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Old 03-11-2013, 01:00 PM   #1
GT Quigley
 
Join Date: Feb 2013
Default Explodoman in Super Munchkin

In Super Munchkin when Explodoman in played as a wandering monster does this force you to flee from the monster that you began the combat phase with? Also, if a player was to use "Continuity Error" or a "polymorph potion" will the negative instant effects of Explodoman still apply?

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Old 03-11-2013, 01:22 PM   #2
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Default Re: Explodoman in Super Munchkin

Explodoman disables your powers. There is nothing on that card saying you have to run away from anything. If Explodoman is already exploded, you could not use Pollymorph on him, and I am not sure how Continuity Error would apply.
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Old 03-11-2013, 01:29 PM   #3
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Default Re: Explodoman in Super Munchkin

I think Explodoman says "you can not fight him or run away." If he exploded, then he is no longer there to fight so you can't run away from him either. I got the impression that you could not run away from the fight that you were in if there are multiple monsters. I suppose you could finish the combat normally without the use of any powers after dealing with explodoman's effects.
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Old 03-11-2013, 01:34 PM   #4
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Default Re: Explodoman in Super Munchkin

The card says Explodoman blows up before you can fight him or run away. It does not say anything at all about other monsters that are in the same combat.
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Old 03-11-2013, 01:43 PM   #5
Andrew Hackard
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Default Re: Explodoman in Super Munchkin

Explodoman does not end the combat. It does disable your Powers. If you win the fight, there's an extra Treasure.
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Old 03-11-2013, 01:45 PM   #6
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Default Re: Explodoman in Super Munchkin

Explodoman is, for all intents and purposes, a Trap in Monster form. Once Explodoman is added to the combat, the effect of the card is applied, and he leaves a Treasure behind that you can grab if you can defeat any remaining Monsters. He can't be sent away with Pollymorph Potion and the Super Munchkin version of Continuity Error would not change that he belongs in the discard pile, nor does Continuity Error say that the effects of the Monsters should be reversed, so, Explodoman's effect would not be reversed.
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Old 03-20-2013, 05:46 PM   #7
Munchkin King
 
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Default Re: Explodoman in Super Munchkin

I have a question about Explodoman. If I am fighting Explodoman as the monster I drew face up or to look for trouble), can the others interfere with the combat with wandering monsters, enhancers, or one-shot items?

Since Explodoman blows up before the combat begins, does that mean that the combat is over before other players even have a chance to interfere, or is an Explodoman combat one that can be interfered with?

Last edited by Munchkin King; 03-20-2013 at 05:52 PM. Reason: misspelled and omitted words, and I wanted to expand the question to include all forms of interference.
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Old 03-20-2013, 06:16 PM   #8
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Default Re: Explodoman in Super Munchkin

He blows up just after he enters, so combat has begun. He does not end the combat (if he were wandered in, he would not stop you fighting the other monster/s), so others would be able to play a Wandering Monster to continue the combat, I think. Monster Enhancers and one-shot Items that need monsters to be present wouldn't be able to be played as there is no monster there unless one is wandered in first.
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