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.