Muffin's Magical Kingdom

Game Design By Nick Culpin, Illustration By Olivia Yu, & Story By Harrison Roberts

A semi-cooperative trick-taking game for 3 or more players, that plays in about 45 minutes.

Home

Components

Set Box

Booster Pack

Setup

Deal 10 cards to each player and a random house card. Each player should have a different house card, except the Dealer. The Dealer should take the Rat card instead.

Deal

To start the game, the Rat randomly selects the first House Card all the players will compete for. The winner of this trick will win this card. Finally, from their own hand, the Rat selects the Lead Suit by playing their first card. The player to the left of the Rat will play next and play will continue clockwise.

Setup

Messengers

In Muffin's Magical Kingdom, table talk is limited. You may not freely discuss the cards in your hand. You may instead, send messages to the Rat who will then send them to the house of your choice.

The Rat may accept and deliver up to 3 messages prior to the start of a Trick

While the game comes with a few dry erase messenger Rats, you may use anything you like to send messages so long as only the sender, the reciever, and the Rat are able to read them.

Rats

The Trick

Starting with the player left of the leader, each player going clockwise plays a card into the trick. Each player must follow the suit of the lead card if able.

The player with the highest value card of the leading suit wins the trick. They collect all cards that were used in the trick plus the resolved house card. If no player follows the lead suit, the player who leads will win the trick.

The Trump

The Trump suit will beat all other suits. The Trump suit beats the Lead Suit when played.

The Trump suit for the Trick is the current House card.

If a player has both the Trump suit and Lead suit cards in hand, they must play the lead suit before playing the trumps.

House Ability

The House Card ability is activated by the Lead card for Trick, unless otherwise specified.

House of Crazy

House of Crazy

Whenever this card is played that player plays a second card to this trick. The sum of both cards played is the value of this trick, its original suit remains the same. At the end of this trick, return the second card to the bottom of the Rat Deck.

Chasing nonexistent bugs, singing at 3am and laying on their backs with their tongue stuck out are all time honored traditions of House Crazy.

House of Stinky

House of Stinky

Whenever this card is played that player givs a card of their choice to each of their neighbors

The fragrance of their house will always precede them at gatherings and linger well longer than the petty arguments of others.

House of Sleepy

House of Sleepy

Whenever this card is played all cards played by players after it during this trick are played face down and their abilities are not triggered.

“I’ll do it after my nap” is a mantra all sleepy Muffins live by.

House of Hungry

House of Hungry

Whenever this card is played, that player will discard a card and draw a new card of their choice.

Appetites that can never be matched and with eyes of equal or greater size than their stomachs, House Hungry rules over the food bowl keep.

House of Needy

House of Needy

Whenever this card is played that player chooses a neighbor. That neighbor must give a card of their choice to this player.

While their coffers may be be bursting at the seams, the Muffins of House Needy require much more to sa te their endless avarice.

House of Curious

House of Curious

Whenever this card is played Look at the top 3 of draw deck and reorder them.

There is little time for politics amongst their house when the answers to the greatest mysteries of the kingdom are so close at hand.

House of Sassy

House of Sassy

Whenever this card is played, all cards played after it during this trick must be Sassy. If a player is unable they may choose to discard to play any card, or pass their turn.

You may only pet their heads and for a short period. Anything else is asking for trouble.

End Game

The game ends if any player wins a trick from all 7 houses OR if there are no more House cards to collect.

If a House player wins all 7 houses, they lose the game.

If the Rat player wins all 7 houses, they win the game.

Points are awarded based on the cards they have won during each Trick:

Formats

Sealed - Players may open a sealed booster pack to play MMK. Each pack contains 17 cards plus a random house card. Play as normal.

Former Sealed - Players may shuffle their previously sealed packs and play as normal.

Singleton - Players may play with a complete singleton set of all cards in the game.