- Level 5 - Easy
- Level 6 - Tricky
- Level 7 - Challenging
- Level 8 - Demanding
- Level 9 - Gruelling
- Level 10 - Mind Boggling
These six Munchkin pawns are identical to those found in Munchkin Quest. The obvious thing to do would be to keep this set around for the day one is lost. A slightly less obvious use for them is to mark your place in non-Munchkin games, showing the world just what a munchkin you are.
But true munchkins will, if their friends let them get away with it, use these pawns in othergames.
Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.
In Other Games
Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:
In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
In chess, a munchkin pawn can move forward two spaces at any time.
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