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Super Rules

The document outlines the rules for the Super Munchkin game, which can be played with 3 to 6 players using a set of 168 cards and a die. Players start as Level 1 humans and engage in combat against super-villains, with the goal of reaching Level 10 by defeating monsters. The rules cover card management, combat mechanics, character creation, and various phases of gameplay, including how to handle disputes and interactions with other players.

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Marcos Vinícius
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© © All Rights Reserved
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0% found this document useful (0 votes)
83 views6 pages

Super Rules

The document outlines the rules for the Super Munchkin game, which can be played with 3 to 6 players using a set of 168 cards and a die. Players start as Level 1 humans and engage in combat against super-villains, with the goal of reaching Level 10 by defeating monsters. The rules cover card management, combat mechanics, character creation, and various phases of gameplay, including how to handle disputes and interactions with other players.

Uploaded by

Marcos Vinícius
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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you are carrying.

Continuing Traps and some other cards also


MUNCHKINS TO THE RESCUE! stay on the table after you play them.
Your Hand: Cards in your hand are not in play. They don’t
Look! Flying over the streets of Munchkin City! The defenders help you, but they can’t be taken away except by cards that
of truth, justice, and getting more bonuses! It’s the Super specifically affect “your hand.” At the end of your turn, you may
Munchkins! have no more than five cards in your hand.
Super Munchkin is based on the original Munchkin and can When Cards Can Be Played: Each type of card can be played
be combined with it and with any other Munchkin base set (see at a specified time (see p. 5).
p. 6). Cards in play may not be returned to your hand – they must be
This game includes 168 cards, one six-sided die, and these discarded or traded if you want to get rid of them.
rules.

The foes in this game are mostly super-villains, but the


rules still refer to “monsters,” for consistency with earlier
CONTRADICTIONS BETWEEN
games. If it will help, say “Take that, you monster!” as you CARDS AND RULES
defeat them. The rules also refer to “killing” the monsters.
This rulesheet gives the general rules. Cards may
Feel free to tell yourself that you are just heroically
add special rules, so in most cases when the rulesheet
beating them up and taking them to jail. On the other
disagrees with a card, follow the card. However, ignore
hand, you’re munchkins. You can kill things. It’s okay.
any card effect that might seem to contradict one of
the rules listed below unless the card explicitly says it

SETUP supersedes that rule!

1. Nothing can reduce a player below Level 1, although


Three to six can play. You will need 10 tokens (coins, poker card effects might reduce a player’s or a monster’s combat
chips, whatever – or any gadget that counts to 10) for each player. strength (p. 2) below 1.
Divide the cards into the Door deck and the Treasure deck. 2. You go up a level after combat only if you kill a
Shuffle both decks. Deal four cards from each deck to each player. monster.
3. You cannot collect rewards for defeating a monster
CARD MANAGEMENT (e.g., Treasure, levels) in the middle of a combat. You
must finish the fight before gaining any rewards.
Keep separate face-up discard piles for the two decks. You 4. You must kill a monster to reach Level 10.
may not look through the discards unless you play a card that
allows you to! Any other disputes should be settled by loud
When a deck runs out, reshuffle its discards. If a deck runs arguments, with the owner of the game having the last
out and there are no discards, nobody can draw any of that kind word. You could also read the Munchkin FAQ and
of card! errata pages at www.worldofmunchkin.com, or start a
In Play: These are the cards on the table in front of you, discussion at forums.sjgames.com . . . unless it’s more
showing your Class, Powers, and Origin (if any) and the Items fun to argue.
CHARACTER CREATION COMBAT
Everyone starts as a Level 1 human with no Powers and no To fight a monster, compare its combat strength to yours.
Class. (You’d think we’d be tired of that joke by now.) Combat strength is the total of Level plus all modifiers – positive or
Look at your initial eight cards. If you have any Class cards or negative – given by items and other cards. If the monster’s combat
any Power cards of Rank 1, you may (if you like) play one of each strength is equal to yours, or greater, you lose the combat and
type by placing it in front of you. If you have any Item, Sidekick, must Run Away – see p. 3. If your combat strength totals more
or Origin cards, you may play them by placing them in front of than the monster’s, you kill it and go up a level (two for some big
you. If you have any doubt about whether you should play a card, monsters). You’ll also get the number of Treasures shown on its
you could read below, or you could just charge ahead and do it. card.
Sometimes a card will let you get rid of the monster
STARTING AND without killing it. This is still “winning,” but you don’t get a
level. Sometimes, depending on the card, you might not get the

FINISHING THE GAME treasure, either.


Some monster cards have special powers that affect combat
– a bonus against one Class, for instance. Be sure to check these.
Decide who goes first in any way you can agree on. (Snicker.)
One-shot items may be played directly from your hand during
Play proceeds in turns, each with several phases (see below).
combat. You can also use one-shot items that you already had in
When the first player finishes his turn, the player to his left takes
play. One-shot items say “Usable once only.” Discard these cards
a turn, and so on.
after the combat, whether you win or lose.
The first player to reach Level 10 wins . . . but you must reach
Some Door cards may also be played into a combat, such as
Level 10 by killing a monster, unless a card specifically allows you
monster enhancers (see p. 5).
to win outside of combat.
While you are in combat, you cannot sell, steal, equip,
unequip, or trade items, or play items (except for one-shots) from
TURN PHASES your hand. Once you expose a monster card, you must resolve the
fight with your equipment as it stands, plus any one-shot items
At the start of your turn, you may play cards, switch items you choose to play.
from “in use” to “carried” or vice versa, trade items with other Discard the monster card, including any enhancers and
players, and sell items for levels. When your cards are arranged one-shot items played, and draw treasure (see below). But note:
the way you want, go to phase 1. someone may play a hostile card on you, or use a special power,
just as you think you have won. When you kill a monster, you
(1) Kick Open The Door: Draw one card from the Door deck must wait a reasonable time, defined as about 2.6 seconds, for
and turn it face up. anyone else to speak up. After that, you have really killed the
If it’s a monster, you must fight it. See Combat. Resolve the monster, and you really get the level(s) and treasure, though they
combat completely before you go on. If you kill it, go up a level (or can still whine and argue.
two, for some especially nasty monsters!) and take the appropriate
number of Treasures.
If the card is a trap – see 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 fighting 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 kicking
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. FIGHTING MULTIPLE MONSTERS
Some cards (notably Wandering Monster) allow your rivals
(4) Charity: If you have more than five cards in your hand, to send other monsters to join the fight. You must defeat their
you must play enough of them to get down to five, or give the combined combat strengths. Any special abilities, such as
excess to the player with the lowest Level. If players are tied for fighting with your Level only, apply to the entire fight. If you have
lowest, divide the cards as evenly as possible, but it’s up to you the right cards, you can eliminate one monster from the combat
who gets the bigger set(s) of leftovers. If YOU are the lowest or and fight the other(s) normally, but you cannot choose to fight
tied for lowest, just discard the excess. one and run from the other(s). If you eliminate one with a card
or your Race or Class power, but then run from the other(s), you
It is now the next player’s turn. don’t get any Treasure!

2
ASKING FOR HELP DEATH
If you cannot win a combat on your own, you may ask any If you die,, your turn is over – even if
other player to help you. If he refuses, you may ask another player, there are monsters you hadn’t yet tried to
and so on, until they all turn you down or someone helps. Only Run Away from – and you lose all your
one player can help you, adding his combat strength to yours. stuff. You keep your Class(es), Power(s),
Anyone can play cards to affect your combat, however! and Level – your new character will
You can bribe someone to help. In fact, you’ll probably have look just like your old one. (This
to. You may offer your helper any Item(s) you are currently includes Super Munchkin,
carrying, or any number of the Treasure cards the monster has. and any cards that say you
If you offer him part of the monster’s treasure, you must agree keep them even if you die.)
whether he picks first, or you pick first, or whatever. You also keep any Traps
The special abilities or vulnerabilities of the monster also that were affecting your
apply to your helper, and vice versa. For instance, if you are not character when you died.
an Exotic, but an Exotic helps you, The Fandom Menace will Looting The Body:
be at a -3 against you. But if you are facing Professor Polar and Lay out your hand beside
a Mutant helps you, the foe’s level is increased by 3 (unless you, the cards you had in
too, are a Mutant and the foe’s level has already been increased . play. Starting with the
. . don’t increase it twice). one with the highest
If someone successfully helps you, the monster is slain. Level, each other player chooses one card . . . in case of ties in
Discard it, draw treasure face up (see below), and follow any level, roll a die. If your corpse runs out of cards, tough. After
special instructions on the monster card. You go up a level for everyone gets one card, the rest are discarded.
each slain monster. Your helper does not go up. You draw the Dead characters cannot receive cards for any reason, not even
Treasure cards, even if it was your helper’s special ability that Charity, and cannot level up.
defeated the monster. When the next player begins his turn, your new character
appears and can help others in combat . . . but you have no cards.
On your own next turn, start by drawing four cards from each
INTERFERING WITH COMBAT deck, face-down, and playing any legal Class, Power, or Item
You can interfere with others’ combats in several cards you want to, just as when you started the game. Then take
ways: your turn normally.
Use a one-shot item. You can help another player by
playing a “usable once” card. Or you can play it to help
the monster! TREASURE
Play a card to modify a monster. These cards (usually) When you defeat a monster, either by killing it or using a card
make a monster stronger . . . and give it more treasure. to eliminate it, you get its Treasure. Each monster has a Treasure
You can play these either during your own combats or number on the bottom of its card. Draw that many treasures.
during someone else’s combat. Draw face-down if you killed the monster alone. Draw face-up,
Play a Wandering Monster along with a monster from so the whole party can see what you got, if someone helped you.
your hand to join any combat. Treasure cards can be played as soon as you get them. Item
Hit them with a Trap, if you have a Trap card. cards can be placed in front of you. “Go Up a Level” cards can be
used instantly. You may play a “Go Up a Level” card on any player
at any time.
RUNNING AWAY
If nobody will help you . . . or if somebody tries to help, and
your fellow party members interfere so the two of you still cannot CHARACTER STATS
defeat it . . . you must run away. Each character is basically a collection of weapons, armor,
If you run away, you don’t get any levels or treasure. You and magic items, with three stats: Level, Class, and Power. For
don’t even get to Loot the Room. And you don’t always escape instance, you might describe your character as “a 9th-level Mutant
unharmed . . . with Cleavage Stun, the Utility Girdle, and the Sprayed-On
Roll the die. You only escape on a 5 or better. Some items or Costume.”
Powers make it easier or harder to run away. And some monsters Your character’s sex starts off the same as your own.
are fast or slow, and give you a penalty or bonus to your roll.
If you escape, discard the monster. You get no treasure. There Level: This is a measure of how generally buff and studly you
are usually no bad effects . . . but read the card. Some monsters are. When the rules or cards refer to your Level, capitalized, they
hurt you even if you get away from them! mean this number.
If the monster catches you, it does Bad Stuff to you, as You gain a level when you kill a monster, or when a card says
described on its card. This may vary from losing an item, to losing that you do. You can also sell items to buy levels (see Items, p. 5).
one or more levels, to Death. You lose a level when a card says that you do. Your Level can
If two players are cooperating and still can’t defeat the never go below 1. However, your combat strength can be negative
monster(s), they must both flee. They roll separately. The if you get hit with a Trap or some other sort of penalty.
monster(s) CAN catch them both.
If you are fleeing from multiple monsters, you roll separately Class: Characters may be Mutants, Exotics, Technos, or
to escape each one, in any order you choose, and suffer Bad Stuff Mystics. If you have no Class card in front of you, you are merely
from each one that catches you as soon as it catches you. a puny human.
Discard the monster(s).
3
Each Class has different abilities, shown on the cards. You legally use. But you may discard Powers at any time and replace
gain the abilities of a Class the moment you play its card in front them with Powers from your hand.
of you, and lose them as soon as you discard that card. Some If your Level goes down to less than the total Rank of your
Class abilities are powered by discards. You may discard any Powers, you must discard some Powers so that their total Rank is
card, in play or in your hand, to power a special ability. once again less than or equal to your Level.
See the Class cards for when abilities can be used. Note that (Exception: Origins can increase the number of Powers you
the Theft ability cannot be used while the thieving player or the can use.)
target is fighting – and as soon as a monster is revealed, the fight When you die, you keep all the Powers you have in play, just
is on! as you keep your class.
You can discard a Class card at any time, even in combat: “I Some Powers require discards. You may discard any card, in
don’t wanna be a Mystic anymore.” When you discard a Class play or in your hand, to power a Power. Note that if you have NO
card, you become classless until you play another Class card. cards in your hand, you cannot “discard your whole hand.”
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. META-ABILITIES
These abilities can each be granted by several different cards.
Powers: There are 20 of these super abilities. You gain the
advantages the moment you play its card in front of you, and lose Flight: +1 to Run Away, but these do not stack (that is, no
them as soon as you lose or discard that card. matter how many Flight items you have, you still only get +1 for
Some are limited as to what class can or can’t have them, in your Flight ability).
the same way that Items are. Secret HQ: You may have one extra card in your hand for
Each Power has a Rank of 1, 2, or 3. You may have any number each Secret HQ you have.
of Powers as long as their total Rank does not exceed your Level. Secret Identity: Reduces the chance a foe will Trap you.
Powers are treated like Classes. You can’t trade them to other When you encounter a Trap for any reason, roll a die. On a 1-3,
players, but you may play a Power from your hand at any time you escape. On a 4-6, the Trap is effective. On a 6, you also lose
you can legally use it. You may not play Powers that you cannot the Secret Identity card! You may try only one Secret Identity per
Trap.
EXAMPLE OF COMBAT, WITH Theft: You may discard a card to try to steal a small item
carried by another player. Roll a die; 4 or more succeeds.
NUMBERS AND EVERYTHING Otherwise, you get whacked and lose 1 level. Multiple Theft-
granting powers, including the Thief class in Munchkin, DO
Amanda is a 4th-Level Exotic with the Cleavage
stack. If you have two Theft-granting powers, you succeed on 3 or
Stun Power (which gives her a +2 to her combat
more; if you have three, you succeed on 2 or more, and so on. You
strength). She kicks open the door and finds
may not steal during combat.
Bucketman, a Level 1 monster with +5 against
Exotics. Amanda and Bucketman both have a combat
strength of 6, so Amanda is losing.
Amanda: Time for a boost!
ORIGINS
She plays the Black Coffee, giving her +2 for You may have any number of
this fight. Now her combat strength is 8, beating Origins cards.
Bucketman’s 6. If you die, you must discard all
Amanda: Ha! Bucketman’s getting im-PAILed! your Origins cards. If
Erin: Just for that pun, now he’s Your Nemesis! the total Ranks of
Erin plays Your Nemesis, adding 10 to Bucketman’s your Powers now
combat strength. Now Amanda is losing, 16 to 8. exceed your Level,
Amanda: Oh, you are SO going down for this one! you must discard
Amanda plays Trap! Congressional Hearing on Powers until the
Erin. Erin has to discard three cards from her hand total Ranks of
. . . but she only has two, so she discards those and the remaining
loses a level instead. ones are equal to
Erin: That was really uncalled for, but at least you’re or less than your
still losing. Level.
Amanda: Yeah, um, about that? Power Switch!
Amanda uses her Exotic power to discard Generic LEVEL COUNTERS:
Guy from her hand. Instead of her Level, 4, now she
uses Generic Guy’s Level, 14, giving her a combat IT’S NOT CHEATING,
strength of 18, enough to beat Bucketman’s 16.
Amanda: Got anything else? . . . Oh, that’s right, no
IT’S USING THE RULES!
cards. Too bad, so sad . . . If you have an iPhone, iPod touch, iPad, or Android
Erin: I’ll get you yet, my pretty! phone, you’ll like our Level Counter smartphone app.
Amanda goes up a level and claims Bucketman’s Just search for “Munchkin level counter” or click the
treasures – one from the Bucketman card, and two link at levelcounter.sjgames.com. Even better, it gives
extra because he was Your Nemesis. And the game you personal in-game advantages to make your friends
goes on . . . jealous!

4
All enhancers on a single monster add together. If there
ITEMS are multiple monsters in a combat, the person who plays each
enhancer must choose which monster it applies to. Exception:
Each Item card has a Anything that enhances a monster also enhances its Duplicate .
name, a power, a size, and . . if Better Costume Than Yours, Ruler of Small European
a value in Gold Pieces. Country, and Duplo-Ray are played on a single monster, in
An Item card in your any order, you are facing a Ruler of a Small European Country
hand does not count until monster with a Better Costume Than Yours and its Ruler of a
you play it; at that point, it Small European Country Duplicate with a Better Costume Than
is “carried.” Anyone can carry Yours. Good luck . . .
any item, but some Items have
use restrictions: for instance, the
Electro-Mento Hat can only be worn by a Mutant. Its bonus only
counts for someone who is, at the moment, a Mutant.
ITEMS
Any Item card may be played to the table as soon as you get it,
Likewise, you may also use only one headgear, one suit of
or at any time on your own turn other than in combat (unless the
armor, one pair of footgear, and two “1 Hand” items (or one “2
card itself says otherwise).
Hands” item) . . . unless you have a card that lets you ignore these
Any one-shot Item can be played during any combat, whether
limits. If you are carrying two Headgear cards, for instance, only
you have it in your hand or on the table. (Some one-shot Items,
one of them can help you.
such as the Wishing Ring, may also be used outside of combat.)
You should indicate Items that can’t help you, or extras not
Other items stay on the table in front of you once they are
being worn, by turning the cards sideways. You may NOT change
played. You may keep Items in front of you that you cannot legally
your used and carried items during a combat or while running
use (because of your Class or Powers, or because you are already
away. You cannot discard Item cards “just because.” You may sell
using other Items of that type). Turn these Items sideways. These
Items for a level, or give an item to another player who wants it.
Items are “carried” but not “in use.”
You may discard to power abilities. And a Trap may force you to
You get no benefits from Items turned sideways.
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
OTHER TREASURES
combat – in fact, the best time to trade is when it’s not your turn. Other Treasure cards are “specials” (like “Go Up a Level”). You
Any item you receive in a trade must go into play; you can’t sell it may play these at any time, unless the card itself says otherwise.
until it’s your turn. Follow the card’s instructions, then discard it, unless it has a
You may also give items away without a trade, to bribe other persistent bonus like an Item.
players – “I’ll give you the Evil Detector if you won’t help Bob
fight Doctor Deathbreath!”
You may show your hand to others. Like we could stop you. TRAPS
Selling Items for Levels: During your turn, you may discard If drawn face-up, during the “Kick Open The Door” phase,
items worth at least 1,000 Gold Pieces and immediately go up one Trap cards apply to the person who drew them.
level. If you discard (for instance) 1,100 Gold Pieces worth, you If drawn face-down or acquired some other way, Trap cards
don’t get change. But if you can manage 2,000 worth, you can go may be played on ANY player at ANY time. Any time, do you hear
up two levels at once, and so on. You may sell items from your me? Reducing someone’s abilities just as he thinks he has killed a
hand as well as those you are carrying. You may not sell items to monster is a lot of fun.
go to Level 10. Usually, a Trap affects its victim immediately (if it can) and is
discarded. However, some Traps give a penalty later in the game
WHEN TO PLAY CARDS or have a continuing effect. Keep these cards until you get rid of
the Trap or the penalty takes effect. If someone plays a “your next
A quick reference guide . . . combat” Trap on you while you are in combat, it counts in that
combat! (Trap cards you keep as a reminder may not be discarded
to power Class or Power abilities. Nice try!)
MONSTERS If a Trap can apply to more than one item, the victim decides
which item is lost or trapped.
If a monster is drawn face-up during the “Kick Open The If a Trap applies to something you don’t have, ignore it. For
Door” phase, it immediately attacks the person who drew it. instance, if you draw “Lose Your Armor” and you have no armor,
If a monster is acquired any other way, it goes into your hand nothing happens; discard the card.
and may be played during “Looking For Trouble,” or played on There will be times when it will help you to play a Trap or
another player with the Wandering Monster card. Monster on yourself, or to “help” another player in a way that
Each Monster card is a single monster, even if the name on costs him treasure. This is very munchkinly. Do it.
the card is plural.

MONSTER ENHANCERS CLASSES AND POWERS


These cards may be played to the table as soon as they are
Certain cards, called monster enhancers, raise or lower the acquired, or at any time during your own turn. Super Munchkin
combat strength of individual monsters. (Yes, you can have a may be played similarly, but you must have a Class to play Super
negative enhancement.) Monster enhancers may be played by any Munchkin.
player during any combat.

5
You may discard Sidekicks at any time. You may only trade
SIDEKICKS sidekicks that have a Gold Piece value. The other sidekicks are
If you draw a Sidekick, either not “items.”
face up or face down, you may A Sidekick can sacrifice himself for you. If you lose a fight,
play him immediately or keep then instead of rolling to run away, you may discard a Sidekick.
him in your hand for later. You You automatically escape from all monsters in the fight, even if a
may play him at any time, monster card says escape is impossible. If someone was helping
even in combat, you in the fight, YOU decide whether that person automatically
as long as you escapes as well, or must roll to escape.
have only one
Sidekick in
play at a time.

SUPER-SIZED MUNCHKIN FASTER PLAY RULES


Studies have shown that 8.4 out of 9.7 Munchkin players For a faster game, you can add a “phase 0” called Listen
just can’t get enough of the game. Here are some ideas to take At The Door. At the start of your turn, draw a face-down Door
your Munchkin games to new heights – or lows: card, which you may play or not. Then arrange cards and Kick
Combining different Munchkin sets. You can mix two (or Open The Door normally. If you Loot The Room, draw a face-
more) base sets and expansions together for a genre-crossing down Treasure, not a Door.
mega-Munchkin adventure! Space plus Old West? Kung fu You can also allow shared victories – if a player reaches
vampires? No problem! Level 10 in a fight where he had a helper, the helper also wins
Expansions. Most of the Munchkin core sets have the game, no matter what Level he is.
expansions that add still more monsters to kill, new Treasure
to loot, and sometimes entirely new kinds of cards. Ask at your MORE MUNCHKIN
friendly local game store, or visit www.warehouse23.com to
buy directly from us. Visit www.worldofmunchkin.com for errata, updates,
Ask for all the Munchkin sets and expansions at your Q&A, and much more. To discuss Munchkin with our staff and
local game or comic store – find it using our Store Finder, your fellow munchkins, visit our forums at forums.sjgames.
gamerfinder.sjgames.com – but if you don’t have a local store, com. Check out www.worldofmunchkin.com/resources.html
we’ll sell them to you from www.warehouse23.com. for reference cards, play mats, and dozens of links.
Turn it up to EPIC! Playing to Level 10 just isn’t enough for Other ways to connect to the Munchkin social network:
some people. To satisfy their insane cravings, we’ve created Twitter. Our Twitter feed often has Munchkin news (or
Epic Munchkin, a new set of rules that gives all your Munchkin bonus rules!): twitter.com/SJGames.
sets that high-octane boost you need to make it up to Level 20! Facebook. You can connect with other fans on our pages
Look for it on our online PDF store, e23.sjgames.com – it’s for Munchkin (www.facebook.com/sjgames.munchkin) and
completely, absolutely FREE! Steve Jackson Games (www.facebook.com/sjgames).

Game Design by Steve Jackson • Illustrated by John Kovalic


Game Development: Giles Schildt • Development Help: Monica Stephens
Chief Operating Officer: Philip Reed • Munchkin Czar: Andrew Hackard • Munchkin Hireling: Angie Kreuser
Art Direction: Steve Jackson and Wil Upchurch
Production Artists: Alex Fernandez, Justin De Witt, and Monica Stephens
Prepress Checker: Monica Stephens • Print Buyer: Liegh Hegedus
Marketing Director: Paul Chapman • Director of Sales: Ross Jepson
Playtesters: Ken Burnside, Monique Chapman, Paul Chapman, Nathaniel Eliot, Andrew Hackard, Jan Hendriks,
Birger Kraemer, Monica Stephens, Wil Upchurch, Loren Wiseman, Erik Zane, Bree Zastrow.

At the Warpcon 2005 charity auction in Cork, where John Kovalic was a guest, three fans bought the right to appear on Super Munchkin cards.
Thanks to Stephen Bradley (Charisma), Brian Kenny (Mr. Everywhere), and Howard Samuel (Captain Corrosion) for their very generous
donations to Irish children’s charities. We also auctioned three cards on eBay so we could buy a spiffy new computer;
our thanks to David Louttit (Super Munchkin) and Comickaze (Baron Boron). The third buyer vanished after making his payment,
and we hope he resurfaces someday so we can put him in another set . . .

Munchkin, Super Munchkin, Warehouse 23, e23, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporated are
trademarks or registered trademarks of Steve Jackson Games Incorporated, or used under license. Super Munchkin is copyright © 2005, 2008, 2010, 2012 by
Steve Jackson Games Incorporated. Dork Tower characters are copyright © John Kovalic. All rights reserved. Rules version 1.51 (March 2012).

super.worldofmunchkin.com
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