Each class has different abilities shown on the cards

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Each Class has different abilities, shown on the cards. You gain the abilities of a Class the moment you play its card in front of you, and lose them as soon as you discard that card. Some Class abilities are powered by discards. You may discard any card, in play or in your hand, to power a special ability. See the Class cards for when abilities can be used. You can discard a Class card at any time, even in combat: “I don’t wanna be a Pirate any more.” When you discard a Class card, you become classless until you play another Class card. You may not belong to more than one Class at once unless you play the Super Munchkin card. You may not have two copies of the same Class card in play. I TEMS Each Item card has a name, a power, a size, and a value in Gold Pieces. An Item card in your hand does not count until you play it; at that point, it is “carried.” You may carry any number of small items, but only one Big one. (Any item not designated Big is considered Small.) You may not simply discard one Big item to play another; you must sell it, trade it, lose it to a Curse or Bad Stuff, or discard it to power a Class or Accent ability. Anyone can carry any item, but some items have use restrictions: for instance, the Silver Long Johns can only be worn by a Pirate. Its bonus only counts for someone who is, at the moment, a Pirate. Likewise, you may also use 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. If you are carrying two Headgear cards, for instance, only one of them can help you. You should indicate items that can’t help you, or extras not being worn, by turning the cards sideways. You may NOT change your used and carried items during a combat or while running away. You cannot discard Item cards “just because.” You may sell items for a level, or give an item to another player who wants it. You may discard to power certain Class and Accent abilities. And a Curse may force you to get rid of something! Trading: You may trade Items (but not 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’re in combat – in fact, the best time to trade is when it’s not your turn. Any Item you receive in a trade must go into play; you can’t sell it until it’s your turn. You may also give Items away without a trade, to bribe other players – “I’ll give you my Thigh Boots if you won’t help Bob fi ght that Jellyfi sh !” You may show your hand to others. Like we could stop you. Selling Items for Levels: During your turn, you may discard Items worth at least 1,000 Gold Pieces and immediately go up one level. If you discard (for instance) 1,100 Gold Pieces worth, you don’t get change. But if you can manage 2,000 worth, you can go up two levels at once, and so on. You may sell Items from your hand as well as those you are carrying.
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  • Fall '09
  • Playing card, munchkin, Steve Jackson Games, John Kovalic

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