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Each Power in Munchkin Zombies has a Rank of 2, 3, or 4. You may have any number of Powers as long as their total Rank does not exceed your Level.
There are no Rank 1 Powers in this game, so starting zombies can have no Powers. Powers are treated like Mojos.
You can't trade them to other players, but you may play a Power from your hand at any time you can legally use it. You may not play Powers that you cannot legally use.
But you may discard Powers at any time and replace them with Powers from your hand. If your Level goes down to less than the total Rank of your Powers, you must discard some Powers so that their total Rank is once again less than or equal to your Level.
Duplicate Power cards give no extra effect. When you die, you keep all the Powers you have in play, just as you keep your Mojo.
Some Powers may require discards to use. You may discard any card, in play or in your hand, to power a Power.
Each Item card has a name, a size, and a value in Gold Pieces. Each Item is also good for something. It may give you a combat bonus, or a special ability, or both.
An Item card in your hand does not count until you play it; at that point, it is "carried". You may carry any number of small Items, but only one Big one.
Any item not designated Big is considered small. If something lets you have more than one Big item for instance, the StrongPower and you lose that ability, you must either correct the problem immediately or get rid of all but one Big item.
If it's your turn and you're not in combat, you can sell the excess Big items as long as you have at least 1, Gold Pieces of Items to sell.
Other- wise, you must give them to the lowest-Level player s who can carry them! If any Big items are still left over, discard them.
Likewise, you may also use only one headgear, one suit of armor, one pair of footgear, and two "1 Hand" items or one "2 Hands" item.
If you are carrying two Headgear cards, for instance, only one of them can help you. You should indicate Items that can't help you, or extras not being worn, by turning the cards sideways.
You may NOT change your used and carried Items during a combat or while running away. You cannot discard Item cards "just because".
You may sell Items for a level, or give an item to another player who wants it. You may discard to power certain Mojo abilities and Powers. And a Curse may force you to get rid of something!
Trading: You may trade Items but not other cards with other play- ers. You may only trade Items from the table - not from your hand. You may trade at any time except when you're in combat - in fact, the best time to trade is when it's not your turn.
Any Item you receive in a trade must go into play; you can't sell it until it's your turn. You may also give items away without a trade, to bribe other players - "I'll give you my Arm and a Leg if you won't help Bob fight the Action Hero!
Like we could stop you. Selling Items for Levels: During your turn, you may discard Items worth at least 1, Gold Pieces and immediately go up one level.
If you discard for instance 1, Gold Pieces worth, you don't get change. But if you can manage 2, worth, you can go up two.
You may sell items from your hand as well as those you are carrying. You may not sell items to go to Level If drawn face-up during the "Kick Open The Door" phase, they immediately attack the person who drew them.
If acquired any other way, they go into your hand and may be played during "Looking For Trouble", or played on another player with the Wandering Monstercard.
Several monsters in this set are rogue zombies. They are all tagged Undead. You may play any Undead monster from your hand into com- bat to help any other Undead, without using a Wandering Monster card.
If you have a card that can be used to make a monster Undead, you may play it with a non-Undead monster to use this rule.
If you're blending Munchkin Zombies with other Munchkin sets, the Undead from those sets can join the horde, too! Clerics from the original Munchkin get bonuses against all Undead monsters, even if those Clerics are zombies themselves.
Certain cards, called monster enhancers, raise or lower the combat strength of individual monsters.
Yes, you can have a negative enhancement. Monster enhancers may be played by any player during any combat. All enhancers on a single monster add together.
If there are multi- ple monsters in a combat, the person who plays each enhancer must choose which monster it applies to.
Any Item card may be played to the table as soon as you get it, or at any time on your own turn other than in combat unless the card itself says otherwise.
Zusätzlich gibt es bei diesem Spiel schurkische Zombies, die bekämpft und besiegt werden müssen. Das Kartenspiel besteht aus Karten in 4 Farben und ist wie bei allen anderen Munchkin-Reihen kompatibel mit den anderen Munchkin-Settings.
Die Spielkarten sind in Schatz- und Türkarten früher Dungeonkarten gegliedert und müssen als getrennte Stapel bereit gelegt werden.
Je nach Absprache werden zu Beginn des Spiels von jedem Spieler zwei oder vier Karten von jedem Stapel gezogen und verdeckt auf der Hand gehalten. Ein Spieler fängt an, indem er eine Türkarte zieht und sein Held somit einen Raum betritt, in dem ihn Monster, Flüche und andere Dinge erwarten können, die er bekämpfen oder flüchten muss.
Es gewinnt der Spieler, wenn sein Wert höher als der des Monsters ist. Diese müssen offen vor dem jeweiligen Spieler abgelegt werden.
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Please try your search again later. From the manufacturer. It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains.
How to Play:.Boxed game with cards, 12 seals, rules, and die. Suggested Retail Price $ Stock # SJG * UPC August It's the end of the world! In Munchkin Apocalypse, every possible natural (and unnatural) disaster has happened or will happen during the game. You are a rugged survivor in a world full of people -- and things -- that want to kill you and take your stuff. Kill the Living! Eat their Brains! Braaiiinns! It's the sickest, silliest Munchkin yet! You are zombies, kicking down doors and eating brains. The ""monsters"" you're attacking are people, some helpless and some hazardous, with a few rogue zombies thrown in. The armor is whatever you've blundered across during your lur. How to Play: 1. Kick down the door: Draw one card from the Door deck and turn it face up. If it's a monster, you must fight it. If it's a curse, apply it. If you 2. Fight the monster: 3. Grab the treasure: 4. Reach level 10 and win!. Munchkin Zombies Game Rules Compoments. Setup. Three to six can play. You will need 10 tokens (coins, poker chips, whatever - or any gadget that counts to 10) Card Management. Keep separate face-up discard piles for the two decks. You may not look through the discards unless you Character. SJG Munchkin Munchkin Cthulhu - Whim of the Elder Gods NM. SJG Munchkin Official Munchkin Bites! SJG Munchkin Munchkin - Princesses New. Munchkin Zombies - Zombie Santa NM. Product Line: Munchkin - Offshoot Promo Cards.