Munchkin 7: More Good Cards
Munchkin 7: More Good Cards Rulebook
Table of Contents
Table of Contents
- About This Set
- Armor-Piercing
- Spring-Mounted
- Steel-Toed
- Revealing Costume
- With Spiky Bits
- Gold-Plated
- Reinforced
- Self-Cleaning
- Spike-Heeled
- Theme Music
- Cheat With Both Hands
- Cheat Like There's No Tomorrow
- Unspeakably
- Really, Really
- Curse! Warranty Expires!
- Curse! Lead Paint!
- Lucky Penny
- Portable Hole
- Wishing Ring
- Extra Feat
- Mighty Tome of Skillz
- Magic Blessed DNA Potion
- Lucky Talisman
- Lethal
- Savage
- Generic
- Level-Draining
- Seductive
- Invisible
- Super Munchkin
- Super Duper Munchkin
- Ultra Munchkin
- Half-Breed
- Chimera
- Switcheroo
- Wandering Monster
- Dogpile
- Curse! Don't Call Me Shirley!
- Cheat!
About This Set
Two requests from Munchkin players led to this box of More Good Cards:
First, a lot of you have asked for the Munchkin Blender cards – or, at least, the best ones – with regular Munchkin backs. So here they are. Our thanks to John Kovalic for creating new fantasy illustrations for the ones that were originally very Blenderized.
And second, in late 2007, we did a survey to ask what cards Munchkin players wanted to see more of. We got more than a thousand responses, and the results were very interesting . . . so that's the other half what this set is about.
You can just drop this whole set into your Munchkin game if you want to. Nothing will break, except that Class and Race cards will become relatively scarcer. But you can also cherry-pick More Good Cards that YOU think will make the game the most fun for your group. The card frequency is based on our survey:
76% wanted more Wandering Monsters – so here are five regular Wandering Monsters, one Dogpile (from Blender), and two of a brand new card, which we call . . . And Its Little Friends.
Almost as many, 64%, wanted more Monster Enhancers, so here are six Enhancers . . . plus two "Enhancer Enhancers" to be played on an already-enhanced monster. All eight of these cards are brand new.
52% wanted more Cheat cards. Fine, you cheaters. Here are four regular Cheats, two Cheat With Both Hands, and one Cheat Like There's No Tomorrow!
Only 49% asked for more Curses, but that's almost half, so here's a repeat of Don't Call Me Shirley, the sex-changing curse from Blender, and two brand new Curses.
And 28% wanted more Wishing Rings, so here's another one.
The rest of the cards are taken from Munchkin Blender, re-illustrated where necessary, and represent a wide assortment of madness and abuse. We do hope you like them!
Armor-Piercing
*Bonus card (3). To Weapon Only.
Place this card with a weapon (that is, an item requiring Hands) that gives a level bonus. That item is now the Armor-Piercing (whatever), and gives an extra +3 in combat. This card goes with the item if it is lost, stolen, or discarded.
Spring-Mounted
*Bonus card (3). To Headgear Only.
Place this card with a Headgear item that gives a level bonus. That item is now the Spring-Mounted (whatever), and gives an extra +3 in combat. This card goes with the item if it is lost, stolen, or discarded.
Steel-Toed
*Bonus card (3). To Footgear Only.
Place this card with a Footgear item that gives a level bonus. That item is now the Steel-Toed (whatever), and gives an extra +3 in combat. This card goes with the item if it is lost, stolen, or discarded.
Revealing Costume
*Bonus card (3). Value: 600 Gold Pieces.
The monsters are distracted. Happily distracted, unhappily distracted, you don't care.
Any time you change sex, the costume will tear in inappropriate ways, increasing its bonus by 1.
With Spiky Bits
*Bonus card (4). To Weapon Only.
Place this card with a weapon (that is, an item requiring Hands) that gives a level bonus. That item is now the (whatever) With Spiky Bits, and gives an extra +4 in combat. This card goes with the item if it is lost, stolen, or discarded.
Gold-Plated
*Bonus card (2). To Weapon Only.
Place this card with a weapon (that is, an item requiring Hands) that gives a level bonus. That item is now the Gold-Plated (whatever), and gives an extra +2 in combat. Its value is also doubled! This card goes with the item if it is lost, stolen, or discarded.
Reinforced
*Bonus card (2). To Armor Only.
Place this card with an Armor item that gives a level bonus. That item is now the Reinforced (whatever), and gives an extra +2 in combat. This card goes with the item if it is lost, stolen, or discarded.
Self-Cleaning
*Bonus card (2). To Weapon Only.
Place this card with a weapon (that is, an item requiring Hands) that gives a level bonus. That item is now Self-Cleaning (whatever), and gives an extra +2 in combat. This card goes with the item if it is lost, stolen, or discarded.
Spike-Heeled
*Bonus card (2). To Footgear Only.
Place this card with a Footgear item that gives a level bonus. That item is now the Spike-Heeled (whatever), and gives an extra +2 in combat. This card goes with the item if it is lost, stolen, or discarded.
Theme Music
*Bonus card (*2, 5 for Bards).
Wherever you go, your theme music follows you, irritating friend and foe alike! You may, if you wish, hum it during play.
Cheat With Both Hands
Item card. Two copies are shown with identical text.
You may have and use any two items that would otherwise be against the rules. Play this card with at least one such item. You may add the second one later if you wish, but you can't switch either of them for a new item. Put this card with your chosen items. Discard it after you have lost (sold, etc.) both of them.
Cheat Like There's No Tomorrow
Item card.
For one combat only, you may use any and all items you possess, regardless of Hands, race or class restrictions, or anything else. After the combat, you must discard all items that it would have been illegal for you to use if not for this card.
Usable once only.
Unspeakably
Enhancer card ( or -5 to Level of Monster). Minimum Level 1.*
Play this card on an enhancer card that has been played on a monster. If the enhancer is positive, it is now worth another +5, and the monster has one more Treasure. If the enhancer is negative, it's worth -5 and the monster has one fewer Treasure.
Really, Really
Enhancer card ( or -10 to Level of Monster). Minimum Level 1.*
Play this card on an enhancer card that has been played on a monster. If the enhancer is positive, it is now worth another +10, and the monster has two more Treasures. If the enhancer is negative, it's worth -10 and the monster has two fewer Treasures.
Curse! Warranty Expires!
Curse card. Value: 300 Gold Pieces.
Discard the Item with the highest value in gold pieces. If more than one have the highest value, you may choose.
Curse! Lead Paint!
Curse card. Value: 300 Gold Pieces.
You must either discard the item that gives you the most bonuses, or lose a level.
Lucky Penny
Item card. Value: 200 Gold Pieces.
Whenever someone else loses an item or items to a Trap or Curse, you can immediately discard this item and claim any one of the items he lost.
Usable once only.
Portable Hole
Item card. Value: 1,000 Gold Pieces.
You may have one extra card in your hand. Yes, that means a Dwarf can have seven cards in his hand.
Wishing Ring
Item card. Value: 500 Gold Pieces.
Cancels any curse. Play at any time.
Usable once only.
Extra Feat
Item card. Usable by Human Only. No value.
You may wear and use two items of Footgear at the same time.
Mighty Tome of Skillz
Item card. Value: 900 Gold Pieces.
You may read the Mighty Tome at any time, even if you are in combat. Go through the discard pile and select any Class card you want. You may put it in play immediately if it is otherwise legal for you to do so.
Usable once only.
Magic Blessed DNA Potion
Item card. Value: 500 Gold Pieces.
You may drink the potion at any time, even if you are in combat. Go through the discard pile and select any Race card you want. You may put it in play immediately if it is otherwise legal for you to do so.
Usable once only.
Lucky Talisman
Item card. Value: 300 Gold Pieces. Two copies are shown with identical text.
You may invoke your Talisman when you are hit by any Trap or Curse. Pass the effect to one of the players next to you – your choice. If they have a legal way to escape it, they may do so.
Usable once only.
Lethal
*Monster enhancer card (10 to Level of Monster).
Play during combat. If the monster is defeated, draw two extra Treasures.
Add "Death" to the monster's Bad Stuff.
Savage
*Monster enhancer card (10 to Level of Monster).
Play during combat. If the monster is defeated, draw two extra Treasures.
Generic
*Monster enhancer card (5 to Level of Monster).
Play during combat. If the monster is defeated, draw one extra Treasure. If it wins, it comes up again the next time a face-down Door is drawn, with this card still attached.
Add "Lose Your Class or Classes" to the monster's Bad Stuff.
Level-Draining
*Monster enhancer card (5 to Level of Monster).
Play during combat. If the monster is defeated, draw one extra Treasure. If it wins, it comes up again the next time a face-down Door is drawn, with this card still attached.
Add "Lose Two Levels" to the monster's Bad Stuff.
Seductive
*Monster enhancer card (5 to Level of Monster).
Play during combat. If the monster is defeated, draw one extra Treasure.
Invisible
*Monster enhancer card (10 to Level of Monster).
Play during combat. If the monster is defeated, draw two extra Treasures.
If you are wearing the Helm of Courage, you cannot see the invisible monster, so it does not get the +10 . . . but you still get the extra treasure if you kill it.
Super Munchkin
Class card. Two copies are shown with identical text.
You may have two Class cards, and have all the advantages and disadvantages of each.
Super Duper Munchkin
Class card.
You may have any number of Class cards, and have all the advantages and disadvantages of each.
Ultra Munchkin
Class card.
You may have three Class cards, and have all the advantages and disadvantages of each.
Half-Breed
Race card. Two copies are shown with identical text.
You may have two Race cards, and have all of the advantages and disadvantages of each. Or you may have one Race card and have all of its advantages and none of its disadvantages (for example, monsters that hate Elves will have no bonus against a half-Elf).
Lose this card if you lose your Race card(s).
Chimera
Race card.
You may have any number of Race cards (as long as you have two or more) and have all of the advantages and disadvantages of each.
Lose this card if you ever have fewer than two Race cards.
Switcheroo
Monster-type card (play with a Monster from your hand).
Play this card, with a Monster from your hand, when someone (including you!) is in combat. Remove a single monster from the combat and put it in your hand. If any enhancing cards had been played on that monster, return them to their owners.
Wandering Monster
Monster-type card. Five copies are shown with identical text.
Play this card, with a Monster from your hand, when someone (including you!) is in combat. Your monster joins the one already fighting – add their Levels. If the character(s) must flee, resolve the Run Away attempts separately, in the order the victim chooses.
Dogpile
Monster-type card (play with a Monster from your hand).
Play this card, with a Monster from your hand, when someone (including you!) is in combat. Each other player may now add one monster from their hand, if they choose! The new monsters join the fight – add their Levels. If the character(s) must flee, resolve the Run Away attempts separately, in the order the victim chooses.
Curse! Don't Call Me Shirley!
Curse card.
You change sex. -5 to your next combat due to distraction. After that, the change is permanent but there is no further penalty.
Cheat!
Item card. Four copies are shown with identical text.
You may have and use any one item that would otherwise be against the rules. Put this card with that item. Discard it when you lose that item.