Munchkin: Teenage Mutant Ninja Turtles puts you right into the roles of the Turtles to team up and fight evil! This game takes the butt-kicking, backflipping ninja stylings of the TMNT and combines it with the dungeon-exploring, loot-hoarding gameplay of Munchkin! Play as Leonardo, Donatello, Michelangelo, and Raphael along with April O’Neil and Casey Jones to take on Shredder, Krang and even more as you race to level 10.
Adopt special fighting styles and learn powerful Katas as you gain Levels and collect gear. The monsters of Munchkin have never been tougher, so now more than ever it’s important to team up with other players to unleash powerful abilities against your foes. Don’t want to let your friends get ahead? Team up with one of over a dozen different classic allies -- from Master Splinter to Sally Pride!
Ever imagined being Casey Jones wearing Shredder's Helmet, Bebop’s Sneakers, wielding Leonardo’s Katana, all in a pizza chef suit? You can even make him untouchable with the Heightened Reflexes Kata so he cant get hit by traps, and partner him up with Master Splinter for backup so you're ready for battle!
Based on the multi-generation inspiring Teenage Mutant Ninja Turtles comics and the original Munchkin game by Steve Jackson Games, Munchkin: Teenage Mutant Ninja Turtles was developed by Jon Cohn with art by legendary artist and TMNT creator Kevin Eastman.
This 168 card standalone game is for 3-6 players, ages 10 and up. It takes around 1-2 hours to play.
Three to six players can play. Divide the cards into the Door and Treasure decks. Shuffle both decks, deal four cards from each deck to every player and deal one Character card to every player.
Everyone’s Hero starts at Level 1, each with a special Team-up ability as described by their Character card. Munchkin characters may be Human or Mutant. Look at your Hand, if you have any Styles or Kata cards of rank 1 you may play one of each type by placing it in front of you. If you have any usable Items or Ally cards, you may play them by placing them in front of you.
Play proceeds in turns, each with several phases. In the first phase, players kick open doors to search for monsters. If they find a monster, they may play a monster from their hand, or loot the room to draw an extra Door card. When the first player finishes their turn, the player to their left takes a turn, and so on.
At the end of each players turn they must have no more than five cards in their hand. If you have more than five cards in your hand, you must play enough cards to get you to five or below. If you cannot, or do not want to, you must give the excess cards to the player with the lowest Level.
Each character has a unique Team-up skill. When you team up with another player OR discard an Ally card, you may activate your team-up power. Your character is basically a collection of Allies, weapons, armor, and items, plus a few stats. Allies accompany your character to provide a boost in combat. Gear can be equipped on your turn or as soon as its received. You may have a headgear, body, footgear, and two hands equipped at once. The three key stats are Level, Stances, and Katas. As you Level up to try and reach level 10, you may also add your level to combat power. Stances give you advantages in certain combat situations, but you may not have more than one stance at a time. Katas are special powers you can use in battle. The rank of your Katas cannot exceed your level number.
When fighting a monster, your combat strength is equal to your Level plus any bonuses or penalties you receive from special Katas, Stance abilities, Items, Allies, and Traps. You and the other players may play One-Shot Items or use Stance abilities to help or harm you in combat.
A monster’s combat strength is its Level, plus or minus any modifiers it has from its powers or cards played on it. Some Door cards may also be played into a combat, such as Monster Enhancers. If the monster’s combat strength is equal to yours, or greater, you lose the combat and must Run Away. If your combat strength is greater than the monster’s, you kill it and go up a level. You’ll also get the number of Treasures shown on the Monster card. If drawn face-up during the Kick Open the Door phase, a Trap card applies to the player who drew it. If acquired some other way, such as by Looting The Room, Trap cards go into your hand and may be played on any player at any time. Usually, a Trap affects its victim immediately (if it can) and is then discarded. However, some Traps give a penalty later in the game or have a persistent effect.
Designer Play Tips from Jon Cohn
- Team up often! Even if other players don’t want to team up with you it can still be worthwhile to discard an Ally.
- Save your Traps. You never know when you are going to need to lay some hurt on another player who is getting too far too fast. Keep your trap cards until you see a monster with a really terrible “bad stuff” condition to really twist the knife.
- Nothing is permanent. Your equipped gear, allies, Katas, stances could all be taken from you at any moment. Don’t worry about it, odds are something even better is just around the corner.
- Keep your eye on the prize. Gear may be lost at any time, but your levels (hopefully) should not. Remember this is a race to Level 10. Don’t be afraid to barter your gear for help!
- It’s ok to not be Leonardo. I know, he’s pretty great, but it might be better to look at each characters Team-up ability and see which play style works best for you.
The classic Munchkin game is all about creating your own character and watching them grow from a classless nobody into a powerful warrior, all while sabotaging and backstabbing your friends. The Teenage Mutant Ninja Turtles, however, are already known heroes who are renowned for their teamwork skills.
In this version of Munchkin the players are taking on the roles of the Ninja Turtles instead of playing as their own character like in most Munchkin variants. Because this is a game for up to six players, two of the Turtles closest allies, April O’Neil and Casey Jones are also here as playable characters. Each of the six playable characters has their own unique Team-up ability that reflects their characters personality. For example, Leonardo gets a damage bonus when he teams up, while Michelangelo gets to add additional allies to his team.
In order to make Munchkin a more team focused game the enemies have become more difficult. Extra tough foes forces players to team up more often, which lets them use their characters unique abilities more often. For example, Bebop may only be a level 10 monster, but he immediately brings Rocksteady into the battle, effectively doubling the encounter level. Players will also have to face off against creative new villain abilities like Baxter Stockman, who gets more powerful for every smartphone in the room.
Each player has plenty of ways to customize their characters. Wield iconic weapons like Shredders claws while wearing Casey’s mask and riding Mondo Gecko’s skateboard. Learn powerful Katas like “Ambrodextrous” which turns your feet into additional hands. Players may also adopt different stances which may give them bonuses when performing certain actions, and recruit a number of Allies to help team up against evil.
Leonardo - The Leader
Notes from designer Jon Cohn:
Leonardo, is the de facto leader of the team, Leonardo takes the phrase “family first” to a new level. Armed with his trusty Katanas, Leo is also arguably the best fighter in the group (though Raphael might have something to say about that!). Even though he may have the closest relationship with Master Splinter, the two often clash when it comes to making important leadership decisions. Leo’s Team-Up bonus makes him one of the best and most straightforward team-players out there. His combat bonus makes him a useful Ally at any point during the game.
From designer Jon Cohn:
Even though the Turtles are a close family, Raphael likes to think of himself as the “loner” of the group. Raphael is always itching for a good fight, and his stubbornness pretty much ensures he will always find one. Even though he would want you to think he is the ultimate tough guy, his interactions with his family and on-again off-again ally Alopex make it clear that behind his tough exterior hides a warm center of ooey gooey goodness. That being said, Raphael’s Loner bonus goes a long way to help him take on threats all by himself. If you like to rely on yourself during play, then Raphael is the character for you.
Notes from designer Jon Cohn:
Michelangelo is the heart and soul of the team. While others may sometimes be quick to judge, or even quicker to act (looking at you Raphael), Michelangelo prefers to take a diplomatic approach. There’s an old saying that goes something like “You catch more flies with pizza,” which is great for Mikey since he doesn’t find olive branches particularly tasty. When not battling evil with the Turtles, you can find Mikey hanging out with his pizza-delivery buddy Woody, or chillaxin’ with Pigeon Pete, Slash, and the rest of the Mutanimals. When playing as Michelangelo, always try to have a spare Ally card in your hand, as it’s the only way to achieve your team-up bonus.
Notes from designer Jon Cohn:
Donatello is easily the most levelheaded member of the turtle clan. Donatello uses his incredible intellect both on and off the battlefield to help keep his friends and family safe. While some Turtles are always ready to rush headlong into battle, Donatello tends to hang back to get a more tactical layout of a battle so he can help assist his friends in need. Outside of combat, you can most likely find Donatello working on some newfangled gadget in the laboratory with his good friend Harold Lillja. Because Donatello is more tech and strategy focused, his team-up ability can help him gear-up faster than the other turtles. You can use this to your advantage early game either by selling extra cards to level-up, or by trading excess gear to other players in return for their help. Just keep in mind, you can’t buy your 10th level to win the game!
Kevin Eastman - TMNT Co-creator, Artist
Kevin Eastman began reading comics and drawing at a very young age, copying children's books and comics-book artist. Inspired by master storyteller Jack Kirby, and later by self-publishing innovators Richard Corbean, Vaughn Bode, and Dave Sim, all of his early work focused more on science fiction influences than superhero-style comics.
In 1982, while trying to sell some of his illustrations to fanzines, he met Peter Laird in Northampton, Massachusetts, and soon after, they formed the partnership studio, Mirage Studios. Less than a year later, in the middle of a late night jam session, Eastman doodled a new charter he dubbed a "ninja turtle" to make Laird laugh. Several sketches and a final drawing of four characters later, Eastman and Laird's Teenage Mutant Ninja Turtles enter the universe!
Tadd Galusha - Artist
Hailing from “parts unknown,” Washington State, Tadd is a seasoned freelancer in the comics industry. While working as a storyboard artist and illustrator, several years were spent ghosting on various titles for the big five. He has since graduated to illustrating for publishers such as Dark Horse, IDW, and Dynamite among others. Currently in the works is a graphic novel of the Mesozoic variety under the banner of indie publishing house, Oni Press, which will be completed early next year. When not hunched over the work table you may find him wandering the wintery peak of Mt. Hood in search of the deep pow.
Jay Fotos - Colors
Jay Fotos, a multi-award-winning comics veteran who is currently working professionally in the comics industry for two decades on hundreds of projects. From Spawn, Godzilla, Transformers, Teenage Mutant Ninja Turtles, Mars Attacks, 30 Days of Night to the #1 New York Times Best Seller series Locke & Key from IDW Publishing. Co-creating the ongoing zombie Vietnam series ’68, Frank Frazetta’s Death Dealer to spearheading the Frazetta Comics line through Image Comics and the highly anticipated horror series RISING REBELS. Also working in other realms of creative media, ranging from animation, video/board games, album art, TV, motion pictures and toy design.
Game Designer - Jon Cohn
Jon has been a huge fan of TMNT ever since he was 4 years old. In fact, he still has a childhood drawing of Krang in his “new body” hanging in his home. To this day it’s the best drawing he has ever done. He used to play TMNT in elementary school by wearing bandanas over his eyes and punching the air with his friends. He always insisted as playing as Leonardo, and when he didn’t get his way he refused to play (he has since matured, slightly). Nowadays he’s more of a Mikey fan. Jon is immensely proud to work with both the TMNT and Munchkin franchises as his first licensed game. He lives in San Diego and is best friends with his dog Luna. His favorite version of Munchkin (until now!) is Munchkin Cthulhu.
Munchkin: Teenage Mutant Ninja Turtles features NO STRETCH GOALS. We are excited that we can continue another campaign with reveals for the next special item, instead of having to fight to meet the next goal. Instead, with our campaign you are GUARANTEED the pledge that is offered in this campaign.
We will reveal a new items and game features for your pledge almost every week day during the campaign. Each week day, starting on March 8th we'll invite you to return to our campaign page to learn what upgrade we're revealing that day!
Munchkin: Teenage Mutant Ninja Turtles Ultimate Edition is exclusively available through Kickstarter. Make sure you back today to guarantee your access to all the incredible rewards!
We will be charging shipping through our pledge manager after the Kickstarter campaign has successfully completed. It is our intent to charge backers shipping that is based on the cost to ship from our fulfillment partners' hubs to you. We will ship your rewards at our cost to our fulfillment partners' hubs. From there, our partners will ship the packages out to you as quickly and efficiently as possible.
Please review the shipping chart below for an estimate of what we are currently expecting shipping to cost. PLEASE NOTE: shipping costs may increase due to unforeseen circumstances, or if you add on additional copies or optional buys.
Deluxe & Deluxe Ultimate tiers
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Risks and challenges
IDW Games has Kickstarted 5 campaigns, fulfilled 4 campaigns and is finishing up fulfillment their 5th campaign, Masque of the Red Death and finishing up fulfillment for The Legend of Korra: Pro-bending Arena. We've also been publishing games into retail via standard distribution channels for over 4 years.
All of our games are manufactured in China, and as such there are a few issues that could potentially slow the delivery of our campaign. The most common issues are production delays due to plastic quality, shipping delays due to vessel schedules and weather, and customs clearance when the goods come into America.
While we have never had any of the above-mentioned delays vastly affect our delivery of a final product, there is always the potential that one of these things could cause a delay in the delivery of pledges of this campaign to backers.Learn about accountability on Kickstarter
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