Munchkin- the Good, the Bad, and the Munchkin?

Wik

First Post
So, I like the Munchkin games, and I'm slowly becoming a fan of the whole series. A few weeks ago, I had my regular game group playing the Horror Munchkin game (the one that lampoons Vampire), and we had a lot of fun.

I love cowboy movies, so the Good, the Bad, and the Munchkin sounds like it'd work for me. It'd also be my first munchkin deck to buy (since the Horror one was a gift for my brother). Just a few questions:

1) Does it play well? (I assume it does, but it never hurts to ask)

and

2) What's the special mechanic? Horror had "Powers", and some of them add Mounts, Companions, or whatever else. So, what's the special rule for Cowboy Munchkin?
 

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I'd like to know this too. The only other Munchkin I've played outside of the core + expansions game is Super Munchkin, which really doesn't play as well, with power increasing too quickly and not enough bad guys to fight. So I've been gunshy to try any of the other Munchkins. Anyone with thoughts on how any of the other games play, please share.
 

Between myself and a couple of friends we've got all of them except cowboy munchkin (not sure when it's out in the UK).

General concensus is that they're all good, but current favourite is Munchkin Cthulu. The Vampire one (Munchkin Bites) feels the least balanced somehow.

They don't necesasrily introduce a unique mechanic in each pack, mind you, so can't comment about anything in the new game.
 

MY brother picked it up last night. I haven't looked at it but my brother was reading some of the cards to me. It seems mounts are important in the game. There are also cards

Some things that caught my attention:

Outlaw class: Whenever bad stuff happens to a non-outlaw you gain a level. If the non-outlaw dies you can win the game with that level.

Badges: There are Deputy and Sheriff badges. Each gives a bonus, but ties the character together. The Sheriff may ask a Deputy to help in a combat and they must help, but the Deputy gets the first treasure turned over. If the Deputy asks the Sheriff for help they negotiate as usual, but the Sheriff has to give the Deputy a card from his hand if he decides not to help.
 


A little off topic but can anyone provide a description of the other Munchkins? I have Munchkin Fu and Bites and both are alright, but since neither adds both race and classes, they feel a little lacking. Hard to tell which is better, although I think Fu might play slightly more balanced.

Any other reviews?
 


GAAAHHH said:
Munchkin Bites really needs the expansion set (Pants Macabre). Without it, there just isn't enough to balance everything out.

Munchkin Impossible seriously lacks in the monster department, based on my experience with it.
 

I have Star Munchkin and the expansion (Attack of the Clowns). Truly awesome game, if you're looking for a good beer and pretzels-style RPG parody cardgame. ;) One thing I love about Star Munchkin (among many things) is the "laser" weapon, where you can keep adding extensions (as long as they end in 'aser') but it still counts as a single weapon.

So by the end of the game you can be using a "Raser daser bananabobaser phaser laser" or some such thing. :D

I also have Munchkin Cthulhu, played it once, didn't enjoy it as much, but I plan to try it again with the Cowthulhu expansion.
 

Didn't care much for Star Munchkin, the laser thing was one of the biggest problems I found with it. Haven't played Munchkin Impossible or Super Munchkin.

Original Munchkin is still the best, particularly when you throw in Unnatural Axe and The Need for Steed. Munchkin Fu is also quite good too, but has a slight monster shortage at the bottom end.
 

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