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Old 07-23-2012, 05:26 AM   #480
frofrog
 
Join Date: Mar 2010
Location: Lund, Sweden
Default ONE MANCHKIN

~ ONE MANCHKIN ~

< < house rules for playing single-player Munchkin > >


Admit it, you have tried to play Munchkin on your own and quite frankly it was not fun at all because the element of surprise was missing. Here, we present ONE MANCHKIN, house rules that add both an element of surprise and challenge, turning lonely nights into lonely knights!

SETUP:

Set the time-counter (e.g. a D10) to face 1.
You start as a level one human with no class then pick 4 doors and 4 treasures.
If your hand is terrible you may take ONE MANCHIGAN, i.e. discard your hand and pick 3 doors and 3 treasures.
Now you may play what ever cards you want and begin the game!

PLAYING THE GAME:

Phase 0: LISTENING AT THE DOOR. Pick up a door card to your hand.

Phase 1: KICK DOWN A DOOR. Reveal the top door card.

(a) MONSTER.

- Quick escape? You may try to turn an flee: Sucessful if 3 or above on D6: Go to Phase 2; else proceed to Fight it!

- Fight it! You think that you can handle this monster or you failed your quick escape. From the treasure deck, the monster draws its number of treasures and places them face up behind the monster. Slide the treasure cards with +X BONUS up to reveal the name and the amount of boosting that the monster gets. Any level up cards are slided down to reveal GO UP A LEVEL giving the monster +5 BONUS per level. Other cards do not enhance the performance of the monster, but you may slide them up anyways to clearly see what their names are. As an example, what at first glance looked like a LEVEL 7 GIANT COCKROACH is turned into a GIANT COCKROACH WITH an ANVIL (+3) and a GO UP A LEVEL (+5), which leads to a battle value of 15. If you can beat the monster go a head and pick its treasures and level up accordingly! If not, you may CURSE THE MONSTER, to make it loose an item or a level (-5 BONUS), or play any normal MODIFIERS or USABLE ONCE ONLY cards as usual. The monster always wears all equipment with no restrictions, and you may treat the monster as ANOTHER PLAYER (e.g. yes to the Theif's Backstabbing the MONSTER is OK!). If you still can't beat the monster you may try to run away from the BAD STUFF by rolling 5 or above on a D6: Go to Phase 2.

(b) CURSE.

- The curse hits you! You may respond as usual.

(c) OTHER.

- Respond as usual (pick it up most of the times).

If (b) or (c) you may LOOK FOR TROUBLE by playing a monster from your hand: Go to (a). Else you may LOOT THE ROOM, pick up a TREASURE CARD to your hand: Go to phase 2.

Phase 2: UP THE CLOCK!

- The time-counter increases by one step. The last turn of the game is ten. You lose if you did not reach level 10 before turn 11. If you still have some time left: Discard down to five cards in your hand and go to Phase 0.

Good luck - the clock is ticking!

/ House rules by J. Marcus Dahlström a.k.a Frofrog /

I hope that you find these rules fun to play! Suggestions are always welcome :)

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Incomplete list of incompatible cards (simply draw another):

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