Munchkin
Thingie Listing
(Races, Classes, Accents,
Loyalties, Mojos, Birthrights)
Table of Contents
Munchkin..................................... 2, 3
Munchkin Apocalypse ................. 4
Munchkin Axe Cop ...................... 4.
Munchkin Bites! ............................ 5
Munchkin Booty ........................... 6
Munchkin Conan .......................... 7
Munchkin Cthulhu ....................... 8
Munchkin Fu .................................. 8
The Good, the Bad,
and the Munchkin ..................... 9
Munchkin Impossible ................. 10
Star Munchkin ............................. 11
Super Munchkin .......................... 12
Munchkin Zombies ..................... 12
More Munchkin!
Munchkin comes in lots of flavors! You can get
classic fantasy, sci-fi, silly horror, superheroes, pirates,
cowboys, kung-fu, spies, and zombies . . . and theyre
all compatible!
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www.worldofmunchkin.com
Munchkin Game Design by Steve Jackson
Munchkin Art by John Kovalic
Munchkin Thingies compiled by Erik Zane and Andrew Hackard
Editorial assistance by Angie Kreuser
Munchkin, Warehouse 23, e23, the all-seeing pyramid, and the names of all products published by Steve Jackson Games Incorporated are trademarks or registered trademarks of Steve Jackson Games
Incorporated, or used under license. Munchkin is copyright 2001-2013 by Steve Jackson Games Incorporated. All rights reserved. Rules version 2.1 (April 2013).
All Axe Cop characters, storylines, themes, voices, and other elements are copyright 2010-2012 by Ethan Nicolle. Axe Cop is a trademark of Ethan Nicolle and is used under license. All rights reserved.
CONAN, CONAN THE BARBARIAN, HYBORIA, and related logos, characters, names, and distinctive likenesses thereof are trademarks or registered trademarks of Conan Properties International LLC
(CPI). All Conan and related characters, storylines, themes, plots, artwork, and other elements are copyright 2012 by CPI. Used under license. All rights reserved.
Munchkin Thingies
Munchkin
Classes
Bard
Enthrall: In combat on your turn, you may discard a card
and select a rival. Each of you rolls a die; if your roll beats
his, he must help you and cannot ask for a reward. If you
fail, you may discard again and try to enthrall another rival,
continuing until you succeed, give up, or run out of cards or
opponents. You may not win the game with this power.
Bardic Luck: When you win a combat on your turn, alone
or assisted, draw one extra Treasure. Look at them all and
immediately discard one (your choice).
Cleric
Resurrection: When it is time for you to draw cards faceup, you may instead take some or all from the top of the
appropriate discard pile. You must then discard one card
from your hand for each card so drawn.
Turning: You may discard up to 3 cards in combat against
an Undead creature. Each discard gives you a +3 bonus.
Ranger
Monster Tamer: In combat on your turn, you may tame
a single monster instead of fighting it. It becomes your
new Steed. To do so, you must discard your old Steed, if
any, plus a number of cards equal to the Treasures on the
monsters card. That number is your new Steeds combat
bonus. You may not trade a monster Steed, give it away, or
sell it for levels.
Ranged Support: When you help someone in combat, you
get +2.
Thief
Backstabbing: You may discard a card to backstab
another player (-2 in combat). You may do this only once per
victim per combat, but if two players are fighting a monster
together, you may backstab each of them.
Theft: You may discard a card to try to steal a small item
carried by another player. Roll a die; 4 or more succeeds.
Otherwise, you get whacked and lose a level.
Warrior
Berserking: You may discard up to 3 cards in combat;
each one gives you a +1 bonus.
You win ties in combat.
Wizard
Flight Spell: You may discard up to 3 cards after rolling
the die to Run Away; each one gives you +1 bonus to flee.
Charm Spell: You may discard your whole hand
(minimum 3 cards) to charm a single Monster instead of
fighting it. Discard the Monster and take its Treasure, but
dont gain levels. If there are other monsters in the combat,
fight them normally.
Munchkin Thingies
Munchkin
Races
Centaur
Two Left Feet: You may use two Footgear.
Leader of the Herd: You may have any number of Steeds
in play.
Dwarf
Halfling
You may sell one item each turn for double price (other
items are at normal price).
If you fail your initial Run Away roll, you may discard a
card and try once more.
Lizard Guy
You can carry any number of Big items.
You can have 6 cards in your hand.
Elf
+1 to Run Away.
You go up 1 level for every monster you help someone
else kill.
Gnome
In combat alone, you may play one monster from your
hand as a one-shot Illusion, adding its Level to yours.
You get +1 for any non-one-shot Item beginning with the
letters G or N.
Monsters treat you as a Halfling. Exception: Monsters
with Nose in their name will never pursue you; if you
cannot defeat them, you Run Away automatically.
Cold-Blooded: Usable once only Items that you play
to help the monsters count double.
Drop Your Tail: You get +1 to Run Away from Level 1015 monsters and +2 to Run Away from Level 16 and higher
monsters.
Orc*
An Orc who is hit with a curse can always choose to
ignore the curse and lose a level instead unless hes already
at Level 1.
When an Orc fighting alone defeats a monster by more
than 10, he goes up an extra level.
Race/Class Enhancers
Dark
Add this to a Race card. You are now a Dark (whatever),
It is lost if that Race is lost.
If you play a card or use a special ability to help the
monsters against another player, and the monsters win, you
get a level. This cannot be the game-winning level unless the
player DIES.
Elder
High
Add this card to a Race card. You are now a High
(whatever). It is lost if that Race is lost.
If you kill a monster by yourself, you can exchange all
the Treasure cards you got from that combat (minimum 1)
for one level. This CAN be the winning level.
Legendary
Add this card to a Race card. You are now an Elder
(whatever). It is lost if that Race is lost.
Your Level counts double when you are fighting alone.
Add this card to a Class card. You are now a Legendary
(whatever). It is lost if that Class is lost.
When you Loot The Room, draw two cards instead of
one.
Elite
Master
Add this card to a Class card. You are now an Elite
(whatever). It is lost if that Class is lost.
You receive a combat bonus against every monster equal
to the number of Treasures it is worth.
* Found in Munchkin 2 Unnatural Axe and subsequent sets.
Found in Munchkin 3 Clerical Errors and subsequent sets.
Found in Munchkin 5 De-Ranged.
Add this to a Class card. You are now a Master
(whatever). It is lost if that Class is lost.
Each monster you kill on your turn, with or without
help, gets you one extra Treasure.
Found in Munchkin 8 Half Horse, Will Travel.
Found in Munchkin Reloaded! (formerly in Munchkin Dice).
Munchkin Thingies
Munchkin Apocalypse
Classes
Blogger
Read All About It!: Any time a Seal opens, you get extra
page views! Draw a face-down Door.
A Fine Whine: Whenever you lose a level, you complain
online and draw a face-up Treasure.
Kid
Immortality: Kids never get eaten by monsters. Any
Death result becomes Lose a level.
Slingshot: You may give +5 to the munchkin side in any
combat you are not involved in.
Militia
I Was Ready For That!: Discard two cards to cancel a
Disaster as it is played.
My Weapon Is Bigger: As long as you have free Hand(s),
you may count any 1-Hand item as a 2-Hands item giving an
extra +3.
Scientist
Technobabble to the Rescue: Instead of Looting The
Room, a Scientist may discard two cards from his hand to
Close a Seal.
Atomic Transmutation: Before the Charity phase on
your turn, you may discard one Door from your hand and
draw a face-down Treasure, or vice versa.
Munchkin Axe Cop
Classes
Cop
Awesomeness: 2-Hand items count as 1-Hand items for
you.
You may have two extra Allies.
Man
Manpower: Allies with Man in their name do not count
against your total!
Soldier
Bigger Guns: Each time you level up, you may, if you
wish, discard any Item and draw a face-down Treasure to
replace it.
You may have one extra Ally.
Warrior
Berserking: You may discard up to 3 cards in combat;
each one gives you a +1 bonus.
You win ties in combat.
Munchkin Thingies
Munchkin Bites!
Races
Changeling
Pot of Gold: When you win a combat, you may draw any
or all of your Treasures as Doors instead.
Power Glue: You do not lose Powers if your level goes
down.
Mummy*
Kiss It And Make It Better: By discarding one card, you
may cancel the effect of a Trap or Curse on another player.
Clean Your Room: When a rival Looks For Trouble, you
may immediately discard one card to force him to return the
monster to his hand and Loot The Room instead.
Vampire
Slurp: When you play a Go Up a Level card, you may
take that level from any player with a Level higher than
yours.
Unnatural Vitality: When you encounter Bad Stuff that
costs more than one level, you lose only one level. Multiple
Bad Stuffs can each cost you one level, though.
Werewolf
Destroy Unnatural Evil: +4 against any Undead or
Demon.
Nice Doggie: If you help someone else kill a monster,
draw a face-down Door.
* Found in Munchkin Bites! 2 Pants Macabre.
Munchkin Thingies
Munchkin Booty
British
+2.
Accents
Britannia Rules the Waves: Any Ship gives ye an extra
Britannia Waives the Rules: Ye may discard a Go Up a
Level card at any time to cancel a Curse.
Dutch
Master Shipbuilder: On yer turn, ye may trade a Ship ye
owns for the top Ship in the discard stack. If yer old Ship
had enhancements, ye can move them to the new Ship.
Ill Take What In The Box Is: During yer turn, except in
combat, ye may discard any two Treasures and draw the top
Treasure card.
French
Swash ze Buckle: Any time ye fight more than one
monster, ye get a bonus equal to yer Level.
Charm ze Rival: Any munchkin of the opposite sex must
help ye, if asked, in exchange for first pick of the treasures.
But ye cannot gain the winning level with this power. (Ze
rivals, zey are not zat charmed.)
Spanish
Dodge the Bull: Ye may choose to lose a level instead
of taking Bad Stuff. While ye are Level 1, ye are completely
immune to Bad Stuff.
Conquistador: At Level 8 or above, ye get an extra +5 in
combat.
Classes
Explorer*
Nose for Loot: Ye draw a Treasure card as a reward after
ye help someone else kill a monster.
Resourcefulness: Discard a card from yer hand to take
one of yer cards out of play and back into your hand. Cannot
be used on a Curse.
Merchant
High-Pressure Negotiator: While in combat, ye may
change the items ye are using, or even trade items with
another player.
Translator: By discarding an Accent card, ye can gain all
its powers until the start of yer next turn.
Navy
Discipline: When ye Run Away, ye may discard up to
two cards. Each one gives ye +1 to escape.
Fleet Action: Ye may have an extra Ship. At Level 8 or
above, ye may have two extra Ships.
Pirate
Its the Loot, Arrrr: Once per turn, on yer own turn
before kicking down a Door, ye may trade a single level for
one face-down Treasure.
Buried Treasure: Instead of Looting the Room, ye may
take either the top Treasure or the top Treasure discard.
* Found in Munchkin Booty 2 Jump the Shark.
Munchkin Thingies
Munchkin Conan
classes
Cleric
Resurrection: When it is time for you to draw cards faceup, you may instead take some or all from the top of the
appropriate discard pile. You must then discard one card
from your hand for each card so drawn.
Turning: You may discard up to 3 cards in combat against
an Undead creature. Each discard gives you a +3 bonus.
Thief
Backstabbing: You may discard a card to backstab
another player (-2 in combat). You may do this only once per
victim per combat, but if two players are fighting a monster
together, you may backstab each
of them.
Theft: You may discard a card to try to steal a small item
carried by another player. Roll a die; 4 or more succeeds.
Otherwise, you get whacked and lose a level.
Warrior
Berserking: You may discard up to 3 cards in combat;
each one gives you a +1 bonus. You win ties in combat.
Wizard
Flight Spell: You may discard up to 3 cards after rolling
the die to Run Away; each one gives you a +1 bonus to flee.
Charm Spell: You may discard your whole hand
(minimum 3 cards) to charm a single Monster instead of
fighting it. Discard the Monster and take its Treasure, but
dont gain levels. If there are other monsters in the combat,
fight them normally.
Races
Cimmerian
Stygian
Kushite
Zamoran
You get +2 if you are a Warrior. You may use any
Sword, regardless of the Class, Race, or sex limitations on
it, and you get +2 for each Sword you are using.
You get +2 if you are a Cleric. You may use any Staff,
regardless of the Class, Race, or sex limitations on it, and
you get +2 for each Staff you are using.
You get +2 if you are a Wizard. You may use any Ring,
regardless of the Class, Race, or sex limitations on it, and
you get +2 for each Ring you are using.
You get +2 if you are a Thief.
You can use one extra Hand of items.
Birthrights
Barbarian
You may ignore all Usable By or Not Usable By
limitations. You use whatever you want!
Noble
+1 Bonus
You may have one extra Comrade.
Munchkin Thingies
Munchkin Cthulhu
Cultist
Classes
Strength in Numbers: You get a combat bonus of +2 for
every other Cultist in play.
Madness: You cannot voluntarily stop being a Cultist.
Investigator
Sneak and Peek: Look secretly at your first Door draw
each turn. You may choose to discard three cards from your
hand, put the new Door in your hand without showing it, and
turn over the next Door.
Foolhardy: When you Look For Trouble and win, draw
one extra Treasure.
Monster Whacker
Overconfidence: You have a +2 bonus against monsters
of Level 10 and below.
Panic: You have a -2 penalty against monsters of Level
16 and above.
Professor
Book Learning: Whenever you are the lowest-Level
player (or tied for lowest) at the end of your turn, you may
go up a level for every three cards you discard from your
hand.
Publish or Perish: If you successfully Run Away from a
monster whose Bad Stuff includes Death, go up a level.
Munchkin Fu
Classes
Monk
Years of Training: You may have two Styles at once.
Meditation: In combat, any player may play a positive
Monster Enhancer on you to give you that one-time bonus.
Ninja
Smoke Bomb: If you discard your whole hand (minimum
of two cards), you can automatically Run Away without
rolling the die.
Blinding Strike: In combat, you may discard two cards
and roll a die. The result adds to your combat strength for
that combat.
Samurai
Fast Draw: You have an extra +2 with every Sword you
use. The katana and wakizashi are swords. So is any other
item with Sword in its name.
Gaining Face: Go up an extra level when you kill, unaided,
a monster whose Level is at least twice yours.
Yakuza
Friends In Low Places: You may discard three cards at
any time (even during a combat) to take the top monster
from the discard pile.
Payoff: Draw a face-down Door card each time you kill,
or help to kill, a monster.
Munchkin Thingies
The Good, The Bad, and the Munchkin
Classes
Cavalry*
Indian
Cowboy
Outlaw
Horsepersonship: Each Steed you use gives an extra +2.
Ride to the Rescue: If you help a non-Cavalry player
win a combat, and you agreed in advance to take no treasure
(other than the one for the Deputys Badge, if you have one),
you go up a level.
Love Yer Hoss: If you have a Steed, you may win by
reaching Level 9, if you kill a monster to do so. If you reach
Level 9 any other way, you still win normally by reaching
Level 10.
Help Yer Pardner: When you help another player in a
combat, you may discard one or two cards for +3 bonus each.
Tracking: If the top Door discard is a monster or Steed,
you may discard one card from your hand in order to fight it
on your turn, instead of kicking down a door.
Archery: You get an extra +2 bonus from any item with
Bow in its name.
Dirty Rotten So-And-So: When Bad Stuff happens to a
non-Outlaw, go up a level. If he dies, the level you go up can
be the winning level.
Price On Yer Head: Whenever you lose a level
(remember, level 1 players cant lose a level), every nonOutlaw draws a face-up Treasure. If you die, they draw two.
Dude
All Duded Up: You get an extra +1 from each Headgear
and Footgear item you wear.
Skedaddle: Every card you discard before Running Away
adds 1 to your roll.
* Found in The Good, the Bad, and the Munchkin 2 Beating a Dead Horse.
Munchkin Thingies
Munchkin Impossible
Classes
Assassin
Highly Trained: You can have two extra Training cards.
Crack Shot: You get a +1 bonus for every Gun you have
in use.
Playboy
Smooth Operator: When you are hit by a Trap, you may
roll a die. You escape on a 5 or 6, and after you roll, you may
add 1 to your roll for every card you discard from your hand.
Youre Just Hot: When you are aided in combat by a spy
of the opposite sex, you get a +3 bonus.
Tourist
Sorry, Im Lost: When you open a Door and meet a
monster, you may avoid fighting it. Discard three cards,
discard the monster, and open another Door.
Souvenirs: You may use any item restricted to a Loyalty,
no matter what Loyalties you may have.
Loyalties
American
Miniaturized Gadgets: You have one extra Hand.
Big Budget: Whenever you sell an item or items for
levels, add 300 gold pieces to the total you earn. This amount
is never multiplied.
British
Unflappable: If you lose a combat by 10 or more, you
walk coolly away and escape automatically.
Classy: British spies always have class. Whenever a
British spy has no Class card, monsters still treat him as a
Playboy, and he may use Playboy-only items.
Chinese
Subversion: When a Level 1 or 2 monster is on top of
the discards at the beginning of your turn, you may put it in
your hand.
Many Minions: There is no limit to the number of
Hirelings you can have.
Russian
Overkill: When you play a usable once only card that
gives a combat bonus, double the bonus.
More Overkill: When you play a Go Up a Level card,
it counts double, though it still cannot give you the winning
level.
Munchkin Thingies
10
Star Munchkin
Classes
Races
Bounty Hunter
New Contract: When a Monster card is on top of the
discard stack, you may discard your entire hand and take it.
You may not do this during combat.
Freelance Work: You draw a face-down Door card as a
reward after you help someone else kill a monster.
Gadgeteer
Tech Wiz: You can use as many Complex gadgets as you
can carry.
Disarm Traps: Any time you draw a face-up Trap, you
may discard any two cards and discard the trap as well. This
does not help you against Traps played on you by your
fellow munchkins.
Psychic
You get +2 to any combat when you fight alone that is,
if you dont ask another player to help you.
You can discard one card at any time (even during
combat) to either:
Read Minds: Look at any other players hand. You
may not show it to other players.
See the Future: Look at (but do not draw, rearrange,
or show to others) the next three cards in either deck.
Space Ranger*
Bug*
Bugs are highly adaptable, and master scavengers.
Whenever a Race or Class card is discarded, you may discard
any two cards and grab the discard.
Cyborg
Starts at Level 2. A Level 1 character who becomes a
Cyborg becomes Level 2. A Cyborg character can never go
below Level 2, in the same way that normal characters cant
go below Level 1. If killed, the Cyborg may choose instead
to lose 2 Levels (or go to Level 2) and stay alive.
Feline
+1 to Run Away.
Curiosity: If you dont find a monster behind the first
door you open on your turn, you may open one more door
immediately turn over the next Door card and proceed
normally.
Mutant
You may discard two cards of the same type (Door or
Treasure) in order to draw one face-down from that deck.
You may do this any time except during a combat.
You may wear two items of Headgear OR Footgear at
the same time, OR carry an extra Hands worth of stuff.
By discarding his whole hand (minimum 3 cards), the
Space Ranger can force another player, whose aid would
make the difference between losing and winning, to help
him in combat. However, if they win, the Space Ranger
must reward his deputy with either all the levels, or all the
treasure; the Space Ranger chooses which.
Trader
Faithful Crew: You may have two Sidekicks at the same
time.
Trading: When an Item card is on the top of the discard
stack, you may take it by discarding Item(s), in play or from
your hand, of equal or greater value. You may not do this
during combat.
* Found in Star Munchkin 2 The Clown Wars.
Munchkin Thingies
11
Super Munchkin
Classes
Brain*
I Know Everything: No foes have special powers or
bonuses against the Brain class! Furthermore, if a Brain
also has another class, he may ignore any special powers or
bonuses that monsters have against his other class(es).
Exotic
Power Switch: In combat, you may discard a single
monster from your hand, using its Level instead of yours. It
may not be enhanced.
Weird Weakness: When you face a monster whose name
(not counting The) starts with the same letter as the
current day of the week, you are at -6.
Mutant
Lab Rat: When you draw a face-up Power, you may
immediately open another Door. When you draw a facedown Power, you may choose to show it. If you do, draw a
face-down Door.
Mutant Might: You may discard a Power card at any
time to draw a face-down Door.
Mystic
Reality Control: You may discard two cards to re-roll
any die roll you make. The original roll doesnt count.
Sorcerous Soul: Any time you are killed, you may
choose to lose a level instead of dying.
Techno
Quick Fix: When you lose an item to a Trap or Bad Stuff,
you may discard three cards instead, and keep the item.
Miniaturization: Any Two Hands item is only One
Hand for you.
* Found in Super Munchkin 2 The Narrow S Cape.
Munchkin Zombies
Atomic Zombie
Mojos
Feel the Burn: Items carried in your hands give +1 combat
bonus apiece, and do fire/flame damage.
Patchwork Zombie*
Ranker Than Thou: Add 2 to your Level when
determining the total Rank of Powers you may have.
Plague Zombie
Death Breath: Against monsters of Level 11 or higher,
you can discard up to 3 cards from your hand for +2 each.
Voodoo Zombie
Bad Juju: Whenever you play a Curse on another player,
you draw a face-up Treasure.
Gift of the Loa: When a Curse is on the top of the Door
discards at the start of your turn, you may put it in your hand
before Kicking Down A Door.
* Found in Munchkin Zombies 2 Armed and Dangerous.
Munchkin Thingies
12