Munchkin CCG: Review
Information:
Mechanics: Head to head, Bluffing, Collectible,
Player Age: 10+
Player Count: 2 Players
Time to Play: 20 - 40 Minutes
Game Designers: Eric Lang, Kevin Wilson
Game Artists: Katie Cook, Lar DeSouza, John Kovalic, Mike Lucas, Ian McGinty, Tom Siddell, Shane White
Publisher: Steve Jackson Games
Release Date: 2018
BGG Complexity: 2.5 / 5
Disclaimer: A review copy for the game was provided by the publisher.
Game Artists: Katie Cook, Lar DeSouza, John Kovalic, Mike Lucas, Ian McGinty, Tom Siddell, Shane White
Publisher: Steve Jackson Games
Release Date: 2018
BGG Complexity: 2.5 / 5Disclaimer: A review copy for the game was provided by the publisher.
The Game:
Objective:
The objective of the game follows traditional collectable
card games (CCGs) where you either want to deplete your opponent’s life
(represented here as a hero) or to make it so your opponent cannot draw a card.
Card Anatomy:
There are multiple card types that are a perfect blend
between traditional munckin games and typical CCGs. These are monsters, loot,
location, hero, ally and mischief. For this current explanation the colour of
the cards don't matter, More on this in deck building.
Monsters:
These cards are used to attack your opponent. At the top of
the card is the cards name and cost to hire. At the bottom of the card is the
cards ability, attack (power) and defence (life).
Loot:
Loot follows the same attributes as the monster card, expect
for two factors:
- the loot has defence instead of life, meaning loot doesn't
die like monsters and allies.
- Instead of a gold cost, loot has a rank.
You can equip the loot on your turn if you are equal or
above that rank and you can have any amount of loot given that the combined
rank doesn't exceed your level.
Each player can have one location in play. These will give
ongoing effects to one or both players.
Hero:
This is who you are and if their life (shown at the bottom
right) reaches zero, you lose. There is also an ability on every hero that will
let you ‘zap’ the card to perform a special ability. To zap you turn the card
90°, similar to tapping in magic.
Ally:
These cards follow the same traits as the monster cards.
However, these cards are not used to attack, they are instead hired on your
turn face up and will remain on your field (horde) until they are destroyed
(squished) once their life reaches zero.
Mischief:
Mischief cards are cards that can be used at any time for an
instant effect by paying the required gold.
Deck Building:
Once you have played this game a bit and invested in some
boosters you may want to start characterising your deck.
There are a number of rules in order to do this:
- Keep one hero outside of the 40 card deck (no heroes are
allowed in the deck)
- No more than three cards with the same name in the deck
- No limit to the neutral (grey) cards that can be in the
deck, think of them as mercenaries
- The rest of the cards you have in this deck have to match
your hero's colour.Setup:
Each player shuffles their deck and places their hero beside
it. Each player will receive a run away token and a level counter (set to level
1). Place the dice and tokens in a communal pile off to the side. Each player
will draw six cards from their respective decks (if you don't like this hand
you can re-deal your hand, but only once). Player one will receive one gold and
player two will receive two gold.
How to Play:
There are three phases on your turn warmup, munchkining, and cooldown.Warmup:
In this phase you are going to unzap all your cards (return
them to their upright position) then make sure your run away token is on the
run away side not the limp away side.
Any abilities on your cards that say during “the reckoning
step” will now happen.
Lastly return all the cards in your stash pile to your hand
(removing any tokens on them) and draw one card from your deck.
Munchkining:
This phase will take up the bulk of your turn and it is also
the most flexible. You can do any of these actions any amount of times you
want:
- Play Loot: Play any amount of loot, as long as the value
of your combined loot does not exceed your own level.
- Play Location: You can play any location from your hand,
however each player can only have one location in play at a time.
- Squish Loot or Location: It can be annoying to have these
limitations on how much loot and location a player can have on the field. This
is where squish comes in, squish lets you destroy any location or loot you
control that is unzapped.
- Play Ally: By paying the required gold you can play any
ally onto your field.
- Start a Fight: We will go into further details for this at
the end of the how to play section.Cooldown:
During this phase no cards or abilities are allowed to be
used other than those where the ability triggers during cooldown. Then level up
your counter by one level (if you are at level 10 then you do not get to level
up anymore) and refresh your coins to equal your new level. Additional coins
cannot be added if you already have equal or more than our level.
Fight:
Time to explain the most important part, fighting. This was
saved for last because, unlike other CCG's where you build up your army and
send them out at once, Munchkin CCG does not work like that. Instead, you can
attack as many times as you want on your turn as long as you have the gold
required. This implements a bluffing mechanic for players to explore.
The first thing that happens when fighting is that the
active player declares an attacker and places the card face down (this could be
anything, not necessarily a monster card). Then they have to place an amount of
gold from your reserve (purse) of 0 or more to represent the cost to hire that
monster (you can bluff by paying or less than more than required amount). The
defending player now has two options, run/ limp away or face the monster.
Run/ Limp Away:
In doing this, the attacker’s committed gold returns to
their purse and the attacking card is moved to a stash pile face down. This is
the end of the attack. Now there are two caveats; if the defenders token was
already on the ‘run away’ side, they take no damage but must flip their token
to the limp away side. However, if it the token started the battle on the ‘limp
away’ side, the defender must take two damage (remember the opposing player can
attack again so their onslaught may not be finished).
Facing the Monster:
When facing the monster, a number of steps occur:
- The defender may designate any unzapped weapons or allies to the attacking card (these cards zap to do this)
- The defender states that they are ready to reveal the attacking card
- Reveal the attacking card (check for cheating)
- There are two methods that the attacking player could use to cheat. Firstly, by using a card other than a monster to attack, and secondly, if the attacking player was cheap and did not pay the correct gold cost to hire the monster (the gold amount spent can be manipulated by either player abilities or mischief cards).
- If you were caught cheating the attacking player takes one damage, moves the committed gold back to the purse, and moves the cheating card to players stash. There is one bonus though, any cards the defender zapped to retaliate then remain zapped.
- So let's say your not a cheater and the monster is now hired for attack. Any abilities of said monster will now activate and the gold committed will now be spent and return to a shared stockpile
- Now the combat begins. Firstly, committed weapons defend. Place a tokens on the monster equal to the damage of the weapons (If these tokens equals the monsters health then the monster is squished and placed in that players discard pile). The weapons will also soak up damage from the monster equal to the weapons defence.
- If the monster survived the onslaught of weapons it will retaliate against the allies. Allies and monsters attack and defend against each other at the same time. However, there are two exemptions the defending player will add damage tokens onto the allies depending on how much damage the monster delivers. (If these tokens equals the allies health then the ally is squished and placed in that players discard pile). Secondly, the defending player gets to determine how the damage from the monster is divided between the allies.
- If there are no allies committed then any leftover damage is delivered to the defending players hero.
- Any end of battle abilities will now activate, and any during battle abilities will end.
- All surviving committed allies and weapons will return to the defending player (keeping the same orientation of zapped or unzapped). If the monster survived, it will move to the attacking players stash face up and keep any damage counters that were previously placed.
- The attacker can attack again.
Final Thoughts:
Pros:
- Fans of bluffing will excel at this game
- Whimsical art and cards
- Deck construction is streamlined
Cons:
- Some of the rules can be fiddly for new players
- Blocking with loot and allies can be clunky
If you are a fan of CCG's and bluffing games then this game
is a no brainer. Munchkin CCG combines both of these mechanics in a fun and
eccentric way, with the added bonus of the fantastic art characteristic to
Steve Jackson Games’ Munchkin. It will be exciting to see how far up the ladder
this game can go. We all know the excitement of opening booster packs, now
imagine that with hilarious munchkin cards! With the fresh perspective on bluffing, Munchkin CCG will
have you running to the shops in no time.
Click...feed the addiction:
Steve Jackson Games
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