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Old 01-20-2014, 05:56 PM   #11
Clipper
 
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Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Quote:
Originally Posted by Atlus View Post
Winning:
You CANNOT sneak a victory, you must declare it your winning level or not when it arises, and you must wait until each player admits defeat for the combat to resolve. This isn't very munchkiny but it does allow for some of the most intense stand off's in my gaming experiences.
Each player admitting that they can't stop you is the normal rule for any combat. And I always play with the 'for the win' announcement too, even though it isn't absolutely required.

Quote:
Bard:
They cannot keep attempt to enthrall the same person twice in a turn if it failed the first time, they must choose a new target.
This is the standard rule for Bard, not a house rule. The text says you can only select 'another rival' each time until you run out of 'opponents', which means you can never try to Enthrall the same player twice in the same combat.

Quote:
Hirelings:
The normal Hireling card may use any item regardless of restrictions (aside from gender). Hirelings that are class specific or unique do not apply to this rule and must follow their own card rulings.
I'm not sure what you are changing with this rule. The standard rules are actually pretty much the same as yours (although slightly more forgiving). The cards named Hireling from Munchkin, Munchkin 3, Munchkin Pathfinder and Munchkin Legends can carry any Item (except Steeds as they carry themselves) regardless of restriction, even if they don't have enough hands (e.g. the Three-Handed Sword) or are the wrong gender. You can think of them to be sort of like a Cheat! card that has a +1 Bonus. The Class/Race Hirelings and Comrades do have restrictions which must be followed (and gender does count), as it seems you are already following.

Quote:
Dungeons:
After 3 full rounds from when a dungeon was opened it will close and another will be drawn. This will prevent people from keeping out the good dungeons all game. BUT a player may choose to discard 3 cards from their hand to keep a dungeon in play for another 3 full rounds too. Aside from that all other rulings for the dungeons are the same.
You do know that any player could discard four cards from their hand to play a new Dungeon and optionally discard an existing one, right? Your rule seems to involve a lot of house-keeping. How are you keeping track of the turns left?


Quote:
>>>>>>>>>>Epic Munchkin Rules<<<<<<<<<<<<<<
Kicking down the Door:
You kick two down in the order they are drawn. So if a curse is drawn first it hits then the next card happens automatically. Enhancers that are kicked down with monsters APPLY to the monster kicked down.
This seems like the standard Epic rules. The only difference is the standard Epic rules have the Curses hit you before you enter combat and you can choose the order if there are two Curses. What does your change here actually address?

Quote:
GUAL cards and selling:
They can be used from 1-9, and 11-17. From 17 to 18 you must also be won with a combat.
So what you are saying is you are simply extending the winning levels rule of killing monsters (usually applying to Levels 19 and 20) to cover both Levels 10 and 18 as well? Is there a specific reason you make 10 harder to get? It would certainly give players more incentive to use GUALs and not to bother sending players below the 10 boundary if you didn't add this restriction.
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Rules Checklist for all Munchkin sets: A4 Letter.
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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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