Throughout this site, I'll probably use a lot of terms that people new to the game, or gaming in general, will not recognize. I've put together a simple glossary for anything you might be unfamiliar with, and keep editing it when I need to. If there's any term I use that you feel belongs here, drop me a comment and I'll get it sorted.
BLENDING: Blending is when two or more themed Munchkin decks are mixed together. They become a Blender Deck.
FLGS: Your Friendly Neighbourhood Game Store. Simply shorthand for your local games shop, where you go to get your Munchkin fix.
MUNCHKINS: In wider gaming circles, a Munchkin is a player who attempts to backstab his allies for personal gain. In short, that's you. Munchkin, the game, is named for this, as this behaviour is encouraged.
They said it couldn't be done.
THEY SAID IT COULDN'T BE DONE...
Hello. My name is ThisisDog. It isn't really, I'm lying. But that's not important. I am a gamer, host, and compulsive collector.
A little under a year ago, I was bought a copy of a game called Munchkin for my birthday, and before I had even played it I was leafing through the leaflet in the box, in awe of all the different sets that were available.
I was literally dreaming of having every set, and consolidating them all into one massive, chaotic deck, where anything could happen. But as I shared my plan with the world, I was continuously told the same thing: It won't work.
Challenge accepted, world. Challenge accepted.
Monday, 15 February 2016
Sunday, 14 February 2016
About Munchkin
Munchkin, I'm sure you know, is the ridiculously successful card/board game from Steve Jackson games. Released back in 2001, it was written by Steve Jackson (The American Steve Jackson behind games like GURPS, Car Wars and Chez Geek, not the British Steve Jackson, the man behind Warhammer and the Fantasy Flight Books. Although American Steve did actually write a couple of those books. It's complicated.), and brought to life by the comic artwork of John Kovalic (Dork Tower).
Flash forward to 2016, and it has remained prominent in any FLGS for the last 15 years. It won the 2001 Origin Award for best traditional card game, and has spawned a Comic Book series, 20 spin-off Munchkin games (and counting), plush toys, vinyl figurines, t-shirts, Munchkin flavours of other games (such as Smash Up, Castle Panic and Love Letter), and a full-blown board game of it's own, Munchkin Quest.
At it's heart, Munchkin is a pastiche of classic Role-Playing games (D&D and the like, you know, the ones whispered in hushed tones in polite company), paying both homage and parody in equal measure. What sets Munchkin apart from it's spiritual parents though, is it's accessibility. The only dice you need are a couple of D6es, none of the 20-sided complications, and the rules are so straight-forward that anyone can pick it up in a couple of games. The aim of the game is to enter a dungeon, kill anything that moves and take whatever it's carrying, and moving on. The first to reach the end of the dungeon, typically (but not necessarily) the 10th room, wins the game. And as the name implies, being horrible to each other is standard practice.
Flash forward to 2016, and it has remained prominent in any FLGS for the last 15 years. It won the 2001 Origin Award for best traditional card game, and has spawned a Comic Book series, 20 spin-off Munchkin games (and counting), plush toys, vinyl figurines, t-shirts, Munchkin flavours of other games (such as Smash Up, Castle Panic and Love Letter), and a full-blown board game of it's own, Munchkin Quest.
At it's heart, Munchkin is a pastiche of classic Role-Playing games (D&D and the like, you know, the ones whispered in hushed tones in polite company), paying both homage and parody in equal measure. What sets Munchkin apart from it's spiritual parents though, is it's accessibility. The only dice you need are a couple of D6es, none of the 20-sided complications, and the rules are so straight-forward that anyone can pick it up in a couple of games. The aim of the game is to enter a dungeon, kill anything that moves and take whatever it's carrying, and moving on. The first to reach the end of the dungeon, typically (but not necessarily) the 10th room, wins the game. And as the name implies, being horrible to each other is standard practice.
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