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Step by step
Game Objective
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Preparation (Setup)
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Gameplay Flow
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Actions and How to Play
New Card Type – Madness
This set contains five cards of a new type: Madness! A Madness card is played like a Curse – if you draw it face-up, you acquire it. If you draw it face-down, you may give it to another player at any time.
Any card or power that affects a Curse will also affect a Madness. The reverse is NOT true... cards and powers that specifically affect Madness do not affect Curses. And note that, while we were insane and called one of the Cultist's powers “Madness,” that power is not affected by cards that can remove Madness cards from players.
Madnesses are, in general, bad to have, but each one has an upside as well.
A Ring of Wishing can be used to get rid of any Madness (again, just like a Curse). A Sudden Blow to the Head will get rid of ALL Madness cards your victim has, in addition to the effects printed on the card.
If you die, you keep your Madnesses. Your new character will be just as mad as the old one.
Crossovers
- Mounts – The “Green Reaper” card counts as a Mount, if you have a Munchkin supplement with Mount rules. If you are using Munchkin Impossible, it’s a Vehicle, of course. Otherwise, just follow the instructions on the card.
- Thief Class – When a Thief gets Madness: Kleptomania, it doesn’t change their powers, because the game mechanic of Kleptomania (NOT coincidentally) is the same as the Thief mechanic. It just means the Thief must try to steal at least one item whenever it’s their turn. They can still try to steal at other times if they want.
- Cowboy Class – What? Cowboys? There’s no such thing as a Cowboy class. Well, not here. But if you add The Good, the Bad, and the Munchkin, you can put the Squidskin Boots into that game if you want... Ia Cthulhu, partner!
End of Game and Scoring
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Tips for Winning
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Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules