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Overview of the board card game « Manchecch »

Hi all. First I want to apologize for the fact that articles have not been released for so long. There were a lot of affairs besides the blog, believe me. Well, with an apology, so let’s move directly to the review. Manchec is a cards of Steve Jackson with drawings by John Kovalik, released in 2000, the motto of which is “urine of monsters, khapai treasures, substitute friends”.

I’ll tell you a little about the creators of this game. Steve Jackson is an American developer and publisher of board games, owner of Steve Jackson Games. He is often confused with another Steve Jackson, British and one of the founders of Games Workshop. Steve Jackson was born in 1953. This happened, according to most sources, in the city of Talsa, Oklahom. Jackson’s official biography begins with his training at the University of Rice in the Texas city of Houston. He was carried away by a student of board games (namely Wargams), journalism (for two years edited a student newspaper) and science fiction – a hobby that determined his further life. After graduating from the university in 1974, Steve Jackson worked tightly with Metagaming Concepts for several years, and in 1980 he founded a gaming publishing house, named in his honor. He still remains the only owner of Steve Jackson Games, whose staff has almost 30 people. The first success of Steve Jackson Games was Jackson Car Wars, the popular mini-warheim, whose popularity has not subsided throughout the eighties. In 1986, a universal system for the role-playing games Gurps, the main creator of which was also Steve, was light. In 1995, in the wake of the popularity of collection card games, Jackson released a collectible card game about the secret world conspiracy of Illuminati, based on the same religious novel. Finally, in 2000, the era of Mancleke began-the hallmark of Steve Jackson and his entire company today. We will talk about her today.

The game itself is a huge satire for all role -playing board and collectible card games, which gives it an extraordinary charm. The first thing we see in the rules of the game is the description of the game. Manchec is a dashing parody of classics of role -playing games. There is no place with pathos here
speeches, strained heroism and play a play. With us you can clean fantasy
dungeons and get to the 10th level, not being distracted by all this role husk!

I’ll start with the design. It is completed rather caricatured terms, which again gives her charm and beauty. I will show you only a couple of such cards.

Now let’s move directly to the analysis of the rules of the game. It is best to play the game with a company from three to six people. Together you can play only for study. Larger companies are technically possible, but the larger the number of players, the less often they can make a move. The goal of the game is to achieve the tenth level – the main characterization of the character in the game. All start with the first, and then everyone increases their levels by battles with monsters or the use of special cards.

First you need to decide who will go the first. This is selected in any way convenient for players. The game consists of moves, each move is from several phases. Having completed your actions in the last phase, transfer the right to move to the neighbor on the left. We will analyze each phase separately (for greater authenticity, I will go on me the so -called “Manticine” language).

We knocked the door with the phase

Open the upper door from the deck. If this is a monster, you should fight with him (about the battle a little later). You can’t continue the move until you complete the battle. If the enemy is killed, get the level (or two for a more serious enemy) and the laid fraction of the treasures. If you have opened the curse card, it immediately acts on your Mantician (if it can) is discarded. If any other card has come out, you can immediately play it or take it into your hands.

The phase is looking for trouble

If you have not met the monster, knocking out the door, now, if you wish, you can play a monster map (if you have one) and fight it according to ordinary rules. Do not let out the enemy with whom you can’t cope, if you are not sure that they will help you.

The phase is cleaned

If you did not meet the monster, knocking out the door, and refused to look for troubles, search the empty room. Take the second door card from the deck to the hand without showing the rivals.If you met the monster, but washed away from it, you do not get the right to clear the diles.

If you have more than five cards on your hand, either play extra cards, or give excess to the character with the lowest level. If several players dispute the status of the weakness of Manckin (player), divide the cards between them as smooth as it turns out. Choose yourself who will receive more cards, if you can’t hand it over equally. If your Manckin is the lowest level (or one of these), just drop excess cards.

Now I will explain specifically about each of the actions.

When you hit the monster, compare it and your strength. The combat force is equal to the sum of the level and modifiers (both positive and negative) from the pins (player’s things) and other cards. If the combat power of the monster is equal to your or above it, you lose the battle and should be washed off (more on that later). If your fighting force is above the power of the monster, you kill it and get the level (or two for the victory over especially powerful opponents) and as many treasures as indicated on the monster map. Sometimes the card allows you to get rid of the monster without killing it. This is also a victory, but you don’t get a level. Sometimes you won’t get the treasures, but it depends on the card. The monsters have special properties that affect the alignment of forces, for example, bonuses against a certain class or race. Do not forget to take them into account. During the battle, you can play right from the hands of one -time clothes (as well as other one -time cards). Of course, you can apply the one -time clothes that are already in your game. At the end of the battle, regardless of its outcome, all one -time cards that were applied in this battle are dropped. During the battle, you cannot sell, steal, put on, remove, exchange clothes or play any clothes from your hand except one -time. After the monster card is opened, you will have to fight with it with the help of existing equipment and those one -time cards that you want to play. Having defeated the monster, drop his card, as well as all the amplifiers and one -time clothes played during the battle, and then take the treasures. Follow the rivals: they can apply cards or special properties to change the outcome of the battle. When you win the monster, give the opponents a chance to intervene – wait about 2.6 seconds. If
Nobody took advantage of your patientness, now you are definitely killing a monster, switch to a new level, get treasures and enjoy the teeth of the envious.

Fight with several monsters

Some cards (and above all, “wandering creature”) allow opponents to throw new monsters against you in battle. To defeat in such a battle, you need to surpass the total combat force of all enemies. Any special properties (for example, the requirement to defeat the monster only apply to the whole battle as a whole. There are cards that allow you to drive one monster out of the battle and fight with the rest, but you can not fight with one and wash off from others. Even if you get rid of one enemy with the help of a card or due to the property of a class or race, but then you will be silent from its surviving partner, you will not get any treasures.

Help from other players

If you are not able to defeat the monster alone, try to call for help. You can ask anyone for help, but not everyone will respond. However, ask until everyone refuses
Or someone will not agree. You have the right to take only one assistant. Add his combat power to your. Do not forget that any player can play cards in the current battle – and this is not considered help. The assistant can (and most often – you need to) bribe your clothes in the game or promise a share of treasures that the monster has. If the second option is used, agree how you will share the treasures after the victory.The special advantages and vulnerabilities of the monster apply to your assistant and vice versa. If you were successfully helped, the monster is killed. Follow special instructions from his card (if they are there), get the treasures and drop the monster. You get levels for every killed enemy, and your assistant is not. Treasure maps you pull, even if the monster died due to the special properties of your assistant.

Washing away from the monster

If no one agreed to join the battle on your side or even with a help you do not have the strength to defeat the monster due to the intrigues of other rosemen, you will have to wash off. The flight from the battle does not bring levels, nor treasures, nor a chance to clean the diles. Moreover, even successful washing does not always take place without consequences. Throw the cube. 5 or more will fall out – you should. Some clothes and properties simplify or make it possible to flight. And monsters are fast and slow, and can give you a fine or bonus for washing. Rinseed? Do not rush to throw the monster. Other enemies can harm even the washing Manckin, so first read the card. Having caught up with Mancleke, the monster creates indecency indicated on the map: it deprives shins or levels, or even kills. If two Manthchkin fought in battle, both should be washed off. Each has its own throwing away. The monster can catch both. Washing away from several enemies, make a separate throw for each of them in any order and accept indecency from everyone who caught you. Now you can drop a monster (monsters).

Having died, Manckin loses all property, but retains his class (classes), race (races), level, “Supermanchkin” and “half -breeding” card (if they have them in the game), as well as all the curses that acted on him at the time of death, your new character does not differ from the deceased.

Put all the cards from the hand next to the clothes and other cards of the fallen Manticine. Each opponent takes one from these cards to his taste, starting with the owner of the highest -level character (controversial situations are allowed to throw a cube). If someone doesn’t have enough cards, nothing can be done. When all rivals received on the map, the remains are reset. Dead characters cannot receive cards for any reason (even from the bounty) and do not grow in level. At the beginning of the course of the next player you have a new character. He can help others in battles, although there is nothing so far: you have no shins in the game, nor cards on your hand. Start your next move by receiving eight cards, as at the beginning of the game (4 from each deck). You can immediately play the class, race and clothes, then continue the move according to ordinary rules.

Having defeated the monster (killing or having expelled it), get the treasures. At the bottom of each monster card is indicated,
how many treasures is supposed to the winner. If you fought with the enemy one on one, pull the cards into a closed. If you had an assistant, pick up the treasures openly so that everyone can see what you get. Treasure maps can be played immediately as soon as I received them. Put the clothes in front of you. You have the right to apply the “Get Level” cards at any time and in favor of any player.

Level: a measure of combat readiness and the total steepness of the character. Manckin is growing in the level for the killing of monsters, the use of special cards and the sale of clothes, and the indecency of monsters, curses and some other cards can reduce the level. Manschkin cannot descend below the 1st level, however, his combat force can be even below zero if he is influenced by curses or other maps and properties that reduce strength.

Race: a character can be a person, an elf, dwarf or hafling – if you played a map of one of these races. If you don’t have a race in the game, your Manckin is a person. It does not have special properties. The properties of the race are indicated on the corresponding map. Manckin gains racial properties, barely playing a race of races, and loses them when discharging this card. Some properties require you to drop cards from you – they can be discarded both from the hand and from the game. Race maps themselves will tell you when to apply their properties. The race of the race can be dropped at any moment, even in battle: “I do not want to be an elf! ». Left without a map of the race, your Manckin becomes a person until you play another race card. Manckin cannot belong to several races immediately without a semicircle card, and even with her he does not have the right to belong to two identical races.

Class: character can be a warrior, wizard, thief or clergy – if you played a map of one of these classes. Class properties are indicated on the corresponding map. Manchec acquires class properties, barely playing a class card, and loses them when discharging this card. Some properties require you to drop cards from you – they can be discarded both from the hand and from the game. Class cards themselves will tell you when to apply their properties. Remember that a thief cannot steal if he himself or his goal is in battle, and the battle begins as soon as the monster card is disclosed. A class card can be dropped at any time, even in battle: “I do not want to be a wizard! ». Your Manckin becomes Besclass until you play another class card. Manckin cannot belong to several classes immediately without a Supermanchkin card, and even with her he does not have the right to belong to two identical classes.

Each clothes have a name, size and price in golds. Skins also have a bonus for combat strength and/or other beneficial properties.The plane card does not bring benefits while it is on the hand: it needs
Play, in other words, enter the game. You can have any number of small clothes in the game and only one large. Any clothes are considered small without the words “big” or “big”. You can’t just drop a large clothes to play a new one: you must sell it, exchange it, wait for it to disappear due to obscurity or curse, or drop it to use a class or racial property. If something (for example, belonging to the race of dwarf) allows you to carry a few large shins, and you lose this opportunity, you must either immediately correct the situation or get rid of all large shins, except for one. If this happens in your move and not in battle, you can sell extra clothes (their total cost should be at least 1000 Golds). Otherwise, you will have to give them the lowest rivals, whose limit of large clothes has not yet been exhausted. If after that there are extra big clothes, drop them. In addition to restrictions on class and race, there are also anatomical ones: Manchec cannot use more than one head, one armored vehicle, one shoe and one two -handed or two one -handed skin, if special cards do not cancel one or another limit. So, you can have two heads in the game, but you will get a combat bonus and special properties from only one of them. Turn horizontally those cards of the pins that have played, but do not use. You can change the composition of the skin that you use – in other words, remove and put them on. In battle and during washing this cannot be done. You still cannot drop clothes for no reason. To get rid of unnecessary cards, you will have to sell them for levels, give the opponent, apply the property of a class or race, or wait for a suitable curse or indecency.

You can exchange clothes (but not with other cards!) with rivals. Only clothes in the game are subject to exchange – you cannot change cards from the hand. You can exchange at any time except the fight. It is best to change in your course. All the clothes received when exchanging are immediately included in the game, and you cannot sell them before the start of your course. You can also bribe with clothes
rivals. You can show the rivals of the card on the hand – this rule is not able to prohibit this rule.

You can drop clothes on a total of at least 1000 Golds in your move to immediately get one level. If you drop the clothes, say, 1100 Golds, you are not supplied with delivery. But if you drop the whips on 2000 Golds at once, get two levels at once. You can sell both clothes from the game and hand cards. 10th level cannot be bought for clothes.

Here in general, all the rules of « Manchekina ». How can you notice the rules are not so complicated, but the situations that generate the game are simply unimaginable. Since in the game almost everything is tied to the interaction of cards. The game offers a huge number of combinations between them, which gives a huge opportunity to create its own tactics. And since the game is constantly complemented by new cards The game does not cease to be interesting and funny.

I’ll tell you about the official extensions of the game:

– Unnatural Ax, the first addition (66 dungeons, 46 treasures), in 2002 won Origins Award as « the best card addition or extension ». A new race – orcs appeared in this addition. Russian localization – « Manchec 2: Wild ax ». The kit also includes five empty cards for personal developments of the owner of the deck;

– Clerical errors, the second addition to Manchec (66 dungeons, 46 treasures), with it the number of cards when playing Manchec has increased to 392. In this addition, the gnoma race and the bard class appeared. Russian localization – « Manchec 3: Clearic errors ». All cards correspond to their purpose (door/treasures);

– The Need for Steed, the third addition to Munchkin (78 dungeons, 34 treasures), released in 2006. Contains a new type of cards, stallions similar to a dragon, eagle and a turtle. In addition, the number of types of mercenaries has been increased. The rules for the use of new cards are included in addition. Russian localization – « Manchec 4: craving for the horse ». All cards correspond to their purpose (door/treasures);

-De-Ranged, the fourth addition (60 dungeons, 52 treasures), adds to existing classes the class of the ranger, as well as several monsters from the European version of the game. Russian localization – « Manchec 5: Purse »;

– Demented Dungeons, the fifth addition, released on March 16, 2008. It brought a new concept of « dungeons » – cards temporarily changing the rules of the game for all players. The additions of the dungeons (20 pieces) have a larger size, and 16 ordinary portals cards, which will travel the entire batch between the dungeons. Russian localization – “Manchec 6: Restless dungeons”;

– Cheat with Both Hands, the new sixth addition (112 cards), which replaced More Good Cards and Munchkin Blender. Russian localization – “Manchec 7: two -handed cheat” came out in the summer of 2012;

– Half Horse Will Travel, Seventh Addition (112 cards). Introduces new highlights of centaur and lizard. Russian localization – “Manchec 8: in the tail and in the mane”;

And this I spoke only about the extensions of the original Manckin, but there is still Star Munchkin, Munchkin Fu, Munchkin Bits, Super Munchkin, Munchkin Impossible, Munchkin Cthulhu, The Good, The Bad, and theMunchkin, munchkin zombies and much other.

Well, let’s summarize. Manckin is a fun, interesting game for the company of friends and acquaintances, in which if you substitute each other and treats this easier and with humor, then you are definitely a great game. And I have everything on this. So far and good luck.

The best comments

Manckin is exactly the situation when everything went out of control a little. Called, we wanted to make a parody of DND, and it rushed. It turned out such a conveyor that activation with code and anniversary with assassins nervously smoke in the corner. That is, the production of new rosemen is already on an industrial scale)
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1. In the stoves, this Manchec is already sitting, sorry (
..
.99+00000e. I did not understand, but what happened in the comments?

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