On your next turn start by drawing four cards from

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On your next turn, start by drawing four cards from each deck, face-down, and playing any legal Class or Item cards you want to, just as when you started the game. Then take your turn normally. Treasure When you defeat a monster, either by killing it or using a card to eliminate it, you get its Treasure. Each monster has a Treasure number on the bottom of its card. Draw that many treasures. Draw face-down if you killed the monster alone. Draw face-up , so the whole party can see what you got, if someone helped you. Treasure cards can be played as soon as you get them. Item cards can be placed in front of you. Go Up a Level cards can be used instantly. You may play a Go Up a Level card on any player at any time. S EALS Munchkin Apocalypse introduces a new kind of card: Seals. The various Seals have immediate effects that affect the player who Opens the Seal (see below), and sometimes other players as well. Most Seals also have Continuing Effects, which affect everyone! Monsters get a combat bonus of +1 per open Seal, on top of any other bonuses or penalties they may have. Opening a Seal When a card directs you to Open a Seal , turn over the top card on the Seal deck and overlap it on the previous one (so you can see how many Seals are open). The player who was hit by the card is the one who Opens the Seal for rule purposes. The rules on this Seal card replace the previous Seal’s effects. If a munchkin dies, he opens a Seal after his loyal comrades loot his corpse. If a combat or other event triggers multiple munchkin deaths, the current player opens one (and only one) Seal after all deaths are resolved. Closing a Seal Far too rarely, a card will tell you to Close a Seal . A Seal also closes whenever a munchkin goes up three or more levels on a single turn. Take the top Seal from the active pile and put it face down on the bottom of the Seal deck. The Continuing Effect on the Seal below it comes back into play. The Seventh Seal A game of Munchkin Apocalypse , like all Munchkin games, ends normally when a player kills a monster to reach Level 10. But there is another way . . . If the seventh Seal is opened, the game ends instantly (i.e., there is no chance to cancel whatever card made it happen). Do not apply any of its effects – it’s too late. The munchkins drop whatever they were doing and fight their way to the Mothership (or whatever your personal Valhalla looks like) through an excess of bad CGI and pale imitations of true Wagnerian bombast. When the seventh Seal is opened, the winner is the munchkin who has the highest combat bonus from cards in play – nothing else counts, not even Levels! (If combat bonuses are tied, use Level as a tiebreaker. If Levels are tied as well, walk hand in hand into the next life . . .) 3
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C HARACTER S TATS Each character is basically a collection of weapons, armor, and items, with two stats: Level and Class. For instance, you might describe your character as “an 8th-level Blogger with Photofloods, A Drone of Your Own, and a 15-Year Supply of Beer and Toilet Paper. Your character’s sex starts off the same as your own.
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  • Fall '09
  • Seal, munchkin, Steve Jackson Games, John Kovalic

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