10-15-2012, 06:17 AM | #11 |
Join Date: Feb 2005
Location: U.S.A.
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Re: Idea: Boosters with additional copies of Races and Classes.
I agree with this. Granted, I don't have all the fantasy expansions, but I just don't see there not being enough races/classes as that big of a problem that it really needs solving.
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10-15-2012, 07:41 AM | #12 |
Join Date: Apr 2010
Location: West Michigan
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Re: Idea: Boosters with additional copies of Races and Classes.
Another issue with more races and classes is the problem then shifts to the monsters being diluted. You don't need a race or class to win but you do need to (eventually) draw a monster.
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10-15-2012, 10:54 AM | #13 |
Join Date: Sep 2012
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Re: Idea: Boosters with additional copies of Races and Classes.
I understand that the game can sometimes be more interesting with less Races and Classes available, but that used to happen to us only occasionally. The thing is that it didn't used to be like this, and now it is. There's no denying that a deck containing just the core set and expansions has more Races and Classes in circulation than a deck containing every booster, and to a lesser extent the promos and cards from the accessories.
I really like emillang1000's idea of booster sets dedicated to introducing new Races or Classes. That would solve the issue of trying to sell a booster containing additional copies of cards that many players already have seven copies of. Anyway, I'm just posting my idea and thoughts. No doubt Andrew and co. have noticed it already. I just wanted to discuss it a bit with other Munchkin players. |
10-15-2012, 11:21 AM | #14 |
Join Date: Aug 2012
Location: Salt Lake City, UT
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Re: Idea: Boosters with additional copies of Races and Classes.
Like you said, the best thing for you to do if you want this done is to grab the pack of blanks and make them yourself, since it's clear SJGames isn't going to do it :)
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10-15-2012, 08:23 PM | #15 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Idea: Boosters with additional copies of Races and Classes.
Originally, Centaurs and Lizard Guys were planned as possible boosters. The catch is, 15 cards isn't really enough to integrate them into the game, especially if you want monsters that interact with them. So, as I said above, a booster won't cut it -- you're looking at a tuckbox, and that's just added a whole new level (heh) of work to the process. A booster is pretty quick to write and put together, in most cases.
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Andrew Hackard, Munchkin Line Editor If you have a question that isn't getting answered, we have a thread for that. Let people like what they like. Don't be a gamer hater. #PlayMunchkin on social media: Twitter || Facebook || Instagram || YouTube Follow us on Kickstarter: Steve Jackson Games and Warehouse 23 |
10-15-2012, 09:11 PM | #16 |
Join Date: Sep 2012
Location: Canada
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Re: Idea: Boosters with additional copies of Races and Classes.
If low classes/ races are becoming an issue because of deck size, you could separate those cards, shuffle and deal one to each player at the beginning of the game, and then shuffle them into the full deck and deal out the hands.
Another way to combat it would be to make Class/ Race cards playable on anyone. I've been thinking about making this a house rule. For example, when losing combat, a player could say "Whoever helps me becomes a thief." (I've even considered making a class on a blank card with some power like that. Think Career Assignment Personnel from Futurama) Problems I see are when people already have a class (simply say they must accept the card being played on them, or else it is immediately discarded). That also solves the Cultist problem, since there is a card specifically designed to make one a cultist. The Epic C.A.P can forcefully switch the class of another Epic Munchkin. I thought I saw somewhere a rule about posting card ideas here to prevent loss of intellectual property, but I hereby waive my right to the idea and anyone may use it. |
10-16-2012, 12:39 AM | #17 |
Join Date: Aug 2012
Location: Southern Illinois
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Re: Idea: Boosters with additional copies of Races and Classes.
A thought - and I don't want to get too detailed, because I don't want to be posting custom cards or house rules or such...
If there's really, really a desire for more Races/Classes (though I still am liking the Pack o' Monsters booster idea), could it not include cards that: A) Let you sort through the discards for more Races/Classes B) Let you steal a race/class from another player C) Is a "new" race/class that acts like a previous class w/r/t all card interactions but has a different power? Say, a Warlock that interacts with all other cards the same as a Wizard, but instead of the "Fight" or "Charm" spell, it would do something slightly different. Lizard Guy could be Frog Man, etc. You could throw out a booster of these and players could buy one and make them "rare" in their decks or buy seven and make them just as common as the other races/breeds - and their interactions with other cards in the decks could still be there without having to introduce a bunch of new cards. Just random thoughts. |
10-16-2012, 12:39 AM | #18 | |
Join Date: Dec 2011
Location: Philadelphia, PA
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Re: Idea: Boosters with additional copies of Races and Classes.
Really they're not thinned out that much, and I don't honestly get why it's such a dilemma.
For the short answer, in the original Munchkin, the chances of getting either a Race or a Class card were 1:4.5 roughly; with pretty much everything else added now, it's 1:6.3 - however, this ISN'T taking into account the fact that both Hirelings and Steeds now exist, and as both those card types allow you the use more or different items and grant combat bonuses, they work fine as a substitute for a Class & Race. I wrote out the numbers here: Quote:
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Tags |
booster, boosters suggestions, class, class/race, race |
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