This is one of the changes made in the 2010 revision, as previously there were only two cards from each pile to be drawn.
Important: The back of Munchkin's cards may have a slightly different coloration, as is the case with the cards of the first edition and the 2010 edition. It's not a problem; if the shuffling is done correctly and randomly, nothing prevents the game from being played.
Character Preparation: In this phase, all the cards the player has in their hand, can be played according to the restriction of each one, as in the case of large items. You will be able to alternate the items and equipment that are on the character and in his backpack, identifying them by "standing" (equipped or in the hands) and "tapped" (in the backpack). After an item is put into play, the player can only dispose of it by selling to level up, discarding to make a card's ability in play, or if a card's effect allows it. Remember that race and class cards can be played and collected at any time during the game. 2.
Kick a door: Here the player takes a card from the draw pile, and then reveals it to everyone at the table. From this action, two things can happen: the first is a monster being revealed. If this happens, the player enters combat with that monster, and will not be able to make any actions or changes on their game board.
Entering the Combat:When entering combat, the player must observe the monster's level and carefully read the text of the card, for any abilities and effects, according to race and class. For the combat, if for example a creature is level 6, the player will need to have Strength 7 or more. To define this strength, it is usually the level at which the player is, added with the equipment and items they have that is, if its strength is 1, according to his level, it adds up what increases its power, such as armor, helmet, among others. There's something essential, which makes Munchkin even more fun: other players can interfere in your combat with cards that have SINGLE USE, thus modifying your character or monster's stats, including the active player, to improve their character. Another thing that improves the game and makes it more fun is that opponents can play a card called Wandering Monster or monster from your hand, to help the monster that someone else is fighting, to hinder the player. The last detail is that you can ask other players for help in battles by offering treasures that are the result of the loot made when you defeat the monster. When you beat the monster, you level up; but if a player helped, that player doesn't level up, so the treasure proposal for help must be excellent. If you have won the fight, you will draw from the Treasure pile a number of cards equal to the number in the lower corner of the defeated monster's card. If no one helped you, your treasure goes to the hand and is not revealed to anyone. If you got help from a player, the treasure should be shown to everyone. Important: if you win a battle, you go up one level.
Cursecard. If this happens, read the effect and apply this curse to your character. 3.
Look for trouble: After the previous phase, to look for trouble, the player must take the cards that were in their hand. Among them, the player can select a monster, and when they do, they will be calling the monster to fight. 4.
Rack the room: It's essential to know that to loot, the player can only perform this phase if at no time they fought, that is, neither when kicking the door nor looking for trouble. If the player didn't fight, they then draw a door card and puts it into their hand.
Charity: This is the phase that will always happen. If the player has a number of cards greater than five, they will give cards greater than five to the player with the lowest level in the game. If more than one player is tied with the lowest level player, the player in the charity phase will distribute as they see fit among the tied players. If the player who is in the charity phase has the lowest level, without being tied with anyone, they will discard until they have only 5.