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#1 |
Join Date: Dec 2009
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I just recently got MQ for Christmas and have yet to play. I just read through the extensive rulebook and couldn't find any further elaboration on door differentiation importance. My questions:
1. What is the purpose of a "locked" or a "hidden" door? Is this merely a means to prevent certain monsters from progressing in their movement? Can any player pass through "locked" and "hidden" for just 3 moves? What's the difference? 2. What is the difference between an open hallway link and a regular door link if they both cost 1 and monsters can pass through both? (Are there cards I haven't looked at yet that will make Doors important?) 3. If you have two Moves left, and there is a 3 Move locked door leading out, could you spend two moves NOW and then open the door with 1 Move on your next turn? I appreciate any clarification...I'm trying to have all the technical knowledge before my friends and I play...I want to cut down on the additional hour that might be caused by rulechecking :) |
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#2 |
Join Date: Aug 2004
Location: Macungie, PA
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The purpose of a Locked or Hidden door is to impede certain Monsters' movement, and, of course, the occasional Munchkin's. Of course, certain Races and Classes get to ignore Hidden or Locked (or both) doors.
Some Monsters can't go through doors, period, so that's the main difference between a regular door and an open hallway. There may be cards which affect or are affected by the presence of a regular door. And, finally, you either use all your Move on your turn or you don't. You can't apply some Move on one turn and use the remainder the next, so if you only have 2 Move and want to got through a Hidden door, you'll just have to wait until your next turn and use 3, use a card to improve your Move by 1 or use a card or ability that allows you to move through a Hidden door with less Move than normal. |
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#3 |
Join Date: Dec 2009
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Thanks for the clarification, Erik.
Though your answer for #1 gives me a new question: how could a Munchkin not get through a Hidden or Locked door? I don't remember seeing anything in the rules saying they were prohibited/blinded to either locked/hidden doors. I know that some classes can help a player pass through them easier, but how would a Munchkin be prevented altogether from passing them? |
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#4 | |
Join Date: Nov 2009
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I would just like to add that Line of Sight (which appears on some cards in Looking For Trouble) is blocked by (any) doors, but not by open passages.
~~~~~ Quote:
For example, I've already spent 1 of my 3 move to enter the Hall of Mirrors, which turns all of its links into Hidden Doors. I only have 2 move left to leave the room, but I require 3. I am now stuck in this room for the rest of my turn, unless I find some way of getting extra move (or I run away from a monster). Next turn I will be able to leave, but it will require all 3 of my move (meaning I won't be doing much else other than walking into the next room and maybe fighting a monster if it is there). ~~~~ Curse! Gigantification prevents you from going through any link that isn't an open hallway. That is one way that you would be prevented from going through doors (hidden, locked or otherwise). |
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#5 |
Join Date: Dec 2009
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Thanks everyone. I figured there would be in-game cards/tiles that made the door specifications important. I was mainly worried there was some rule I was overlooking like non-Wizards not being able to see Hidden doors or something to that effect.
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#6 |
Join Date: Apr 2007
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Also, you can always spend all of your movement to go through any link (besides a wall) This is your TOTAL MOVEMENT for the whole turn, not what you have left. If you start your turn in a room surrounded by locked doors and you only have two move, you can spend them to leave. If you start in the same room with three move, and spend one to search, you may not use the other two to leave.
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#7 | |
Join Date: Aug 2004
Location: Pittsburgh PA USA
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![]() Quote:
Does "turn every link into" mean "treat every link as", or "replace every link with", i.e. the Mapmaker swaps out the drawn Links with appropriate pieces from the supply? If the latter, does it only apply to newly drawn links, or also to previously placed ones?
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Cap'n Q When we remember we are all mad, the mysteries disappear and life stands explained. -- Mark Twain |
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#8 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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It means replace all the links with the appropriate type. And yes, it means ALL the links (except walls, IIRC).
__________________
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 |
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#9 |
Join Date: Feb 2010
Location: Minnesota, USA
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I am new here, and finally bought Munchkin Quest. In addition to initial topic brought up about the Door Links, I was curious when and how the links are used/selected.
Are they randomly drawn by the Mapmaker, or is there a dice roll or some other means of determining which link to use? OR... does the mapmaker just decide? (Also applies for the room tiles.. how do you pick which side is up? Is that also to the mapmakers discretion?) Thank you for any help! |
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#10 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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The Mapmaker draws a room tile and places it on the table without looking at it first. Whichever side is up is the room in play. Ditto the links.
__________________
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 |
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