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The following items were received into the warehouse, and have been shipped off to various distributors. Your friendly local game store should be seeing them any day now!

Munchkin Quest 2 - Looking for Trouble
Trouble Is Good!
Trouble means gold. Trouble means leveling up. And with Munchkin Quest 2 -- Looking for Trouble, you can find trouble with up to six players. More help against the monsters! More friends to backstab! More competition for the loot! Whoops, forget we said that last bit.
And now the dungeon has Traps. Axes and arrows, flames and falling rocks . . . Maybe you can dodge. Maybe you can push your buddy in front of you.
Explore 18 new rooms . . . the Tomb Room! The Doom Room! The Chamber of Horrors! If you survive, spend your gold at Ye Swankie Donjon Shoppe . . . or Ye Cheape Donjon Shoppe, if you're not picky. Shake off those pesky monsters in the Sun Room, and get healed at the Temple of Generic Niceness.
And new monsters! Flee the stomping power of Bigfoot! Fear the tiny terror that is the Fright Sprite! Fight the sticky menace of the Gummi Golem! Plus more weapons, scrolls, and potions to equip your character, new curses to inflict on your fellow munchkins, and a new kind of passageway that lets you grab gold between rooms.
Munchkin Quest 2 -- Looking for Trouble was designed by Steve Jackson and illustrated by John Kovalic, the troublemakers that brought you Munchkin and Munchkin Quest.
5.75" x 11.75" x 3.5" box, with nine 3.5" square heavy cardstock room tiles, over two dozen link connectors, 100 full-color cards, six monster standies, dice, rulesheet, and enough tokens, level counters, and sculpted plastic pawns for two additional players. Stock #1471, ISBN 978-1-55634-780-1. $34.95.

+6 Bag O' Munchkins
Official Munchkin Plastic Bag!
Extra bonus -- free Munchkins!
These six Munchkin pawns are identical to those found in Munchkin Quest . . . the four colors found in the initial set, plus the Purple and Orange that you'll see in the first expansion. The obvious thing to do would be to keep this set around for the day one is lost.
But if you're truly evil, and your friends let you get away with it, you'll show the world just what a munchkin you really are by using these pawns in other games.
In Munchkin
Any time you are entitled to go up a level -- or when you do something that WOULD earn you a level if you weren't already Level 9 -- you may, instead, place a munchkin pawn in front of you. In any combat, you may discard it for a 1d6 bonus. You may only have one in front of you at a time. Unless, of course, you "lose" these rules and tell the other players that you're allowed to have more. Six is a good number.
In Other Games
Because you're a munchkin, you may claim a munchkin advantage for using these pawns in ANY game. For instance:
- In any roll-and-move game, if you use the munchkin as your pawn rather than one that came with the game, then once per game you may add or subtract 1 space to the move you roll.
- In any game in which you start with money, then if you use the munchkin as your pawn, you start with 10% extra. Round up, of course.
- In chess, a munchkin pawn can move forward two spaces at any time.
If you create your own official rules for using the Munchkin pawn in other games, please share your rules with us at the Steve Jackson Games forums.
Six plastic Munchkin Quest pawns, in six different colors, polybagged with a punched header card. Stock #5504, ISBN 978-1-55634-794-8. $5.95.
-- Paul Chapman
Warehouse 23 News: Martial Arts Mayhem!
Is your GURPS game flagging? Does it lack excitement? Then perhaps you need more fightin'. For fighting around the world – armed and unarmed, historical and modern, Eastern and Western, and just about everything else, from rolled-up magazines to ultimate styles – look no further than GURPS Martial Arts, by Peter Dell'Orto and Yours Truly (Sean Punch). Yes, a 256-page add-on to the combat system of GURPS Basic Set: Campaigns and the abilities and weapons in GURPS Basic Set: Characters ought to do the trick . . .
. . . but if it doesn't, don't despair. e23 has more! Want some early 20th-century Shanghai and WWII martial-arts action? Then try GURPS Martial Arts: Fairbairn Close Combat Systems, by Hans-Christian Vortisch. Or maybe you crave less realism and more Glowing Fists of Doom? I hate to shill two of my own works in one post (not really), but check out GURPS Power-Ups 1: Imbuements.
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