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Old 01-21-2010, 02:18 PM   #11
unholyjeti
 
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Default Re: Door Links questions

ok that makes sense...didn't think that it would change the number of movement for a door, so that's where my thinking was coming from...but if you only treat them as 1 movement then that makes sense
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Old 02-05-2010, 08:52 AM   #12
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Default Re: Door Links questions

Quote:
Originally Posted by Rudkin View Post
the Hall of Mirrors, which turns all of its links into Hidden Doors
...and the Locked Room turns them into Locked Doors.

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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Old 02-05-2010, 10:13 AM   #13
Andrew Hackard
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Default Re: Door Links questions

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Originally Posted by capnq View Post
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?
It means replace all the links with the appropriate type. And yes, it means ALL the links (except walls, IIRC).
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Old 02-05-2010, 11:00 AM   #14
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Default Re: Door Links questions

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Originally Posted by Andrew Hackard View Post
It means replace all the links with the appropriate type. And yes, it means ALL the links (except walls, IIRC).
It also excludes links from the entrance tile (assuming the room in question was placed next to the entrance) correct?
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Old 02-05-2010, 11:21 AM   #15
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Default Re: Door Links questions

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It also excludes links from the entrance tile (assuming the room in question was placed next to the entrance) correct?
Unless you want to rip up your Entrance tile, yes.

(Disclaimer: SJ Games does not endorse destroying your Entrance tile just because Andrew made a stupid joke.)
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Old 02-05-2010, 05:43 PM   #16
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Default Re: Door Links questions

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It also excludes links from the entrance tile (assuming the room in question was placed next to the entrance) correct?
Quote:
Originally Posted by Andrew Hackard View Post
Unless you want to rip up your Entrance tile, yes.

(Disclaimer: SJ Games does not endorse destroying your Entrance tile just because Andrew made a stupid joke.)
Thanks. One could just lay a new link on top of the entrance tile's link.
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Old 02-05-2010, 07:45 PM   #17
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Default Re: Door Links questions

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It also excludes links from the entrance tile (assuming the room in question was placed next to the entrance) correct?
Even ignoring the fact that the Entrance's links are physically stuck in place, the rules are quite explicit about never changing the links to the Entrance (so you don't even need to bother laying a new link on top; it is an open passageway, and will always be thus, no ifs ands or buts).
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Old 02-05-2010, 10:29 PM   #18
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Default Re: Door Links questions

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Originally Posted by Rudkin View Post
Even ignoring the fact that the Entrance's links are physically stuck in place, the rules are quite explicit about never changing the links to the Entrance (so you don't even need to bother laying a new link on top; it is an open passageway, and will always be thus, no ifs ands or buts).
Exactly that. Andrew made a very bad joke. . .
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Old 02-22-2010, 10:37 PM   #19
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Default Re: Door Links questions

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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Old 02-23-2010, 12:43 AM   #20
Andrew Hackard
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Default Re: Door Links questions

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.
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