nerrad - here you go - again, no cards, but here is the text for them.
The series would be called Pukasquidonium (puke-uh-squid-on-nium): The Munchkin City
Tower-R-Cane
(The Wizard's Guild)
Coward Spell: When discarding cards to Run Away,
each card gives a +1 and 2/3 bonus to flee (round
down to the nearest useful number).
Interest Holding Spell: Instead of discarding
entire hand to charm a Monster, roll 1d6 and discard
that many cards LESS. You must discard at least 1
card. You still get the treasure, and you still don't
get any levels.
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Temple of the High Diet-y
(The Cleric's Guild)
Raise 'em Up: When it is time for you to draw a card
face-up, you may take a card from the appropriate
discard pile. Roll 1d6 first; you may search into the
discard pile that many cards for a card. Then discard
one card from your hand.
Divine Turning: You may discard any number of cards
in combat against an Undead creature. Each discard
gives you a +3 bonus.
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The Sword Users' and Armor Wearers' Hall
(The Warrior's Guild)
Go All-Out Crazy: You may discard up to 3 cards
in combat; each one gives you a +1 and 2/3 bonus.
You win ties in combat. Not only that, but for every
tie in view, and for everything in view that is tied (shoe-strings, garlic knots, etc.), you get a +1
bonus.
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The Tunnels of Sneakiness
(The Thieves' Guild)
Add Insult to Injury: If you backstab another
player, give them a "friendly" insult, as well. Add
an additional -1 in combat for each other player that
laughs at the insult. If you are the only other
player, you may laugh and add an additional -1.
Grand Theft Equipment: You may attempt to steal any
item from another player, not just small items.
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Half-the-Size-of-Other-Hills Hill
(The Halfling's Hangout)
-1 to Run Away, and -1 slice of pizza.
When selling items, choose the items you wish to sell
and then roll 1d6. If the roll is 1-3, you may sell
up to 3 items at double price. If the roll is 4-6,
any item sold is at normal price -100 gold (to a
minimum of 0 gold). You must still sell those items.