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Use these rules with any Munchkin game, any time you want things to get moving more quickly. They're especially worthwhile in a "blender game" that combines sets.

  1. Each player starts with four cards from each deck.
  2. A player gets four cards from each deck when he returns from death.
  3. Any time a Race, Class, Power, or Style card, or any card that lets you get extra Races, Classes, Powers, or Styles (such as Super Munchkin or Half-Breed), is on top of the discard pile, any player may discard a "Go Up A Level" card from his hand and claim it. If multiple players try to claim a card, they roll dice. The winner gets the card; the loser keeps his Level card. (And yes, you can use a Loaded Die to affect your die roll!)
  4. Quick discarding to bury a Race (etc.) card in the discards, so your rivals can't get it, is very munchkinly, but not allowed. Everyone must have a chance to get the discard.

In reality the game process looks in the following way:
Play time: "About an hour" according to the box. More like two in practice.
This game has a great concept, great art and very funny jokesthat can recreate and help in relaxation.

The Components: The game comes with instructions and 168 cards featuring fantstic art by John Kovalic. The cards are of standard quality, yet are the best thing about the game. If you are a D&D player or have passing familiarity with the hobby, you will enjoy reading the cards.
The cards are divided into two decks: Treasure and Dungeon Door. The treasure deck contains, oddly enough, treasure cards and other good things. The Dungeon Door deck contains monsters and other (generally) bad things.

Game Play: The goal of the game is to be the first player to reach level 10. Players start out at level 1 with absolutely nothing. They are all classless humans. Levels are gained by beating monsters, selling enough treasure cards to "level up" and playing cards that grant free levels. You can also play cards to give yourself a race and a class.

On your turn you flip the top of the dungeon deck and encounter what ever is there. If it is something other than a monster or curse! card, you can keep it to play later. If it's a curse, it hits you in some way. If it's a monster you must fight it or run away. You fight monsters by comparing your current level (plus any bonuses from your treasures) to the level of the monster. You may ask other players to help you, but unless you offer part of the spoils, don't expect anyone but elves to help. If you beat the monster you go up one or more levels and get to draw one or more treaure cards. If it beats you, you must run or die. If you die you lose all your accumulated treaure and may suffer other "Bad Stuff", depending on the monster.
If you didn't draw a monster when you "kicked in the door" you may either search the room (draw a second door card) or play a monster from your ahnd to fight.
Then the next player goes.
That's it. Little or no player interaction. The only way you can play a monster on someone else is if you happen to draw one of the two or three "wandering monster cards". You can play curses on other players and play cards that strengthen a monster that they have discovered, but other than that, there's very little you can do to another player. And there's nothing you can really do to stop another player from doing the things he wants to do.

People call this game is pure interaction so you can verify if you suspect that's not true.

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