Flavor up your Munchkin games with these 30 new monster, Treasure, Class, and Race enhancers! For use with Munchkin, Munchkins & Mazes, Munchkin Tails, Munchkin Oz, or any set that uses the original Munchkin card backs!
Thirty cards to "enhance" your Munchkin game!
Only a munchkin would bring more than a couple sets of dice to a game day. Fortunately, we cater to munchkins!
This fancy, satin-lined, 7-inch square Munchkin Dice Bag will hold all the dice you need for every possible situation: good dice, bad dice, probationary dice one fumble away from being thrown into the resin caster for your next artsy paperweight . . . or maybe that's just us.
One 7" x 7" satin-lined dice bag.
From the award-winning livestream RPG show created by Matthew Mercer and the cast of Critical Role, a powerhouse role-playing franchise meets its match in the hit role-playing card game Munchkin, bringing the hugely successful Mighty Nein campaign to the tabletop in the first officially licensed Critical Role card game.
CONTENTS: 172 Cards,
7 oversized Character Cards,
6 plastic trackers, 1 D20,
Go down in the dungeon. Kill everything you meet. Backstab your friends and steal their stuff. Grab the treasure and run.
Admit it. You love it.
Munchkin is the mega-hit card game about dungeon adventure . . . with none of that stupid roleplaying stuff. You and your friends compete to kill monsters and grab magic items. And what magic items! Don the Horny Helmet and the Boots of Butt-Kicking. Wield the Staff of Napalm . . . or maybe the Chainsaw of Bloody Dismemberment. Start by slaughtering the Potted Plant and the Drooling Slime, and work your way up to the Plutonium Dragon . . .
And it's illustrated by John Kovalic!
Fast-playing and silly, Munchkin can reduce any roleplaying group to hysteria. And while they're laughing, you can steal their stuff.
Ages 10 and up. Plays in one to two hours. Three to six players.
168 cards, one six-sided die, and a rulesheet.
This is where GURPS Realm Management steps in. It provides a way to generate a full spread of vital statistics for a polity of any size – not unlike those for cities in GURPS City Stats, but on a potentially far grander scale. Even better, it offers a system for managing your "realm" day to day . . . and for resolving trade, diplomacy, and conflicts (hot and cold) between it and its neighbors. And all of it is friendly to the PCs being the ones calling the shots!
Come make the leap from "adventure" to "adventurism"!