4 or minion cards you may play them by placing them

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Items (p. 4) or Minion cards, 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 way you can agree on. (Snicker.) Play proceeds in turns, each with sev- eral phases (see below). When the first player finishes his turn, the player to his left takes a turn, and so on. The first player to reach Level 10 wins . . . but you must reach Level 10 by killing a monster, unless a card specifically allows you to win outside of combat. T URN P HASES At the start of your turn, you may play cards, switch items from “in use” to “carried” or vice versa, trade items with other players, and sell items for levels. When your cards are arranged the way you want, go to phase 1. (1) Kick Open The Door: Draw one card from the Door deck and turn it face up. If it’s a monster, you must fight it. See Combat . Resolve the combat completely before you go on. If you kill it, go up a level (or two , for some especially nasty monsters!) and take the ap- propriate number of Treasures.. If the card is a curse or a trap – see Curses and Traps , p. 5 – it applies to you immediately (if it can) and is discarded. If you draw any other card, you may either put it in your hand or play it immediately. (2) Look For Trouble: If you did NOT draw a monster when you first opened the door, you now have the option of playing a monster (if you have one) from your hand and fight- ing it, just as if you had found it when you kicked open the door. Don’t play a monster you can’t handle, unless you’re sure you can count on getting help! (3) Loot The Room: If you did not find a monster by kick- ing open the door and you did not Look For Trouble, you loot the room . . . draw a second card from the Door deck, face down , and place it in your hand. If you met a monster but ran away, you don’t get to loot the room. (4) Charity: If you have more than five cards in your hand, you must play enough of them to get down to five, or give the excess to the player with the lowest Level. If players are tied for lowest, divide the cards as evenly as possible, but it’s up to you who gets the bigger set(s) of leftovers. If YOU are the low- est or tied for lowest, just discard the excess. It is now the next player’s turn. C OMBAT To fight a monster, compare its combat strength to yours. Combat strength is the total of Level plus all modifiers – posi- tive or negative – given by items and other cards. If the mon- ster’s combat strength is equal to yours, or greater, you lose the combat and must Run Away – see below. If your combat strength totals more than the monster’s, you kill it and go up a level (two for some big monsters). You’ll also get the number of Treasures shown on its card.
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  • Fall '09
  • munchkin, Steve Jackson Games, John Kovalic

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