Munchkin – TGN – Tabletop Gaming News https://www.tabletopgamingnews.com News for Tabletop, Boardgames, Miniatures, RPGs and Card Games! Tue, 14 May 2024 22:02:58 +0000 en-US hourly 1 https://wordpress.org/?v=6.5.3 https://www.tabletopgamingnews.com/wp-content/uploads/2023/02/cropped-Tabletop-Gaming-News-Logo-32x32.png Munchkin – TGN – Tabletop Gaming News https://www.tabletopgamingnews.com 32 32 “Munchkin Shadowrun” and “Munchkin Warhammer Age of Sigmar: Dire Domains” Set to Release in September from Steve Jackson Games https://www.tabletopgamingnews.com/munchkin-shadowrun-and-munchkin-warhammer-age-of-sigmar-dire-domains-set-to-release-in-september-from-steve-jackson-games/ https://www.tabletopgamingnews.com/munchkin-shadowrun-and-munchkin-warhammer-age-of-sigmar-dire-domains-set-to-release-in-september-from-steve-jackson-games/#respond Tue, 14 May 2024 22:02:57 +0000 https://www.tabletopgamingnews.com/?p=16700 Steve Jackson Games has announced two upcoming releases set for September that expand their Munchkin game series with new themes and collaborations.

Steve Jackson Games, in collaboration with Catalyst Game Labs, is set to release “Munchkin Shadowrun.” This game combines the traditional Munchkin card game mechanics with the cyberpunk and fantastical elements of the Shadowrun roleplaying game. The game includes 193 new cards, featuring artwork by Lar deSouza, and introduces scenarios where players navigate a future dominated by corporations and technology. “Munchkin Shadowrun” will be available at a retail price of $39.95.

Additionally, “Munchkin Warhammer Age of Sigmar: Dire Domains” is the fourth expansion in the Munchkin Warhammer Age of Sigmar series. This expansion adds 20 new dungeon and portal cards, drawing from the Warhammer universe, and is designed to integrate seamlessly with the existing game. It will retail for $11.95.

Both products will be available for purchase in September at local game stores and through the online store, Warehouse 23. These releases aim to provide existing fans and new players with fresh gameplay experiences and expansions to their Munchkin collections.

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Munchkin Cows Stampede into Game Stores: New 15-Card Set Now Available https://www.tabletopgamingnews.com/munchkin-cows-stampede-into-game-stores-new-15-card-set-now-available/ https://www.tabletopgamingnews.com/munchkin-cows-stampede-into-game-stores-new-15-card-set-now-available/#respond Wed, 03 May 2023 21:00:00 +0000 https://www.tabletopgamingnews.com/?p=9857 Steve Jackson Games released its latest 15-card set of monsters and treasures for the popular card game Munchkin. This time, the theme is cows, and players can now get their hands on Munchkin Cows.

The Munchkin franchise has been known for its comical and offbeat expansions, and Munchkin Cows is no exception. The set features a variety of cow-themed monsters, such as the Bovine Bandit, the Milkmaid, and the Mad Cow, as well as treasures like the Cowbell and the Udder of Plenty.

Players can now incorporate these new cards into any Munchkin game, from the original fantasy-themed game to the more recent expansions set in space or in the Wild West. With Munchkin Cows, players can expect a lot of laughs and fun as they battle their way through a field of bovine adversaries.

Munchkin Cows is available for purchase at your favorite local game store or through the Steve Jackson Games online store, Warehouse 23.

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Get Ready for a Wild Ride with Munchkin South Park https://www.tabletopgamingnews.com/get-ready-for-a-wild-ride-with-munchkin-south-park/ https://www.tabletopgamingnews.com/get-ready-for-a-wild-ride-with-munchkin-south-park/#respond Fri, 24 Mar 2023 22:00:00 +0000 https://www.tabletopgamingnews.com/?p=7918 Munchkin South Park, the newest collaboration from The Op and Steve Jackson Games, is now available in game stores and Warehouse 23. Fans of both Munchkin and South Park can now combine their love for both properties in one box, promising a lot of comedy in a single game.

Players take on the role of a new kid at South Park Elementary, equipped with iconic items like Kenny’s Throwing Star or Towelie, and allies such as Randy, Timmy, and Butters Stotch. The objective is to defeat famous South Park characters such as Beelzaboot, Satan, ManBearPig, and other monsters while avoiding curses like the Pandemic Special and backstabbing moves by other players.

The game is a tribute to the late great Munchkin Czar Andrew Hackard, who was an enormous South Park fan and a champion of this set for a long time. His input on the project and his passion for both properties make this release a special one for the creators.

The collaboration between The Op and Steve Jackson Games promises to offer fans of both Munchkin and South Park a unique and entertaining gaming experience. Munchkin South Park is available for purchase now, so head to your friendly local game store or visit Warehouse 23 to get your own copy and have a super-sweet time ascending to Level 10!

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Munchkin Goes Mobile: Popular Card Game Now Available on iOS and Android https://www.tabletopgamingnews.com/munchkin-goes-mobile-popular-card-game-now-available-on-ios-and-android/ https://www.tabletopgamingnews.com/munchkin-goes-mobile-popular-card-game-now-available-on-ios-and-android/#respond Tue, 14 Mar 2023 16:04:00 +0000 https://www.tabletopgamingnews.com/?p=7427 Munchkin, the highly popular card game, is now available on iOS and Android platforms. The digital version of the game has been in early access on Steam for some time, but now the mobile version is finally here. The game was developed by Dire Wolf Digital and features the same gameplay as the original Steam edition, but with modifications to make it more user-friendly on mobile devices.

Fans have been eagerly waiting for the release of the mobile version and it has finally arrived. Now, players can enjoy the game anytime, anywhere.

The mobile version of Munchkin has been updated to work smoothly on smartphones and tablets. Players can enjoy the same exciting gameplay, complete with all the monsters, treasures, and surprises that the original game has to offer. Additionally, the mobile version allows cross-platform play, which means that players can play with their friends regardless of what version they are using.

The release of the mobile version of Munchkin has been highly anticipated by fans of the game. Now that it’s finally available, players can expect more updates and additional features to be added in the future. With more and more players picking up the game, the possibilities for Dire Wolf Digital to add new content are endless.

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TGN Review: Munchkin CCG https://www.tabletopgamingnews.com/tgn-review-munchkin-ccg/ https://www.tabletopgamingnews.com/tgn-review-munchkin-ccg/#respond Tue, 06 Feb 2018 13:52:00 +0000 https://tabletopgamingnewscom.bigscoots-staging.com/?p=2904 Just about all of us have at least seen all the variations of Munchkin out there. It’s been a staple of Steve Jackson Games’ line since it came out. Most of the sets have been illustrated by the illustrious John Kovalic. Well, a new set of Munchkin is about to come out. One that’s different than all the others. It’s the Munchkin CCG.

Steve Jackson Games was kind enough to hook me up with a Cleric vs. Thief starter set, as well as some booster packs so I can tell you all about it.

So grab your alluring codpiece and chainsaw of bloody dismemberment, it’s time for another TGN Review. This time, it’s the Munchkin CCG by Steve Jackson Games.

The first thing to realize when you hear about the Munchkin CCG is that while there is a similar tone to the game, it shares almost no mechanical similarities to the original Munchkin line of games. Instead of trying to be the first adventurer to reach level 10, the object of the game is to reduce your opponent’s health to zero, or mill their deck so that it is gone. If you are the first player to do either of those, you win.

Now, let’s look at the contents of the starter. We all know my love of 2-player starters, and the Munchkin CCG has three that you can choose from. Each one is a ready-to-play kit, with two preconstructed decks, a die, tokens, rules pamphlet, and even level dials. Before we get to the cards, let’s look at the non-card items.

The tokens include numbered tokens in 1 and 5 denominations. The tokens are catch-all, meant to be used as damage counters, gold counters, and anything else you might need to keep track of during the game. The other tokens are the Run Away/Limp Away tokens. These are used, of course, when you either run or limp away from danger during the game.

The two dials are used to keep track of your character’s level. It will steadily go up as the game goes on, which will also dictate how much gold you get at the start of the turn. Unlike Original Recipe Style Munchkin, you don’t win when you hit level 10, as mentioned above. So, getting there first is cool, but not a thing to really brag about.

There’s a single die in the set. Now, I have to say, while everything in the set is of good quality, I was disappointed in the die. Reason being is that every Munchkin set I’ve known has a custom die, related to the set. One of the sides is a custom symbol, or even just the “Munchkin Head.” This die just has pips on each side. Again, it’s a decent die. Rolls well, and such, but I was kinda just hoping it’d be a custom die. Oh well.

As for the cards, quality-wise, they’re good, sturdy cards. They’ve got a good “flick” to them. Nice finish. Not being a heathen, I sleeved mine before shuffling and playing. Hey, they might be just a review set, but still, I’m civilized. The cards fit into standard-size sleeves just fine.

There are 6 types of cards in the game. Let’s go over them quick.

Hero cards are unique in that you only get 1 per your deck, and it’s not shuffled in. It represents the player in the game. Each has a special ability as well as a life total. If that total goes to 0, you’re out.

Players can have 1 Location in play at a time. If you want to play another, you have to Squish your first one. They have a general ability that usually affects both players in some way.

Loot comes in all forms. They can be weapons that will help you in battle, or just other types of gear that gives your hero a buff of some kind. The number in the star in the upper-left corner shows the level of that gear. A hero can only have gear levels equal to their character level. So, for example, a level 6 character could have 1 level 3 gear and 3 level 1 pieces of gear. But if they wanted to equip a level 2 gear, they’d have to either Squish two of their level 1s or their level 3.

Allies can be hired by a Hero in order to keep them alive. Their cost is in the little gold circle in the upper-left. They may have some sort of special ability. Then, their life total is in the bottom-right. If an Ally takes damage equal to its life total, they’re Squished.

Mischief cards are one-time-use cards that a player will pay for (cost in the upper-left), that will have some ability, and then the card goes to the discard pile. Each one is unique, and there’s all manner of things that they can do, from damage to healing to getting you gold and other sorts of crazy whatnots that make your opponent go, “AAAARGH!”

The last type of card is the Monster. They have their cost, as others, in the upper-left. They also have a power and a life total. Some monsters have special abilities that happen when hired (or other type of trigger has happened). Heroes will use the Monsters that they hire to attack their opponent.

So, that’s the type of cards. Before the game, players will construct 40 card decks (not including their Hero card). There are a couple rules for deck construction. 1) You can’t go over 40 cards. 2) Cards must either be the same color as your Hero or they must be Neutral (silver). 3) You can have up to 3 copies of a card in your deck. No more. Other than that, it’s really up to you to decide how you want to distribute your cards among the 5 types that go into your deck.

All that being typed, how does the game work? Well, you’ve got your deck and your opponent’s got theirs. Randomly determine the first player. They get 1 gold. Their opponent gets 2. Both players start at Level 1. Both players draw a hand of 6 cards (you can mulligan once if you want). From there, you’re ready to go.

A game round consists of 3 phases: Warmup, Munchkining, and Cooldown.

The Warmup phase is a preparatory phase. Things that are left over from your last turn are reset, including flipping your Run Away token back to that side, collecting any cards from your Stash, and unzapping any cards you’ve got. You also draw a card. Warmup is also where the Reckoning Phase happens, if you’ve got any cards that specifically mention that.

The Munchkining phase is where you’ll spend the bulk of your turn. This is where you’ll purchase Allies, play most Mischief cards from your hand, equip Loot, place Locations, and attack your opponent with Monsters. Now, long-time readers of TGN know that I’m a fan of bluffing games. And the Munchkin CCG’s attacking step is all about bluffing. You see, to attack with a monster, you place a card from your hand, face down, out between the two of you. You then place as many gold from your purse next to the card as you want. At this point, your opponent has a choice. They can either Run Away or Face the Monster. If they Run Away (or Limp Away (taking 2 damage to do so), if they’ve already Run Away once during the turn), your gold comes back to you, the card goes to your Stash (still face-down), and you continue on. However, if they choose to face the monster, they can commit Weapons and Allies to the fight, Zapping them to do so. The face-down card is now revealed. If it’s a Monster, and you’ve paid enough gold to hire it, the Monster fights. If there’s a special ability on the Monster, it happens, and then any Weapons your opponent has strikes at the Monster. Then, assuming the Monster is still there, it deals damage to Allies and then the opposing hero. This damage can be decreased by committed Weapons. The Monster then goes to the Stash, face-up. However, you don’t have to use a Monster, or you don’t have to spend enough Gold to hire it. In this case, you’ve Cheated (proper-wise, like, legitimately Cheated). When you Cheat, the card you used goes to your Stash face-up, you take 1 damage (you naughty thing), but your opponent’s committed Weapons and Allies go back still Zapped, so they can’t be used again. This is a great way to wear through your opponent’s defenses so that you can get monsters through later on.

You continue on buying, equipping, and sending in Monsters until you’ve had enough. It’s then time for the Cooldown phase. At this point, you’ve worked hard, so you gain 1 Level, as well as get paid, getting Gold so that you have as much Gold as your Level (so, if you are now Level 3 and you had 1 Gold still left over, you would gain 2 Gold). Play then passes to your opponent, who now has a chance to do all that nasty stuff back to you again.

As I mentioned before, play continues until 1 player is left with any health or cards in their deck. They are the winner!

The Munchkin CCG is an interesting mix of bluffing, hand management, and deck construction. Since Monsters keep coming back around to your hand from your Stash, they can return to wreak havoc on your opponent time and again, unless your opponent can manage to Squish them with their Weapons. Expensive monsters can do some real damage, but your opponent can always just Run Away if they think the baddy is just too bad. It’s all about knowing when your opponent is ripe for the attack that you send out the mean stuff… or you could just cheat and make them take extra damage they don’t have to take by Limping Away from nothing.

The Munchkin CCG will be on store shelves later this month.

You can find out more info on the game’s website, as well as get your pre-orders, too!

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