Humor

Club

The Club is a slightly satirical game about life in the fast lane - a board game about love and about people's need to meet one another.

The whole game takes place in a nightclub and the game board is the dance floor. On their turn players push three new dancers to the dance floor from their own bar counter (edge of the game board) and as they come into play they push others towards the center of the dance floor. Once two dancers meet in the heat of the night they can be made into couples and the better the match the more players score. If only two of the four visible qualities match then the dancers have a one-night-stand which is not a very long term fun and is thus worth only one point. With three matching qualities the dancers actually like one another, start dating and that is worth four points. If all the four visible qualities match then the dancers get the "happily ever after" the one true love we all search for and thus it is worth full 5 points.

Each dancer also has a secret quality that can and will alter the basic score. For example if a guy has a large... "personality" then the player gets two extra points unless the other dancer is drunk, because if she is she wouldn't notice the difference. Girl's beautiful roommate on the other hand only has a function in the one-night-stands and the fun the couple would have means now triple fun and thus the player gets triple points. There are 12 different secret qualities in the game ranging from heart-broken to those who still live with their mom.

Occasionally the game gets spiced up by one of the three special charachters in the game. Bouncer can remove any of the dancer from the game board where as a Rock Star walks into the game normally, but once (s)he has gathered a fan crowd and he's completely surrounded player can take the Rock Star and four adjacent dancers back to his hotel room and form two couples out of them. The bully is the guy who harasses women and picks a fight with men and once he enters the game his mere presence prevents any dancer next to him to be part of a couple.

In the end the player who has been the best cupido wins the game. In other words the best scorer wins.

Telestrations

From the publisher's press release:

"Each player begins by sketching a TELESTRATIONS word dictated by the roll of a die. The old fashioned sand timer may limit the amount of time they get to execute their sketch, but it certainly doesn't limit creativity! Time's up! All players, all at the same time, pass their sketch to the next player, who must guess what's been drawn. Players then simultaneously pass their guess -- which hopefully matches the original word (or does it??) -- to the next player who must try to draw the word they see -- and so on."

"Telestrations contains eight erasable sketchbooks and markers, a die, a 90 second sand-timer and 2,400 words to choose from."

Super Munchkin 2: The Narrow S Cape

Publisher's Description

There comes a time in every munchkin's career when he's taken on more than he can handle, bitten off more than he can chew, gotten in over his head. It's time for - the Narrow S Cape.

With 112 cards to enhance your Super Munchkin game, The Narrow S Cape is much more than just this season's favorite fashion accessory! It teems with new villains like the contemptible Cheese Wiz, Gothzilla (with earthquake-causing platform boot action!), and the Ratwoman. And lest you feel overwhelmed by villainy, this expansion also features new items, new Powers and a new Class: the Brain!

Wield the Slide Rule and Power Ring against Sister Blister! Tackle Tackyman with the Trampoline! Endure the Two-Hour Monolog because you were Raised By Armadillos! And flee from Shaenon K. Garrity's fearsome Foot and the unfortunate, mind-controlled Too Much Coffee Man!

Super Munchkin 2 - The Narrow S Cape... the ultimate expansion for the bestselling Munchkin series.

Other

Part of the Munchkin series

Super Munchkin

Publisher's Description

Fly through the city. Smash the villains. Backstab your teammates and grab their gadgets.

Munchkin has parodied the classic dungeon, the kung-fu warrior, the space epic, and the creatures of the night. Now, it's the superheroes' turn!

Be a Mutant, an Exotic, a Mystic, or a Techno. The higher your Level, the more Powers you can have. Battle dastardly masterminds, devastating monsters, and invading aliens from the next dimension - from the wimpy Triplicate Twit all the way up to Big Ol' Planet Eater Guy himself - and TAKE THEIR STUFF! With the Aura Helmet, the Telezapinator, and the (jet-powered) Pogo Stick, no foe can stand before you.

Super Munchkin is a stand-alone game, which (of course) can be combined with other Munchkin games. Designed by Steve Jackson (I) and illustrated by John Kovalic, this one is destined to RULE THE WORLD! Mwahahaha!

Other

Part of the Munchkin series

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.

Munchkin: Zombies

In a reversal of roles, all players in Munchkin Zombies start out as zombies, and the "monsters" are the normal people trying to stop the zombie invasion (such as the Action Hero, Soccer Mom, Fireman, etc.). Unlike most Munchkin games, there are no classes or races; instead, you can have a mojo: Atomic Zombie, Plague Zombie, and Voodoo Zombie. As with Munchkin Bites! and Super Munchkin, Munchkin Zombies includes powers – special abilities that you can play as you gain levels.

Guest artist is Alex Fernandez, who drew the Meals on Wheels card.

Part of the Munchkin series.

Munchkin is a satirical card game based on the clichés and oddities of Dungeons and Dragons and other role-playing games. Each player starts at level 1 and the winner is the first player to reach level 10. Players can acquire familiar D&D style character classes during the game which determine to some extent the cards they can play.

There are two types of cards - treasure and encounters. Each turn the current players 'kicks down the door' - drawing an encounter card from the deck. Usually this will involve battling a monster. Monsters have their own levels and players must try and overcome it using the levels, weapons and powers they have acquired during the game or run away. Other players can chose to help the player or hinder by adding extra monsters to the encounter. Defeating a monster will usually result in drawing treasure cards and acquiring levels. Being defeated by a monster results in "bad stuff" which usually involves losing levels and treasure.

Note: The 2012 edition of Munchkin Zombies from Pegasus Spiele includes the first expansion, Munchkin Zombies 2: Armed and Dangerous.