Munchkin Treasure Hunt
Munchkin Treasure Hunt Rulebook
Table of Contents
Table of Contents
Components
- 96 cards (26 monster cards, 70 treasure cards)
- 6 Munchkin tokens and 6 plastic stands
- 2 dice
- Game board
- Rules
Setup
Each player chooses a Munchkin token, puts it in a stand, and places it on the Entrance space. (Do not carry out the instruction written on the Entrance space yet; more on that later.)
Shuffle the treasure cards and deal 3 to each player. Place the remaining treasures face down on the treasure deck spot. Shuffle the monster cards and place them face down on the monster deck spot. Note the empty discard spots next to each deck: during play, treasures are discarded to the treasure discard spot and monsters to the monster discard spot.
The first player is the participant with the most useful things in their pockets.
Cards
There are two types of cards in the game: monsters and treasures.
Monster Cards
Monster cards are used when you enter a room and fight a monster (see "Combat with a Monster" below).
Printed example: the monster card "Dim-witted" (Недалёкий), "+0 to monster".
Treasure Cards
Treasures help you defeat monsters so that you can get even more treasure. Profit!
Many treasures in the game are one-shot. Some help in battles with monsters, others let you do various useful things: re-roll a die, choose the result of a roll, or return played treasures to your hand. After playing a one-shot treasure card, discard it.
Some treasures are permanent. After playing a permanent treasure card, lay it in front of you. It gives its bonus for as long as it stays in front of you. You may have at most two permanent treasures in front of you at the same time. If you want to play a third, one of those you already have must be discarded.
Each treasure shows its gold price. At the end of the game the winner is the player whose treasures in hand are worth the most (see "End of the Game" below).
Printed examples: "Snotty Tissues" (Сопливые салфетки), one-shot, Bonus +2 (its gold price is partly obscured in the source); "Doll Heads" (Кукольные головы), one-shot, Bonus +2, 2 gold; "Sturdy Helmet" (Прочный шлем), permanent, Bonus +3, "Hold this card in front of you!", 3 gold; "Kitten Guards" (Котята-охранята), permanent, Bonus +2, "Hold this card in front of you!", 2 gold; "Broccoli Smoothie" (Смузи из брокколи), one-shot, Bonus +4, 4 gold.
Player's Turn
At the start of your turn, roll the die. Choose a direction you will go, and move the number of spaces rolled. Some spaces have special effects that take effect when you finish your movement on them. If you returned to the Entrance or entered one of the rooms, stop there, even if you have not covered the whole distance rolled on the die.
Printed example: the green player rolls a 3. The Munchkin may move either three spaces to the left or two spaces to the right and stop in the Witch's room.
Another Roll
If you stopped on a space with a drawn die, roll the die again, choose a direction, and move once more.
The Entrance section refers to this effect as the card «Ещё кубик» ("Another Die"); the card itself is not shown in the source.
Monster Spaces
If you stopped on a space showing a monster, move into that monster's room and fight it (see "Combat with a Monster" below).
Treasure Spaces
If you stopped on a space with a chest, take a card from the treasure deck. Nice!
Entrance
If you returned to the Entrance space, take 1 card from the treasure deck and roll the die. Move into the monster's room corresponding to the result of the roll. (During this roll, the card «Ещё кубик» ("Another Die") may not be used.)
Printed example: the red player takes a treasure card and rolls the die, getting 6. That is the Dragon's room (Strength 12+). They must measure their strength against the dragon!
Rooms
The game board has six rooms, each containing a monster. If you enter a monster's room, stop and fight the monster. Oh dear!
Combat with a Monster
Each monster and each Munchkin has a strength.
Monster Strength
On entering a room, take a card from the monster deck to determine which monster you have run into. In the example, the player drew the card "Spiky" (Шипастый), so they must fight the spiky goblin. Unlucky!
Look at the strength printed in the monster's room and add it to the strength on the monster card. This gives the monster's total strength. In the example, the strength of the spiky goblin is 9.
To determine the strength of a troll, you must not only take a monster card but also roll the die.
To determine the strength of a dragon, you must take as many as two cards!
If the monster deck runs out of cards when you need to draw a new one, shuffle the discard pile to make a new deck.
Printed example: the spiky goblin's strength is 5 (goblin room) + 4 (Spiky card) = 9.
Munchkin Strength
To find out how strong you are, roll the die and add the bonuses of your permanent treasures to the result. If you want to become even stronger, you may play one-shot treasures. If you do not want to spend cards, or the situation is bad, try to call someone for help (see "Help!" below).
Printed example: the player's strength is 4 + 2 + 4 = 10. The player won!
Who Wins?
Compare the monster's strength with yours. Whoever has the higher strength wins (in a tie, you win!).
When you defeat a Goblin, take 2 treasures.
Printed example: the goblin room shows Strength 5+ and the treasure symbols for 2 treasures.
If you defeated the monster, take as many treasures as there are chests shown in the room. You do not need to show the cards you took to anyone, unless someone helped you.
If you lost, you must run away. Roll the die and flee the number of spaces rolled away from the room. Then discard one of the permanent treasures in front of you (if you have none, discard 1 card from your hand). It does not matter which space you end up on after running away; do not carry out what is written on it.
Regardless of the outcome of the battle, discard the monster card that attacked you. Then pass the turn to the next player.
If you lost, only you run away. A helper does not run away and remains in the monster's room.
Printed example: the helper moves into your room.
Help!
You can fight a monster together! For another player to help you, they must be within six spaces or fewer of the room you are in. Ask one of those players to help you. If the player agrees, move their token into the monster's room. Note that only one player can help in a battle.
The helper rolls the die, adds the bonus from their permanent treasures, and optionally plays one-shot treasures. Then add your Munchkin's strength to the helper's strength. If your combined strength is greater than or equal to the monster's strength, you win! After a victory, show everyone the treasures you received, and then let the helper choose one of them as a reward.
End of the Game
The game ends when someone takes the last treasure. If you need to take more treasures but there are not enough cards in the deck, shuffle the discard pile and draw the required number of treasures from it. The game still ends at that point.
Add up the price of all the treasures in your hand. Your opponents do the same. Whoever has the treasures in hand worth the most wins. If there is a tie, the tied players win together.