Flavor up your Munchkin games with these 30 new monster, Treasure, Class, and Race enhancers! For use with Munchkin, Munchkins & Mazes, Munchkin Tails, Munchkin Oz, or any set that uses the original Munchkin card backs!
Thirty cards to "enhance" your Munchkin game!
Only a munchkin would bring more than a couple sets of dice to a game day. Fortunately, we cater to munchkins!
This fancy, satin-lined, 7-inch square Munchkin Dice Bag will hold all the dice you need for every possible situation: good dice, bad dice, probationary dice one fumble away from being thrown into the resin caster for your next artsy paperweight . . . or maybe that's just us.
One 7" x 7" satin-lined dice bag.
From the award-winning livestream RPG show created by Matthew Mercer and the cast of Critical Role, a powerhouse role-playing franchise meets its match in the hit role-playing card game Munchkin, bringing the hugely successful Mighty Nein campaign to the tabletop in the first officially licensed Critical Role card game.
CONTENTS: 172 Cards,
7 oversized Character Cards,
6 plastic trackers, 1 D20,
We believe that GURPS is a good set of rules! But no matter how solid your system, the quality of your game depends on how well the GM runs it . . . and on how willing the players are to do their part. To a large extent, those things rely on everybody meeting everybody else's expectations.
How to Be a GURPS GM: Managing Expectations offers a quick course in getting everyone at the gaming table on the same page. It tackles such topics as finding common ground on issues like realism level, rules interpretations, and character competence; how often to roll the dice; player engagement; and the complications of mini-games. Although it pulls specific examples from GURPS, almost all of this advice is applicable to any game system.
Because the real name of the game is collaboration.