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Old 01-14-2018, 09:35 AM   #731
LECHUCK81
 
Join Date: Jan 2018
Default Munchkin Solo Rules for loners

Hi, Im Mariano and ive been developing a new set of rules for playing Munchkin in solo rounds just for fun. I speak spanish so i made then in my language and translated them as good as i can. If someone is interested on them or have any suggestions, they are more than welcome.

REQUIRED MUNCHKIN GAME AND A D6 DICE.

MUNCHKIN LONER: KILL THE MONSTERS, STEAL THE TREASURE AND TICK YOUR FRIENDS.


1. To win the game you have to reach level 20 before finishing any of the two main decks (Dungeons or Treasures).

2. At the start of the game, draw 4 cards. Discard all curses, traps, errant monsters, or any other "bad" card for your initial hand. But attention! Do not replace discards. What you have in your hand you can play at the moment. You can only use classes, races, equipment and up to 2 items for your backpack (at your choice). This will be what is at stake. Before each door you can change what is in the backpack but to change equipment you must discard the one you are wearing.
Before removing a door card there is a preliminary phase of equipment assembly that allows you to re-equip yourself for the fight.

3. If you defeat a monster steal the indicated treasures and gain levels. (as usual)

4. In case you have to ask for Help, roll a D6 and add the result to your level. If you also do not overcome the monster, the Wrong Roll indicated by the card is applied. In case of winning the match thanks to the die the level or the Treasure or both OR NOTHING is added.! (throw a D6 to see what luck you have 2 to 3 treasure, 4 to 5 level and 6 both ... IF IT IS 1 WAS ALL A DREAM, YOU DO NOT GET ANYTHING FROM THE COMBAT!)

5. If you want to run away you can achieve it with a 4, 5 or 6 on the D6 roll.

6. In case of encountering a Wandering Monster, take the monster that is lower in the discard pile, this monster joins the Wandering in the battle. Against a Wandering Monster (and company) you can not ask for help.

7. There are cards that allow you to steal objects, levels, etc ... to other players. If what you get is in the discard pile, you recover it and it passes to your hand, in the case of stealing levels, you add them directly.
CLARIFICATIONS: BOTH LEVEL UP OR STOLEN LEVEL CARD DEPENDS ON ROLLING THE DICE ONLY! (IF U GET 5 OR 6 APPLY THE EFFECT, IF NOT TOUGH LUCK AND DISCARD THE CARD).
YOU HAVE TO DEFEAT A MONSTER TO WIN THE LAST LEVEL OF THE GAME.

8. In case of doubt about the rules ... do not deceive yourself, you are alone, nobody looks at you, nobody judges you ... applies coherence and enjoys the game. Think that if you cheat yourself you are not playing anything anymore, you are doing the BLEH directly.

MODIFIED PHASES
1.- ASSEMBLY AND STRATEGY: CLASS, RACE, EQUIPMENT AND ITEMS TO BE USED IN THE BACKPACK (MAXIMUM 2)
2.- KILL THE MONSTER: AS IN NORMAL MUNCHKIN WITH THE RULES ADAPTED TO 1 PLAYER.
3.- STEAL THE TREASURE.
4.- DISCHARGE. (MAXIMUM 4 LETTERS IN HAND)

ADDITIONAL RULES FOR HIGHER DIFFICULTY (RUSSIAN ROULETTE)
1.- EVERY 5 TURNS ENTERS THE RUSSIAN ROUTE PHASE.
2.- USE D6 DICE TO KNOW HOW THE DESTINY WILL AFFECT YOUR GAME.
3.- IF YOU GET 6 (YOU WIN AN ADDITIONAL ITEM OF THE TREASURE OR THE DISCHARGE PILE) 4 or 5 (A LVL IS LOST) 2 or 3 (AN EQUIPPED ITEM IS LOST) 1 (NOTHING HAPPENS)
4.- DISCHARGE. (MAXIMUM 4 CARDS IN HAND)

Last edited by LECHUCK81; 01-14-2018 at 10:49 AM. Reason: upgrade
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Old 05-06-2018, 10:39 PM   #732
Triquii
 
Join Date: May 2018
Default Re: Member House Rules

One house rule I use for munchkin marvel is dead easy and makes it significantly more challenging In fact the original game seems pretty dull without it.

Whenever you fight a monster, turn over it’s trwasure cards and it gets use them. Go up a level, infinity gems and cubes all count as +5. This way even quite weak monster can be tough early in the game and it can take a while to get going. Also once you know what someone else stands to gain it incentivises others to get involved and interfere.

sometimes we only apply it from level 5 upwards but this way when your over level 10! A couple of monsters can get really tough. I had an enemy pass the 100 combat value today.....
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Old 06-14-2018, 09:13 AM   #733
djweaver29
 
Join Date: Jun 2018
Default Re: Member House Rules

We play that you can have more than one person help you in combat and, [Warning: Controversial] we don't allow items to be placed on the table unless you can equip them. Once an item is placed on the table it can no longer be sold for gold. This keeps players from hoarding items.

These rules just stem from not properly reading the rules the first time, and we've been considering abandoning them for a little while now. Interestingly enough, it's pretty rare to run into a card that conflicts with these rules.
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Old 09-06-2018, 10:16 PM   #734
Nobunga
 
Join Date: Nov 2016
Location: College Park, Maryland
Default Re: Post Level 10 Game!

6, 8, 16, 17 are already rules in regular Munchkin.

Also, this is clearly House Rules and will most likely get moved there by the Moderators soon.
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Old 09-26-2018, 11:51 AM   #735
Nobunga
 
Join Date: Nov 2016
Location: College Park, Maryland
Default Epic Pathfinder!

I've seen two posts in the last week asking about Epic Abilities for the Class and Faction introduced in Munchkin Pathfinder 2: Guns and Razzes. So let's post our House Rules for these Epic abilities. I'll go first.


Epic Gunslingers - True Grit: When fighting alone OR with a helper, you may discard two cards to gain a combat bonus equal to your level. (This replaces the Grit Ability)

Epic Razmiran Vision - Blessing of Razmir: You get a +1 combat bonus for every 500 gold pieces worth of items you have in play.


Still needs some playtesting. Blessing of Razmir originally gave a bonus for every 100 gold pieces, but when we played it that way, the bonus went crazy high too quickly. In response, I upped it to 500, but is that too high? Is 300 better?

Last edited by Nobunga; 09-26-2018 at 11:55 AM. Reason: Fixing bad grammer and formatting
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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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