Welcome to Star Munchkin Adventures!
To play, you'll need a copy of Star Munchkin™.
You'll also need to print out a set of ROOM
TILES, and some CHARACTER TOKENS.
Print these onto card stock and cut them out with a paper cutter
for best results. If you have the Star Munchkin 2 expansion
set, you can use it too, but first, remove all 6 room cards from
the deck- you won't need them.
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GETTING
STARTED
place the START room tile, and shuffle the remaining room
tiles face down. Deal cards to the players as
normal. Each player should choose a character token,
and place it on the START room tile. Then play as
normal, noting the following special rules.
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MOVEMENT AND
ENTERING ROOMS
When it is your turn, you may MOVE in any direction.
When you first start out, you'll be moving in a direction
that has no room yet! |
If you move into a
room that is already placed, follow the following rules:
- You may move as far as
you wish through rooms with no monster or door cards
in them, as long as you don't enter the same room more than
once per turn. You must follow the room's ON EXIT rules,
if any, when exiting that room.
- If you move into a room with any face up cards in it, you must STOP. Traps go
off as if kicking down the door, and you must
fight any monsters, plus any enhancers they have with them, as
if kicking down the door. ( If you are
level 6 or higher, you must ADD a door card from the
deck into the room face up also).
- If you move into a room with any face down door card in it, you must STOP and turn it face up,
and treat as if Kicking Down the Door with all cards in play.
( If you are level 6 or higher, you must ADD a door card
from the deck into the room face up also).
- You may end your
move in an empty room if you wish.
- You don't have to move- you may choose to stay in your current room
if you wish.
- The only thing you may do in an empty room is Loot the
Room (you can't kick down the door or look for trouble).
If you move in a direction that has no room yet:
- Draw and place a NEW room tile there, face up, and draw a
DOOR card (draw TWO cards if level 6 or higher).
- Flip the door cards over, then apply any "ON ENTRY" rules
for that room.
- Now deal with the door cards as normal, applying any
special rules for that room that apply.
If there are no more room
tiles available, you cannot move that way! If you
are forced to move that way (for example, by the conveyor belt
room), move to the START square instead.
COMBAT
- Fight combats as normal, noting any special modifiers
your room might have.
- If anyone helps you
in combat, move them
into the room you are in!
- If you lose,
whether you run away or not, LEAVE
the monster(s) and any enhancer cards in the room face
up, and move yourself back to the START room (this does NOT count as exiting
the room).
- If you fail to run away, bad stuff still happens as normal.
- If you are ever killed,
leave your treasure cards in the room, and discard all your
door cards! Anyone may pick up one treasure card left in
a room instead of looting the room. At the start of your
next turn, draw 4 treasure and 4 door cards.
OTHER STUFF ON YOUR TURN
- After Kicking Down a Door, if there was no monster, you
may look for trouble as normal.
- After Kicking Down a Door, if you don't look for
trouble, you may loot the room as normal.
- You may now place ANY
door cards you have onto ANY rooms that do not already have
a door card on them or another player in them (except
the START room). You may play them face down OR face up
as you wish.
- Finally, you must sell, play, or give away cards from
your hand until you have 5 or less cards, as normal.

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ROOM
DESTRUCTION
Some rooms can cause the destruction of themselves or
other rooms!
When a room is
destroyed, follow these rules below.
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- If any Player
Characters are in the room, they must make a RUN AWAY
roll, applying any modifiers. If they succeed, place
them in the START room. If they fail, place them in the
START room, but they lose 2 levels.
- Reveal any face
down Door cards that were in the room.
- Any monsters that
were in the room are killed,
and whoever caused the destruction of the room gets the LEVELS
for the monsters, but NO treasure.
- Discard any other type of cards that were in the room.
- Remove the destroyed room tile(s) and place them on the bottom of the room tile
deck, face down.
NOTE that the START room can NEVER be destroyed- it's
made of pure Unobtainium!
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QUESTIONS
AND ANSWERS
These clarifications might help clear up your rules
questions.
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Q. WHEN DISCARDING ITEMS DUE TO CURSES OR BAD STUFF, WHERE SHOULD
YOU DISCARD?
A. Discard to the item discard pile as normal. The only
time items get left in a room is when someone dies.
Q. CAN PSYCHICS LOOK AT CARDS IN ROOMS?
A. Yes. A Psychic may
look at the card in a room, or see what the next room tile will be,
instead of looking at the top 3 cards of a deck.
Q. ARE THERE ANY HOUSE RULES YOU USE?
A. Yes- we like to give Bug players a boost, so a Bug may go up a level with only
900 credits of sales- since he's so adaptable!
Q. CAN YOU ALWAYS RUN AWAY FROM A FIGHT IN THE BRIG?
A. No, if you decide to fight, you give up the right to run away
automatically. Draw two extra cards and work it out the old
fashioned way!
Q. WHICH PLAYER IS THE LOWEST WHEN IN THE EMPATHIZATOR ?
A. The player with the lowest combat strength, NOT including
one-shots. You can't use their one shots up, that wouldn't be
fair.
Q. DO YOU HAVE TO USE YOUR FULL COMBAT STRENGTH IN THE GLASS
DOME?
A. No, you have to use your full levels though. For example
you could choose NOT to use your LaserBobaserBananafanafofazer- good
luck!
Q. CAN I USE MY ROCKET BOOTS, ETC. IN THE SHAFT OF DOOM?
A. Yes, any room that requires you to make a "run away" roll
also allows the use of modifiers to that roll. So rocket away!
Star Munchkin is a
trademark of Steve Jackson Games, and its rules and art are
copyrighted by Steve Jackson Games . All rights are reserved by
Steve Jackson Games. This game aid is the original creation of
Sean Patten and is released for free distribution, and not for
resale, under the permissions granted in the Steve
Jackson Games Online Policy.