The property has to be one that lends itself to the Munchkin tropes, and the licensor has to be willing to “break the fourth wall” a little bit, and let us be silly even if the property is not primarily humorous. Warhammer 40,000 is a good example; Games Workshop has given John and Andrew a lot of latitude to jump right through the fourth wall and poke gentle fun not just at their game but the players. It's respectful and always, always trying to laugh with, not at, and to me that's an important key to make Munchkin work. We're all in on the joke together, even when we're the butt of a particular giggle.
Is there a partnering property that you would love to work with on a Munchkin game that you haven’t yet?
Yes. Yes, there is :)
Do you have a favorite card?
I might have a dozen favorites; narrowing it down to one is hard. I do really like the Potted Plant, the Net Troll, the Plutonium Dragon, and the Gazebo from the original set.
Is there a set that you’re most excited about debuting this year?
Yes, absolutely. Munchkin Warhammer 40,000! Aeldar and Death Guards and tanks, oh my. The Games Workshop crew have been very good sports and fun to work with.
Is there a favorite Munchkin game of all time and why?
Well, my very favorites to play are (1) the original set, just because; (2) Munchkin Cthulhu, because we got to do a lot of really silly cards AND put in a good alternate victory condition; (3) Munchkin Booty, because pirates! Lots of Arrrrr! jokes, and avast wasteland of low pirate humor. And (4) whatever I am working on right now!
How did the now iconic partnership with artist John Kovalic come about?
I think his first game for us was Chez Geek, and we had been regularly working with him on the “Murphy’s Rules” feature for PYRAMID Magazine, and I thought his style would work well with the tone of the cards. Oh, my, it certainly did! He really gets the game, he’s very prolific, and sometimes we read each others’ minds when it comes to developing the look of a card. And we pay a lot of attention to every single card because we know that an important element of the game is the “look at the card and laugh” phase!
How did the Munchkin CCG come about? Was the concept developed internally from the start, or did the designers come to you with the game and suggest Munchkin as a good fit? Or somewhere in between?
We developed the concept internally but we knew we wanted to get an experienced CCG designer to make it happen. I’m very pleased with the results. The “bluff” mechanic is, as far as I know, unique to the Munchkin CCG, and it adds a lot to play. Eric, Kevin, you done good!
There's been a variety of supplemental Munchkin accessories released, like dice, pins, character pawns, plushes, etc. Is there anything else like this in the works that you can talk about?
We’re coming out with a couple of play mats that will alter the game slightly and provide (yet another) way to keep track of levels. And the Starfinder “I Want It All" box includes a level tracker, a Kill-O-Meter, dice, and metal “credsticks" based on the currency of the Starfinder RPG. The Unicorns and Friends “big box” has Boxes of Holding and a Kill-O-Meter as well. People like Stuff and we are happy to create new Stuff for them!
Munchkin is often cited by fans as being the game that opened the door for them to modern board games. Any good stories about teaching the game to new players?
Just the observation that new players tend to win a lot. I have finally figured out why . . . I think. It’s very important in the beginning and middle game to make a lot of deals, and people tend to help, or accept help from, the new player just to show them the ropes. That advantage adds up!