View Single Post
Old 09-25-2008, 09:42 AM   #8
Moderator Emeritus
morleydotes's Avatar
Join Date: Aug 2004
Location: Salem, OR.
Default Re: Munchkin Pawn Rules!

Originally Posted by MunchkinMan
What rule would you create for that, though. I don't remember Zombies to fit in the Roll-and-Move category, but I could be mistaken about that. (It's been too many years since I made the mistake of saying, "Hey, this game goes too short, let's add in another box!" A 5-hour Zombies game is likely to burn you out, especially when you're playing with a bunch of Munchkin players who don't want it to end. Did I mentioned, I started the game at midnight?)

First, low-effort thought: Using a Munchkin Quest pawn, you always have a chainsaw. There's a card with game info on it, as I recall, so let's just use those. . . :-)
In order to kill the zombies you have to roll a die. To know how many spaces you can move, you have to roll a die.

I would suggest a +1 on the kill roll as you are using a Chainsaw.

Salem Midnight Crew / MIB 1987 Or the Wrong MIB. Salem Cell leader, for the clueless in Oregon.
Ahhhh... I see the Screw-Up Fairy has visited us again.
Closed Captioned for the Humor Impaired
morleydotes is offline   Reply With Quote