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Setup & Game Flow
Start Setup & Game
Last Update: 5 January 2013
Make a Decision
Action List Boss Fight Charity Combat Death Draw a Monster Game Flow Limitations & Rules Monster Turn Move Monster Setup Your Turn You’ve won the game. End Your Turn YES Did you win? NO 2 3 2 3 3 2 1 3 2 2 1 1
Start Your Turn Come back to life. Place pawn upright in YES the Entrance. Flip all your Health to red. Take 2 Treasures, 2 DxMs and 300 GP.
How to Handle Playing of Cards and Abilities
Cards and actions can be used by any player only on coloured arrows and boxes. Orange arrows and boxes are outside combat and blue ones are during combat. Use the Can You Do That Action Now? chart on Page 2 to see a list of what you can do when. The exception is cards and actions that specifically state they cancel an event or are used before, when or after an event occurs, which can be played when specified. If you die, you also go to the Death rules immediately. Start/End Step
Sub-process (Go to the named Flowchart) YES
Place the Entrance room in the middle of the table.
Are you dead? NO Draw a DxM.
Draw a Monster Check the Room to see if anything happens on entry.
Each player gets a pawn, a pair of dice, a level counter and 3 bases of their colour. Each player gets 3 Treasures, 3 DxMs, 3 green Move, 4 red Health and 300 GP. Add pawns to starting area, set level counters to 1 and determine turn order.
Draw a DxM. Mapmaker randomly draws and places a new Room and Links. YES Is it a new Room?
YES Are there unused Rooms?
Fight an Automatic Monster? NO Monster in Room? YES
Enter Combat with monster/s (monsters ignoring you are optional) NO
Appear on the other side of the Link.
NO Go to
Is there YES a monster in your room? NO
Will all monsters ignore you? YES
Open Passageway Hidden Door Roll a d6 and take Locked Door Regular Door Appear on the other that many hundred What type of side of the passageway GP. If you rolled 4 Passageway? Portal or on either side of or higher, also flip Junky any matching Portal. the Link to Open. Pay the Move cost. If you have Flight, you can use a Junky Passageway as an Open Passageway for 1 Move. If you haven’t spent any move this turn yet, you can spend all of it to use any Passageway type. Take 1 Exit
NO Did you win?
Are you in the Entrance at Level 10? NO
Fight them anyway?
Draw a Monster 7 or 1 or less What was the Result? 2, 3 or 4 5.6 or 8
Enter Combat with monster (optionally if it ignores you) Take 1 Treasure and 5: 100 GP 6: 300 GP 8: 500 GP
All characters start as Level 1 Humans with no class and their player’s gender.
All players may play any Races, Classes and Items to set up their characters.
Spend 1 Move. Calculate Search modifier and If you or anybody else plays a card or uses an action, go back to «. Otherwise, choose an action for which you meet (the precondition/s). 2 number of d6 dice to roll (typically 1). Good Icons 1: Take an exit (Have not spent Move this turn OR can pay Move cost) Sea add 1 d6 while Bad Icons take 1 away (0 or less dice rch give a roll of 0). Roll the dice and add the modifier. 2: Search. (Move >= 1 AND no monsters in Room AND Room is
searchable AND you have not already searched this Room this turn)
Next Player takes a turn. 3: Pick up dropped Items. (Move >= 1) 4: Make a Deal. (Move >= 1 AND no monsters in Room AND Room
9, 10 or more 9: Take 2 Treasures 10: Take 500 GP and 2 Treasures ≥11: Take 3 Treasures Is the Room Ransacked? NO Add a Ransacked token to the Room
Monster Turn NO Are all players dead? YES Game Over. The monsters win. NO
has available Deal that you qualify for) 5: Sell Gold and/or Items for levels. (Have at least 1,000 GP worth) 6: Declare yourself Dead.
7: End your turn. 7 End Turn 6 Die 5 Sell
3 Pick up 4 Make a Deal
Spend 1 Move
2: Take 300 GP 3: Take 400 GP 4: Take 500 GP
Player defeated the boss monster? YES Game Over. Player and Helper (if any) win the game.
Flip all your Health to black.
Discard a multiple of 1,000 GP worth of Gold and/or Items to go up that many levels. No change for Items.
Spend 1 Move (unless Deal says otherwise) and perform Deal instructions.
Pick Up any or all dropped Items and Gold in the Room
Add a Looted Out token to the Room
End Your Turn
Munchkin QuestTM is a trademark of Steve Jackson Games, and its rules and art are copyrighted by Steve Jackson Games . All rights are reserved by Steve Jackson Games. This game aid is the original creation of Jorgen Peddersen and is released for free distribution, and not for resale, under the permissions granted in the Steve Jackson Games Online Policy.
Did the monster move? NO Try to Move NO Monster doesn’t move All monsters complete? YES End Monster Turn NO Choose a monster. YES Give cards to the player/s with the lowest Level as evenly as possible until you reach your maximum hand size (typically 5). you will end up with a new monster for this Room. Play during combat or in combat card Play or Discard Race/Class card Play Go Up a Level card (on anyone) Play Curse card (on anyone) Declare your character dead (your turn only) Sacrifice a level to restore 3 Health Play a Treasure card that you just received Play Item to table (your turn only) Sell Items/Gold for levels (your turn only) Pack/Unpack wearable Items Drop Items you don’t want to wear/carry Trade in-play Items and/or Gold with others OK Is the arrow or direction in Room? OK if not involved in combat Not OK More munchkins? YES One munchkin tries to dodge Trap if not already immune. They draw a DxM. Bullrog). connect a new Room and Links to the map. draw from deck. YES Roll the Monster Die. they draw a DxM. If there are no discards and you need one. Can YES the monster use the Link? NO Monster doesn’t move NO Room beyond next Room explored? YES Treat that Room as the new next Room. Monster is Fast? NO Try to Move NO NO YES Did the monster move? Try to Move Monster doesn’t move Monster moves to the next Room NO Is next Room the Entrance or Sun Room? Monster YES Is player YES of monster’s color in Room? NO Monsters usually can’t go through Walls. starting with those that can change the board (e. NO Monster Find the standie for the monster and roll the Monster Die.g.. YES Is the next Room explored? NO Treat the Room beyond the gap as the new next Room wrapping around to the other side of the dungeon if necessary. but check the card. Remove all monsters of the highest Level (include enhancers) from play. If there are no empty Rooms and you need one. Lurking YES NO Monster will try to first follow the arrow of the chosen color. Choose a base from those that remain and add it to the monster. If the color matches a player.Draw a Monster Start Draw a Monster Follow instructions on the card. Monster Monster will try to follow the arrow of the originally chosen color from now on. Do they escape? YES NO If a base of the rolled color is now available. Apply the Trap’s effect End Draw a Monster Move Monster Start Move Monster (with respect to an arrow or direction) Monster Turn Start Monster Turn Monster will try to go YES in the direction it went the last time it moved. Munchkin Quest Advanced Gameplay Flowcharts Charity Start Charity Does a player own that color? NO Are there any bases left? YES NO Does the player have a base left? YES Add a base of that color to the monster. Consider the new Link into that room. YES Monster NO already been in next Room? Monster Monster is Slow? YES . Whatever happens. Locked Doors nor Hidden Doors. Monster is Contrary or Lurking? Contrary Monster will try to first follow the arrow opposite to the arrow of the chosen color. If not. use it. End Charity Page 2/3 Can You Do That Action Now? Arrow Type Action Type Play at any time card Play at any time except during combat card Draw a Monster Card YES Player of the color gets a DxM Traps NO Is anyone at a lower level than you? NO Discard cards until you reach your maximum hand size (typically 5 cards). Extra Monster What type is it? Trap The trap applies to all munchkins in the Room where the monster will appear. choose a base for the monster.
Victim moves to chosen room. Drop all Items and Gold but keep DxMs. Your turn ends Discard your hand. · Whenever you draw Treasure cards. · Each extra Big Item you carry beyond the first reduces your Move. Was this a Boss Fight? Monsters NO Draw Draw a Monster YES The monster is the Boss Monster. Was NO there a Room to run into? YES If you are the current victim. Flip all your Health to black. The monster will always fight and cannot be removed during combat. regardless of what is on the card. add Run Away modifiers. Try to make for an agreement with one. play as if you began with the new value. NO Roll d6. Did you win? YES Were you helped? NO Helper is an Elf? YES You and your Helper (if any) have won the game. Combat Resolution + NO Discard 2 cards to win? YES Discard any usable once only cards used in the combat. Lose a level. Remove their standie and return base. explored Room to Run Away into. monster card and Items for bonuses and number of dice. Victim suffers Bad Stuff of the monster. they are face-up if another munchkin is in the same Room and face-down if you are alone. · Nothing may move. munchkins can’t use links into unexplored Rooms. Each munchkin left in fight takes 1 Hit for each monster in fight (flip Health to black). Victim chooses an adjacent. Combat Start Combat Limitations & Extra Rules · You are limited to using 1 Armor. You get a DxM for each of your monsters. end your turn immediately after combat ends. Helper goes up one level per monster. You may store up to 2 Items you cannot use in your Pack. flip nor change the links of the Entrance.Munchkin Quest Advanced Gameplay Flowcharts Death Start Death (interrupts play) Page 3/3 Running Away Victim takes a hit Victim NO in room and more monsters? YES Victim chooses a monster to Run Away from. they will Fail their Run Away rolls automatically. NO Helper goes up one level per Fearsome monster. They add their strength to your side.” You must then wait reasonable time to allow others to interfere. Choose a victim (either you or the Helper) who hasn’t Run Away. help Another YES victim is yet to run? NO Each munchkin left in YES fight loses a level. · If Move changes mid-turn. 1 Footgear and 2 Hands’ worth of Hands Items. · Monsters can only enter the Entrance during a Boss Fight. Check monster cards for bonuses upon killing them. Go up one level per monster. If none exists. Good Rooms/icons add a die while Bad ones subtract a die. You Die Eligible Helpers are in 1 the Room and adjacent Ask Rooms. 1 Headgear. Calculate final combat strength (Level + bonuses + dice) of both sides. Check monster for additional conditions. NO Remove and discard all monsters left in the Entrance. Help can only come from other Level 10 munchkins in this fight. · If a card says to draw from the discards and none are available. Calculate and announce the strength of both sides. If you escape the battle. It’s Level is 20. draw the top card of the deck instead. Enter Combat with Boss Monster Any interference? Munchkins’ and NO monsters’ owners roll d6 dice for the necessary sides. End Boss Fight Go up two levels per Fearsome monster and one level per other monsters. YES Monsters are killed. but monsters still can. go to «. Which side’s strength is higher? Are you YES (not the Helper) a Warrior? Munchkins Draw Treasures (face-up if there is another munchkin in the room) and distribute to Helper as per agreement. Your Helper gets one for each of theirs. Shinies and Clothing are Worn. Players usually have 1 d6 die while monsters mostly have 1 or 2. “I’m rolling. Choose an action from the following: 1: Ask for help (If you don’t have a Helper already) 2: Declare yourself Dead 3: Prepare to roll the combat dice 2 Die 3 Rolling Say. · When there are no unused Room tiles left. Victim escapes monster. NO NO Go to YES Did Bad Stuff affect victim? NO Tip over your pawn in the Room where you died. ≥5 Fail OR <5 Go to « Move Helper to the combat Room. Is it your turn? NO Player’s turn continues YES Were you in combat with a Helper? NO Your turn ends « During Combat Is your pawn and at least one monster left in the Room? YES + Did you get a Helper? YES Boss Fight Start Boss Fight If anyone plays a card or uses an action. you must take the hits and lose the level from Running Away. Discard the monster/s and any usable once only cards used in the combat. Helper must finish Running Away if they have not done so yet. YES Check the Room. and Potions and Scrolls can be carried on your belt without limitation. End Combat . · You must defeat a monster in order to reach Level 10.