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Old 03-11-2019, 12:32 PM   #741
Bedevere
 
Join Date: May 2017
Default Re: Member House Rules

Hey everyone, I recently came up with a house rule that should help with the pace of place and I wanted to see what other people thought about it.

I play with only the base munchkin game and all expansions, so no Zombies, Marvel, etc... and with all 9 expansion packs plus some smaller packs (like princesses) included, someone always ends up drawing class or race cards as their face down door card. Even though in a well shuffled deck, this statistically should not happen, it is possible and someone inevitably gets screwed. That person has a much less enjoyable time playing and they tend to disengage which hurts the overall gameplay.

The idea I had to fix this is to pull out all race and class cards and put them into two piles, one for races and one for classes. Munchkins, at any time during their turn, can sell 500 Gold worth of items to draw one face down card from either the Race or the Class deck. This way, players will have exactly as many classes and races as they want and it takes away from the pain of drawing a class three turns in a row. This would be a large item sink so the rule to sell 1000 gold worth of items to go up a level might become less relevant in the early to mid game.

Additionally, players might end up selling lots of items for a chance at a specific class or race they want. This seems fine to me though because, while it might be overpowered to let them essentially choose whatever race or class they desire, they are limited by the amount of gold they have.

Races and Classes would get discarded into their own piles and shuffled back into their decks if those decks run out. Races and Classes also now have a sell value of 100 gold to discourage people from hoarding classes and races to prevent other munchkins from getting any, although this is a perfectly valid strategy with these rules.

Let me know what you think and if this needs any tweaking.
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Old 03-16-2019, 05:15 PM   #742
Geeq
 
Join Date: Feb 2013
Default Munchkin TMNT: 3 players, 2 characters each?

Hey, there’s 3 of us, and we’re looking at a way to change up TMNT. I was thinking it would be cool for each of us to use 2 characters, like Mikey/Leo, Raph/Casey and Donny/April... or something along those lines. But not sure how that would work with levels and or kicking down doors.

Does anyone already have rules for this or a variation thereof?
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Old 06-22-2019, 09:50 AM   #743
Babskies
 
Join Date: Jun 2019
Default Re: Member House Rules

Hi all, I've been a long time player of Munchkin and adore all the variations of the game. A few years back I heard about the Munchkin temporary tattoos and how they give a bonus while being worn. Me being me, I went and got a real Munchkin tattoo (zombie themed, a mash-up of two cards, pop cans for shoes and an umbrella through the head) and am wondering what the SJ Games staff and community think about that giving me a +1 or +2.
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Old 07-02-2019, 03:43 PM   #744
HappyWackers
 
Join Date: Sep 2018
Default Win conditions

I want to give my playgroup more win conditions. The current conditions are:

Get to level 10 - win

Seven seals opened - current game ends highest level player wins.

Reached time limit - highest level player wins.

Control all 6 infinity gems with the gauntlet - win the game

Get a set of 4 different food tokens - win the game

Be the reason why every player dies - win the game.

-------------------------------------------------------------------------

How does a single player winning 3 different quest cards sound as a win condition? I have a ton of side quest duplicates.

Also, please post ideas on good win conditions- I have every set, so be creative!
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Old 08-28-2019, 01:07 AM   #745
Doobuggy
 
Join Date: Aug 2019
Default Re: EPIC TMNT & Feats

I read over the rules for Epic Munchkin and everything appears rather straight forward. TMNT can be played up to level 20, however, there would be no "feats" for epic tmnt games. Has anyone played a game of Epic TMNT before? did you ignore "feats" or did you come up with your own? Perhaps, for those interested in playing Epic TMNT, we could workshop some "feats" online?
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Old 09-02-2019, 10:48 AM   #746
Nobunga
 
Join Date: Nov 2016
Location: College Park, Maryland
Default Re: EPIC TMNT & Feats

Quote:
Originally Posted by Doobuggy View Post
I read over the rules for Epic Munchkin and everything appears rather straight forward. TMNT can be played up to level 20, however, there would be no "feats" for epic tmnt games. Has anyone played a game of Epic TMNT before? did you ignore "feats" or did you come up with your own? Perhaps, for those interested in playing Epic TMNT, we could workshop some "feats" online?

Here are the Epic Abilities I made up for EPIC TMNT

Aggressive Stance
Screw the Rules; I Have Fury -- You may use your Team-up/Loner Ability for any combat, ignoring the usual conditions or cost of discarding an Ally.
In addition, you may have two additional allies.

Defensive Stance
BLOCK! -- You may discard an Ally card, Kata card, or items worth at least $500 to negate a Curse or Bad Stuff.

Technical Stance
Extra Skill -- You may have up to 3 additional Ranks of Kata.
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Old 09-02-2019, 02:59 PM   #747
Fumetsujo
 
Join Date: Sep 2019
Default Teamplay Munchkin Card Game idea

Good day everybody,

I'm a longtime Munchkin fan (but 2019 is first time I decide to traverse the SJ-games forum :p).
Mostly I play a Munchkin game (basic, Zombies, Legends, Cthulhu ,...) with my spouse, also a die-hard fan. Once in a while we have a few people that join our cause. We know the cards, our invitees not so. You can imagine that the competitive gameplay isn't as straight forward for non-veterans.
It happens that our sheer laughter and well.. kinda in-game evil doing, doesn't make the other players 'happy'.

That's why we came up with Muchkin Co-op, an idea where everybody plays together to reach a certain goal. Yay, Disney feelings for everybody!

Doc here

Pdf version here

Do give suggestions. I hope you enjoy it :).

Last edited by Fumetsujo; 09-02-2019 at 03:04 PM.
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Old 09-21-2019, 05:07 PM   #748
Doobuggy
 
Join Date: Aug 2019
Default Re: EPIC TMNT & Feats

Quote:
Originally Posted by Nobunga View Post
Here are the Epic Abilities I made up for EPIC TMNT

Aggressive Stance
Screw the Rules; I Have Fury -- You may use your Team-up/Loner Ability for any combat, ignoring the usual conditions or cost of discarding an Ally.
In addition, you may have two additional allies.

Defensive Stance
BLOCK! -- You may discard an Ally card, Kata card, or items worth at least $500 to negate a Curse or Bad Stuff.

Technical Stance
Extra Skill -- You may have up to 3 additional Ranks of Kata.
Nice, I was thinking of tweaking the Stances for Epic play too! Have you play-tested them, you didn't find any of them are broken?
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Old 09-22-2019, 11:03 AM   #749
Nobunga
 
Join Date: Nov 2016
Location: College Park, Maryland
Default Re: EPIC TMNT & Feats

Quote:
Originally Posted by Doobuggy View Post
Nice, I was thinking of tweaking the Stances for Epic play too! Have you play-tested them, you didn't find any of them are broken?
Not really broken, but the game kind of "buckles" under the weight of going Epic. Even with multiple options, some of my Epic Defensive players had a hard time utilizing the ability (one in particular did not and she was annoyingly uncurse-able). Epic Technical had a hard time getting more Kata cards to play until we had to recycle the door deck.

In a mash-up game, it worked a bit better for Technical
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combining different, doors, dummy hand, epic, extras, funny, gambling, gameplay, house rules, multi-deck, munchkin, munchkin zombies, new way to play, rules, rules variant, team, teams, two player, zombie dice

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