Epic Munchkin
Epic Munchkin
Epic Munchkin
Table of Contents
Epic Play 2
Munchkin 3,4
More Munchkin! Munchkin Apocalypse 5
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Original concept Updates by
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by Steve Jackson
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Epic Munchkin
Stock #37-2011 Version 3.2 October 14, 2014
Does your Munchkin adventure end too soon? (4) Monsters and monster bonuses. If there are two
There you are, multi-raced and multi-classed, with monsters, fight them both. If you draw both a monster
three hands full of killer items, buffed up with and a monster bonus (that is, either an enhancer like
sidekicks and Munchkin Fu styles . . . and the game’s Radioactive that increases the monster’s level, or a
over. Rejoice, for Epic Munchkin is here. This rules card like Mate that duplicates the monster), the bonus
set includes the Epic rules for all Munchkin core sets applies to the monster. (But if you get a bonus and no
and supplements published through July 2014. monster, the bonus goes into your hand normally. And
an “enhancer enhancer” like Mind-Bogglingly always
Epic Play goes into your hand.)
Play as normal until someone reaches Level 10
(which no longer requires a kill). At that point, instead Epic Feats
of ending the game, any characters of Level 10-19 are Epic characters can also perform Epic Feats
considered “Epic” and acquire Epic Feats. Those of of Munchkinry! Epic Feats that replace or modify
Level 9 or below are not “Epic” . . . if a higher-Level existing abilities are indicated with an asterisk.
character is knocked back to Level 9 or below, he loses
his Epic powers. (Note that Munchkin 7 – Cheat With
Both Hands includes “Epic Junior” cards, which let
Epic Steeds! Whoa!
It should come as no surprise that your steed
lower-Level characters use the Epic powers.)
achieves Epic status (and loses that status) along with
Winning The Game you. An Epic Steed lets you carry one extra Big item.
Levels 19 and 20 may only be reached by actual At any time that you lose your Epic status, and your
monster kills. Play to Level 20. At that point, it’s really steed is carrying an extra Big item, you must discard
over. one Big item.
Crossover Notes
• Any rule that refers to Curses, Traps, or Disasters
Hints for Epic Play
Don’t die. Death is inconvenient to an Epic
also applies to the other two.
Munchkin because it takes away all his toys, and
• Any rule that refers to Hirelings, Sidekicks,
without them he will find it much harder to get levels!
Mooks, Minions, Allies, or Comrades also applies to
Help the monsters. Play enhancers on your own
all the others.
monsters before you fight them. At Epic levels, you
• Any rule that refers to Steeds also includes
may have enough bonuses to defeat Great Cthulhu
Vehicles.
and his clone, all by yourself – and winning the game
Epic Munchkin 2
Munchkin
Classes
Bard‡ Thief
Super Bardic Luck. As Bardic Luck, but draw Steal From Shadows. By discarding one card
two more Treasures than you’re entitled to, and from your hand, you may steal one card (you choose
immediately discard any two Treasures (your choice).* randomly) from a rival’s hand. No die roll is required.
You may do this only on your turn, and only once per
Cleric turn, and (of course) not during a combat.
Pray for a Miracle. At any time, even during combat,
you may discard two cards, from your hand OR the Warrior
table, to take the top card from the Treasure deck face- Ludicrous Strength. “2 Hand” items require only
down into your hand. If it is something you can use, 1 Hand for you, and you may carry and use two Big
you may play it immediately. items.
Ranger§ Wizard
Strays Make the Best Rides. You always were a sucker Outrun Curse. When you draw a Curse, or a Curse
for a fuzzy face. Whenever a monster is discarded, is played on you, you may discard a card from your
whether on your turn or another player’s, you may hand to attempt to Run Away from the Curse. Make
discard your entire hand (at least three cards) and grab your normal Run Away roll. If you fail to Run Away,
the discarded monster. It’s automatically tamed and you may play another card and try again – until you
becomes your new Steed. Your Steed’s combat bonus successfully Run Away, use all the cards in your hand,
is equal to the number of treasures that it would have or give up.
granted if you had defeated it in combat.
Race/Class Enhancers
Dark|| High||
You’re So Bad. And they thought you were evil You’re So Helpful. You’re just a “people person,”
before. As a Dark Epic whatever, you’ve mastered the always ready to lend a hand to those in need. If you
art of manipulating others to suit your vile needs. If are asked to aid another in combat, you use not only
your request for aid during a fight is refused, roll the your level and bonuses but also roll the die and add
die; on a roll of 5 or 6, you turn the monster toward the the result. If the monster is defeated, you may take
player that refused to assist you. The combat plays out the top card from either discard pile as part of your
against the other player and then your turn resumes. reward.
If the monster is defeated, you collect its treasure and
gain the level. The poor fool that refused to assist you Legendary¶
gains nothing. Hit and Myth. If neither Door card shows a monster
when you Kick Open The Door at the start of your
Elder¶ turn, turn over one more Door card (after resolving
Respect Your Elders. Your Level counts double Curses, if any). If this is a monster, fight it normally.
whenever you are fighting on your turn, alone or not.*
Master||
Elite¶ You’re So Cool. As an Epic Master, you attract
Ultra-Elite. You receive a combat bonus against apprentices. You have no limit on the number of
each monster equal to double the number of Treasures Hirelings (Minions, Sidekicks, etc.) you may have.
it is worth.*
*
Replaces or modifies an existing ability. §
Found in Munchkin 5 – De-Ranged.
†
Found in Munchkin 2 – Unnatural Axe and subsequent sets. ¶
Found in Munchkin 8 – Half Horse, Will Travel.
‡
Found in Munchkin 3 – Clerical Errors and subsequent sets. ||
Found in Munchkin Reloaded! (formerly in Munchkin Dice).
Epic Munchkin 3
Munchkin
Races
Centaur|| Human
Over Herd. Whenever another player discards a Pets Rock. Yes, at epic levels, even Humans have
Steed, you may discard two cards from your hand to a racial power! Rather than fighting any monster of
take it into your hand. Level 5 or below, you may make a pet of it (as long as
you do not already have a pet in play). Play it to the
Dwarf table. You may sacrifice it later as a one-time combat
Hand of the Gods. You may have any number of bonus, for or against any player or monster. If you use
cards in your hand.* it for a player, including yourself, its bonus is equal to
its Level. If you use it against a player, it is treated as
Elf a Wandering Monster: all its special abilities count,
Arrow-Minded. You may fire arrows into a fight in monster enhancers will work on it, and if your rival
which you are not involved either as main player or cannot defeat it he must Run Away from it! At any
helper. This works like thiefly backstabbing: discard a time that you lose your Epic or Human status, and
card and give a monster or player a -2. However, the your pet has not been used, your pet wanders off and
epic elf can fire two arrows per turn, for a maximum is forever lost.
of -4. An epic elven thief can fire two arrows AND
backstab once, if he has three cards to discard. Lizard Guy||
Shed Your Skin. If you successfully Run Away from
Gnome‡ all monsters in a fight with more than one monster,
Sneaky Little Devil. If you successfully Run Away you may take another turn when your current turn is
from combat, you get two face-down Treasure cards! finished. (You may not take more than two turns in a
row, regardless.)
Halfling
Garage Sale. You may sell TWO Items per turn for Orc†
double their value, or one Item for triple its value.* Munchkin Munch. When you turn over (or Look
For Trouble and find) a monster of Level 1, you may
simply EAT it. Your foes cannot play any cards to stop
this . . . it’s a Level 1 monster, you eat it, any bonuses
applied to the monster are discarded, yum yum, that’s
that. You go up a level for the hot meal, and since this
is a kill, you can win this way.
When an Orc fighting alone defeats a monster by
more than 10, he goes up an extra level.
*
Replaces or modifies an existing ability. §
Found in Munchkin 5 – De-Ranged.
†
Found in Munchkin 2 – Unnatural Axe and subsequent sets. ¶
Found in Munchkin 8 – Half Horse, Will Travel.
‡
Found in Munchkin 3 – Clerical Errors and subsequent sets. ||
Found in Munchkin Reloaded! (formerly in Munchkin Dice).
Epic Munchkin 4
Munchkin Apocalypse
Classes
Blogger Kid
Open Records Request. When you use either of your Point-Blank Slingshot. You may use your Slingshot
Class abilities, you may choose to take the top card ability even if you are in the combat.*
from the appropriate discard pile rather than draw
from the deck.* Militia
I Was Ready for That, Too. You can discard four
Daredevil† cards to prevent the opening of a Seal, as long as it is
Come Back for More. On your turn, if you fail to not the Seventh Seal.
Run Away from a monster whose Bad Stuff does
not include Death, you may choose to fight it again Scientist
immediately (after resolving any remaining Run Away Strange Matter. You may use Atomic Transmutation
attempts). All cards already played in the combat, on as many cards from your hand as you want, but
except the monster itself, are discarded. You may you must exchange them all at once.*
only use this ability once per turn, but you may use
it on more than one monster from the same combat,
starting a new fight with all those monsters together.
*
Replaces or modifies an existing ability.
†
Found in Munchkin Apocalypse 2 – Sheep Impact.
Epic Munchkin 5
Munchkin Bites!
Races
Changeling Mummy†
Faerie Glamour. When you play a Monster Kiss It And Make It MINE! After you Kiss It and
Enhancer or Enhancer Enhancer, you may recover it Make It Better, you may discard a second card to take
after the combat is over by discarding another card the Curse or Trap you canceled into your hand.*
from your hand.
Vampire
Human Unshakable Will. No card or special power can
Pets Rock. Yes, at epic levels, even Humans have compel you to aid in a combat if you don’t want to.
a racial power! Rather than fighting any monster of You may also discard extra cards at the end of your
Level 5 or below, you may make a pet of it (as long as turn, rather than giving them to another player for
you do not already have a pet in play). Play it to the any reason.
table. You may sacrifice it later as a one-time combat
bonus, for or against any player or monster. If you use Werewolf
it for a player, including yourself, its bonus is equal to Monstrous Form. A single monster enhancer, or two
its Level. If you use it against a player, it is treated as totaling +10, may be played on you for a permanent
a Wandering Monster: all its special abilities count, bonus. They are lost if you die. If a trap or Bad Stuff
monster enhancers will work on it, and if your rival costs you a level, you may discard an enhancer card
cannot defeat it he must Run Away from it! At any instead.
time that you lose your Epic or Human status, and
your pet has not been used, your pet wanders off and
is forever lost.
*
Replaces or modifies an existing ability.
†
Found in Munchkin Bites! 2 – Pants Macabre.
Epic Munchkin 6
Munchkin Booty
Accents
British French
Britannia Totally Rules the Waves. The bonus for Cover ze Retreat. If ye Ask for Help and still must Run
each Ship ye have is increased to +3, and ye also get Away, yer rolls are at +1. Additionally, ye successfully
+1 for every Ship Enhancer ye have in play.* escape from each monster on any roll that is higher
than yer helper’s, even if it would not normally allow
Dutch ye to elude yer pursuers.
Shipbuilding Mastery. Ye may trade a Ship ye own
for the top Ship in the discard stack at any time, even Spanish
during combat. Ye may still move yer Ship Enhancers El Dorado. Every Item ye sell for a level is worth
to the new Ship, as before.* 100 Gold Pieces more than its printed value.
Classes
Explorer† Navy
Trailblazer. When ye Kick Open The Door and find Fleet-Footed. Every Ship ye have gives ye +1 to Run
a monster or a Curse, ye may discard three cards from Away. This bonus stacks with yer other modifiers. Ye
yer hand and put the monster or Curse in yer hand. It may still use yer Discipline ability as well.
has no effect. Ye may then Look For Trouble or Loot
The Room.
Pirate
Merchant On a Dead Man’s Chest. When one of yer opponents
Polyglot. Ye may have two Accent cards in play dies, ye get first pick of his loot, even if there are other
without using a Bilingual card. With a Bilingual card, players at a higher Level. (If there be several Epic
ye may have any number of Accent cards. Pirates, arrrr, ye go in order of yer Levels, but ye all
choose before the other scurvy dogs. Resolve ties by
rollin’ the bones.) If ye should die, yer body goes to
Davy Jones; no one may loot yer stinkin’ corpse.
*
Replaces or modifies an existing ability.
†
Found in Munchkin Booty 2 – Jump the Shark.
Epic Munchkin 7
Munchkin Conan
classes
Cleric Warrior
Pray for a Miracle. At any time, even during combat, Ludicrous Strength. “2 Hand” items require only
you may discard two cards, from your hand OR the 1 Hand for you, and you may carry and use two Big
table, to take the top card from the Treasure deck face- items.
down into your hand. If it is something you can use,
you may play it immediately. Wizard
Outrun Curse. When you draw a Curse, or a Curse
Thief is played on you, you may discard a card from your
Steal From Shadows. By discarding one card hand to attempt to Run Away from the Curse. Make
from your hand, you may steal one card (you choose your normal Run Away roll. If you fail to Run Away,
randomly) from a rival’s hand. No die roll is required. you may play another card and try again – until you
You may do this only on your turn, and only once per successfully Run Away, use all the cards in your hand,
turn, and (of course) not during a combat. or give up.
Races
Human Cimmerian
Pets Rock. Yes, at epic levels, even Humans have You get +4 if you are a Warrior. Swords no longer
a racial power! Rather than fighting any monster of count against your Hand limit.*
Level 5 or below, you may make a pet of it (as long as
you do not already have a pet in play). Play it to the Kushite
table. You may sacrifice it later as a one-time combat You get +4 if you are a Cleric. Staffs no longer
bonus, for or against any player or monster. If you use count against your Hand limit.*
it for a player, including yourself, its bonus is equal to
its Level. If you use it against a player, it is treated as Stygian
a Wandering Monster: all its special abilities count, You get +4 if you are a Wizard. You gain +2 for
monster enhancers will work on it, and if your rival each Ring in play even if it is a one-shot Item you have
cannot defeat it he must Run Away from it! At any not yet used.*
time that you lose your Epic or Human status, and
your pet has not been used, your pet wanders off and Zamoran
is forever lost. You get +4 if you are a Thief. You gain the Thief
Although all Munchkin Conan Races are technically backstab ability (discard a card to give a munchkin -2
Human, you only receive the Epic Human ability if in combat) and, if you ARE a Thief, your backstab is
you have no other Race. worth -4 instead of -2.*
Birthrights
Barbarian Noble
You may carry one extra Big item. Your combat bonus increases to +3. You may have
two extra Comrades.*
*
Replaces or modifies an existing ability.
Epic Munchkin 8
Munchkin Cthulhu
Classes
Cultist combat techniques to . . . aw, forget it. Bulk Smash!
Zealotry. The end is nigh and there are still un- You have a +3 bonus against monsters of Level 10 and
believers to convert. They must see the light right now. below and a +2 bonus against monsters of Level 11
Gain a +1 combat bonus for each non-Cultist in play. and higher. You no longer suffer from Panic.*
Investigator Professor
Nose Where It Doesn’t Belong. You like to push Encyclopedia Cultanica. You’re a walking library
things a little too far sometimes, sticking your nose of information and know everything about every foul
into places you really shouldn’t. At any time that beastie that exists. You have a +1 bonus against any
another player gives any other player a card – for any monster. Additionally, at any time that a card tells
reason – you may look at the card and, if you like it, you “Become a Cultist,” you may instead roll the die
swap it for two cards from your hand. and sacrifice a number of cards from your hand, or in
play, equal to the die roll to resist the cult’s call. If you
Monster Whacker cannot sacrifice the cards, or just don’t want to, you
Whack! Whack! Whack! You are a master of the become a Cultist.
secret art of battle, capable of using long-forgotten
*
Replaces or modifies an existing ability.
Munchkin Fu
Classes
Each Munchkin Fu Class card you have in play entitles you to one extra Style.
Monk Samurai
Clairvoyance. You may look at the hands of the Draw and Strike. During combat, discard your
players on your right and left, any time you want to. entire hand (minimum three cards) to remove one
They must show you anything they draw face down. Monster from combat. This counts as a kill. However,
if the monster is not by himself, and you Run Away
Ninja from the others, you get only one level, and no treasure,
Fight Another Day. If you are facing more than one from your kill.
monster in a combat and they are more than double
your Level (and that of your ally, if any), you may slip Yakuza
away and leave them to fight it out. This does not allow Crime Lord. You may have any number of Mooks
your ally a free escape. in play.
Epic Munchkin 9
The Good, the Bad, and the Munchkin
Classes
Cavalry† Indian
What a Trooper! You get +2 for every Steed in play.* Counting Coup. When you win a combat unassisted,
you may take up to two of your Treasure draws as
Cowboy face-down Door draws instead.
Ha, Ha, You Missed Me! A Cowboy with at least one
Steed may say “Ha, ha, you missed me!” after failing a
Run Away roll and sacrifice a level to get away from all Outlaw
monsters in the fight. He does not have to do this if he Bad to the Bone. Absolutely nothing can make
would rather suffer the Bad Stuff, and he may choose you lose your Outlaw class against your will, or any
to sacrifice the level even if other monsters’ Bad Stuff Outlaw-only Items you acquire. You can still choose
has already occurred (but this does not reverse those to discard, trade, or sell those cards if it is otherwise
effects). legal to do so. You may also ignore any “Not Usable by
Additionally, the Epic Cowboy wins at Level 19 if Outlaw” restrictions.
he has a Steed.*
Dude
Dude-alicious. The “All Duded Up” bonus is
increased. Every Headgear, Footgear, or Armor item
you wear gives you a +2. Every Steed-only item worn
by your Steed also gives you a +2.*
*
Replaces or modifies an existing ability.
†
Found in The Good, the Bad, and the Munchkin 2 – Beating a Dead Horse.
Epic Munchkin 10
Munchkin Impossible
Classes
Each Munchkin Impossible Class card you have in play entitles you to one extra Training card.
Assassin Tourist
Professional Hit. A professional assassin always Cheese! Nothing says “tourist” like a collection of
does his homework before a mission. Whenever you’re bad photos and slides. Whenever you’re involved in
fighting a monster, you gain a bonus equal to the combat, either on your own turn or aiding another
number of vowels in the monster’s name (as it appears player, you may pause the fight by discarding a card
on the card). Enhancers don’t count. from your hand and saying “Cheese!” Everyone
involved stops and smiles for the camera, during
Playboy which time you may take the card from the bottom of
Just a Moment, Dear Chap. As an Epic Playboy, both of the two discard piles. You may pull this trick
you’re so smooth that monsters will pause for a only once each fight.
moment when you ask them to, giving you a chance
to sell some treasure. You may sell Items once during
a fight and you may not use any Items that are sold
during the fight.
Loyalties
American Chinese
Talking Loudly. As an American, you tend to speak Factory Superiority. Your nation’s factories produce
just a little too loud. This behavior is quite distracting items which are used around the world. Whenever
to monsters; you have a +1 bonus against monsters another player first plays an Item card, before it is
and may take advantage of the distraction – but only used, you may discard one card from your hand and
one time during a fight – to exchange items during a roll the die; on a roll of 6 that Item was manufactured
combat or while running away. in a Chinese factory and is defective. The Item card is
immediately discarded and has no effect.
British
For the Queen! You’re fiercely loyal to the Crown, as Russian
are all other Brits. By shouting “For the Queen!” when We Have Ways of Making You Help. Though the
fighting a monster, and discarding one card from your old regime may be gone, its teachings and methods
hand, you may force a British spy of your choice to remain. During a fight, on your turn, you may discard
help you. a card from your hand and borrow a Hireling from
any other player. That Hireling is yours to command
during this fight but at the end of your turn the
Hireling – if he’s still alive! – returns to the player you
borrowed him from.
Epic Munchkin 11
Munchkin Legends
Classes
Cleric Warrior
Pray for a Miracle. At any time, even during combat, Ludicrous Strength. “2 Hand” items require only
you may discard two cards, from your hand OR the 1 Hand for you, and you may carry and use two Big
table, to take the top card from the Treasure deck face- items.
down into your hand. If it is something you can use,
you may play it immediately. Wizard
‡ Outrun Curse. When you draw a Curse, or a Curse
Gladiator is played on you, you may discard a card from your
No Fear of Death. You may discard one card from hand to attempt to Run Away from the Curse. Make
your hand to add Death to the Bad Stuff of any monster your normal Run Away roll. If you fail to Run Away,
you are fighting that does not already have it, and you you may play another card and try again – until you
get +5 for every monster with Death in its Bad Stuff.* successfully Run Away, use all the cards in your hand,
or give up.
Thief
Steal From Shadows. By discarding one card
from your hand, you may steal one card (you choose
randomly) from a rival’s hand. No die roll is required.
You may do this only on your turn, and only once per
turn, and (of course) not during a combat.
Races
Dwarf Halfling
Hand of the Gods. You may have any number of Garage Sale. You may sell TWO Items per turn for
cards in your hand.* double their value, or one Item for triple its value.*
Elf Human
Arrow-Minded. You may fire arrows into a fight in Pets Rock. Yes, at epic levels, even Humans have
which you are not involved either as main player or a racial power! Rather than fighting any monster of
helper. This works like thiefly backstabbing: discard a Level 5 or below, you may make a pet of it (as long as
card and give a monster or player a -2. However, the you do not already have a pet in play). Play it to the
epic elf can fire two arrows per turn, for a maximum table. You may sacrifice it later as a one-time combat
of -4. An epic elven thief can fire two arrows AND bonus, for or against any player or monster. If you use
backstab once, if he has three cards to discard. it for a player, including yourself, its bonus is equal to
its Level. If you use it against a player, it is treated as
faun† a Wandering Monster: all its special abilities count,
Wilder Luck. Whenever you need to roll the die, monster enhancers will work on it, and if your rival
you may discard an Item from play to choose a result cannot defeat it he must Run Away from it! At any
rather than rolling. time that you lose your Epic or Human status, and
your pet has not been used, your pet wanders off and
is forever lost.
*
Replaces or modifies an existing ability.
†
Found in Munchkin Legends 2 – Faun and Games.
‡
Found in Munchkin Legends 3 – Myth Prints.
Epic Munchkin 12
Munchkin Pathfinder
Classes
Alchemist Summoner
Supreme Potion Master. “Usable once only” Items Monstrous Allies. You can treat any card in your
you play in any combat are worth an extra +3, added hand as if it were a Wandering Monster card. Discard
after the doubling from Potion Master. the chosen card from your hand to add a monster to a
combat from your hand.
Necromancer
Resilience. If you add a monster to a combat and Witch
it is killed, put that Monster card back in your hand Excessive Familiarity. When your familiar protects
after the fight. you from a Curse, instead of putting it on the bottom
of the Door deck, put it in your hand.*
Factions
Eagle Knight Pathfinder
Stand Faster. You no longer have a Run Away Keep Some Secrets to Yourself. Before Kicking Open
penalty for using your Stand Fast ability.* The Door, look at the top three Door cards in the deck.
Discard one, put one in your hand, and put the other
Hellknight back on top of the deck, then Kick Open the Door as
Discard Inferior Gear. You may discard Armor normal.*
and Headgear cards from your hand or the table to
use their base bonus as a one-shot combat bonus for Red Mantis Assassin
either side. Super-Stealth. Ignore all Run Away penalties. You
can still be forced to fail automatically.
*
Replaces or modifies an existing ability.
Epic Munchkin 13
Star Munchkin
Classes
Bounty Hunter fighting. It passes to the player on your left, who must
Best of the Best. The Bounty Hunter may draw two fight it in addition to any monsters found when he
face-down Door cards or one face-down Treasure card turns over his Door card(s). If you are fighting more
after he helps someone else kill a monster. He draws than one monster, you pick which monster to shift.
one face-down Door card even when he wins a combat You may not ask for help in a combat in which you
single-handed.* use this power, and you do not get your +2 bonus for
fighting alone.
Gadgeteer
Trap Master. Your Disarm Traps power now applies Space Ranger†
to Traps played on you by other players as well. You’re Drafted. You may pick up any Sidekick on
Further, by discarding three cards, you may redirect top of the discards, at any time. You may not exceed
the Trap to someone else!* the legal number of Sidekicks, but you may discard
one to make room for the new one.
Psychic
These Are Not the Meals You Are Looking for. During Trader
combat, you may discard your entire hand (minimum Master Trader. You may use your Trading power for
2 cards) to confuse one of the monsters you are any Item card or cards among the top three cards in
the Treasure discard stack.*
Races
Bug† Human
Regeneration. Bad Stuff no longer costs you levels. Pets Rock. Yes, at epic levels, even Humans have
Ignore that part of any Bad Stuff that happens to you, a racial power! Rather than fighting any monster of
and remember to gloat about it and describe how Level 5 or below, you may make a pet of it (as long as
you’re growing your leg back. you do not already have a pet in play). Play it to the
table. You may sacrifice it later as a one-time combat
Cyborg bonus, for or against any player or monster. If you use
Assimilation. In combat, rather than fighting it for a player, including yourself, its bonus is equal
a monster, you may discard any three cards and to its Level. If you use it against a player, it is treated
assimilate it. You do not get a level or Treasures for as a Wandering Monster: all its special abilities count,
assimilating a monster. The monster becomes your monster enhancers will work on it, and if your rival
Drone . . . keep it in front of you. It can be sacrificed cannot defeat it he must Run Away from it! At any time
like a Sidekick to let you Run Away, or it can be used that you lose your Epic or Human status, and your pet
to negate a Trap card that hits you, after which it is has not been used, your pet wanders off and is forever
discarded. lost.
Feline Mutant
Hyper-Curiosity. Your Curiosity power may be used Total Freak. You may have any of the following:
on either or both of the Door cards you initially turn three items of Headgear; three items of Footgear; two
over. If one is a monster and one is not, you may use items of Headgear AND two items of Footgear; two
Curiosity on the non-monster before combat. If neither extra Hands’ worth of stuff; two items of Headgear
is a monster, you may kick down one or two more AND one extra Hand’s worth of stuff; or two items of
doors, and you don’t have to decide if you are turning Footgear AND one extra Hand’s worth of stuff. Like a
over a fourth Door card till you see what’s behind the regular Mutant, you can switch between these choices
third.* at any time.*
*
Replaces or modifies an existing ability.
†
Found in Star Munchkin 2 – The Clown Wars.
Epic Munchkin 14
Super Munchkin
Classes
Brain† Mystic
Super Smart. Monsters do not get their class, race, Cosmos Control. You only need to discard one card
sex, etc. bonuses against the player you are helping in to re-roll any die roll you make.*
combat, or who is helping you.
Techno
Exotic Dumpster Diving. When someone else loses, dis-
Weird Adaptation. If you lose a Power to a Trap or cards, or sells an Item, you may discard three cards
Bad Stuff, you may look through the discards and to claim it. If two Epic Technos try to claim the same
claim the first Power of lower Rank that you find to Item at the same time, roll dice; the high roll discards
replace it. his cards and gets the Item. Yes, you can use a Loaded
Die (or Reality/Cosmos Control, if you are also a
Mutant Mystic) to affect your roll.
World-Conquering Lab Rat. You do not lose Powers
to Bad Stuff.
*
Replaces or modifies an existing ability.
†
Found in Super Munchkin 2 – The Narrow S Cape.
Munchkin Zombies
Mojos
Atomic Zombie Plague Zombie
Really Feel the Burn. Your worn Items (Armor, Deathier Breath. Your Death Breath now gives you
Headgear, Footgear) are also at +1 and do fire/flame +3 per discard, and you have no limit on the number
damage. If you are On Fire, nothing can put you out.* of discards from your hand.*
*
Replaces or modifies an existing ability.
†
Found in Munchkin Zombies 2 – Armed and Dangerous.
Epic Munchkin 15