If the class has an ability that has a cost however

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your Class). If the Class has an ability that has a cost, however, you must still pay it – you aren’t that Super! (All of the above is also true for Half-Breed , just for Races.) Treasures Treasure cards include permanent and “one-shot” cards. Any Treasure card may be played to the table as soon as you get it, or at any time on your own turn except during combat (unless the rules below or the card itself says otherwise). Items Most Treasures are Items. Items have a Gold Piece value. (“No Value” is equivalent to zero Gold Pieces, and these cards are also Items.) All Items you have in play are considered “carried.” Items that are actually giving you a bonus are “equipped.” You should indicate Items that are not equipped by turning the cards sideways. You may not alter the status of your Items during a combat or while running away. Anyone can carry any Item (except for extra Big items; see below), but you may equip only one Headgear, one suit of Armor, one pair of Footgear, and two “1 Hand” Items (or one “2 Hands” Item) . . . unless you have a card that lets you ignore these limits, such as Hireling or Cheat! , or unless one of the cards says otherwise. If you are carrying two Headgear cards, for instance, you can equip only one of them at a time. Likewise, some Items have restrictions: for instance, the Mace of Sharpness can only be wielded by a Cleric. Its bonus only counts for someone who is, at the moment, a Cleric. You cannot discard Item cards “just because.” You may sell Items for a level, trade Items with other players, or give an Item to another player who wants it (see below). You may discard Items to power certain Class and Race abilities. And a Curse or a monster’s Bad Stuff (see p. 5) may force you to get rid of something! Big Items: You may carry any number of Small items, but only one Big one. (Any item not marked Big is considered Small.) You may not discard one Big item to play another; you must sell the first Item, trade it, lose it to a Curse or Bad Stuff, or discard it to power a Class or Race ability. If something lets you have more than one Big item (for instance, the Dwarf race) and you lose that ability, you must either correct the problem immediately or get rid of all but one Big item. If it’s your turn and you’re not in combat, you can sell the excess Big items (as long as you have at least 1,000 Gold Pieces of Items to sell). Otherwise, you must give them to the lowest-Level player(s) who can carry them! If any Big items are still left over, discard them. Trading: You may trade Items (but no other cards) with other players. You may only trade Items from the table – not from your hand. You may trade at any time except when you or your trading partner are in combat – in fact, the best time to trade is when it’s not your turn.
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  • Summer '13
  • Takeuch
  • Japanese, Playing card, munchkin, Steve Jackson Games, John Kovalic

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