# Munchies

by Rick Ford
February, 1996

Munchies
Foundations
4 | Friends of the Dragon
3 | Everyday Hero
3 | Test Subjects
5 | DNA Mages
Feng Shui
4 | Ancestral Tomb
4 | Pinball Hall
3 | Whirlpool of Blood
2 | Monkey House
1 | Sacred Heart Hospital
Dragons
4 | Bronze Sentinels
2 | Netherworld Vets
1 | Ting-Ting
2 | Golden Gunman
2 | The Prof
2 | Redeemed Assassin
2 | Final Brawl
3 | Golden Comeback
1 | Last Stand
2 | Now You've Made us Mad
Architects of the Flesh
2 | Sgt. Blightman
3 | CHAR
3 | Vivisectors
2 | Arcanotechnicians
2 | Expendable Unit
2 | Cellular Reinvigoration
1 | Neutron Bomb
2 | Dangerous Experiment
2 | Nerve Gas
2 | Imprison
1 | State of Emergency
Unaligned
2 | Grenade Launchers
4 | Pocket Demons
2 | Secret HQ

## Notes

First - this deck is designed for multi-player games - I'm not sure how it would fare in dueling. That being said: there are 3 "themes" active in this deck.
1) Attack with big hitter (preferable Sgt. B.), use Vivisector on him, drop another B.H. and attack again, hopefully seizing 2 sites, or at least one site and kill a lot of other stuff.
2) Use Bronze Sentinels and Vivisectors to clear your stuff off the board, then use Dangerous Experiment(s) with minimum number of targets on the board. Remember - the Prof is immune to Experimentation :) Then use the power to drop 2-3 heavy hitters (using State of Emergency if needed) and go for it.
3) Ting-Ting + Bronze Sentinels = big Ting-Ting :) Since you will be eating lots of your own sites, Pocket Demons are essential. The Sanctuaries are essential because they will rarely be siezed on a first attack (10+ body is normal, frequently it gets to 20 or more). After one is damaged, use the B. Sent. to eat it and take something else.

Other "Stupid Card Tricks": Burn for power, then play Redeemed Assassin on opponents turn. Last Stand+Final Brawl+Now..Mad = 1 Power for each character - then turn to heal :)