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Steve Jackson Games

Munchkin - Shiny Box Edition

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Munchkin – Shiny Box Edition is Steve Jackson's award-winning card game of dungeon-crawling, loot-grabbing and backstabbing your friends. A light, chaotic game for 3–6 players aged 10+, typically lasting 60–120 minutes, built on hand management, dice-driven combat and plenty of 'take that' play.

About the Game

Munchkin turns dungeon-crawling into a gleefully ruthless race: kick open the door, fight everything from the Potted Plant to the Plutonium Dragon, grab absurd loot like the Horny Helmet and the Chainsaw of Bloody Dismemberment, and backstab your friends when they beg for help. First to reach level ten wins, so expect everyone to gang up on the leader.

Munchkin – Shiny Box Edition plays with 3–6 players aged 10 and up, usually over 60–120 minutes. It's a light, chaotic card game built on hand management, dice-rolling combat and 'take that' negotiation, with shifting alliances and shameless betrayals every turn.

Designed by Steve Jackson and illustrated by John Kovalic, Munchkin was first released by Steve Jackson Games in 2001, winning the Origins Award for Best Traditional Card Game and spawning countless sequels and spin-offs. This edition packages the classic base game.

History

Designed by Steve Jackson and illustrated by John Kovalic, Munchkin was first published by Steve Jackson Games in 2001 and won the Origins Award for Best Traditional Card Game. Its tongue-in-cheek skewering of hack-and-slash roleplaying made it a modern classic and spawned dozens of sequels, expansions and themed spin-offs. This edition packages the original base game.

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Shipping details

Munchkin - Shiny Box Edition

$40.00

Watch: How to play

Rules of Munchkin - Shiny Box Edition

  • Setup: Shuffle the Door and Treasure decks separately, deal each player four Door and four Treasure cards, start everyone at Level 1, and choose a start player.
  • Kick open the door: Reveal the top Door card. Curses apply immediately; classes, races and similar cards may be played or kept; monsters trigger combat.
  • No monster: If you did not reveal a monster, loot the room by drawing another Door card face down into your hand, then move to end of turn.
  • Combat: Compare your Level plus carried item bonuses and played one-shots against the monster's Level plus modifiers; other players may help for a price or interfere with curses and monster enhancers.
  • Win or flee: Beat the monster to gain its Level(s) and draw the listed Treasures; if you cannot win, roll to Run Away (usually 5 or better) or suffer the monster's Bad Stuff.
  • End of turn: If you hold more than five cards, give the excess to the lowest-Level player as Charity, discarding them if that is you, then pass play left.
  • Winning: The first player to reach Level 10 wins; in the classic game the winning level normally must come from killing a monster unless a card says otherwise.

Strategy

  • Play usable items early, but keep one emergency one-shot or Run Away aid rather than spending everything on the first monster.
  • Do not sprint to the lead with an empty hand; being high-Level with no interference cards invites the whole table to stop you.
  • Check equipment limits before committing to gear: one each of headgear, armour and footgear, plus limited hands, so duplicate bonuses may be dead weight.
  • Sell items for a Level only when the level beats the lost bonus; remember selling will not normally award the winning tenth level.
  • When asking for help, offer a clear Treasure split that still leaves you better off; if you are helping, take payment that advances your own plan.
  • Save curses, monster enhancers and backstabs for fights that matter, especially when someone is close to Level 10.
  • Choose Run Away when the likely Bad Stuff is worse than losing the loot; failed heroics can cost levels or gear.
  • Use Charity deliberately: avoid ending over five cards when a rival is the lowest-Level player, and remember you discard extras if you are lowest.

Reviews

4.8 / 5
1855 ratings on Amazon

Absolute blast playing this game

Amazon Customer

I wish if board was there with norm edition

Reviewed in India on 27 May 2019

Munchkin - Our "Go To" Game

Bob E.

Munchkin is our family's go to game (3 boys aged 14, 11, and 7). At its essence, it is a card game with a fantasy theme. Your purpose is to create the strongest character possible through random card draws, fight monsters the appear as you play, and collect...
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Munchkin is our family's go to game (3 boys aged 14, 11, and 7). At its essence, it is a card game with a fantasy theme. Your purpose is to create the strongest character possible through random card draws, fight monsters the appear as you play, and collect treasures as a reward for your efforts. Each monster earns you a level, with level 10 being the ultimate goal. You may play the game as a helpful friend, or you can spend your time stopping the rest of your fellow players from progressing. There is a good mix of both strategy and luck required in this game, which keeps it interesting. The game is best played with three to six players, with at least one person who already knows the gameplay and rules, (though that is not a requirement). Within a game or two of playing you will have the general idea, and each game is different. The rules look cumbersome at first, but the learning curve is fast. The cards are named with the occasional innuendo or mild adult joke, but I have found that the humor goes over my sons' heads. With many expansions and sequels available, this is a game you can enjoy for a long time. This is a game that does not take itself too seriously, which is exactly why we love it. I would recommend Munchkin if you are looking for a PGish game and have a good 3-4 players at least to play.

Reviewed in the United States on 3 January 2017

実にいい!

Amazon Customer

友達と夢中で遊びました。 他のシリーズも買いたいです。

Reviewed in Japan on 25 June 2010

More reviews (2)

Marvellous Munchkin

C. Leek-Dyer

My eight year old learnt how to play this game very quickly from friends explaining to him. I read the rules which required a lot of cross referencing with other rules, re reading and evetually I drew a flow chart! So it loses a star on 'educational' for th...
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My eight year old learnt how to play this game very quickly from friends explaining to him. I read the rules which required a lot of cross referencing with other rules, re reading and evetually I drew a flow chart! So it loses a star on 'educational' for the complexity and length of the official rules if they are intended for a novice ten year old. However kids just seem to get it, it was just the grown ups that had difficulty. The game takes about an hour to play, especially when you are all learning so set time aside and a few games to get to grips with it. Once you understand what you are doing it is fiendicshly good. In fact spend an evening reading all the cards so you can get the measure of it and see what kind of stuff can happen, who can do it and when they can do it. There are simply two decks of cards, treasure and door. You are human and yourself to begin with, but may get class e.g.cleric, wizard, thief...and a race e.g. dwarf, elf, halfling.....by picking up a card that will give you the advatages and disadvatages of being that race/class. There are items which may be articles of armor, one shot potions, and cards that give you a fighting advatage. There are monsters and curses that can work for or against you depending on when they are played. You have to battle monsters to go up a level, you can buy your way up a level, and sometimes you get a lucky card. You can't buy a victory though. On a turn you Kick Down the Door, deal with what you find. You can then Go Looking for Trouble if you have a monster in your hand you think you can battle, or Loot the Room and take another card, but it might be a really big monster. You can negotiate, sell or trade items but not while you're battling a monster. The real fun starts when you can't battle a monster with your current fightin points and have to ask for help or try and run away. The negotiations on how much of a share in the treasure you get if you 'help' a fellow is very telling, and just when you think its all roses some else can lay a curse or more power on the monster and Bad Stuff happens....The winner is the one who gets up to level 10. unlike most games where adults tend to have an advatage, so either patronise the kids and let them win or take delight in beating eight year olds..., this game is level playing field. So adults beware, life experience and a PhD in rocket science will get you nowhere! Your little Halfling Thief can back stab you, curse you and steal your level! They can also help you when you need it. A brilliant game that I would recommend for a fun or possibly explosive evening or rainy day. Hell we've played it on sunny days its so good. And it doesn't matter if ltiile ones try joining in at the start then walk off after five minutes, those cards just get put back in the pile and everyone else carries on.

Reviewed in the United Kingdom on 5 August 2011

Funny Game

Cliente Amazon

Very funny card game. It's a kind of rol game, but not as usual. Laughts are for sure.

Reviewed in Spain on 11 February 2020