Plantronics Munchkin User Manual

Munchkin: Critical Role lets you play as your favorite
heroes from the Mighty Nein in the world of Wildemount. Battle against Obann, Lorenzo, and Isharnai as you race to gain Treasure and level up. The first player to reach Level 10 wins the game, becoming the Mightiest of the Mighty Nein!
GAME CONTENTS
This game includes:
172 cards, 7 oversized Character cards,
6 plastic trackers, 1 D20, 1 six-sided die, and these rules.
SET-UP
Three to six can play. Divide the cards into the Door and Treasure decks, as indicated by card backs. Shue both decks and deal four cards from each deck to every player. Also, deal one Character card at random to every player.
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CHARACTER CREATION
Each member of the Mighty Nein starts at Level 1, each with special abilities as described by their Character card. Look at your starting eight cards. If you have any Role or Drive cards (p. 2) you may (if you like) play one of each by placing them in front of you. If you have any usable Items (p. 3) or Guest Star cards (p. 2), 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 on, or you could just go ahead and do it.
Note, Character cards are double-sided. The special abilities are the same on both sides, and either side may be used.
CARD MANAGEMENT
Door and Treasure Decks: Place the Door and Treasure decks face-down in the middle of the table. Keep separate face-up discard piles for the two decks. You may not look through the discards unless you play a card that allows you to do so!
Cards in Play: These are the cards on the table in front of you showing your Role and Drive (if any), Guest Stars working with you, and the Items you are carrying, equipped or not. Persistent Curses and some other cards also stay on the table after you play them. All cards in play must be visible to other players.
Your Hand: Cards in your hand are not in play. They don’t help you, but they can’t be taken away except by cards that specifically aect “your hand.” At the end of your turn, you may have no more than five cards in your hand (see Charity, p. 2).
Cards in play may not be returned to your hand – they must be discarded or traded if you want to get rid of them.
STARTING AND FINISHING THE GAME
We suggest rolling the 20-sided die to see who has the highest initiative, but it’s up to you.
Play proceeds in turns, each with several phases (see Turn Phases, p. 2). When the first player finishes his or her turn, the player to the left takes a turn, and so on.
The first player to reach Level 10 wins . . . but you must reach Level 10 by defeating a monster, unless a card specifically allows you to win another way.
conflicts between
cards and rules
This rule sheet gives the general rules. Many cards add special rules, so in most cases when the rules disagree with a card, follow the card. However, ignore any card eect that might seem to contradict one of the rules listed below unless the card explicitly says it supersedes that rule!
. Nothing can reduce a player below Level 1,
although card eects might reduce a players or a monsters combat strength below 1.
2. You go up a level after combat only if you defeat
a monster.
3. You cannot collect rewards for defeating a monster (e.g., Treasure, levels) in the middle of a combat. You must finish the fight before gaining any rewards.
4. You must defeat a monster to reach Level 10 and win, unless otherwise stated by a card. You cannot force another player to help you reach Level 10.
Any other disputes should be settled by loud arguments, with the owner of the game having the last word.
1876
TURN PHASES
CHEAT!
Play this card with an Item card you
have in play or when you play an
Item card from your hand.
This Item is legal for you to equip,
even if it otherwise would not be.
Discard this card when you lose
(sell, etc.) the attached Item.
Go Up a Level!
Level Nine!
“Level nine, level nine, level nine!” The cast
Gain a level, or gain two
levels if you’re Level 7.
+9 to Monster
NEIN!
“Welcome to The Mighty Nein.
—Kiri
Play on a single monster
during any combat.
If the monster is defeated, draw two extra Treasures.
+1 Bonus
Yeza Brenatto
“It’s still you though, right?
That’s all that matters.
An additional +1 for Protection.
You may have two Role cards,
and have all the advantages and
disadvantages of each.
Or, you may have one Role card, and have all the advantages and suer none of the disadvantages.
Critical Rol e
FIGHTER
- ROLE -
Reckless Attack
Once on your turn,
if you have more than one
card in your hand, you may
discard one card at random to
gain a +2 bonus in combat.
Flu rry of Blows
If you play more than one card
when you are in combat,
you gain a +2 bonus.
Your turn begins as soon as the previous player’s turn ends, and it is broken up into a number of phases. First, equip and arrange your cards the way you want, then go to phase 1 – Kick Open the Door.
. KICK OPEN THE DOOR: Draw the top card from the Door deck and turn it face-up. If it is a monster, you must fight it (see Combat, p. 4). If it is a Curse, it applies to you immediately and is discarded, unless it has a persistent eect or you keep the card as a reminder of an upcoming eect (see Curses, p. 7). If you draw any other card (Role, Drive, Guest Star, monster enhancer, etc.), you may either put it in your hand or play it immediately if you want to and it is legal to do so.
. LOOK FOR TROUBLE OR LOOT THE ROOM: If you fought a monster in phase , skip this phase and go to phase
3. If you did NOT draw a monster when you Kicked Open the Door, you have two choices: either Look for Trouble or Loot the Room.
Look For Trouble: You may play a monster card from your hand and fight it, just as if you had found it by kicking open
the door. Don’t play a monster you can’t handle, unless you think you can get some help (see Asking for Help, p. 5)!
Loot The Room: If you don’t have a monster you want to fight, you draw a second card from the Door deck, face-down, and place it in your hand. If it is a monster, you can save it for later, either to fight when you Look for Trouble or to join a combat by using a Wandering Monster card. If it is a Curse, save it to play on a player when the time is right! You can play a Role, Drive, or Guest Star immediately, if you want, or save it in your hand for later.
. CHARITY: If you have more than five cards in your hand, you must play enough cards to get you to five or below – for instance, you can play Curses, sell Items from your hand, or play Items to the table. If you cannot reduce your hand to ve cards, or do not want to, you must give the excess cards to the player with the lowest Level. If other 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 lowest or tied for lowest, just discard the excess. As soon as you are finished with Charity the next players turn begins.
optional rule
You can only win the game once a total of 3 Boss Monsters have been defeated. Boss Monsters are denoted by the icon. You must be Level 10 to win and it is not possible to reach Level 10 by any means other than killing a Monster, unless a card explicitly states that you may reach Level 10 using it. If more than one player is Level 10 once 3 Boss Monsters have been defeated, the player with the highest total Treasure value is declared the winner.
CHARACTER STATS
Your character, in addition to the Character card itself, is basically a collection of Guest Stars, weapons, armor, and Items, and you have three key stats: Level, Role, and Drive. For instance, you might describe your character as “a Level
6 Rogue, driven by Redemption, armed with a Glove of Blasting and Dwueth’var, wearing Nott’s Mask, and accompanied by Pumat Sol.”
LEVEL: When the rules or cards refer to your Level
(capitalized), they mean this number. You gain a level when you defeat a monster, or when a card says you do. You can also sell Items to buy levels (see Items, p. 3). You lose a level when a card says you do. Your Level can never go below 1.
ROLE: Players may be a Rogue, Fighter, Priest, or Mage. Each Role has special
abilities, shown on the card. You gain the abilities of a Role the moment you play its card in front of you, and lose them as soon as you discard that card. Some Role abilities are powered by discards. Unless the card specifies, you may discard any of your cards, in play or in your hand, to power a Role ability. You can discard a Role card at any time, even in combat: “I don’t want to be a Fighter anymore.” You may play a new Role card at any time on your own turn, or as soon as you get it if it’s not your turn.
DRIVE: Characters may be motivated by one of four Drive cards: “Freedom, Protection, Vengeance or Redemption.” The rules for Roles also apply to Drives.
CRITICAL ROLE AND DRIVEN: These cards may be played whenever it is legal to play a Role or Drive, as long as you have an appropriate card (Role for Critical Role, Drive for Driven) to attach it to. You cannot have more than one of the same Role or Drive card in play at once. If you play Critical Role with one Role, you get all the advantages of being that Role (monsters with penalties against that Role suer those penalties) and none of the disadvantages (monsters do not get bonuses because of your Role). If the Role has an ability that has a cost, however, you must still pay it – you aren’t that Critical! If you play Critical Role while you have two Roles, you have all the normal advantages and disadvantages of both Roles. The same rules apply to Driven and the Drive cards.
Guest Star: You may have one Guest Star accompany your character. When you draw a Guest Star, either face-up or face-down, you may play it immediately or keep it in your hand to play later, at any time, even during combat. While in play, your Guest Star may grant you combat bonuses or special abilities. You can choose to play a new Guest Star and discard the old one whenever you like as well, but you may not trade a Guest Star away to another player.
Guest Stars can be sacrificed to allow automatic escape for
CHEAT!
Play this card with an Item card you
have in play or when you play an
Item card from your hand.
This Item is legal for you to equip,
even if it otherwise would not be.
Discard this card when you lose
(sell, etc.) the attached Item.
Go Up a Level!
Level Nine!
“Level nine, level nine,
level nine!” The cast
Gain a level, or gain two
levels if you’re Level 7.
+9 to Monster
NEIN!
“Welcome to The Mighty Nein.
—Kiri
Play on a single monster
during any combat.
If the monster is defeated, draw two extra Treasures.
you from all monsters in a combat, by discarding the Guest Star instead of rolling to Run Away. If someone was helping you in combat, you can even decide whether or not your helper automatically escapes when you sacrifice a Guest Star. The choice is yours!
WHEN YOU MAY TAKE ACTIONS
AT ANY TIME:
Discard a Role.
Play a Go Up a Level or Guest Star.
Play a Curse.
AT ANY TIME AS LONG AS YOU ARE NOT IN COMBAT:
Trade an Item with another player (the other player may not be in combat, either).
Change which Items you have equipped.
Play a card that you have just received
(some cards may be played even during combat; see above).
ON YOUR OWN TURN:
Play a new Role (at any time).
Sell Items for levels (except when you are in
combat).
Play an Item (most Items cannot be played during combat, but some One-Shots can; see One-Shots, on this page).
TREASURES
Treasure cards include both permanent and One-Shots, as well as some special cards not considered Items. Any Treasure card may be played 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. All Items have a Gold Piece value.
All Items you have in play are considered “carried.” Items that are currently giving you a bonus or some other benefit 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, so make sure you are happy with what you have equipped before entering combat.
Anyone can carry any Item, but there are limits to what you can have equipped and actively use. Some Items have icons to identify their types.
A character may equip only:
one
Headgear
one
Armor
one
Footgear
two
1 Handed Items
. . . unless you have a card that lets you ignore these limits, such as a Guest Star or Cheat!, or unless a card says otherwise. If you are carrying two Headgear cards, for example, you can equip only one of them at a time.
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 activate some special abilities. And a Curse or a monster’s Bad Stu (p. 7) may force you to get rid of something!
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. Any Item you receive in a trade must remain in play.
You may also give Items away without a trade, to bribe other players – “I’ll give you my Headband of Intellect if you won’t help the Priest fight The Lost.” You may show your hand to others. Dunno why you’d want to, but whatever.
ONESHOTS: A Treasure card that says “Usable Once Only” is considered a One-Shot Item. Many of these are used during combat to strengthen the munchkins or the monsters. Some have other eects, however, so read the card carefully! Discard these cards as soon as the combat is over or their eect is resolved. One-Shots may be played directly from your hand. One-Shots that are Items may also be carried and played from the table, or sold for levels just like other Items.
OTHER TREASURES: Other Treasure cards (like Go Up a Level cards) are not Items. Most of these cards say when they can be played, and whether they stay in play or are discarded. Go Up a Level cards may be played on yourself or any other player at any time, even during combat. Discard them once they are played. Exception: You cannot play a Go Up a Level card to give a player the winning level, unless specifically noted otherwise!
SELLING ITEMS FOR LEVELS: At any point during your turn except during combat or Running Away, you may discard Items worth a total of at least 1,000 Gold Pieces and immediately go up one level. If you sell Items worth 1,100 Gold Pieces total, 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. You may not sell Items to go to Level 10.
3
or
2 Handed Item
one
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