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Old 09-29-2010, 04:56 PM   #1
Andrew Hackard
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Default Munchkin d6 rule ideas

In all the excitement surrounding the release of the +6 Bag O' Munchkin d6, we somehow forgot to write a rule for them.

(OK, actually, we just couldn't think of one we really liked. But that's so much less munchkinly.)

So this thread is for your ideas for such a rule. If someone comes up with one we REALLY like, we may decide that's the official rule and give that person something nice . . . or we may decide not to have an official rule and just point people to this thread when they ask about it.
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Old 09-29-2010, 05:00 PM   #2
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Default Re: Munchkin d6 rule ideas

If you roll a die and it ends standing up on a corner or edge of itself, not a face/side, you not only win at life, you automatically win the game. Speed up your chances by rolling the die against an official Munchkin game box. ;)
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Old 09-29-2010, 05:46 PM   #3
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Default Re: Munchkin d6 rule ideas

Once per game, roll all 6 dice. If 3 or more munchkins show, go up a level.
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Old 09-29-2010, 08:26 PM   #4
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Default Re: Munchkin d6 rule ideas

Hand out a d6 munchkin die to everyone at the beginning of the game.

During someone else's combat you may roll the die. It then becomes a wandering monster level (1-6) with 1 treasure that joins the fight. Bad stuff is: you must re-roll your next die roll. Usable only once.
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Old 09-29-2010, 11:42 PM   #5
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Default Re: Munchkin d6 rule ideas

Every Munchkin starts with a die. It's his lucky (and loaded) die. He can loose a level or discard a GUAL to actually choose its results.
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Old 09-29-2010, 11:52 PM   #6
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Default Re: Munchkin d6 rule ideas

Got another, don't really know if I should edit or keep one per topic.

Every Munchkin starts out with a die. Whenever other player rolls a die, one can roll its Munchkin d6 and decide between the results. The player who rolled the d6 then hands his munchkin d6 to the victim, that can avenge himself later on. If at anytime, you got Four munchkin d6, you win.
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Old 10-04-2010, 02:10 PM   #7
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Default Re: Munchkin d6 rule ideas

Personally, I'd just give them a simple bonus -- something good, but risky. I don't like anything you pay money for giving you a massive advantage -- save that for stuff like the bookmarks which you have to destroy.

Munchkin d6:

(The term "dice" is used here exclusively to refer to the Munchkin d6 dice.)

You may start the game with up to six dice. During any combat in which you are the active player or helper, you may discard one card to roll as many of these dice as you want. Every Munchkin Head showing is worth +6 to this combat; discard the rolled dice afterward. If you don't get the result you like and you have more dice remaining, you may discard another card to roll more dice.

(Thus, you have to decide if you want to go for broke with all six, or just roll a few at a time. And you have a very real chance of rolling nothing whatsoever, but if you roll all six, probability favors you getting a +6 bonus. Loaded/Reloaded Die works normally, of course, but only on one at a time.)
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Old 10-06-2010, 11:33 PM   #8
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Default Re: Munchkin d6 rule ideas

When you put any items to the table, you may put them down face down as long as you put one of the dice on it.
Only applicable to the carried items. If the item is lost for any reason the dice is to be put aside. You can't use that dice again.
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Old 10-08-2010, 03:29 AM   #9
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Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Rev. Pee Kitty View Post
Personally, I'd just give them a simple bonus -- something good, but risky. I don't like anything you pay money for giving you a massive advantage -- save that for stuff like the bookmarks which you have to destroy.

Munchkin d6:

(The term "dice" is used here exclusively to refer to the Munchkin d6 dice.)

You may start the game with up to six dice. During any combat in which you are the active player or helper, you may discard one card to roll as many of these dice as you want. Every Munchkin Head showing is worth +6 to this combat; discard the rolled dice afterward. If you don't get the result you like and you have more dice remaining, you may discard another card to roll more dice.

(Thus, you have to decide if you want to go for broke with all six, or just roll a few at a time. And you have a very real chance of rolling nothing whatsoever, but if you roll all six, probability favors you getting a +6 bonus. Loaded/Reloaded Die works normally, of course, but only on one at a time.)
I thought( independantly ) of the following, which resembles your:

Quote:
Originally Posted by one of our European MIBs
+6 Munchkin Dice

You may start with upto 6 Munchkin d6s.

This adds an additional play area to your game:
The Graveyard of Polyhedrons: The place a die goes to to DIE!!!

During combat you may roll any number of your Munchkin d6s.
If your roll is at least equal to the Monster's level you gain a +3 for each die you rolled.
If there are multiple monsters in the combat, you roll against their combined levels.
Afterwards place the dice you used in the Graveyard of Polyhedrons.

At the start of your turn you may take one die from the Graveyard of Polyhedrons, if available.

Any opponent is allowed to roll their dice to help the monster, by rolling against your level.
If two Munchkins are in a combat their levels combine for this roll.
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Last edited by MIB2826; 10-08-2010 at 03:09 PM.
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Old 10-09-2010, 05:44 PM   #10
Kirt
 
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Default Re: Munchkin d6 rule ideas

At the beginning of the game, during character creation, each player with a +6 Bag of Munchkin d6 opens the bag and removes all the dice. All the dice brought into play must be from one bag per player only.

Dice must match the color of the Munchkin set(s) in the tops of the draw piles for all decks in play. Any dice which do not match the sets visibly in play must be immediately returned to the owners' bags.

If more than one player has Munchkin dice in play at the start of the game, all player(s) roll their respective dice. Only the player with the highest total roll (with Munchkin heads counting as 0) may keep dice in the game; all other players must return their dice to their bags. Ties are won by the player with the highest number of Munchkin heads showing. If two or more players are still tied, all players must put away their dice but each one gains a level.

During the game, any time players in possession of a Munchkin die draw a card face-up with the word "die" or "dice" on it, they must pass one die to the player on their left.

During the game, any time players in possession of a Munchkin die put in play from their hand a card with the word "die" or "dice" on it, they must pass one die to the player on their right.

During the game, a player may roll a Munchkin die to replace any other single die roll made. The result of the Munchkin die is final, and may not be changed by another card, die, or ability. In this case the result of a Munchkin head is treated as either a "0" or a "1" at the option of the player making the roll. Once a die has been used, it is returned to the Bag of its owner.

At the end of the game, all Munchkin dice in play are returned to their owner.

Last edited by Kirt; 10-09-2010 at 07:50 PM.
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