability that is already present on that card, treat the gained ability as a new, unique instance of that ability.For example, when a card with Life-O-Suction 2 gains Life-O-Suction 1, each instance of Life-O-Suction is triggered separately (the abilities do not combine to form Life-O-Suction 3, although the resolution of the abilities may have a similar result).
July 26, 2018
Reveal
Show all players the specified card, including all of that card's characteristics. Unless instructed to move that card elsewhere, revealed card(s) are returned to their original location after the reveal.Monster Damage
The Monster now deals damage to committed Allies and/or to the defending Hero. Damage dealt as described below is considered combat damage.- The attacker takes tokens from the stockpile equal to the Monster's power. Then the attacker returns to the stockpile a number of tokens equal to the total defense of committed cards and other abilities that modify the defense for that fight. The remaining tokens are moved according to the conditions described below.
July 24, 2018
Draw
A player draws by moving a specified number of cards (one or more) from the top of their deck directly to their hand without revealing them to their opponent. When a rule or ability enables a player to draw multiple cards at once, it counts as a single draw event, rather than multiple individual draw events.- If an ability triggers when a player draws, the ability triggers once for each draw event.
- If an ability triggers when a player draws a card, the ability triggers once for each individual card drawn.
July 16, 2018
Prevent
Applies to damage only. Prevent an amount of damage as specified by an ability. If less damage is dealt/taken than the amount being prevented, prevent all damage dealt/taken (in this case, only the amount of damage that was dealt/taken is prevented). Damage prevention is an interrupt.
July 12, 2018
Cancel
An interrupt ability. The cost for a canceled ability is still paid, but that ability does not activate. If the ability is on a card already in play, that card remains in play. When a card being played from your hand is canceled, that card is moved to the discard pile.Give Blood X
A keyword ability. When a player pays for this card, they may, as an optional additional payment, take X damage to also activate the Give Blood modifier of the ability shown on the card.