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pdf https://cdn.1j1ju.com/medias/2e/38/fe-munchkin-2-unnatural-axe-rulebook.pdf
Some cards are Item Enhancers. These must be played on an Item you already have in play; they cannot be played by themselves. They add to the combat bonus of the Item or give the Item new abilities. You cannot move an Item Enhancer to a new Item once you have played it.
322,56 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/0f/23/f0-munchkin-3-clerical-errors-rulebook.pdf
Some cards are Item Enhancers. These must be played on an Item you already have in play; they cannot be played by themselves. They add to the combat bonus of the Item or give the Item new abilities. You cannot move an Item Enhancer to a new Item once you have played it.
2,07 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/f0/b2/c2-munchkin-4-the-need-for-steed-rulebook.pdf
It is intended to be used with the original Munchkin and (probably) one or more of the previous expansions. If you don’t use any other expansions, you’ll see an awful lot of Hirelings and Steeds. But that’s not a bad thing, for they are all very, very munchkiny.
95,67 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/56/48/9f-munchkin-5-de-ranged-rulebook.pdf
This set contains two special types of cards. If you have Munchkin 4 (The Need For Steed), you already know how to use them. If you do NOT have Munchkin 4, you should go out and get it right now, or the undead clowns will get you, but because we love you and you gave us money, here are the rules anyway, for ...
67,95 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/3c/52/98-munchkin-6-demented-dungeons-rulebook.pdf
Dungeon cards are double-sized, both to give lots of room for both art and text and to make SURE you don’t mix them into other decks.
784,42 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/21/00/8e-munchkin-7-cheat-with-both-hands-rulebook.pdf
This set of cards is intended to be added when you combine two or more Munchkin sets, to make your sci-fi kung fu space pirate dungeondelving adventures run more smoothie . . . err, smoothly. It is not a stand-alone game.
696,66 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/fc/8f/57-munchkin-8-half-horse-will-travel-rulebook.pdf
This set introduces two new Races: Centaurs and Lizard Guys. It also has more Hirelings and Steeds (and Steed Enhancers!), and since you already own Munchkin 4 – The Need for Steed and Munchkin 5 – De-Ranged, you know how they work.
459,93 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/dc/68/5f-munchkin-apocalypse-rulebook.pdf
Three to six can play. You will need 10 tokens (coins, poker chips, whatever – or any gadget that counts to 10) for each player. Divide the cards into the Door deck,the Treasure deck, and the Seal deck. Shuffle all three decks. Deal four Door cards and four Treasure cards to each player.
815,26 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/95/b2/c7-munchkin-cthulhu-2-call-of-cowthulhu-rulebook.pdf
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 can give it to another player at any time.
422,02 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/53/d7/70-munchkin-cthulhu-3-the-unspeakable-vault-rulebook.pdf
This set contains five cards of a type first introduced in Call of Cowthulhu . . . 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 can give it to another player at any time.
524,29 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/84/cc/c6-munchkin-cthulhu-4-crazed-caverns-rulebook.pdf
Dungeon cards are double-sized, both to give lots of room for both art and text and to make SURE you don’t mix them into other decks.
140,65 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/6e/ee/b1-munchkin-cthulhu-regle.pdf
Les étoiles sont alignées… … et les Munchkins défoncent les portes de lieux où l’Homme N’Était Pas Censé Aller. Ce sont des Investigateurs, des Tabasseurs de monstres, des Professeurs et des Cultistes*
642,51 Ko - En Français 1,23 Mo - En Anglais