Each player starts with 1 level and 4 cards. The goal of the game is to reach 10 levels. The last level can only be achieved by killing a monster.
Cards that have an effect on a monster or player and have a limited duration. Spells can be played in any phase of the game.
Equipment gives bonuses to the player's attack and defense, as well as other bonuses. Each piece of equipment has a cost. Each player can wear only one helmet, one armor, one pair of shoes, and take two hand items (or one two-handed item). You can remove equipment at any time, but you can only put it on at the beginning or end of your turn.
Monsters have strength and nastiness. If a manchkin loses a battle to a monster and fails to escape, they must perform the nastiness.
You prepare for your journey, thinking about your strategy. You play cards from your hand that you think are necessary.
Draw one card from the dungeon deck. If it's a monster, go to the battle phase. If it's a spell, apply it to the player. Otherwise, add it to your hand.
By default, a manchkin must have more strength than the combined strength of the monsters to win. If you win, you gain 1 level (2 if indicated on the card) and the treasure indicated on the card.
If you lose, you can try to avoid the nastiness by rolling a 5 or higher on a dice. If you fail to escape and the monster is still pursuing you, you must perform the nastiness. Searching for Trouble: If you haven't encountered monsters when opening the door, you can play a monster card if you have one and fight it. If you don't like fighting monsters, you can simply take two cards from the dungeon deck.
All goes back to normal. You can do the same things you did during preparation, and when you get bored, you can end your turn.