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You are in a dungeon. Also present in this dungeon are monsters and treasure. You have been sent on a holy quest to kill the monsters and steal the treasure. Unfortunately, everyone else in your party is trying to do the same thing.
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* [[Kneecapping]]: The card game gives us the Hammer of Kneecapping, usable only by dwarves.
* [[Loads and Loads of Rules]]: More rules get added every deck. There's even a rule lampshading this.
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* [[Low Level Advantage]]: Some of the more powerful monsters will not chase characters below a certain level, allowing them to automatically run away. The lowest level player will also receive everyone else's extra cards as Charity.
* [[Luck Manipulation Mechanic]]: The ''Munchkin'' card game has several cards and extra collectibles that allow manipulating the dice. Also, cheating at the game actually does qualify for this trope, as [[Not Cheating Unless You Get Caught]] is an actual part of official rules.
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** Subverted with the Cheat cards, and the Mixer set card "Cheat Like There's No Tomorrow", which lets you do [[Exactly What It Says on the Tin|just that]] for one turn.
* [[Not the Intended Use]]: Using "go up a level" cards on your opponents to force them to fight monsters. Among many others.
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'''Answer''': We want to say no, but that's just such a Munchkin thing to do that we have to allow it. }}
* [[Obvious Rule Patch]]: The Loaded Dice card originally let players ignore one die roll of their choice and just call the number they wanted the roll to be. This being ''Munchkin'', players quickly noticed that they could call ''any'' number, and started using Loaded Dice to make die rolls come up as ten million, or negative thirty thousand, or any number of truly ludicrous results. Combined with other cards that keyed off of dice rolls, the game was soon being broken in new and inventive ways, and a ruling was handed down that Loaded Dice card allows you to change the face of the physical die that was rolled.
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