Here Munchkin Apocalypse is different. Because of the constant pressure of the impending apocalypse by the broken seal the momentum remains in the game and you can be almost certain that the game also comes in a finite time to an end.
In addition, a piece of Munchkin Apocalypse seems to me a tactical than other Munchkin variations. Primarily, the seal acting as the "in Dungeons Munchkin 6: Durchgeknallte dungeons" but have in addition to the continuing effect even a one-off at the 'break'. But you have to really worry if one opens the next seal, if you do not like the current one. When the seventh seal is opened namely, the game ends and it does not win as the player with the highest level, but the one with the highest bonus by objects. That can make a big difference. In fact, you should even consider whether any one opens the sixth seal, if you is not with most objects, eventually someone might trigger another nor a disaster and ...
Another difference in Munchkin apocalypse is in my opinion better balancing. Simply pull in a "normal" Munchkin Round no monsters low levels at the beginning to get guaranteed not budge. Especially not when a bomb other players with spells and monsters amplifiers. In Munchkin Apocalypse there is a seal that the strongest players weakens permanent and one that strengthens the weakest player permanently. In addition, at the end may then not at all reached the level of significance ... and if a player dies, another seal is opened. And that might not want the player. Say: Even monsters Amplifiers & Co. are used clearly tactical ...
Is there anything negative? Yes. The class "child" I find totally useless. Can enter in fights in which it itself is not involved and instead of dying (with all the consequences, including new equipment, an open seal, etc.) it loses a level just bonuses. Thus, it denied the tactical advantage of retaining Monster amplifiers and makes the perfect victim ...
In principle, the child is naturally anyway just as a little homage to the old apocalyptic games like Fallout, etc. in it. But it brings up nothing. Especially compared to the others, really meaningful classes.
And of course there are a few more cases of "Lost in Translation", when you play the German version.
Conclusion: For Munchkin beginners perhaps because of tactical depth actually not the best start, but just right for game nights where you to Munchkin also something else wants to play another. So something completely un-nerdy as "Dungeon Fighter" for example. ^^