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During the early/mid game, when you draw a low level monster card to your hand, hold onto it for you final play from level 9 to 10. On that final turn, everyone will throw everything they have at you to stop you from winning, so Looking for Trouble and playing a level 1 Crabs, for example, gives you a huge head start in overcoming whatever cards the other players play against you.
Selling items can sometimes slip your mind but if you can remember to sell when you get 1000 gold worth of unused items… And don’t be hesitant to get rid of a +1 bonus you are using if you need an extra 100-200 gold to get to 1000. Most times sacrificing the items +1 bonus for the level is a better trade off but I usually only do this kind of trade off at higher levels, since sometimes at low levels you can trade the bonus for the level then have to face a monster that wouldn’t have pursued you if you had just kept the bonus instead of selling for the level.
Sounds crazy, I know, but let me explain.
In a typical scenario when a player comes up against a monster they can’t kill, they ask the table for help in exchange for a treasure. Someone agrees to help out, the monster dies, the helper gets a treasure (or two), and the player gets a level (and maybe some treasure.)
But sometimes it’s better for you if the person looking to help another player out gets nothing, especially if that person is an elf or if they are sufficiently ahead in levels and the player struggling with the monster is lower in levels. Charity isn’t always bad; you help someone out who might help you in the future and you keep a stronger player from getting some awesome loot.
Oh, and the look on people’s faces is awesome when you make an offer to help for no treasures. Haha!
Munchkin is such a simple game that it almost seems foolish to have a limit to how many players can play. You will feel the need to play with eight or nine, because what else can you play with that many people?
I will attempt to crush that desire to be nice to your too-large gaming group.
1. It will be a year before you get a turn. Seasons will come and go while you sit with no cards, dreaming of your chance to hit third level. On your turn, you will be faced with the Wight Brothers, and no one will help. Why? They are also out of useful cards, and they don’t want to die. Don’t worry, you’ll hit 3rd level someday. Maybe in the Year of the Ram.
2. The style of endgame in Munchkin comes up in many different games. Everyone tries to win in order, and the person who wins is the person who tries to go out after everyone else has used all of their evil cards. With too many players, there are too many evil cards. Your odds of winning have decreased to be indistinguishable from zero. Your odds of leaving the gaming table with good memories of your experience are actually zero. Why play games where people aren’t happy? That isn’t playing. That’s working.
3. If you fall behind in Munchkin, you have locked yourself in to a fourteen hour session of pain and suffering. You cannot win. All you can do is help someone else lose. You are likely not the only one in this boat. You are lengthening the game, because it is your only possible strategy at this point, and that DOESN’T actually help you. You should forfeit and go watch BSG while they finish up their game. Maybe you can set up the next game. Take one for the team.
In summary, do not play this game with more than six people.
At Gencon, we played with an Optional Rule where after you opened an empty door, you could grab either a door card or a treasure card for your hand. The game was just as fun, but it did make the game last about 15-30 minutes shorter. We got to easily play 2 games in the 2 hour timeslot. It was great.
Often times at the low levels it is very difficult to beat a monster which results in fleeing the battle. If you offer to help them early they will get the chance to level up, so don’t hesitate to request 1 of the treasures and make sure you get your choice first of the available treasures. In many scenarios it is better to get some help and lose a treasure than flee and get nothing. And on the off chance that one of the other players makes the monster too hard to kill, the game is still young so dying and starting over won’t hurt you too much.
One of the fun features of being a wizard in this game is that you may discard your hand and make the monster disappear. While you don’t go up a level for doing this you do get the monster’s treasures.
If you are fighting a monster with a significant amount of treasures play any one time use cards you may have to add levels to the monster (these cards give extra treasures when the monster is defeated), discard the rest of your hand to make it disappear and you now have a new hand of nothing but treasure.
This won’t advance your level, but it will help you build up your arsenal for the next monster.
If you are mid-level or so and you have a decent monster in your hand, don’t use it on other people. Save it in case you have trouble landing monsters when you get to the higher levels. Inevitably, everyone piles on the highest level player, but eventually they run out of ammo. That’s when your monster comes in.
I like taking out the dual race and class cards….characters can get to bloated when your just starting out learning the game. I found it really helps you use your race and class abilities more and learn what you can do when your only focuses on one.
Sure, the game is about back-stabbing your friends, but in a larger game (more than 4 players) it’s considerably faster to play as teams so as to pool resources in defeating monsters in early game, and prevent the agonizing decision on who to use your best/worst cards on. A team only wins when all its members are level 10.
We’ve learned at my house that the number of items specific to a race/class/accent/mojo, etc. is disproportionate to the actual races/classes/accents/mojos, etc.
You will draw a HECK of a sword…meant for orcs only, or headgear meant for Gadgeteers. And at +5, it’s hard to pass on those.
Here’s the thing, you have to keep in mind that the short-term goal may be to kill the next beast, but the long term is to reach level 10. And selling powerful items can really help.
Cons of selling: The 8% chance of actually having the condition to use that might cleaver.
Pros of selling: Levelling twice as quickly as your group and the looks on their faces when you sell something they could have actually used.
Not quite sure if you’ll like Munchkin? Direct your friends to the Munchkin Rigged Demo, a short Flash demo that introduces you to Munchkin and teaches the basics of the game.
http://www.worldofmunchkin.com/game/demo.html
Speaking primarily on the original Munchkin game and it’s several expansions. When I first tried the base game, the reason I enjoyed it was because it was balanced from low level to high level monsters which created decent progression.
Over excited about the game, I purchased several of the expansions and shuffled them in at once. While it’s great for more variety, it becomes seemingly hard to get a monster to defeat in early levels. Still fun, but this can cause a game to drag sometimes.
Munchkin has only a few limits on what you can carry. It must be an item (item have a gold value) and you can only carry one big item (anything currently in use by your character counts towards this limit). You can use this to keep your hand under the limit and avoid giving away cards, expect ally one-shot items.
The only disadvantage is losing the element of surprise. Everyone can see what you are carrying!
Remember to turn the cards for carried items sideways so it’s clear what is carried and what us in use.
If you don’t have the fancy deluxe edition of Munchkin that comes with the pawns and level track, you can use some d10s to keep track of your level. I started doing this after using d20s in Smash Up to keep track of victory points…which is also a good idea. : )
One way to keep track of your fighting level (your level plus all equipped items and other boosts) is to use 2 d20. This allows you to quickly determine fighting levels & saves having to count up all your boosts each play. We have never had someone have level + equipped items that added up to more than 40. This speeds the game up quite a bit, especially when playing with younger players.
Just a general piece of advice. I don’t mean this as don’t buy ” Munchkin” though. I mean the direct expansions.
In a foolish money burning kick, I bought all the expansions for standard Munchkin I could. At the time I believe there were 7. Sure, there are some fun ones, and they can add some entertainment value. But it isn’t worth it.
What I didn’t realize at the time is that, in a standard Munchkin game you probably won’t make it through the deck. When you have an extra four stacks of cards, this only becomes more evident. You don’t see everything, things get confusing, things get weird, and it becomes intimidating for new players.
Just my opinion, of course.
This may seems silly, especially after all of the other bloodthirsty and pointed tips and houserules I’ve posted up until now: Do not side against your wife/significant other. Especially if they are not gamers, particularly.
I learned this the other day. Treated my wife as I would any other player, and essentially slept on the couch for not slipping her extra EQ (just because she sat next to me).
Additional rule: Do not sit next to this person during the game, either.
This game is a fun spoof on RPGs, so when I play it with friends, we like to approach it like an RPG, so we develop a little backstory about our characters, and add a little drama to kicking down the doors to fight monsters. We try to tell a story as the game moves along, and the winner of the game is the hero of the story. And if anyone breaks character, they are penalized and have to change something about their game character (change race/class, switch out an item, etc.) It doesn’t change the game too much, but it does add another layer of fun!
When you have a lot of people playing it can be extremely difficult to get to level ten because everyone has cards that can assure that you don’t beat your last monster. When this begins to happen the games can drag on too long.
Usually when a person dies they lose everything and start over. In college we would play with the rule that if the game stretched past midnight if someone was killed they were eleminated from the game. People then begin to use their cards to try to eleminate people and those cards get used up faster making it easier to beat that final monster. It also adds a fun twist when you hit your time limit and realize that death is now final.