Good, the Bad & the Munchkin Review

Good, the Bad and the Munchkin
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Another Stand-Alone MUNCHKIN card game, with a Country&Western Theme.
The GOOD and the BAD Munchkin, is the same game play rules/mechanics.
There are 2 decks, Door(98cards)(I call "Saloon Door") and Treasure
(70cards)Deck(I call "goods").......gotta stick with that 'ol western theme...there Pard'ner.
DOOR ("Saloon") DECK: includes your class cards for your character
(yourself) and Monsters (which I call "bad guys") and TRAP!(curses)(Tornado/FireAnts)and
STEEDS and SIDEKICKS.
Classes are: Outlaw/Dude/Indian/Cowboy, each with a unique Advantage/Disadvantage.
STEEDS (ex: Quarter Horse/Hobby Horse) give bonus to your character.
SIDEKICK (ex: Greenhorn/Crusy Old Prospector) give bonus and might help you to
defeat "Bad Guy" or run away from the "Bad Guy".
BADGUYs (about 2/3 the Door deck) with names like: Claim Jumper/TrainRobber/
Riverboat Gambler/In-Laws.
TREASURE("goods")DECK:has permanent bonus items such as:Spurs/6-Gun/10-gallon
hat; your one-shot items such as Cow Chip and Saloon Funiture with add a fight bonus.
GUAL: (Go up a Level)such as Shoot the Piano Player, and Ride into the Sunset.
The C&W theme turn phases are: 1)Kick open the Saloon Door, fight the
BadGuy; 2)huummmm no Bad Guy's around, so go looking around the Saloon
for a Fight (trouble) 3) No Fight'n, so Loot the Saloon and get 'ya some Goods.
4) gotta be charitable in this here Town, so give to others, when you have to.
Currently there is no expansion with this theme; but you can mix with other Munchkin themes/sets.
NO Dice included in this box, only need 1 if you plan on "running away".

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