Monday, May 23, 2011

Munchkin Illuminated

Blending Munchkin™ with Illuminati™.

Rules

The game follows all the same rules as normal Munchkin, with the following changes:

- Instead of "races" there are "alignments" in 4 colors: Red, Yellow, Blue, and Green. You may have one alignment of each color in play. All other rules for races apply. The reason for the four colors is due to the nature of alignments. You cannot be both "Violent" and "Peaceful" at the same time, but you could be "Violent" and "Liberal" at the same time.

The four Alignment colors are:
Red - Violent / Peaceful
Blue - Conservative / Liberal
Green - Weird / Straight
Yellow - Government / Communist

- Monsters have been replaced with "Groups".

Groups have the following information listed on their cards:

a. Power: This is the combat bonus a Group grants if you control it.
b. Resistance: This would be a monster's "level" in Munchkin; it's the number to beat to win combat.
c. Alignments: The alignments a monster possesses. Alignment cards will refer to this. For example: "Liberal" grants a +2 in combat against Liberal groups (easier to take over like-minded groups).
d. Coffers: This is the number of "treasures" a Group is worth when you defeat it.
e. Assets: This is what the group can use once you control the group. For instance if a group's asset line says "Weapon", that group can use a Weapon, adding that item's bonus as though you were using it.


- "Groups", which replace "Monsters", can be controlled by players once they are defeated. When you defeat a group, you have the option to make it your "Puppet". You may have 4 Puppets in play at any time, but you may discard one Puppet to acquire a new one that you just defeated. The Puppet can be negotiated as part of a bargain to defeat the group (when a helper is needed).

When you control a Puppet, it adds its Power to your Combat Score (which is why the Power is listed at the top of the card). Most Puppets can also use items, according to their Assets line, adding those items' bonuses to your Combat Score as well. Any items that a Puppet uses count as being "used", "controlled" and "owned" by you; they're your Puppets after all!

If a Puppet is destroyed it will leave behind any items it is using, unless otherwise stated. You can continue to use those items, if possible, or turn them sideways until you CAN use them.

- Items: A player may have one of each of the following types of items, plus any items allowed by the groups they control: Weapons, Funding, Media, and Artifact. Items that don't belong to one of these "slots" aren't limited. Some items may belong to more than one of these "slots"; these items can be used in either "slot", and you can change this decision on your turn (not during combat). ONLY Bad Stuff and Scandals affect items regardless of which "slot" you choose them to use; for ALL other purposes, they only count as the "slot" they currently fill. (Basically, you can pretend they don't even have the other slot printed, EXCEPT for Bad Stuff and Scandals)

FOR EXAMPLE: if a card gives all weapons a +1 bonus, Gun Runners only gets the bonus if you're using it as a Weapon, not as Funding; however if a Scandal makes you lose all Weapons, you lose Gun Runners even if they're being used as Funding.

These replace the normal Munchkin "slots" such as Headgear, Armor, etc.

- New World Orders (NWOs) are cards with special rules. If a NWO is drawn face-up, it's immediately played. If a NWO is drawn face-down, it goes to the player's hand; it can be played at any time on that player's turn except during combat. There are four colors of NWOs, similar to Alignments. Only one NWO of each color can be in play at a time; a new NWO replaces an old one of the same color. Playing a NWO card doesn't affect Alignment cards in play and vice-versa.

- "Class" cards have been replaced with "Illuminati". Same rules as class cards, with one change:

Each Illuminati has an "Agenda". As long as they meet this condition, they gain 1 extra level when they win combat alone.

- "Gold Pieces" have been changed to "Megabucks".

- "Scandal" is synonymous with "Curse". "Reinforcement" is synonymous with "Wandering Monster". "Back Out" is synonymous with "Run Away".


Cards

Illuminati

Society of Assassins:
+1 bonus for each weapon you're using.

Assassination: Discard your hand (minimum three cards) to Assassinate one group. Discard that group; you may take its coffers only if you defeat any remaining groups.

Agenda: Control 4 Violent groups.


Discordian Society:
+2 bonus for each Weird group you have.

Hail Eris!: +5 vs Straight groups, but you can't use Straight groups.

Agenda: Control 4 Weird groups.


Gnomes of Zurich:
+1 bonus for each Funding you have.

You may discard your hand (minimum 3) to double the bonus of all your Funding cards this combat.

Agenda: Control Funding with a total printed bonus of 7 or more.


Network:
+1 bonus for each Media you're using.
You may use Media cards (whether you're using them or not) as one-shot items, worth double their printed bonus, in any combat to aid either side.

Agenda: Control Media with a total printed bonus of 7 or more.

UFOs:
You may discard two cards to add a group from your hand to a combat, instead of using a "Reinforcement" card.
You may discard your hand (minimum three cards) during combat on your turn to abduct a group you are fighting. You may immediately place that group as a Puppet (discarding another Puppet if you have 4 already) under your control. You do not draw coffers for that group, but if there are other groups in combat you may continue to fight them normally.

Instead of an Agenda, UFOs go up a level anytime they add a group to another player's combat and that player loses combat.


Alignments

Peaceful

Gun Protests: You may use Weapons, but each Weapon you use has its combat bonus reduced by 1 (minimum 0). You get a +1 bonus for each Weapon slot you aren't using. Weapons that are used in other slots DO take the -1 penalty, but they don't count against your bonus for not using Weapon slots.

+2 vs Peaceful groups, -2 vs Violent groups

Violent

Gun Fanatics: You get a +2 bonus in combat if you are using at least one Weapon. While you have no weapons, you take a -2 penalty in combat. Weapons used in other slots DO prevent this penalty.

+2 vs Violent groups, -2 vs Peaceful groups

Conservative:

Divine Right: You may discard up to three cards in combat; each card discarded this way grants a +1 bonus in combat.

+2 vs Conservative groups, -2 vs Liberal groups

Liberal:

Survival of the Fittest: After you fail on a roll to Back Down, you may discard a group you control (and any items that group is using) to automatically succeed. Draw a face-down Door card when you use this ability.

+2 vs Liberal groups, -2 vs Conservative groups

Government:

Media Manipulation: You may discard your hand (minimum three cards) to double the bonus granted by your Media cards this turn. This effect only pertains to combat bonuses; it does not count towards any Agenda.

+2 vs Government groups, -2 vs Communist groups

Communist:

Share the Wealth: Your Funding items have their bonus increased by 1.

+2 vs Communist groups, -2 vs Government groups

Weird:

Freak the Mundanes: You may discard three cards at any time during your turn to make any Straight group permanently Weird; it is no longer Straight. If you are in combat against that group, you get an additional +2 bonus this combat.

+2 vs Weird groups, -2 vs Straight groups

Straight:

Straight-Laced: When you would be affected by a Scandal card, you may discard two cards to ignore those effects. Other players affected by the Scandal are still affected normally.

+2 vs Straight groups, -2 vs Weird groups


Treasure Deck

Format is as follows: Name - Bonus - Special abilities

Media

Faux News - +4
Empty Vee - +3
Saturday Morning Cartoons - +1
Bloggers - +2
Seein' N - +2
Tabloids - +1/+2 - If UFOs control Tabloids, the bonus is +2
Ninety Minutes - +2
Reality Shows - +3
Hollywood - +4
Newspapers - +3
Phone Company - +1
Pop-Up Ads - +1
Spam* - +2
Junk Mail* - +2
Shock Jocks - +3
Public Radio - +2
Public Access TV - +2
Chat Rooms - +1

* also counts as Funding


Weapon

Gun Runners*
Midwest Militias
Dirty Bombs
ICBMs
Biological Weapons
Chemical Weapons
Black Markets*
Federal Prisons
National Gun Association
Car Bombs
Street Gangs
Bikers
Loan Sharks*

* also counts as Funding


Funding

Campaign Donors
Convenience Store Penny Trays
Church Donations
Bake Sales
Girl Sprout Cookies
Stock Markets
State Lotteries
ePay
Offshore Banks
Pawn Shops
Fast Food
Sweat Shops
International Cocaine Smugglers


Artifacts

Midas Mill - +3 - Each Funding you're using has its bonus increased by 1
Orbital Mind Control Lasers - 1 - You may discard a card to add or remove any number of alignments from a group until the end of the turn.
Hitler's Brain - +1/+2/+4 - +1 bonus normally, +2 bonus if you're Violent, +4 bonus if you're Violent and control a Violent Puppet.
Holy Grail -



Other Cards

GUAL:
GUAL:
GUAL:
GUAL:
GUAL:
GUAL:
GUAL:
GUAL:



Door Deck

Groups

See Below

NWO Cards

Gun Control
Global Thermonuclear War
Handguns for the Homeless
Peace in Our Time
Gay Marriage
Intelligent Design Classes
Corporate Sponsorship
Anti-Lobby Legislation
Martial Law
Agit-Prop
The Iron Fist
The Iron Curtain
Very Casual Fridays
Standards and Practices
First Amendment
Censorship


Other Cards

UFOs (3)
Discordian Society (3)
Servants of Cthulhu (3)
Gnomes of Zurich (3)
Network (3)
Liberal (2)
Conservative (2)
Government (2)
Communist (2)
Peaceful (2)
Violent (2)
Weird (2)
Straight (2)
Reinforcements! (4)
Hostile Takeover (4)
Unconstitutional! (2)
Scandal!: Bird Flu - Lose a Puppet of your choice. It leaves behind any items it was using.
Scandal!: Audit - Lose Funding that grants the highest bonus.
Scandal!: Expired License - Lose Weapon that grants highest bonus.
Scandal!: Wardrobe Malfunction - Lose Media that grants highest bonus.
Scandal!: Cat Burglar - Lose Artifact that grants highest bonus.
Scandal!: Introspection - Lose two alignments.
Scandal!: Shadows Dispelled - Lose your Illuminati.
Scandal!: Emergency Coverup - Lose a level.
Scandal!: Whistle-Blower - Lose a level.
Scandal!: Sensitivity Training - Go through the discards until you find an alignment of which you have the opposite. Play that alignment and discard its opposite. If there are none that you have opposites for, lose an alignment instead.
Scandal!: Unmasked - Take the top Illuminati from the discards; it replaces your own Illuminati.
Scandal!: Red Flags - You cannot gain a level until another player has defeated a group and gained a level.


New World Orders

Gun Control (Red): Weapons that grant a combat bonus have their bonus reduced by 1 for all purposes, including Agenda.

Global Thermonuclear War (Red): Weapons that grant a combat bonus have their bonus increased by 1 for all purposes, including Agenda.

Handguns for the Homeless (Red): Violent players get a +2 bonus in combat.

Peace in Our Time (Red): Peaceful players get a +2 bonus in combat.

Gay Marriage (Blue): Liberal players get a +2 bonus in combat.

Intelligent Design Classes (Blue): Conservative players get a +2 bonus in combat.

Corporate Sponsorship (Blue): Fundings that grant a combat bonus have their bonus increased by 1 for all purposes, including Agenda.

Anti-Lobby Legislation (Blue): Fundings that grant a combat bonus have their bonus decreased by 1 for all purposes, including Agenda.

Martial Law (Yellow): Government players get a +1 bonus in combat for each Weapon they have.

Agit-Prop (Yellow): Communist players get a +1 bonus in combat for each Media they have.

The Iron Fist (Yellow): Players must discard all Communist alignments; Communist alignments cannot be played while The Iron Fist is in play.

The Iron Curtain (Yellow): Players must discard all Government alignments; Government alignments cannot be played while The Iron Curtain is in play.

Very Casual Fridays (Green): Weird players get a +2 bonus in combat.

Standards and Practices (Green): Straight players get a +2 bonus in combat.

First Amendment (Green): Media that grant a combat bonus have their bonus increased by 1 for all purposes, including Agenda.

Censorship (Green): Media that grant a combat bonus have their bonus reduced by 1 for all purposes, including Agenda.


Groups

Format is as follows: Name - Alignments - Coffers - Assets

Level (Resistance) 1: 5

Boy Sprouts - Straight, Peaceful - 1 - None
Parent Teacher Agglomeration - Peaceful, Conservative, Straight - 1 - None
Moral Minority - Conservative, Straight - 1 - None
Anti-Nuclear Activists - Liberal - 1 - None
Reality TV - Weird, Conservative - 1 - None


Level (Resistance) 2: 5

Stem Cell Researchers - Straight, Peaceful, Liberal - 1 - Funding
Video Games - No Alignments - 1 - Media
Saturday Morning Cartoons - Violent - 1 - Media
Underground Newspapers - Communist - Media
Pawn Shops - No Alignments - Weapon


Level (Resistance) 4: 4

Crop Circles - Peaceful, Weird - 2 - Media OR Artifact
Recording Industry - Liberal - 2 - Media OR Funding
Fnord Motor Company - Peaceful - 2 - Artifact OR Funding
Gay Activists - Liberal, Weird - 2 - Media OR Weapon
Feminists - Liberal - 2 - Media OR Weapon


Level (Resistance) 6: 4

Church of Violentology - Violent - 2 - Weapon x2
Professional Sports - Violent - 2 - Funding, Media
Drug Companies - Conservative - 2 - Funding, Artifact
All-Martz - Straight - 2 - Funding x2


Level (Resistance) 8: 4

Multinational Oil Companies - No Alignments - 3 - Funding x2
International Communist Conspiracy - Communist - 3 - 2 in any combination of Weapon and/or Media
International Cocaine Smugglers - No Alignments - 3 - 2 in any combination of Weapon and/or Funding
Men in Black - Weird - 4 - 2 in any combination of Artifact and/or Weapon


Level (Resistance) 10: 3

Big Media - Liberal, Straight - 3 - Funding, Media x2
Federal Reserve - Government - 3 - Funding x3
Tobacco and Liquor Companies - 3 - Media, Funding x2


Level (Resistance) 12: 3

Mafia - Violent - 3 - Weapon x3
CIA - Government, Violent - 3 - Artifact x2, Weapon
KGB - Communist, Violent - 3 - Artifact, Weapon x2


Level (Resistance) 14: 3

Homeland Security - Straight, Violent, Government, Conservative - 4 - Media, Weapon, Artifact
OPEC - Conservative - 4 - Weapon, Funding x2
Federal Communications Commission - Straight, Conservative, Government - 4 - Media x3


Level (Resistance) 16: 3

NATO - Conservative, Violent - 4 - Weapon x2, Media
FBI - Government, Straight - 4 - Artifact, Media, Funding
Al Qaeda - Violent, Communist - Weapon x2, Media x2


Level (Resistance) 18: 2

China - Communist, Violent - 4 - Artifact, Weapon, Funding
European Union - Liberal, Peaceful - Artifact, Funding, Media


Level (Resistance) 20: 1

Wikileaks - Liberal, Communist - 5 - Media x2, Funding x2


Other Cards

Hostile Takeover: Play on your turn, after you kick down a door but don't find a Group. Instead of choosing to "Loot the Room" or "Look for Trouble", you may attack a Puppet controlled by another player. Treat the Puppet as a group with a level equal to 5 times its combat bonus. Any items the Puppet is using are also added to the group's total level. Players may use one-shot items and abilities as normal, but not Group Enhancers. If you win this combat, you can take control of that Puppet (if legally able to), or discard it. Either way, the items used by the Puppet go with the Puppet.

Reinforcements!: Same as Wandering Monster.

Unconstitutional!: Discard any number of NWO cards currently in play.





Disclaimers:
The material presented here is my original creation, intended for use with the Munchkin system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

Munchkin and Illuminati are registered trademarks of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.

Tuesday, May 17, 2011

Munchkin Homebrew

Welcome to my Munchkin™ Homebrew page! Feel free to comment on anything you see!

I have designed the classes to be optional "replacement" classes as well. Each class has a normal Munchkin class listed next to it; you can remove that class and replace it with mine, if you'd like. Also, my class can use items restricted to the listed class (for example the Scout can use "Ranger-only" items, and can replace the Ranger if you want).

Now on to the cards:

Races

Shapeshifter
Change Shape: You may discard a card and choose a race. You can now use items as though you are that race, and monsters treat you as though you are that race. Each time you use this ability, it replaces the last race you chose.

Assume Identity: You may discard two cards at any time to take a race card from the discards and place it with this card. You are now a member of that race for all purposes; you may use that race's abilities and items, etc. You still remain a Shapeshifter and if this race card is lost, that one goes with it. Discard that race card if you use this ability again. This ability doesn't affect using Half-Breed or 1/3 Breed; you may be a half-Shapeshifter, half-(whatever) and still use this ability.


Ogre
Not Very Bright: When you sell items to gain a level, treat each item you sell as worth 100 gold pieces less than normal (minimum 100 gold pieces).

But Very Strong: Each weapon you are holding is worth an extra +1 bonus. Each empty hand is worth +2. You can carry any number of big items.


Minotaur
Gore: While you aren't wearing headgear, you get a +2 bonus in combat.

Maze-Dweller: During your turn you may discard 2 cards and look at the top 4 cards of the door deck and put them back in any order. This ability can be used before you kick open a door, or later in the turn if you choose.


Classes

Scout - Ranger
Scout Ahead: Before you kick open a door, you may look at the top two door cards and put them back in any order. Then kick down a door as normal.

In Progress!


Paladin - Cleric
Healing Touch: You may discard two cards to cancel any one curse, no matter who it affects. If you cancel a curse that affects another player, draw a face-down treasure.

Anointed Weapons: When you are in combat against Undead, Demons, or any monster "from Hell", you get a +2 bonus for each weapon you're using.


Barbarian - Warrior
Brute Strength: You can use 2-handed weapons with one hand, but if you do so you can't wear armor.

Rage: You may discard up to three cards in combat. For each card you discard, roll a die. On a roll of 1 or 2, you get a +3 bonus but a -1 to run away. On a 3 or 4, nothing happens. On a 5 or 6 you get a +3 bonus.


Assassin - Thief
Critical Strike: When you use a one-shot item, you get double the printed bonus.

Sneak Through Shadows: When you kick open a door, if you reveal a monster card you get a bonus in combat equal to half your level (rounded down, minimum +1).


Thanks for reading! Leave comments and I'll get back to you ASAP! And make sure to check back often!

The material presented here is my original creation, intended for use with the Munchkin system from Steve Jackson Games. This material is not official and is not endorsed by Steve Jackson Games.

Munchkin is a registered trademark of Steve Jackson Games. All rights are reserved by SJ Games. This material is used here in accordance with the SJ Games online policy.