03-13-2009, 02:25 PM | #1 |
Join Date: May 2007
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Others trading during your combat.
The rules say:
You may give or trade your carried, worn, or packed Items – not Items from your hand – to other players whenever you are in the same or adjacent rooms and not in combat. Just give them the card. -------- One person believed they could trade with another person because neither of them were in combat, but this was during my combat with the Boss. One person was in an adjacent room and could use potions but had none, while the other had potions but was not adjacent to me but was to the first person who could legally use them. I assumed the "not in combat" means combat is not going on in general and not that neither party involved is not in combat. Sentinel |
03-13-2009, 02:36 PM | #2 | |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Others trading during your combat.
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03-13-2009, 02:43 PM | #3 |
Join Date: May 2007
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Re: Others trading during your combat.
Wow, so they can form a chain and pass potions down the line to a person next to the person in combat?
Very interesting. Sentinel |
03-13-2009, 02:48 PM | #4 |
Join Date: Feb 2009
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Re: Others trading during your combat.
Hmm that could make for interesting game play, but their trades would have to be quick ones as if I remember correctly when you are in combat you only have to give them a measly few seconds to play a card before you roll dice and resume combat as normal. If I am correct in this just remember to use this tactic against them as I am sure many people forget this little rule.
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03-13-2009, 02:55 PM | #5 | |
Join Date: May 2007
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Re: Others trading during your combat.
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Sentinel |
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03-13-2009, 03:05 PM | #6 |
Join Date: Feb 2009
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Re: Others trading during your combat.
ahh i see yeah then that could put you in trouble if they form a chain. My group tried that house rule, but in the end found it more fun to be ruthless with the rules.
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03-15-2009, 10:49 AM | #7 |
Join Date: Jan 2008
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Re: Others trading during your combat.
The "2.7 seconds" rule in our games (both Munchkin and Munchkin Quest) is interpreted to give everyone a chance to say "Hang on, I wanna do something". We don't interpret it to mean they've only got a few seconds to act. Otherwise things would degenerate into a quicklyshoutedhardtounderstandstate. And that's hard to resolve and not much fun.
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03-15-2009, 12:08 PM | #8 |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Others trading during your combat.
The "2.6 second" rule is, in fact, just that. It's not meant to mean a literal 2.6 second time period. If people are actually trying to time out 2.6 seconds, they will probably need to get some perspective. The person in combat is not allowed to play out a bunch of cards, scream, "I win!" and then not give anyone a chance to stop him. It's up to individual groups how they like to handle it, but I always say, "Okay, I'm winning, is anyone going to stop me." If I don't hear any responses, or limited response, I ask again, making sure everyone heard, then I take my winnings. When teaching, I will usually sit out of a game and in those situations, direct things, hopefully giving people the clear understanding of what the "2.6 second" rule actually means.
But even giving people only 3 seconds is just going to cause the situation you described: A mess. |
03-15-2009, 04:35 PM | #9 |
Join Date: Aug 2004
Location: Hintham, The Netherlands
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Re: Others trading during your combat.
I've always describe the "2.6s rule" as an reasonable amount of time for a player to react.
Thus that time is a variable based on the experience of the players.
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03-20-2009, 06:09 AM | #10 | ||
Join Date: Jan 2009
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Re: Others trading during your combat.
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