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.


Comprehensive Rules
Last updated 7/24/18 (latest updates in red)

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

  1. What is this game?
  2. Gameplay Formats & Deck Construction 
    1. SELECT
    2. CONSTRUCTED
  3. Components
    1. NON-STANDARD COMPONENTS
  4. Card Characteristics
    1. NAME
    2. GOLD COST
    3. RANK
    4. ART
    5. CARD TYPE
    6. SUBTYPE
    7. ABILITY
    8. POWER
    9. LIFE
    10. DEFENSE
    11. KEYWORD
  5. Card Types
    1. HERO
    2. ALLY
    3. LOCATION
    4. LOOT
      1. Armor
      2. Trinkets
      3. Weapons
    5. MISCHIEF
      1. Curse
      2. Treachery
      3. Interrupt
    6. MONSTER
  6. Classes

SECTION II

  1. General Rules
    1. ABILITIES 
      1. Resolving Abilities
      2. Multiple Instances of an Ability
      3. Targets
    2. ACTIVE PLAYER
    3. CHEATING
    4. CONTROL
    5. DAMAGE
      1. Combat Damage
      2. Non-Combat Damage
    6. HIRED MONSTERS
    7. NEGATIVE NUMBERS
    8. OWNER
    9. PUBLIC KNOWLEDGE
    10. SQUISH
    11. STASH
    12. TOKENS
    13. ZAP & UNZAP
  2. Game Setup
    1. DANGEROUS MONSTER ZONE (DMZ)
    2. STOCKPILE
    3. HERO ZONE
    4. PURSE
    5. STASH
    6. HOARD
    7. DECK & DISCARD PILE
    8. HAND
      1. Mulligan
    9. FIRST PLAYER
    10. MODIFIED SETUP

SECTION III

  1. How to Play
    1. WARMUP
      1. Flip
      2. Unzap
      3. Reckoning
      4. Unstash
      5. Draw 
    2. MUNCHKINING
      1. Play Loot
      2. Squish Loot
      3. Play a Location
      4. Squish a Location
      5. Play an Ally
      6. Start a Fight
        1. FACE THE MONSTER
          1. Ready Defender
          2. Check for Cheating
          3. Hire the Monster
          4. Weapon Damage
          5. Monster Damage
          6. End of the Fight
        2. RUN AWAY
    3. COOLDOWN
      1. Level
      2. Gold
      3. End Turn
  2. End of Game

SECTION IV

  1. Glossary

SECTION V

  1. Credits
  2. Legal

SECTION VI

  1. Updates

 

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SECTION I
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  1. 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.

  2.  
  3. 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.

    1. 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.

    2. 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.

      1. 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
  4.  

  5. Components

    Each player needs:

     

    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.

    1. 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.

     

  6. Card Characteristics

    The defining characteristics of a card are:

    1. 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.

       

    2. GOLD COST

    3. 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.

       

    4. RANK
    5. 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.

       

    6. ART

    7. 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.

       

    8. CARD TYPE

    9. 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.

       

    10. SUBTYPE

    11. 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.

       

    12. ABILITY

    13. 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.

       

    14. POWER

    15. 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.

       

    16. LIFE

    17. 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.

       

    18. DEFENSE

    19. 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.

       

    20. KEYWORD

    21. 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.

       

  7. 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.

     

    1. HERO

    2. 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.

       

    3. ALLY

    4. 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. 

       

    5. LOCATION

    6. 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.

       

    7. LOOT

    8. 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.

      1. Armor has abilities that relate to damage that is being dealt (dealing, preventing, and healing).

      2. Trinkets have widely varied abilities and typically cover everything that isn't distinctly a Weapon or Armor.

      3. 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.

       

    9. MISCHIEF

    10. 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.

      1. Curse
      2. 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).

      3. Treachery

      4. 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.

      5. Interrupt
      6. 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.

         

    11. 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.

     

  8. Classes

  9. 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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SECTION II
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  1. General Rules

  2. 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. 

    1. ABILITIES

    2. 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.

      1. Resolving Abilities

      2. 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.

         

      3. Multiple Instances of an Ability

      4. 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).

         

      5. Targets

      6. 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.

       

    3. ACTIVE PLAYER

    4. 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.

       

    5. CHEATING

    6. 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.

       

    7. CONTROL

    8. 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.

       

    9. DAMAGE

    10. There are two types of damage dealt in the game.

      1. 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.

      2. NON-COMBAT DAMAGE is exclusively dealt by abilities. Non-combat damage may occur at any time, including during a fight.

       

    11. HIRED MONSTERS

    12. 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.

       

    13. NEGATIVE NUMBERS

    14. 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.

       

    15. OWNER

    16. 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.

       

    17. PUBLIC KNOWLEDGE

    18. When information in the Munchkin Collectible Card Game is deemed “public knowledge,” that information is freely available to any player upon request.

      • 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.

       

    19. SQUISH

    20. 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.

       

    21. STASH

    22. 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.

       

    23. TOKENS

    24. 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.

       

    25. ZAP & UNZAP

    26. 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.

       

  3. Game Setup

  4. 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.

    1. DANGEROUS MONSTER ZONE (DMZ)

    2. 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.

       

    3. STOCKPILE

    4. 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.

       

    5. HERO ZONE

    6. 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. 

      1. Each player's Hero card should be oriented vertically so they can read the text on that card.
      2. Each player's level counter should be set to 1.
      3. Each player's Run Away marker starts the game with the “Run Away” side showing.
      4. See II.B.4 – PURSE.

       

    7. PURSE

    8. 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.

       

    9. STASH

    10. 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.

       

    11. HOARD

    12. 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.

       

    13. DECK & DISCARD PILE

    14. 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.

       

    15. HAND

    16. 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.

      1. Mulligan

      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.

       

    17. FIRST PLAYER

    18. 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.

      1. The first player moves one token from the stockpile to their purse. This token represents the first player's starting gold.
      2. The second player moves two tokens from the stockpile to their purse. These tokens represent the second player's starting gold.

       

    19. MODIFIED SETUP

    20. 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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SECTION III
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  1. How to Play

  2. 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.

    1. WARMUP

    2. 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.

      1. Flip 

      2. 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.

         

      3. Unzap

      4. If you control any zapped cards, unzap them. Either player may play Mischief cards and activate abilities once this step is complete.

         

      5. Reckoning

      6. Any ability that happens (or ends) during your reckoning step triggers now.

         

      7. Unstash

      8. The process described below represents the entire unstash step, and is considered to be one single action.

        1. Move any tokens on your stashed cards to the stockpile.
        2. Move all Curses that were stuck to your stashed cards to their owner's discard pile.
        3. Flip all face-up cards in your stash face-down.
        4. Move all cards from your stash to your hand.

         

      9. Draw 

      10. Draw one card. If you must draw a card and there are no cards left to draw, you are eliminated from the game.

       

    3. MUNCHKINING

    4. 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.

      1. Play Loot

      2. 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.

         

      3. Squish Loot

      4. 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.

         

      5. Play a Location

      6. Play a Location card from your hand to your hoard. Each player may only have one Location in play at any time.

         

      7. Squish a Location

      8. Move an unzapped Location from your hoard to your discard pile. A zapped Location card may not be squished in this way.

         

      9. Play an Ally

      10. Play an Ally card from your hand to your hoard by paying its cost. You may have any number of Allies in play.

         

      11. Start a Fight

      12. 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.

        1. FACE THE MONSTER

        2. If the defender chooses to face the Monster, follow the steps below.

          1. Ready Defender

          2. 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.

             

          3. Check for Cheating

          4. When the attacker reveals their committed card, two questions must be answered:

            1. Is the revealed card a Monster?
            2. 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.

            3. If the revealed card is a Monster, did the attacker pay enough (or more than enough) gold to hire that Monster?
            4. 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.

              • (2.1) CAUGHT CHEATING

                When the attacker is caught cheating, perform the following steps in sequence:

                1. The attacker takes 1 damage (move 1 token from the stockpile to the attacker's Hero card).
                2. Move all committed gold from the DMZ to the attacker's purse.
                3. Move the revealed card face-down to the attacker's stash.
                4. The defender's committed cards are moved to the defender's hoard, maintaining their orientation (either zapped or unzapped).
                5. The active player's munchkining phase continues.

             

          5. Hire the Monster

          6. If the attacker was not cheating, the Monster has been hired.

            1. 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).
            2. 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.

             

          7. Weapon Damage

            All of the defender's committed Weapons simultaneously deal damage to the Monster. Damage dealt as described below is considered combat damage.

            1. 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.
              1. 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.
              2. If the Monster is not squished, the fight continues. Go to III.2.f.(I).(E) –  Monster Damage.
          8.  

          9. Monster Damage

          10. The Monster now deals damage to committed Allies and/or to the defending Hero. Damage dealt as described below is considered combat damage.

            1. 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.
              1. No Committed Allies
              2. 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.

              3. One (1) Committed Ally
              4. 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.

              5. Multiple Committed Allies
              6. 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.

                1. 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. 

               

            2. If a game ending condition has not yet been met, go to III.2.f.(I).(F) – End of the Fight.

             

          11. End of the Fight

          12. Note that the Monster will have already been moved to its owner’s discard pile if it was squished during the fight.

            1. 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.
            2. The surviving Monster is now moved to its owner’s stash face-up, keeping all damage on the card.
            3. The defender's surviving cards are moved to the defender's hoard, maintaining their orientation (either zapped or unzapped). 
            4. The active player's munchkining phase continues.

           

        3. RUN AWAY

        4. If the defender chooses to run away from a fight, follow the steps below.

          1. 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.
            1. 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.
            2. The committed card is moved to the attacker's stash, keeping it face-down.
            3. The fight ends.
            4. Move all committed gold from the DMZ to the attacker's purse.
            5. The active player's munchkining phase continues.

       

    5. COOLDOWN

    6. 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.

      1. Level

      2. 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.

         

      3. Gold

      4. 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.

        1. 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.
      5. End Turn

      6. Declare to your opponent that your turn is over. Your opponent then becomes the active player and begins their turn.

       

  3. End of Game

  4. You are eliminated from the game when any of the following conditions are met:

    1. Damage on your Hero card meets or exceeds your life.
    2. 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.
    3. Your opponent fulfills an alternate win condition, as specified by an ability.
    4. You concede the game.

     

    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).

 

---------------
SECTION IV
---------------
  1. Glossary

  2. Ability
    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.
     
    Activate
    Applies to abilities. An ability is activated when its cost is fully paid, in which case the actions described by that ability are resolved to their fullest extent possible.
     
    Active Player
    The player currently taking their turn is the active player for the duration of that turn. See II.A.2 – ACTIVE PLAYER.
     
    Ally
    A card type that is played to the hoard. See I.E.2 – ALLIES.
     
    Armor
    A Loot subtype. See I.E.4.a – ARMOR.
     
    Attack(er)
    To start a fight. A Hero who has started a fight is the attacker until the end of that fight. See III.A.2.f – Start a Fight.
     
    Bleeding X
    A keyword ability. The affected Hero takes X damage during the reckoning step of that Hero's warmup phase. If a Hero is suffering from one or more bleed effects, that Hero is said to be bleeding. Bleed effects are cumulative.
     
    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.
     
    Card
    An official, published card for the Munchkin Collectible Card Game.
     
    Card Type
    A characteristic of a card. See I.E – Card Types.
     
    Characteristic
    A defining aspect of a card, including the card name, card type, class, subtype, ability, cost, rank, power, and defense. See I.D – Card Characteristics.
     
    Cheat
    A game mechanic that is available to the attacker when starting a fight. See II.A.3 – CHEATING and III.A.2.f.(B) – Check for Cheating.
     
    Class Icon
    A characteristic on some cards that indicates the class to which that card belongs. See I.F – Classes.
     
    Collect X
    A keyword ability. When activated, move X tokens from the stockpile to this card. The purpose of the tokens will be specified by the ability on this card.
     
    Combat Damage
    Combat damage is dealt during a fight. See II.A.5.a – COMBAT DAMAGE.
     
    Commit
    A game mechanic that applies to fights. The attacker commits a card (and usually gold) to start a fight. A hired Monster is committed to a fight. The defender may commit Loot and Allies to a fight. See II.2.f – Start a Fight.
     
    Constructed
    A Munchkin Collectible Card Game gameplay archetype where players build their own decks prior to the game to suit their gameplay preferences. See I.B.2 – CONSTRUCTED.
     
    Control
    A player controls their Hero Zone, hand, hoard, stash, deck, discard pile, and purse. That player controls everything in those zones. They also control any gold they've committed to a fight (until it is moved to the stockpile). If control of a card changes during play, and that card leaves play, control of that card reverts to its owner. A player makes all decisions for the things they control, and may be referred to as the controller. See II.A.4 – CONTROL.
     
    Cooldown
    The last phase of a turn. See III.A.3 – COOLDOWN.
     
    Cost
    The resources required to play a card or activate an ability. Cost includes (but is not limited to) gold cost, zapping or discarding cards, rank, or particular game conditions that must be met.
     
    Curse
    A Mischief subtype. See I.E.5.a – Curse.
     
    Damage
    Tokens from the stockpile represent damage when placed on Hero, Ally, and Monster card types. See II.A.5 – DAMAGE.
     
    Dangerous Monster Zone (DMZ)
    A zone in the game area. See II.B.1 – DANGEROUS MONSTER ZONE (DMZ).
     
    Deal
    Applies to damage only. Damage is dealt by abilities or by Monsters in a fight. Damage is dealt to Heroes, Monsters, and Allies.
     
    Deck
    A zone in the game area that contains a player's stack of out-of-play cards that have yet to be drawn. The cards in a player's deck are face-down. See I.B – Gameplay Formats & Deck Construction.
     
    Defend(er)
    When a player is attacked by their opponent, that player is the "defender" until the end of that fight, even if they run away or commit no cards to that fight. See III.A.2.f – Start a Fight.
     
    Defense
    A characteristic of a card, indicated by a number within a shield icon. See I.D.10 – DEFENSE.
     
    Die
    A game component. A standard six-sided die.
     
    Discard
    A player discards by moving a card from their hand to their discard pile. A player may not discard a card unless a rule or ability says to do so.
     
    Discard Pile
    A zone in the game area that contains a player's face-up, out-of-play cards. Cards may be moved to this zone in various ways, including if they were discarded, resolved, squished, or spilled. See II.B.7 – DECK & DISCARD PILE.
     
    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.
     
    Encore
    A keyword ability. After the card has resolved, it is moved face-down to the controlling player's stash instead of their discard pile.
     
    Fight
    The entire sequence from when the active player declares that they are attacking their opponent until the attacker's committed card leaves the DMZ. See III.A.2.f – Start a Fight.
     
    Flaunt
    A keyword ability. An ability that activates from a player's hand after it is revealed to their opponent. A Flaunt ability can be interrupted, and that card is in play until its ability is resolved.
     
    Flip
    • Turn over so that the opposite side is showing.
    • A step within the warmup phase. See III.A.1.a – Flip.
    Gain
    Increase power, levels, or life as specified by a rule or ability.
     
    Game Area
    The space between the players where all gameplay activities occur. See II.B – Game Setup.
     
    Give
    Applies only to gold. A player moves a specified amount of gold from their purse to their opponent's purse.
     
    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.
     
    Gold
    Gold Cost
    A characteristic of a card, indicated on the card by a number within a coin. See I.D.2 – GOLD COST.
     
    Hand
    A zone in the game area. The cards a player is currently holding and has yet to play. Cards in a player's hand are out of play and should be concealed from their opponent. There is no minimum or maximum hand size. See II.B.8 – HAND.
     
    Heal
    Move tokens (representing damage) from a Hero, Ally, or Monster card to the stockpile. Heal the amount specified by the ability. If there are fewer damage tokens on the card than the amount being healed, move all damage tokens from that card (in this case, the card is only healed by the amount of damage tokens moved). A card with no damage tokens may not be healed.
     
    Hero Zone
    A zone in the game area that contains a player's Hero card, level counter, Run Away marker, and purse. Components in a player's Hero Zone are in play. A player controls their Hero Zone. See II.B.3 – HERO ZONE.
     
    Hero (Hero card)
    Each player is a Hero, represented by a Hero card, which is an official, published Munchkin Collectible Card Game card that indicates the name and all characteristics of that Hero.
     
    Hire
    When "checking for cheating," if the active player is not cheating, the Monster is hired until the end of that fight. See II.A.6 – HIRED MONSTERS and III.A.2.f.(C) – Hire the Monster.
     
    Hoard
    A zone in the game area. See II.B.6 – HOARD.
     
    Ignore
    A game mechanic. When something is ignored, it is treated as though it does not exist.
     
    In Play
    Hero cards, all face-up cards in each Hero's stash and hoard, and all Mischief cards and hired Monsters in the DMZ are in play.
     
    Interrupt
    Keyword
    A frequently used ability with a specific name. Keywords in card text are always bold. See I.D.11 – KEYWORD.
     
    Leave Play
    A card leaves play when it changes from in play to out of play.
     
    Level
    Your level determines how much gold you take during your cooldown, as well as the maximum total rank of the Loot you can have in your hoard. See III.A.C.a – Level.
     
    Level Counter
    A game component. A mechanism used to track your current level.
     
    Life
    A characteristic of Heroes, Allies, and Monsters, indicated by a number within a heart. See I.D.9 – LIFE.
     
    Life-O-Suction
    A keyword ability. When a card with this ability deals any damage, that card's controller heals an amount equal to the damage dealt.
     
    Location
    A card type that is played to your hoard. See I.E.3 – LOCATION.
     
    Look (at, through)
    When an ability instructs a player to look at or look through specific cards, that player examines the indicated cards (without revealing them to their opponent), and then must return them as specified by that ability.
     
    Loot
    A card type. There are three Loot subtypes: Armor, Trinket, and Weapon. See I.E.4 – LOOT.
     
    Mischief
    A card type. There are three Mischief subtypes: Curse, Interrupt, and Treachery. See I.E.5 – MISCHIEF.
     
    Monster
    A card type. There are many Monster subtypes that may be referenced on other cards. See I.E.6 – MONSTER.
     
    Monstrous X
    A keyword ability. A card with this ability does not have the Monster card type, but can still be played as a Monster. When a Monstrous card is revealed in a fight, it is treated as a Monster card type with X cost, X power, X life until it leaves play. Any other ability on that card is ignored until it leaves play. A player may cheat with a Monstrous card by paying less than its cost.
     
    Move
    Change from one zone in the game area to another.
     
    Mulligan
    Before the first turn, players may mulligan. See II.B.8.a – Mulligan.
     
    Munchkining
    The main phase of your turn, during which a player may take any of the following actions as many times as able, in any order: Play Loot, Squish Loot, Play a Location, Squish a Location, Play an Ally, Start a Fight. See III.A.2 – MUNCHKINING.
     
    Name
    A characteristic of a card. The text label at the top of the card. See I.D.1 – NAME.
     
    Negative Numbers
    If a value would be reduced below 0, reduce it to 0 and ignore any further reduction. See II.A.8 – NEGATIVE NUMBERS.
     
    Neutral
    A card with a gray background that has no specific class or class icon.
     
    Non-Combat Damage
    Non-combat damage is exclusively dealt by abilities. See II.A.5.b – NON-COMBAT DAMAGE.
     
    Non-Standard Components
    Game components, officially released or otherwise, that do not conform to the traits of typical Munchkin Collectible Card Game components (i.e., oversized cards). See I.C.1 – NON-STANDARD COMPONENTS.
     
    Opponent
    A player's opponent is the other Hero, as represented by their Hero card.
     
    Orientation
    The position in which a card is placed. For example, face-up, face-down, zapped, and unzapped.
     
    Out of Play
    All face-down cards are out of play. All cards in players' hands and discard piles are out of play. This does not affect whether a card can be targeted (an ability may allow a player to target the card on top of their opponent's discard pile, for example).
     
    Overpay
    Pay more than the required cost to hire a Monster.
     
    Owner
    A player is the owner of all the cards they control at the start of the game. See II.A.9 – OWNER.
     
    Pay
    When a player moves gold from their purse to the stockpile as specified by a rule or ability. This includes gold that was committed to the DMZ from a player's purse, which then moves to the stockpile as a result of hiring a Monster.
     
    Play
    Pay the required cost, if any, to move a card from your hand to an in-play zone of the game area, according to the rules and restrictions specified on that card.
     
    Player
    A player and their chosen Hero are, for gameplay purposes, the same entity. See I.E.1 – HERO.
     
    Power
    A characteristic of Heroes, Weapons, and Monsters, indicated by a number within a green burst in the lower-left corner of that card. See I.D.8 – POWER.
     
    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.
     
    Prime
    A Munchkin Collectible Card Game gameplay format where each player uses a deck that was constructed prior to playing the game. See I.B.2.a – Prime.
     
    Public Knowledge
    Gameplay information that is freely available to either player at any point in the game. See II.A.10 – PUBLIC KNOWLEDGE.
     
    Purse
    A zone in the game area where a player's unspent gold is kept. See II.B.4 – PURSE.
     
    Rank
    A characteristic of Loot, indicated by a number within a blue star in the upper-left corner of that card. See I.D.3 – RANK.
     
    Ready
    A step within a fight. Once the defender has finished committing Weapons and/or Allies to a fight, the defender declares that they are "ready." See III.A.2.f.(I).(A) – Ready Defender.
     
    Reckoning
    A step within the warmup phase. See III.A.1.c – Reckoning.
     
    Recycle X
    A keyword ability. A player may draw X card(s). If they do, they then move X card(s) from their hand to the bottom of their deck in any order, face-down.
     
    Regenerate
    A keyword ability. When this is squished, it is moved to its owner's stash face-down instead of moved to the discard pile. This is an interrupt that takes effect before the card is moved to the discard pile.
     
    Remove from Game
    Applies to cards only. Remove the specified card from the game area. That card is unavailable for the remainder of the game.
     
    Remove (token)
    Move a token from the specified card to the stockpile.
     
    Resolve
    Applies to abilities. 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. See II.A.1.a – Resolving Abilities.
     
    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.
     
    Run Away
    A game mechanic. The defender may run away from a fight prior to the check for cheating step. See III.A.2.f – Start a Fight.
     
    Run Away Marker
    A game component that toggles to indicate whether a Hero is capable of either running away or limping away. See III.A.2.f.(II) – RUN AWAY.
     
    Select
    A Munchkin Collectible Card Game gameplay archetype where players each construct their deck using a specific selection of sealed Munchkin Collectible Card Game products. See I.B.1 – SELECT.
     
    Shuffle
    Randomize the order of the cards in a player's deck. A player may not shuffle their deck unless explicitly instructed to do so by a rule or ability.
     
    Sketchy
    A keyword ability. This ability is not available to a player until they have been caught cheating this turn.
     
    Smack
    A keyword ability. During a player's turn, that player may choose to zap this card to deal 1 damage to a target Hero or stashed Monster.
     
    Spill X
    A keyword ability. A player moves X cards from the top of their deck to their discard pile, face-up. A spilled card is neither drawn nor discarded, and is not in play at any point while it is being spilled.
     
    Squish
    Move a card from in play to its owner's discard pile. Any tokens on that card are moved to the stockpile. See II.A.11 – SQUISH.
     
    Stash
    • 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.
    Steal
    A player steals by moving a specified amount of gold from their opponent's purse to their own purse.
     
    Stealthy
    A keyword ability. While a card with Stealthy is in play, it may not be targeted by any ability. Abilities that do not target a specific card may still affect a card with Stealthy.
     
    Stick
    Place a card under another card already in play so the name of the stuck card is visible. The stuck card modifies the card to which it is stuck as long as it is stuck. There is no limit to the number of cards that may be stuck to a card. When a card leaves play, any cards stuck to it move to their owners' discard pile.
     
    Stockpile
    A zone in the game area where unused tokens are stored. See II.B.2 – STOCKPILE.
     
    Subtype
    A characteristic of a card. See I.D.7 – SUBTYPE.
     
    Survive
    A hired Monster that has not been squished when the fight ends has survived that fight.
     
    Survivor
    A keyword ability. When a hired Monster survives a fight, this ability triggers before that Monster is moved to the stash.
     
    Take
    Applies to gold and damage. Move tokens from the stockpile to another zone in the game area as specified by a rule or ability. When a player takes gold, the tokens are moved to their purse. When something takes damage, the tokens are moved to that card.
     
    Target
    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. If there is no available target, an ability that requires a target may not be activated. See II.A.1.b – Targets.
     
    Token
    A game component. Small items used as counters to represent gameplay elements (such as gold or damage) in specific quantities. See II.A.13 – TOKENS.
     
    Treachery
    A Mischief subtype. See I.E.5.b – Treachery.
     
    Trigger
    A triggered rule or ability is one that activates automatically when a specific game condition is met. It must resolve during or immediately following the triggering condition. When multiple rules or abilities trigger simultaneously, the active player determines the order in which they resolve.
     
    Trinket
    A Loot subtype with miscellaneous abilities. See I.E.4.b – TRINKET.
     
    Turn
    One turn consists of the following three phases, executed in sequence by the active player: warmup, munchkining, and cooldown.
     
    Unstash
    A step within the warmup phase that cannot be interrupted. See III.A.1.d – Unstash.
     
    Unzap
    Warmup
    The first phase of your turn, consisting of five steps: Flip, Unzap, Reckoning, Unstash, and Draw. See III.A.1 – WARMUP.
     
    Weapon
    A Loot subtype that can be committed to a fight. See I.E.4.c – WEAPON.
     
    Zap
    Rotate a card away from its original orientation, 90 degrees to one side. See II.A.14 – ZAP & UNZAP.
 
 
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SECTION V
---------------
  1. Credits

    Game Design
    Eric M. Lang
    Kevin Wilson
     
    Development
    Devin Lewis
    Sam Mitschke
    Randy Scheunemann
     
    Development Assistance
    Keith Blackard
    Andrew Hackard
    Darryll Silva
     
    President/Editor-in-Chief
    Steve Jackson
     
    Chief Executive Officer
    Philip Reed
     
    Chief Creative Officer
    Sam Mitschke
     
    Chief Operating Officer
    Susan Bueno
     
    Executive Editor
    Miranda Horner
     
    Munchkin Line Editor
    Andrew Hackard
     
    Production Manager
    Sabrina Gonzalez
     
    Project Manager
    Darryll Silva
     
    Art Director
    Shelli Galey
     
    Marketing Director
    Rhea Friesen
     
    Director of Sales
    Ross Jepson
     
     
  2. 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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SECTION VI
---------------
  1. 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.

    1. 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.


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