Today we review one of those games with tradition, falling stand in any group. We refer, as is obvious from the title of the entry Munchkin.
Munchkin is an original title of Steve Jackson, the famous American designer, who was born around the year 2000. The author of other games, like Illuminati or Zombie says, has built its reputation especially with the title in hand, that since come out to the market, it has been commissioned to squeeze the maximum pulling Arabian versions (something similar to what happened with Uwe Rosenberg Bohnanza but exaggerated).
Sure everyone ever wanted to dive into a spectacular game of role, which take the role of a character that makes epic feats. But when most mortals we see that one of these items is usually recoil, it does not seem as spectacular as the idea that would have formed in our mind. Well, Munchkin comes to fill that gap of players who want to participate in a game of role but seems too cumbersome because of all the paraphernalia involved. A card game and a simple and dynamic mechanics that take a group of brave to venture into the dungeon to kill all kinds of monsters. But in addition also we have to annoy our colleagues to stand up with the victory. What more could you ask for?
As a curious note, the name of the game is the term given to those role players to create characters with unique and powerful features making use of the nooks and gaps in regulations, an idea that takes the game as the basis for development.
In Spain, the game is published by Edge Enterntaiment, as amended, at a suggested retail price of 19.95 €. Allows consignments of 3-8 players with an average duration of about 90 minutes per game. The issue that is in my little toy library is the former which is in the market, and which I will outline. Which is available now contains some more components, but essentially the game is pretty much the same.
Important: If you already know the game and / or you just ask me about it, you can go directly to section Opinion. The Content and Mechanical paragraphs are intended especially to those unfamiliar with the game and prefer to get a general idea of how it works.
In a box of standard dimensions in which card games are concerned (19.5 x 10.5 x 3.5 cm.)
- 100 letters Dungeon
- 68 treasure cards
- 1 six-sided die (Bakelite)
- 1 rule
Munchkin is a card game where you take the role of a character that is inserted into a dungeon to try to become the greatest adventurer of all who form the group. To do this we must defeat the monsters that we get ahead, get treasures and gain experience.
In Munchkin there are certain concepts that should be very clear to enjoy the game.
On the one hand we have the character to embody. This character has a set of attributes that will vary throughout the game. The first and most important is the level of experience that go with markers indicating some sort (not included in the game). Our character will start with a level 1 (will never be less than this) and can reach level 10. Our character will also be of a certain race (initially we will be an ordinary human-mill), but throughout the game can be Dwarf , Medium, Elf or even a mixture of any of the above. Also, your character may belong to a class. Initially we not belong to any, but throughout the game we can be Warrior, Cleric, Thief or Magician. Both races and classes give special abilities to the character.
We have two types of cards in the game. On the one hand we have the letters dungeon (with a picture of a wooden door on the back). In it we can find monsters, curses, events, races and guilds. Monsters indicate a certain level of strength, certain conditions which arise in the battle, and what happens if we defeat the monster. They also indicate how many hidden treasures. Curses and events indicate the effect applied to be played. On the other hand we treasure letters (with a picture of a treasure on the back). They find objects (which may be single-use or permanent) indicating the effect applied should be played, and a value in coins.
And a little more.
Preparation of the Game
As in any game of cards, preparation of the game is very simple:
- Two decks (the letters dungeon and the Treasure cards) are shuffled and placed on the table.
- Each player is dealt four cards in each deck.
- 10 markers per player for levels (not included in the game, so we’ll have something we can use for this purpose) are prepared.
- Each player one marker indicating that begins with a level 1 character is placed.
And we are ready to start.
Development of the Game
The game is played by each player playing rounds following the direction of clockwise. The player in each round will:
- Open a door to the dungeon. Draw a card from the dungeon and shows the other players. If it’s a monster card, the player must fight the (discussed below as the fighting are resolved). If it is a curse, it falls on the player. If a letter otherwise, it can be played immediately or put in hand.
- For trouble. If the previous letter was not a monster, you can play one of our hand and face him.
- Loot the room. If we want to do the above (that is, that first stole a letter and this was not a monster and do not want / can play a monster on our hands), steal another card from the dungeon, this time in secret, and place them directly in our hand.
- Charity. At the end of the round you can only have five cards in hand. If we have more, we have to give away the surplus the player with the lowest level. If there is a tie, they should be distributed as evenly as possible (without taking into account the effect of the letters). If we who have lower level, they are discarded.
Let us resolve the fighting. To fight a monster combat forces of both contenders are measured. The strength of the monster is the one indicated on the chart (the level of the monster). Our fighting force will be our current level plus all the changes that produce items that your character carries equipped. If the sum total of our fighting force is higher than the monster, this is defeated. If it is equal to or less we will have to flee.
If the monster is defeated, you automatically go up a level (even two if the monster is very powerful), and take the treasures kept (stealing treasure many cards as indicated by the monster card).
During the course of combat you can also play cards that affect the strength of our monster or fight, as well as letters that automatically defeat the same. Note that if the monster is not killed, not level or even climb could not lead or treasures. Nor can we modify our equipment in the development of combat. When the monster card appears we face, we will do with the current equipment.
If our fighting force is not enough to defeat the monster, we can ask for help from one of our partners. If a player decides to lend assistance, the fighting force will join ours. If you defeat the monster between the two players, only increase of level the player faced the initially monster, but certainly for the second player lend us help prompted receive some compensation (a part of the treasures achieved after the victory). Monster capabilities apply to both players (if the monster somehow affects any race and it is our partner, this will be affected while we do not).
Since it was found to defeat the monster until we are declared winners, you must allow an interval of time set in the curious figure of 2.6 seconds to allow our enemies colleagues involved in it. The other players may participate in combat in several ways: by launching a letter-only use (either on the player or the monster), playing a card to improve / worsen the monster, playing a monster wandering (will add another monster fighting also will have to defeat), stabbing treachery if the player is a thief or throwing a curse.
As we said, if we do not defeat the monster, we must escape. To do so will throw the dice. If we take 5 or 6, we escape. With a value of 1 to 4 we will be hit by the monster (objects, races and classes can modify these values). If we run, the monster is discarded. If we reached, we apply the effect indicated on the card, the Bad Stuff. If two players are involved in combat and have to flee, they flee each. If we are fleeing from multiple monsters, will have to make a roll for each one (indicating that monster belongs to each shot). Escape or we are struck by the monster, this is finally discarded.
If our character perish lose everything except our race and class as well as 1 level. The rest of levels that we had are removed and will post our letters (which are at stake and our hands) on the table, starting with the highest level player, each player takes a card (and only one) of the we have lost. It may not have letters for all. Our character revives then no cards (could help in fighting). When we return to play, steal 4 cards (2 treasure dungeon and 2) and can play any card of race, class or object before stealing the first letter dungeon.
The end of the game takes place in the time when either player reaches level 10 experience with his character, being the winner.
I have mixed feelings with this game. Le I have a special affection because it was one of the first to arrive at my small collection (then very small) as a gift from my colleagues in Barcelona.
The mechanics is dynamic enough to discurran heading steadily and laughter (especially by stabbing and betrayals that follow incessantly), while it is true that the first time you read the rules there is some confusion. In fact, I had to print a flowchart me there by the network in which the steps to be followed in each shift is very clear. Until we learn the mechanics, it is almost essential, then, for me, the regulation is worded somewhat chaotic, leaving important details that are slated to be explained at a certain time for subsequent paragraphs, so that we are not a good idea mechanics until we have played many times.
However, in my opinion it is a game that is aimed at a very specific type of player: an active, imaginative, with great sense of humor and a big dose of bad baba player. If all participants are more or less of these features, the game will surely be a good experience. If instead the players move away from this model of participant, the game will be bland and boring. As you said a companion, seems focused on roleros players to have something to entertain themselves while waiting are all design. A hobby than competitive game leaves much to be desired.
And this game depends heavily on the interaction between players. If all go to slaughter, trying to annoy as much as possible the rest, the game will become a series of personal vendettas chain. If, however, the players are engaged in going about their business, the game will run without any grace. The truth is that the final rounds, in which players have characters with high levels are strained and the level of evil increases unsuspected, trying everything possible to annoy the player who is about to win.
The work of John Kovalic is magnificent. To be a card game and with relatively simple designs, these, together with the hilarious descriptions of the cards have a great charisma that will make us enjoy simply flipping through the various letters that appear throughout the game.
regardless of the topic of the players, the black point is certainly important theme bookmarks. So much cost include a bag of chips parchís type? I’m not saying markers and quality of wood or other materials. Nope. We are looking for life. Chickpeas, lentils or first thing you pilles. I ended up buying a couple of bags of colored markers, which could be very fashionable to decorate vases later. Furthermore the box is very fair. Being a game of cards, they should be sheathed if we want the game to survive the passage of time and the games. For once sheathed (standard case), insert the small ditch next to close the box properly. Even without the insert goes the complicated thing. It seems incredible that publishers do not take into account the needs of its customers. It is true that when you start in this business does not usually pay much attention to the issue of conservation, but as you increase your playroom begins by trying to keep this setting as the first day of each game. At least in this case the cards are a decent weight, so with standard cases (as I said I have put myself) would suffice.
In short, Munchkin develops an idea that obviously has been in operation long (hence the number of expansions and spin-off arising), and that allows us to “simulate” roleplaying games without all the hassle normally associated. If your group games competitive players abound, and who enchants fun trolling, this game should be in your playroom. But it is normal that the items on forever until exhaustion for that focus effect against going further dependence winning chance when managing hand. For all this I give him a … FAIL.
|Game Type||Card Game, Fantasy, Fighting, Humor|
|Recommended Age||+10 years|
|Players||2 – 4 Players|
|Game Time||150 minutes|