What is it?
In 2001, Steve Jackson Games released a card game called Munchkin that promised to deliver a Role Playing Game without all the role playing nonsense that goes with that moniker. It's a fun, irreverent, simple game to play and it was so well received, SJ Games decided to release a board game based upon the same simple mechanics and wacky humour.
Munchkin Quest was born and while it carries on Munchkins legacy of lampooning the Dungeons and Dragons ridiculousness, the rules have been tweaked somewhat to accommodate a modular board, roaming monsters and lots of lots of treasure. You can still steal said treasure, you can still kill monsters and you can still stab your buddies in the back (while stealing their treasure). Good, then.
The Objective
The first player to reach level 10 who can then reach the exit by defeating a big ugly monster is the winner. This is achieved by exploring the dungeon, killing monsters and finding treasure (did I mention and stabbing your buddies in the back?). Wholesome family fun.
What's in the box?
51 Deux ex Munchkin cards, 81 treasure cards, 68 monster cards, 27 health tokens, 69 gold pieces, 12 dropped item tokens, 15 move tokens, 12 search result tokens, 4 level counters, 4 Munchkins, 12 monster bases, 24 double-sided room tiles, 1 entrance tile, 73 links, 38 monster standies, 8 6-sided dice, two for each player, 1 10-sided die, 1 six-colored monster die, 1 20-page rulebook. It's a big old box of goodies and for £35 (or thereabouts), tremendous value.
How to play
Each players turn is split into these phases:
*Draw a DxM card
*Movement which can be Exploring, Fighting, Dealing or Searching
*Charity
Then the monsters move. Run away, fast.
In the original Munchkin card game, the allegory of exploring a dungeon was explained by turning over a door card. Here, this is taken further by placing a large, well-illustrated dungeon tile onto the playing surface. All the players in the game start at the entrance room (that also serves as the exit come the end of the game) and from here, doorways lead to as-yet unknown parts of the dungeon. In the board game world, this is known as a modular board and as the next room to be explored is totally random, every game is different.
As a player moves through a doorway, a new, random dungeon room is attached to the board and a new monster is generated, represented by a small (or large, depending on the monster) cardboard chit that is slotted into a coloured plastic base. It would have been nice to have properly sculpted plastic models for the monsters but as there are so many other components in the game, the cost would have been too prohibitive. As it is, the plastic player models will have to do (as nice as they are).
On their turn, each player has a 3 movement tokens that can be used to move between rooms, fight monsters, search for treasure or deal with other players. Movement tokens can be added during the course of the turn as long as the DxM or treasure card allows it. Each room has a set of icons on it and / or additional rules that can affect things like combat and searching. Rooms can be ransacked and looted, depending on the results of a search look-up table.
Combat is very similar to the card game with a very simple level comparison to item bonuses plus the players level and, new for this game, a roll of the dice. Other players can still throw in cards that affect the combat, either to help or more likely, to hinder you and reduce you to a pile of smoldering ash (should you be facing a level 20 Plutonium Dragon, that is. If it's just a potted plant (really, there is one), you can put your hands on your hips, stick out your chest and laugh like a Crunchie bar).
Monsters are controlled by the players but really, this amounts to little more than moving them around the dungeon in the monster turn phase or rolling dice for them in combat. An extra card is drawn from the DxM deck if a player's monster is mercilessly destroyed.
Bad bits
The rules, understandably, are much more complex than the card game and with it, the length of game has increased somewhat. It's much less fast-moving than before and with 3 movement tokens per turn that can also be enhanced, we found each player was taking up to 20 minutes per turn. This is a *loooong* wait between turns. Of course, this is offset by the ability to take part in combat as well as (randomly) taking control of monsters that appear. The 3 movement tokens also mean a player going first has an advantage when it comes to building up their character quickly with armour, weapons and such-like. With four players, we have yet to play a game under two and a half hours. The first game took a mammoth 5 hours to get through with lots of rulebook lookups.
Taking your turn last is a distinct disadvantage. A few games now I have gone last and only managed to move my Munchkin character twice before the game has ended and before I could make any meaningful contribution. Quite frustrating, it has to be said. This is also down to the amount of card-drawing that takes place. There's a lot, much more than the card game strangely enough and this leads to the early players gaining huge amounts of advantageous loot. Again, my mate Tim seems to attract all the best gear, the worst monsters and wins every single game. He cheats, I'm sure of it.
Good bits
The artwork is fantastically drawn by John Kovalic and the dungeon tiles are very colourful with lots of detail. This is in stark contrast to the Dungeons and Dragons game Castle Ravenloft where the dungeon tiles are drab, grey and boring. Here, they really add to the atmosphere and that irreverent humour runs throughout. Witness one of the dungeon rooms called 'Ye Olde Shoe Shoppe' where female players get a bonus for exploring. Nice.
The extra rules and subsequent complexity make for an absorbing experience. The original Munchkin always had more depth than the simple rules would imply and Quest extends that with more rules than you can shake a rat on a stick at (a rat on a stick being a weapon in the game). The cards and rooms extend the rules themselves so the game feels much more organic and unstructured than say, Monopoly. If you dress up in funny little costumes and wear some tin-foil armour, you could imagine yourself actually in the dungeon. Don't walk home after the gaming session like that though as you're only asking for trouble.
It's a genuinely fun game to play, as all Steve Jacksons games tend to be. While the whole idea of a modular game board that is never the same twice is not new, SJ Games have sprinkled some of their Munchkin magic over it. The numerous components are excellent quality with the tiles being of thick card-stock and even the playing cards have been pimped up with a nice, pleasing shine to them.
Conclusion
I would have given this game 5 stars but the extra complexity means it has a far-less reaching appeal than say, the original Munchkin card game and so dropped it for that reason alone. I would say anyone over the age of 10 should have no problems but do expect lengthy games at first, certainly before the rules become second nature. It's still a mighty big blast of fun though and far (far) less complex than the 'official' Dungeons and Dragons games tend to be. D&D Lite, if you like.
It has elements of arithmetic, reading, forward planning, strategic thinking and downright cunning and nastiness, especially when there's treasure involved.
When it comes to expansion sets, Munchkin Quest is not lacking and since its release in 2008, there have been no less than 2 expansions, a spare parts pack and numerous special edition components released. Expect to pay around £35.00 for the base game and between £20 and £25 for the expansions.
Highly recommended.
BoardGameGeek.com entry: http://www.boardgamegeek.com/boardgame/29678/munchkin-quest
Rated: #1564
Mechanic: Modular board and dice rolling with a fantasy, exploration theme.
A blog from the same bloke who writes that other blog but not about the same stuff what's on that other blog.
Showing posts with label munchkin. Show all posts
Showing posts with label munchkin. Show all posts
Tuesday, September 13, 2011
Board game review: Munchkin Quest
Board game review: Munchkin Demented Dungeons
What is it?
Munchkin 6 Demented Dungeons is an add-on expansion set for the popular card game Munchkin, first published in 2001 by Steve Jackson Games and featuring superb cartoon artwork by John Kovalic.
Munchkin has a bold claim of an RPG game without all the tedious RPG stuff and it's a fun, family-orientated card game. The rules are relatively easy, the humor never ceases to amuse and games always have some laugh out loud moments. Stabbing your buddies in the back while nicking their treasure has never been so much fun.
The Munchkin base game is played by drawing a card from a stack and reacting to this card as appropriate; fighting monsters, using items, being cursed etc. The card drawn is referred to as a door card and is an oblique simile of a door being opened into a dungeon. This Munchkin 6 Demented Dungeons expansion pack takes the simile one step further by providing a vague description of an actual dungeon for players to occupy.
How to play
The Demented Dungeon expansion pack contains 20 over-sized dungeon cards representing the various dungeons that players of the game will find themselves trawling through and 16 regular-sized portal cards that are to be shuffled into the original deck of door cards. The instructions are on a double-sided page of A4 paper. A dungeon card is placed face up to represent the current dungeon and this contains extra rules that apply to *all* members of the game, not just the current player.
These dungeons are quite an eclectic mix and you will find such humorous places as the Dungeon of Mandatory Murder (level-upping can only be achieved by combat, Go Up A Level cards don't work), Dungeon of Foul Filthy Flypaper Floors (everyone gets a penalty for running away) or the Dungeon of Feeble Foes (monsters are all much weaker than normal). It's worth noting that, unlike Munchkin Quest where the dungeon tiles are designed to be fitted together like a jigsaw to provide an ever-changing dungeon, here they are simply placed on the table and stacked on top of one another. They are *not* a map, just a description.
Portal cards are used as a mechanism of moving between dungeons and while the descriptions differ between the cards, they all amount to the same thing of changing the dungeon. When a portal card is played (either face up from the deck or from a players hand), another dungeon card is drawn and this then becomes the current dungeon in play. In total deference to the laws of physics, players can appear in more than one dungeon at a time making for a slightly more complicated playing experience (but also quite fun)
Bad bits
It's hard to say anything bad about Munchkin 6 Demented Dungeons. There are only 36 extra cards for the same price as say, Munchkin 7 More Good Cards which has 56 but then, 20 of the cards here are over-sized. Also, if the portal cards aren't shuffled well into the main deck, it can be very confusing when a load of portal cards all turn up at once. You can find yourself in more dungeons than a nun looking for soap.
In play, the extra dungeon rules are fun to follow but they do add an extra layer of complication. We often found ourselves forgetting about the dungeon completely but that's perhaps due to our high level of experience with the base game. Even so, Munchkin is not really that complicated to begin with so is not too much of a hardship. It does extend the playing time and expect to add at least another half hour onto a game that normally lasts for about an hour.
Conclusion
If you like the original game then there is no reason why you wouldn't enjoy this and at around 10 pounds for the set, it is very good value. It has all the hallmarks of a Steve Jackson game with humour and delightfully wicked illustrations by long-time collaborater John Kovalic and that, coupled with a simple mechanic extending an already easy game means it's another winner by SJ Games.
Don't forget, you need the original game to play these extra cards.
Munchkin 6 Demented Dungeons is an add-on expansion set for the popular card game Munchkin, first published in 2001 by Steve Jackson Games and featuring superb cartoon artwork by John Kovalic.
Munchkin has a bold claim of an RPG game without all the tedious RPG stuff and it's a fun, family-orientated card game. The rules are relatively easy, the humor never ceases to amuse and games always have some laugh out loud moments. Stabbing your buddies in the back while nicking their treasure has never been so much fun.
The Munchkin base game is played by drawing a card from a stack and reacting to this card as appropriate; fighting monsters, using items, being cursed etc. The card drawn is referred to as a door card and is an oblique simile of a door being opened into a dungeon. This Munchkin 6 Demented Dungeons expansion pack takes the simile one step further by providing a vague description of an actual dungeon for players to occupy.
How to play
The Demented Dungeon expansion pack contains 20 over-sized dungeon cards representing the various dungeons that players of the game will find themselves trawling through and 16 regular-sized portal cards that are to be shuffled into the original deck of door cards. The instructions are on a double-sided page of A4 paper. A dungeon card is placed face up to represent the current dungeon and this contains extra rules that apply to *all* members of the game, not just the current player.
These dungeons are quite an eclectic mix and you will find such humorous places as the Dungeon of Mandatory Murder (level-upping can only be achieved by combat, Go Up A Level cards don't work), Dungeon of Foul Filthy Flypaper Floors (everyone gets a penalty for running away) or the Dungeon of Feeble Foes (monsters are all much weaker than normal). It's worth noting that, unlike Munchkin Quest where the dungeon tiles are designed to be fitted together like a jigsaw to provide an ever-changing dungeon, here they are simply placed on the table and stacked on top of one another. They are *not* a map, just a description.
Portal cards are used as a mechanism of moving between dungeons and while the descriptions differ between the cards, they all amount to the same thing of changing the dungeon. When a portal card is played (either face up from the deck or from a players hand), another dungeon card is drawn and this then becomes the current dungeon in play. In total deference to the laws of physics, players can appear in more than one dungeon at a time making for a slightly more complicated playing experience (but also quite fun)
Bad bits
It's hard to say anything bad about Munchkin 6 Demented Dungeons. There are only 36 extra cards for the same price as say, Munchkin 7 More Good Cards which has 56 but then, 20 of the cards here are over-sized. Also, if the portal cards aren't shuffled well into the main deck, it can be very confusing when a load of portal cards all turn up at once. You can find yourself in more dungeons than a nun looking for soap.
In play, the extra dungeon rules are fun to follow but they do add an extra layer of complication. We often found ourselves forgetting about the dungeon completely but that's perhaps due to our high level of experience with the base game. Even so, Munchkin is not really that complicated to begin with so is not too much of a hardship. It does extend the playing time and expect to add at least another half hour onto a game that normally lasts for about an hour.
Conclusion
If you like the original game then there is no reason why you wouldn't enjoy this and at around 10 pounds for the set, it is very good value. It has all the hallmarks of a Steve Jackson game with humour and delightfully wicked illustrations by long-time collaborater John Kovalic and that, coupled with a simple mechanic extending an already easy game means it's another winner by SJ Games.
Don't forget, you need the original game to play these extra cards.
Labels:
board game,
demented dungeons,
munchkin,
review
Monday, August 15, 2011
Board game review: Munchkin
What is it and what's in the box?
Munchkin is a card game for 3 or more players and is described as a role-playing game without all the tedious role-playing. That's the bold statement made by Steve Jackson games, producer of the Munchkin card game, first published in 2001. The tagline for Munchkin is 'Kill The Monsters, Steal The Treasure, Stab Your Buddy' and this gives you a sense of the humour that underpins the game as well as pretty much summing up the rules.
Inside the box is a deck of 168 cards and a rules 'pamphlet' that stretches to only 4 A4-sides of paper. There is a single, solitary dice. That's yer lot.
How to Play
To play, the 168 cards are split into two stacks, 100 door cards and 68 treasure cards, denoted by the symbols on the reverse of the cards. In keeping with the RPG parlance, each player starts their turn by turning over a door card and depending on what is on this card, they can either fight a monster, react to a curse or put the card in their hand. The objective of Munchkin is to be the first to reach level ten which can be done through combat, level-up cards or buying levels (by selling items). The game can only be won in combat though.
The order in a turn is thus:
The rules are easy enough to follow and after a couple of games, become second nature. Really, it's what's on the cards that make the game so fun. A big part of the appeal of the game is trying to 'bend' the cards (not literally) to suit your own, selfish, nefarious needs. Steve Jackson, in a flash of inspired brilliance, defers any conflict of the rules to the owner of the game.
An example:
"Ha ha I defeat the Plutonium Dragon and I've won the game."
"Ha ha but I'm going to play my instant escape card that allows you to escape from any combat."
"But I don't want to escape, I want to fight it and win the game."
"Tough"
"But ... but ... you can't do that."
"Yes I can, it says I can play this card in _any_ combat so I'm playing it in your combat. You escape, you haven't won. My turn."
"Grr, just you wait ..."
Etc, etc.
Combat
Combat is very simple. Each monster has a level and by comparing your own level together with any bonuses you may have acquired such as armour, weapons, curses and such-like, it's easy to see if the monster is beaten or not. Other players can join in the combat either by re-inforcing the monster to make it harder to beat or yourself for a share of the monsters booty.
Items
Wearable and usable item cards are placed on the table in front of the player. These items typically follow standard dungeon-trawling fayre such as axes, swords, armour and leather codpieces. You may find yourself in possession of the Chainsaw of Bloody Dismemberment, fighting a vicious Potted Plant while another player throws in a Cotion of Ponfusion (sic) and curses you with a Duck of Doom to disrupt your plans. (All these things are real, actual items and monsters as featured in the game. You can't make it up, really you can't).)
Humour? In a RPG? Off with their head!
It's a very fun game to play and appeals to adults as much to kids. The humour is quite irreverant and never fails to amuse, even on repeated plays. The illustrations on each of the cards, so expertly done by artist John Kovalic, are genuinely funny and give the game an added dimension, particularly with the absence of a 'proper' board to play it on.
Shhh, you might even learn something ...
In a whispered, hushed tone, well away from kids' ears, Munchkin could also be construed as an (almost) educational game. With elements of counting and simple arithmetic, reading quite complex pieces of text and following rules and regulations, it's not a big jump to think of it in educational terms. Just try and draw a veil over the stabbing buddies and cheating that goes on.
There must be a catch?
Expansion Sets
One of the beauties of a game system such as this is the ability to expand it with extra sets, thus prolonging the life of the game. Munchkin is no different and there is a vast array of expansion sets and even whole new games within the game system. SJ Games are very prolific and there are regular new releases to the Munchkin series. Also, all the different stand alone games can be combined together to make one huge game of Munchkin.
Expansions for Munchkin include (but is not limited to and correct at time of writing [Jan 2011])
Stand-Alone games in the Munchkin series:
And probably a whole load more.
Conclusion
Overall, Munchkin the card game, is a marvelous fun-filled family game. It has wonderfully witty humour that never grows stale, great artwork and coherent gameplay. Also, being a card game, is quite transportable so would be easy to carry on a vacation or day-trip and doesn't require a huge amount of table-space to play. Munchkin is also supplemented by a range of add-ons to the base game allowing a myriad of possibilities, all of which can be blended together to create a super Munchkin game.
Munchkn the Card Game is published by Steve Jackson Games and is available from good toy stockists or online. Here in the UK, it retails for £19.99 at Travelling Man.
In our experience, one game can take up to an hour and a half to play through to its conclusion.
I have played this with people of several age levels and all seem to 'get it'. My daughter, aged ten and her friends of the same age played without too many problems (except for some of the more complicated cards).
PS
To clear something up, Steve Jackson is an American games designer who in the past has designed and created fantasy role-playing games. There is also another Steve Jackson, an _English_ games designer who in the past has designed and created fantasy role-playing games. Munchkin is produced by the American version, not the English one. Follow that? Thought not ...
Munchkin is a card game for 3 or more players and is described as a role-playing game without all the tedious role-playing. That's the bold statement made by Steve Jackson games, producer of the Munchkin card game, first published in 2001. The tagline for Munchkin is 'Kill The Monsters, Steal The Treasure, Stab Your Buddy' and this gives you a sense of the humour that underpins the game as well as pretty much summing up the rules.
Inside the box is a deck of 168 cards and a rules 'pamphlet' that stretches to only 4 A4-sides of paper. There is a single, solitary dice. That's yer lot.
How to Play
To play, the 168 cards are split into two stacks, 100 door cards and 68 treasure cards, denoted by the symbols on the reverse of the cards. In keeping with the RPG parlance, each player starts their turn by turning over a door card and depending on what is on this card, they can either fight a monster, react to a curse or put the card in their hand. The objective of Munchkin is to be the first to reach level ten which can be done through combat, level-up cards or buying levels (by selling items). The game can only be won in combat though.
The order in a turn is thus:
- Draw a door card, face up.
- If it's a monster, fight it and collect the treasure (or run away, as the case may be). Go to Charity, below.
- If it's a curse, apply whatever effect the curse may have (such as 'Chicken on the Head')
- If you have a monster in your hand, you may 'look for trouble' and fight it.
- Charity. If you have more than 5 cards (6 for a dwarf) in your hand, you must get rid of any excess. They go to either the lowest-level player or the discard pile.
The rules are easy enough to follow and after a couple of games, become second nature. Really, it's what's on the cards that make the game so fun. A big part of the appeal of the game is trying to 'bend' the cards (not literally) to suit your own, selfish, nefarious needs. Steve Jackson, in a flash of inspired brilliance, defers any conflict of the rules to the owner of the game.
An example:
"Ha ha I defeat the Plutonium Dragon and I've won the game."
"Ha ha but I'm going to play my instant escape card that allows you to escape from any combat."
"But I don't want to escape, I want to fight it and win the game."
"Tough"
"But ... but ... you can't do that."
"Yes I can, it says I can play this card in _any_ combat so I'm playing it in your combat. You escape, you haven't won. My turn."
"Grr, just you wait ..."
Etc, etc.
Combat
Combat is very simple. Each monster has a level and by comparing your own level together with any bonuses you may have acquired such as armour, weapons, curses and such-like, it's easy to see if the monster is beaten or not. Other players can join in the combat either by re-inforcing the monster to make it harder to beat or yourself for a share of the monsters booty.
Items
Wearable and usable item cards are placed on the table in front of the player. These items typically follow standard dungeon-trawling fayre such as axes, swords, armour and leather codpieces. You may find yourself in possession of the Chainsaw of Bloody Dismemberment, fighting a vicious Potted Plant while another player throws in a Cotion of Ponfusion (sic) and curses you with a Duck of Doom to disrupt your plans. (All these things are real, actual items and monsters as featured in the game. You can't make it up, really you can't).)
Humour? In a RPG? Off with their head!
It's a very fun game to play and appeals to adults as much to kids. The humour is quite irreverant and never fails to amuse, even on repeated plays. The illustrations on each of the cards, so expertly done by artist John Kovalic, are genuinely funny and give the game an added dimension, particularly with the absence of a 'proper' board to play it on.
Shhh, you might even learn something ...
In a whispered, hushed tone, well away from kids' ears, Munchkin could also be construed as an (almost) educational game. With elements of counting and simple arithmetic, reading quite complex pieces of text and following rules and regulations, it's not a big jump to think of it in educational terms. Just try and draw a veil over the stabbing buddies and cheating that goes on.
There must be a catch?
- There are a few downsides to Munchkin, but not many. While the rules are fairly simple, some of the actions upon the cards can be quite confusing for younger players, particularly when modifications to items are involved.
- The class and race cards also proved to be a bit of a sticking point, even with repeated plays. Classes and Races allow players to use different skills and have different abilities. Also, certain items are only usable by certain classes or races. For an experienced dungeoneer, this would prove no problem but for a family only used to Monopoly, it could get confusing.
- With 4 or more players, games can become one-sided and every so often, we will have a game where one or two players just don't seem to be able to get started. It's all down to the luck of the draw obviously, but it's still very frustrating not being able to do anything.
- It's worth noting there are no score sheets included with the game. You can download some pretty ones from the Steve Jackson Games website (www.sjgames.com) or make your own by drawing 10 circles on a piece of paper. Either works.
- It does work best with 3 or more players. I have played with only 2 players but an important element of the game, helping other players in combat, is obviously missed. Over 5 players and there are large gaps of doing nothing between turns.
Expansion Sets
One of the beauties of a game system such as this is the ability to expand it with extra sets, thus prolonging the life of the game. Munchkin is no different and there is a vast array of expansion sets and even whole new games within the game system. SJ Games are very prolific and there are regular new releases to the Munchkin series. Also, all the different stand alone games can be combined together to make one huge game of Munchkin.
Expansions for Munchkin include (but is not limited to and correct at time of writing [Jan 2011])
- Munchkin 2: Unnatural Axe
- Munchkin 3: Clerical Errors
- Munchkin 4: Need for Steed
- Munchkin 5: De-ranged
- Munchkin 6: Demented Dungeons
- Munchkin 7: Cheat with both hands
- Munchkin Reloaded
- Munchkinomicon
- Munchkin Monster Enhancers
- Munchkin Go Up A Level
Stand-Alone games in the Munchkin series:
- Star Munchkin 1 and 2 (Space and Clowns in Space))
- Munchkin Fu 1 and 2 (1970's Hong Kong martial arts films)
- Munckin Booty (Pirates)
- Munckin Bites 1 and 2 (Horror films)
- Super Munchkin
- Munchkin Impossible (Spies)
- Munchkin Cthulhu 1,2,3 and 4 (Lovecraft-an)
- The Good, The Bad and The Munchkin (Cowboys)
- Munchkin Zombies (Erm, zombies)
And probably a whole load more.
Conclusion
Overall, Munchkin the card game, is a marvelous fun-filled family game. It has wonderfully witty humour that never grows stale, great artwork and coherent gameplay. Also, being a card game, is quite transportable so would be easy to carry on a vacation or day-trip and doesn't require a huge amount of table-space to play. Munchkin is also supplemented by a range of add-ons to the base game allowing a myriad of possibilities, all of which can be blended together to create a super Munchkin game.
Munchkn the Card Game is published by Steve Jackson Games and is available from good toy stockists or online. Here in the UK, it retails for £19.99 at Travelling Man.
In our experience, one game can take up to an hour and a half to play through to its conclusion.
I have played this with people of several age levels and all seem to 'get it'. My daughter, aged ten and her friends of the same age played without too many problems (except for some of the more complicated cards).
PS
To clear something up, Steve Jackson is an American games designer who in the past has designed and created fantasy role-playing games. There is also another Steve Jackson, an _English_ games designer who in the past has designed and created fantasy role-playing games. Munchkin is produced by the American version, not the English one. Follow that? Thought not ...
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