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Old 10-12-2010, 05:21 PM   #31
Munchykin
 
Join Date: Mar 2010
Location: Lawrence, MA
Default Re: Munchkin d6 rule ideas

You can only roll dice from the bag during the game. Any time you aren't satisfied with one of your rolls you may exclaim, "Oops, wrong dice!" and discard a card to remove the currently rolled dice from the game and re-roll the attempt using a new dice. When you only have one dice left, you're stuck with it for the rest of the game.
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Old 10-21-2010, 07:13 PM   #32
Arukoto
 
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Join Date: Apr 2008
Location: Ski, Norway
Default Re: Munchkin d6 rule ideas

Use during any combat. Once per game you may roll all 6 dice,
the 6d6 bonus replaces the total combat level of either side.
If played on monster side each Munchkin head adds 1 treasure and is rerolled.
If played on munchkin side each Munchkin head removes 1 treasure(minimum 1).


I am not 100% on the words used, but the idea is simple:
Either the monster(s) becomes level 12-36 or the player(s) becomes level 6-36,
Cards add or subtract bonus to new combat level as normal
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Old 11-07-2010, 03:23 AM   #33
BonzaiiSheep
 
Join Date: Sep 2010
Location: Denmark (Odense)
Default Re: Munchkin d6 rule ideas

At the start of the game distribute the dice evenly between the players (in case of odd numbers the one who owns the dice get the suplus)

Now place the dice in front of you munckin side up, they each now count as a +1 bonus safe from any curse..

You can also use (discard after use) the dice at any point in the game by:
- Trading one die for the top door card in the discard pile, put that card in your hand or use it as though you just drew it if it is legal to do so. :)

- Use a die as a reroll if you fail a die roll for any reason.
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Old 11-12-2010, 10:31 AM   #34
Kirt
 
Join Date: Aug 2009
Default Re: Munchkin d6 rule ideas

Once per combat he is in, a player may roll one of his Munchkin dice, provided the color of the die matches the Munchkin set of at least one of the monsters in the combat.

Before rolling, the Munchkin calls either "Heads" (roll = the Munchkin head) or "Tails" (roll = any other result, i.e., 2-6).

If the player successfully predicts the roll as Heads or Tails, he gains +6 to combat ability for that combat. If he failed to predict the roll, he suffers -6 for that combat.

Once a Munchkin die has been used in this manner, it is removed from the game.
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Old 11-13-2010, 11:02 PM   #35
Arcnarenth
 
Join Date: Aug 2006
Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Kirt View Post
Once per combat he is in, a player may roll one of his Munchkin dice, provided the color of the die matches the Munchkin set of at least one of the monsters in the combat.

Before rolling, the Munchkin calls either "Heads" (roll = the Munchkin head) or "Tails" (roll = any other result, i.e., 2-6).

If the player successfully predicts the roll as Heads or Tails, he gains +6 to combat ability for that combat. If he failed to predict the roll, he suffers -6 for that combat.

Once a Munchkin die has been used in this manner, it is removed from the game.
I would say the bonus/penalty should be higher for a Heads win/loss if you only consider one side of the die to be a Heads. Simple probability. It's a 1 in 6 chance to get Heads and a 5 in 6 for Tails. Odds are in your favor to bet on Tails every time. I'd revise it to a +1/-1 for Tails and +5/-5 for Heads. That seems more in line with the rarity of rolling a Munchkin Head.
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Old 11-16-2010, 03:39 PM   #36
Kirt
 
Join Date: Aug 2009
Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Arcnarenth View Post
It's a 1 in 6 chance to get Heads and a 5 in 6 for Tails. Odds are in your favor to bet on Tails every time.
Exactly. Why should a munchkin use a fair die? (I just liked the symmetry of a player "calling Heads" to roll a head.

The idea was to have a 5/6 chance of getting a serious bonus, but a 1/6 chance of a serious penalty.


Quote:
Originally Posted by Arcnarenth View Post
I'd revise it to a +1/-1 for Tails and +5/-5 for Heads.
As you say, people will always select tails, which means in your example they will only get a +1 or -1.
To have an item that is usable only once per game and that only gives a chance (not even a guarantee)
of a +1 seems pretty weak.

Last edited by Kirt; 11-16-2010 at 03:50 PM.
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Old 11-16-2010, 03:58 PM   #37
Kirt
 
Join Date: Aug 2009
Default Re: Munchkin d6 rule ideas

Once per combat he is in, a player may roll one of his Munchkin dice.

If the roll is the Munchkin Head (1), the monster eats the die and it is removed from the game.

If the roll is 2-6, a bonus equal to the roll is applied to the munchkin side for the combat (+2 to +6).

If the munchkin wins the combat, one less treasure than normal is taken (no minimum).

If the munchkin loses the combat, he drops the Munchkin die as he runs away. All other players roll normal dice - the highest roll gets to take the Munchkin die and may use it in combat as if it were his own. If a player elects to use a Munchkin die when rolling for obtaining possession of another die, he may add +1 to rolls but on a roll of the Munchkin Head, he loses his die and the winning player gets to take BOTH dice.

All munchkin dice are returned to their owner(s) at the end of the game.

Last edited by Kirt; 11-29-2010 at 10:22 AM.
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Old 11-24-2010, 10:25 AM   #38
Mister Negative
 
Join Date: Jan 2006
Location: Most definitely alone
Default Re: Munchkin d6 rule ideas

Each player begins the game with one Munchkin d6. As these dice will be returned to the owner at the end of the game, it will be easier to simply use one set of Muchkin d6s and return them all to their owner.

The Munchkin d6 is a small item worth 500 gold. It can be sold, stolen, traded, or lost to Curses, Traps, and other Bad Stuff normally.

It can be used in the game as a Loaded Die, in which case it goes out of play and is returned to the owner (note that he cannot use it during the game normally).

It can be used in the game as a Reloaded Die, in which case it goes to the player whose die roll you altered.

Feline Intervention may be played to return a Munchkin D6 which is gone out of play back into play (as the cat bats the die out of the box and back into play). Place it in front of you with your other items, and discard Feline Intervention. Feline Intervention does not have its normal effects when used in this manner.

Divine Intervention can be used to remove all Munchkin d6s from play (God does not play at dice!). When used in this way, Divine Intervention has no other effects, and is discarded after use.
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Last edited by Mister Negative; 11-24-2010 at 10:46 AM. Reason: Additional idea
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Old 12-05-2010, 10:34 AM   #39
J_Spade
 
Join Date: Aug 2010
Default Re: Munchkin d6 rule ideas

Once per combat (your combat), you may challenge another player to a quick dice game. Each player rolls, and you gain a combat bonus equal to your roll minus that of your opponent's. You may use a Loaded or Reloaded Die (or both) on this roll. If you are being helped in combat, add a roll for your helper to your own.
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Old 12-12-2010, 10:32 AM   #40
Trsevener
 
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Join Date: Dec 2009
Location: Indiana
Default Re: Munchkin d6 rule ideas

You must declare you have the Munchkin D6's before the game begins.

When you are in combat on your turn, you may roll enough Munchkin D6's for the total number of player in the game. (4 players roll one die, 8 players roll two dice.) Starting with the player on your left count off the total number rolled. If the number rolled is greater than the number of players, just continue around the table again. (Roll a 5 in a 4 player game, this would be the person on your left. Roll a 12 in an 8 player game, this would be the fourth player from your left.) This player is now the main person in the combat against the monster, and the combat proceeds under normal rules. At the end of this combat, play resumes in the original order.

Usable only once.
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Last edited by Trsevener; 12-12-2010 at 12:56 PM. Reason: Corrected examples.
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