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Old 03-05-2011, 03:31 AM   #51
binksayres
 
Join Date: Mar 2011
Default Re: Munchkin Pawn Rules!

Here's one for Mille Bournes: At the start of the game, you may have one (1) Munchkin Pawn in front of you. At any time during the game, hand the pawn to another player to cause an accident, even if the player is exempt from accidents due to having the driving ace safety card (let's face it, Mr. Ace. You're not the only driver on the road). Resolution of the accident remains the same and the pawn is removed from play upon resolution.
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Old 09-15-2013, 05:38 PM   #52
Hawk139
 
Join Date: Apr 2011
Default Re: Munchkin Pawn Rules!

Frag Three ideas on this one

Once per game when you are Fragged you can respawn using the
Munchkin Pawn. You can instantly raise one stat by one point and also start that round with the chainsaw weapon which does not count towards your maximum.

Once per turn when using the Munchkin Pawn you can reroll a missed power up pickup. This pawn can only be used until it is fragged twice, after that replace it with the Frag piece of the appropriate color.

This rule only works in games for longer than three frags. For each three frags you can raise one stat by one, you cannot raise any stat by more than one this way.

Munchkin Level Playing Field

If you use the Munchkin Pawn matching the color you select at the start of the game the bonus token counts as +2 instead of +1

Munchkin Quest (yes even a rule for quest)
If you have a spare Munchkin Pawn (meaning not the one you are playing with) you may put it on an item so it is either unstealable or unaffected by bad stuff, but not both. The item can still be lost to Traps, Curses, or death.

Awful Green Things
During crew set up you can replace one of the pieces that one has an attack strength of one with the munchkin pawn (keep the original crew under the pawn to consult other stats). Once per game after trying a new weapon with the Munchkin Pawn you may redraw a weapon effect chip. You must take the second result.

Give Me the Brain
Once per game you may use the Munchkin pawn in place of a bid card to count as a 32 bid. After taking the brain draw 3 cards. If two or more players use the munchkin pawn in the same bid they bid again using normal bid cards.

Mad Scientist University
Once per game you can play your Munchkin Pawn instead of the Unstable Element you were dealt. You can count the pawn as either a Chainsaw or Giant Hammer to complete your Insane Assignment.

Gloom (and Cthuhu Gloom)
Once per game you can use a munchkin pawn to remove the top modifier from any living character.

Fluxx (any Variation)
You may place the Munchkin Pawn on any keeper to make it unstealable.

Revolution
Once per game before your bid phase you can trade in your pawn for two extra force, two extra blackmail, or one of each.

Chrononauts
You may play the Munchkin Pawn as an Artifact as well long as it is not the last Artifact you need to meet the winning condition.

Seven Dragons (or Aquarius)
You May play the Pawn on any card to make that element count as two connections rather than one. This cannot be used to create the seventh connection.

Last edited by Hawk139; 10-09-2013 at 08:08 PM.
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Old 01-01-2014, 03:52 AM   #53
KCVocals
 
Join Date: Dec 2013
Location: Overland Park, KS
Default Re: Munchkin Pawn Rules!

Arkham Horror
When using a Munchkin Pawn instead of your normal character token, you start the game with one extra of your choice of common item, unique item or spell.

Elder Sign
When using a Munchkin Pawn instead of your normal character token, you may, once per day, change any one die rolled to any other result on that die. (If you have summoned the red die, this CAN be made into a terror glyph!)
__________________
There are 10 types of people in the world; those who understand binary, and those who don't.

Last edited by KCVocals; 01-01-2014 at 04:00 AM. Reason: Added the red die rule for Elder Sign.
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Old 11-30-2015, 03:19 PM   #54
WanderingMonster1
 
Join Date: Nov 2015
Default Re: Munchkin Pawn Rules!

Forbidden Island

The Munchkin is a new adventurer type that allows you one extra action each turn. You start on whatever gate is not occupied.

Smash Up

You may play this pawn on a base instead of your regular minion. It has a power of 2 and does nothing else.
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