Munchkin
by Avian
In the series of short articles on subjects unrelated to Warhammer, this one is dedicated to Munchkin from Steve Jackson Games, another game I quite like. I have the basic set and first three expansions to "standard" (i.e. fantasy) Munchkin, and with such a good selection of cards it gets quite good. You (finally) get enough cards to avoid going through the entire deck and a good variation of stuff to stab and loot.
- Read a more lengthy article about what I think about Munchkin (in norwegian only), written for my local game club magazine: Munchkin_review.doc
Cards to remove from the game
These are all cards that (in my view at least), add nothing to the game and just make it more dull. Remove them from your deck to make for a more fun game.
From standard Munchkin
- Hungry Backpack
The Hungry Backpack curse makes it very difficult to make any sort of plan, as you tend to lose most of your cards in your hand at the end of your turn. - Kneedpads of Allure
A quite obvious one to go. Makes it way to easy to kill monsters, as you can (almost) guarantee from the most powerful opponent each turn.
House rules
A short selection of house rules to improve the game.
Trading
It can be very difficult (and hence rather dull) to try and stop a player who sells a heap of stuff at the beginning of the turn to buy himself up to level 9 immediately before kicking open the door and seeing if he discovers a monster. To make the game a bit more interesting, trade is the last thing a player does during his turn.
Squishing weedy monsters
Stopping a level 9 player with 15+ levels of stuff from beating a puny level 1 or 2 monster to a pulp can be nearly impossible (and hence rather dull). To make it a bit more difficult to climb in the levels, killing a monster whose basic level (i.e. the level on the card) is less than your own does not give you a level increase. If a monster's level on the card is variable (such as with the Perfectly Ordinary Bunny Rabbit), whichever level that ends up as is what counts.
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