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Old 01-20-2011, 11:04 AM   #51
Grax
 
Join Date: Jan 2011
Location: Dallas TX
Default Re: Munchkin d6 rule ideas

Only 1 die can be used per game.

Before the the game begins, ONE (1) +6 Munchkin Die is rolled, and that roll equals a permanent bonus. This roll can not be changed by ANY card or Promo item effect. This bonus can not be lost or stolen. The dice must remain in front of the player throughout the game to indicate the added combat bonus.

(Secondary)
You may "sell" a single level bonus for a face down door or treasure card at the beginning of your first turn (e.g. on the initial roll the player rolls a six - the player would then have the option of selling a level to have a "5" bonus to draw a face down door or treasure card.) At the end of the players first turn they must have the appropriate number of cards in their hand.
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Old 01-27-2011, 02:46 AM   #52
uttwich
 
Join Date: Nov 2010
Location: Flower Mound, TX
Default Re: Munchkin d6 rule ideas

You start with all 6 dice.

Whenever you have to roll a die (for whatever reason -- running away, Dungeon Casino, etc.) you have the option of sacrificing that one (i.e. removal from play)and rolling a new die in its place if you are unhappy with the first roll. Can do this once per roll opportunity. Once you get down to a single die then obviously you can't do this anymore.

Exception: If someone plays a loaded or reloaded die then you cannot discard the die and roll again.
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Old 01-27-2011, 02:52 AM   #53
uttwich
 
Join Date: Nov 2010
Location: Flower Mound, TX
Default Re: Munchkin d6 rule ideas

Everyone in the party gets a die. During any non-combat point in another player's turn you can challenge them for one of their in play items. One of your own in-play items of equal or greater value must be entered into the challenge as well. Both roll. Winner gets the card from the other player and must either be put in play (if you can), carried (if you can), or put into your hand (all other cases). In case of tie, both players retain their own cards. Loaded and reloaded die cannot be used during challenges.

You can continue to challenge people until you lose a challenge (not tie, actually lose), at which point your die is removed from play. If you are challenged by someone after this happens then you roll the main game die.
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Old 01-27-2011, 02:54 AM   #54
uttwich
 
Join Date: Nov 2010
Location: Flower Mound, TX
Default Re: Munchkin d6 rule ideas

You'll need two dice.

During any combat you can discard three cards from your hand and roll the dice. The sum of the two dice is your one-shot combat bonus.

Can be done once per combat.
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Old 01-31-2011, 01:43 AM   #55
Sawmaniac
 
Join Date: Dec 2010
Default Re: Munchkin d6 rule ideas

What about this?

If a player has succesfully stolen any item from you, roll 6 Munchkin Dices. If the sum you rolled is less than 18, the player is forced to give you a card that has been granting him or her the abilty to steal. You treat the card as if you found her by Kicking Open The Door. Take that card but you aren't allowed to do this trick again unless you change sex for the first time. But you may not use the ability more than twice per game.
However, if you rolled 6, you are allowed to use it once more.
Only successful rolls count.
Loaded and Reloaded die affect only one of the dices.

Last edited by Sawmaniac; 01-31-2011 at 01:58 AM.
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Old 03-01-2011, 09:22 AM   #56
Sawmaniac
 
Join Date: Dec 2010
Default Re: Munchkin d6 rule ideas

I find this pretty funny.

You may use only one die per game.
If you are caught explicitly cheating (especially during tournament), you may try to Run Away from punishment. Roll a Munchkin Die. On a Munchkin Head, you neither suffer any punishment nor do you discard the cheated cards. Otherwise, add the total of modifiers to your roll. On 0, 6 or 7 you suffer no punishment, on other result you suffer whatever punishment will be applied to you.
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Old 03-23-2011, 04:12 AM   #57
Time Munchkin
 
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Join Date: Mar 2011
Location: McAllen/Pharr/Edinburg, TX
Default Re: Munchkin d6 rule ideas

Self Edit, to move to a more on topic thread

Last edited by Time Munchkin; 03-23-2011 at 04:43 AM.
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Old 05-26-2011, 02:01 PM   #58
Montichkin
 
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Join Date: May 2011
Location: Mud-Hole, Indiana
Default Re: Munchkin d6 rule ideas

My suggestion would be on the rainbow dice and that each color have a certain affect or bonus ability each turn.... each players rolls to see who picks a dice first, highest rolled then picks the color they want until all dice are chosen. When the game starts each turn each color has a certain bonus or something you are allowed to do, either to help yourself or to have a effect on another player, a card something....it mixes up and can change the game in multiple ways...

anyway! just my 2 cents..
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Old 06-05-2011, 08:01 PM   #59
Decimit
 
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Join Date: Jun 2011
Location: Mayfield KY
Default Re: Munchkin d6 rule ideas

Maybe someone will like this idea.

At the beginning of the game, everyone is given one of the special die. At any time during the game, when a die is rolled for any reason, the player can choose to role their die in addition to the roll. This can be done only once per game per player. They will choose to try to help or hurt the roll by adding or subtracting the amount of their special die roll from the original die roll. (Example: Player Bob rolls a 6 to run away from a monster. Player Joe decides he will use his special die to try to subtract some numbers from that so he can no longer successfully run away).

If the player rolls a 1 (munchkin head) with their special die they do not get to help or hurt that roll and instead loose a level and lose their die as it's only usable once.
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Old 07-05-2011, 03:12 PM   #60
frofrog
 
Join Date: Mar 2010
Location: Lund, Sweden
Default Re: Munchkin d6 rule ideas

For Munchkin booty (or Star with ship expansion).

On your turn. If you a have an unloaded ship, you may discard one (or maybe two) card, from you hand, to "load the cannons". Put a die on the ship. It is now loaded. The die can be discarded if you want to "backstab" like a thief but the attack is worth the role of the discarded die minus one. You role after you choose to attack (i.e. min zero max 5 attack).

Hope you like this and that it adds some more significance to the ships!
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