The Good, the Bad, and the Munchkin 2: Beating a Dead Horse
The Good, the Bad, and the Munchkin 2: Beating a Dead Horse Rulebook
Table of Contents
Table of Contents
Steeds
Dear to a Munchkin's heart is his loyal Steed. Because, of course, it gives bonuses. Steeds are found in the Door deck.
No player can have more than one Steed except by using a Cheat! card.
Steeds are Items, and follow normal Item rules. Anything that affects an Item can affect a Steed.
Steeds carry themselves. A Steed is "big," but it does not count against the number of Big items you can carry (in fact, some let you carry more Big things). The "big" designation on Steeds is to control what Traps affect them, and to keep Thieves, in a crossover game, from pocketing them and walking off with them.
There are also a few Items that specifically enhance Steeds. Steeds cannot use items unless the Item card specifically says so, and "item enhancers" don't affect Steed items.
If a Steed has a bonus or penalty to Run Away, that replaces the bonus or penalty of the rider. If your Steed gives you a penalty to Run Away, you may discard the Steed before you roll to flee. You don't suffer the penalty, but the Steed card goes to the discard pile.
Treating Steeds as Monsters
A player who draws a face-up Steed may choose to treat it as a monster instead. In that case, its Level is equal to twice the combat bonus at the top of the card, and defeating it is good for one Treasure and one level. The Bad Stuff for any Steed attacked as a monster is "Lose a level."
Cavalry
The Cavalry is a Class introduced by Beating a Dead Horse. Characters may be Cavalry with the appropriate Class card. The Class rules for all Classes (see the base rulebook) apply: you gain the abilities of a Class the moment you play its card in front of you, and lose them as soon as you discard that card. The Cavalry's specific ability is printed on its Class card.