Munchkin Play test Review – Bryce Mathews

I believe that Munchkin is a fun game if all the pieces fall into place. It is a nice take on the turn-based card-drawing model. Unlike a game like FLUX, Munchkin encourages you to act out of turn, make informal deals, and make strategies on the flyby helping or hindering others.

There were many great interactions our group had while playing. After we overcame the learning curve, we opted to help each other if needed and build strength individually. This came crashing down when one person decided to curse another, which started pitting players against each other.

We were learning all of the time while playing. There were so many intricate conditions and terms to understand to play the game the way it was intended, which was a bit overwhelming. We had to take a while to understand how each turn worked.

The most frustrating moment was being targeted because I was getting close to winning.

My favorite part of playing was winning because I negotiated a deal to help fight a monster.

I wanted to carry more cards I believe that the hand limit, while nice in encouraging players to sell and donate, really hurt our ability to strategize for the long term.

I would tweak the rule book and simplify certain systems. It was quite the read.

I would play Munchkin again. While it is difficult to understand when starting, the liberties that Munchkin allows you to take makes the game much more dynamic.

While there was no set story in Munchkin, there was definitely an early-game, mid-game, and end-game. In the early-game, every player did not work together much, and it took a while to understand the mechanics. In the mid-game, there were more interactions between players, like team-ups and trades, with the inevitable betrayal. The end-game became a close race to the level 10, with players throwing anything they could to make another player lose their fight.