Munchkin® News

All the news for Munchkin, Munchkin Quest, and munchkinry in general.

December 22, 2014: Munchkin World Invitational Signups Are Open!

If you're planning to attend Munchkin World NYC (and why wouldn't you!?) and you wanted to try for a spot in the Munchkin Invitational, signups are now open and will run through the morning of January 12.

Good luck!

-- Andrew Hackard

(As a reminder, SJ Games offices are closed this week and next. There will be no Munchkin News next week. See you on January 5!)

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December 18, 2014: Need A Last-Minute Gift For That Special Kid In Your Life?

May we recommend Munchkin Treasure Hunt? Good, because we are!

-- Andrew Hackard

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December 15, 2014: Last (Work) Week Of The Year

Our end-of-year game day is Thursday, December 18, and the absolute LAST day of shipping from Warehouse 23 is Friday, December 19 -- so I'd advise getting any last-minute holiday orders in early this week.

We are officially closed from end of business on December 19 until January 5. Email and phone responses are very likely to be delayed during this time.

Please have a safe and fun end of year, whatever you celebrate during this time.

There's one more news item that should post next week, and it's an important one, so keep your eyes on this space.

-- Andrew Hackard

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December 8, 2014: Some Thoughts On Playtesting

Devin Lewis, my intrepid Hireling, has been running Munchkin playtests now for over a year. I asked him to write up some thoughts on the subject. Here's Devin! --Andrew

One of the most important part of game design is the playtesting phase. Once you've got the basic structure of the game done, you need to start playing it until it breaks.
 
Munchkin has been, upon occasion, spectacularly broken. For example, there used to be a card in Munchkin Steampunk that stopped all other players from playing cards into the combat. I can practically hear the Munchkinly wheels turning in all of your heads right now. Suffice it to say, my playtesters loved this card, while I took note of the fact that 8 games in a row were won by use of it.
 
An "I win!" button would be nice to have in life, but has no place in a competitive card game. We have since edited the card so that it can not be used to gain the winning level, making the overall game experience fair for everyone.
 
While playtesting, what I want from my players is to push the cards up against the rules. Let me know that this card is awesome, but probably too powerful, or this class ability is far better than the others. Just as useful would be something like 'this card is boring' or 'this joke isn't funny'.
 
Munchkin sets don't just materialize out of the aether (as much as we wish they would!), it takes a lot of hard work and a lot of playtesting to get it out of our office and into your hands!

-- Devin Lewis

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December 1, 2014: There Will Not Be A 2015 Munchkin Silver Piece

We regret to announce that we will not be creating a 2015 Munchkin Silver Piece. Our analytics have shown that page views are trending downward, and the number of monthly hits compared with the number of coins we produce each year leads us to conclude that our marketing money would be better spent elsewhere.

The existing rules and coins are still usable, of course! The Munchkin Silver Piece rule archive has all the past rules listed; just use the one matching the year on your coin and the current month.

-- Andrew Hackard

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November 24, 2014: Coming Summer 2015: Star Munchkin 3

Lots of you have asked us to revisit Star Munchkin, and so we are!

We've been playtesting this around Austin for a month or so (thanks to all the playtesters for keeping this quiet!) and John's been working hard on the art for this 112-card expansion. With luck, we'll have real card mockups to show off at our spring conventions next year.

I had a blast going back to one of our first Munchkin games and playing in that sandbox again with another decade-plus of science fiction to draw from. I can't wait to find out what y'all think of the result!

-- Andrew Hackard

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November 17, 2014: State Of The Munchkin, November 2014

We haven't done one of these in a while, and I thought y'all might like to know some of the things going on here at Munchkin HQ.

  • If you missed the big announcement for Munchkin World NYC, you need to check the Daily Illuminator more often! We're working hard to get everything ready for our New York Munchkin fans next February. Be sure to check the DI and Munchkin News frequently for more updates as the event gets closer.
  • A few weeks ago, Phil and I sat down and looked over the 2015-2016 Munchkin release schedule. "We're trying to do too much," we both said at the same time. "And we're competing with our partners at AEG, USAopoly, Fireside Games, and Atlas Games." So we cut WAY back on what we were planning -- back to what was an aggressive release schedule in 2009 or 2010 -- and have opened up more room to develop some new games. Y'all probably won't even notice that we've slowed down with all the other great things that are coming out next year!
  • Visit your local game store in January to pick up our Valentine's Day booster, Munchkin Love Shark Baby. Katie Cook's art is ADORABLE!
  • In February, we're releasing Munchkin Kobolds Ate My Baby, based on the RPG from 9th Level Games. John Kovalic not only illustrated this one, he designed the cards!
  • Munchkin Steampunk keeps chugging along. It's out of playtest and we just got the last batch of awesome art from Phil Foglio! This is going to be a great-looking set, and we can't wait to show it to y'all.
  • Munchkin Adventure Time 2 is also just about done: Steve and I have been working on our final comments for them and we expect it to go to print VERY soon. Just as with the original Munchkin Adventure Time, our pals at USAopoly hit this one out of the park! SLAMACOW!
  • And we have one more announcement to make . . . but it's SO big that we're going to make it next week, rather than bury it at the bottom of this post. See you then!

-- Andrew Hackard

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