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Old 09-30-2010, 09:45 AM   #11
Solelron
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Default Re: Munchkin d6 rule ideas

hrm. how about:

Roll this die anything you have to run away from combat. on a 5 or 6, you successfully run away and do not suffer the bad stuff from the monster. All normal modifiers to runaway can be applied to this roll?

:)
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Old 09-30-2010, 09:55 AM   #12
Spiritfire
 
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Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Solelron View Post
hrm. how about:

Roll this die anything you have to run away from combat. on a 5 or 6, you successfully run away and do not suffer the bad stuff from the monster. All normal modifiers to runaway can be applied to this roll?

:)

Haha, I wish I thought of that
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Old 09-30-2010, 12:00 PM   #13
MiniMunch
 
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Default Re: Munchkin d6 rule ideas

1) Once per game, if the die lands Munchkin Face up, you may change the die roll to any other number (2-6) of your choosing.

2) Once per game, when using your Munchkin d6, you may decide that your roll is "protected" [After you roll]. No other player may force you to re-roll or change the value of your roll. All penalties, including those to run away, are ignored.

Edited to remove giving the die away.

Last edited by MiniMunch; 09-30-2010 at 02:37 PM.
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Old 09-30-2010, 12:07 PM   #14
Andrew Hackard
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Default Re: Munchkin d6 rule ideas

Don't require people to give their dice away -- that's something they paid good money for. The coins are freebies and we WANT them to circulate.
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Old 09-30-2010, 02:16 PM   #15
AllyKat
 
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Default Re: Munchkin d6 rule ideas

At the start of the game (before the first player's turn), each player rolls a D6. The player(s) with the lowest roll start the game with that many additional Levels.

I was thinking along the lines of the special D10 for the Level bonus but then it dawned on me that is enough D6 for each of the players in the game. Why can't we all just share? Right?

I personally have found that a lot of the bonus rules released are specific to who has spent the most money (or owns some iThing) which places the new players at a disadvantage. This gets all the players involved which I think it is how all future bonus rules should work!

Last edited by AllyKat; 09-30-2010 at 02:30 PM.
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Old 09-30-2010, 02:32 PM   #16
Andrew Hackard
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Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by AllyKat View Post
I personally have found that a lot of the bonus rules released are specific to who has spent the most money (or owns some iThing) which places the new players at a disadvantage. This gets all the players involved which I think it is how all future bonus rules should work!
There's a word for people who "pwn" brand new players by using all the promo toys at their disposal. It starts with J and rhymes with "perk."
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Old 09-30-2010, 02:39 PM   #17
MiniMunch
 
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Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Andrew Hackard View Post
Don't require people to give their dice away -- that's something they paid good money for. The coins are freebies and we WANT them to circulate.
Fixed :)
My friends and I play with a house rule that coins are returned to their original owners at the end of the game; wasn't thinking!
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Old 09-30-2010, 03:06 PM   #18
morleydotes
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Default Re: Munchkin d6 rule ideas

Ok, I'm meaner than most:

Fill your Chtulhu Dice Bag up with Munchkin D6 Dice, Hit the MIB on the head and steal one Promo Item off the table.

Usable once only, unless you can do it twice before security nails YOU.

OR

Roll to run away. On the Munchkin Head, you not only suffer the bad stuff, then you die. May not be changed by Loaded Die, Reloaded Die, tipping the table, bribes, crying or the MBT.


Pat
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Old 09-30-2010, 03:24 PM   #19
Ze'Manel Cunha
 
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Default Re: Munchkin d6 rule ideas

For a quicker game, each player rolls a Munchkin d6 and starts the game at that level, anyone rolling a Munchkin head gets an extra Treasure Card and an extra Door Card instead.
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Old 09-30-2010, 04:17 PM   #20
Nakiro
 
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Default Re: Munchkin d6 rule ideas

You may use all 6 Munchkin d6 per game.
If you have failed a Run Away roll, you may discard a card and use one of the dice to try again.
You can't use the same die twice.



Once during combat, you may discard your whole hand to roll all 6 dice.
Add them all together and that is your combat level during that combat.
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