10)axecop_rules.pdf - CHOP THEIR HEADS OFF Gather allies...

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C HOP T HEIR H EADS O FF ! Gather allies for your hero team. Find the bad guys. And CHOP THEIR HEADS OFF! Munchkin Axe Cop is based on the original Munchkin game and the hit webcomic Axe Cop . . . all squished together! This game can be combined with any other Munchkin set (see the last page). This game includes 168 cards, one six-sided die, and these rules. S ETUP Three to six can play. You will need 10 tokens (coins, poker chips, whatever – or any gadget that counts to 10) for each player. Divide the cards into the Door deck and the Treasure deck. Shuffle both decks. Deal four cards from each deck to each player. C ARD M ANAGEMENT Keep separate face-up discard piles for the two decks. You may not look through the discards unless you play a card that allows you to! When a deck runs out, reshuffle its discards. If a deck runs out and there are no discards, nobody can draw any of that kind of card! In Play: These are the cards on the table in front of you, show- ing your Class and Powers (if any) and the Items you are carry- ing. Some other cards, such as continuing Curses, also stay on the table after you play them. Your Hand: Cards in your hand are not in play. They don’t help you, but they can’t be taken away except by cards that specifically affect “your hand.” At the end of your turn, you may have no more than five cards in your hand. When Cards Can Be Played: Each type of card can be played at a specified time (see p. 5). Cards in play may not be returned to your hand – they must be discarded or traded if you want to get rid of them. C HARACTER C REATION Everyone starts at Level 1. Look at your initial eight cards. If you have any Class cards, you may (if you like) play one by placing it in front of you. If you have any usable Items (p. 4), you may play them by placing them in front of you. If you have any doubt about whether you should play a card, you could read below, or you could just charge ahead and do it. S TARTING AND F INISHING THE G AME Decide who goes first in any agreeable manner. We suggest axes at dawn, unless you don’t want to wait that long to play. Play proceeds in turns, each with several phases (see below). When the first player finishes his turn, the player to his left takes a turn, and so on. Contradictions Between Cards and Rules This rulesheet gives the general rules. Cards may add special rules, so in most cases when the rulesheet disagrees with a card, follow the card. However, ignore any card ef- fect that might seem to contradict one of the rules listed below unless the card explicitly says it supersedes that rule! 1. Nothing can reduce a player below Level 1, although card effects might reduce a player’s or a monster’s combat strength (p. 2) below 1. 2. You go up a level after combat only if you kill a monster.
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  • Fall '09
  • Playing card, munchkin, Steve Jackson Games

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