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Old 07-26-2017, 11:10 AM   #731
Join Date: Jun 2017
Default Ultimate X-Men

As I've said in an earlier post, my family and I can't get enough of Munchkin: X-Men Edition. We've decided to graduate to Epic play... I looked into the rules for Epic Munchkin and learned that there won't be any add-ons for the Marvel themed versions of the game. That's all good! Gives me the opportunity write X-Men themed game rules! Oddly, that's something I would love to do. These have not been tested yet and are liberally cribbed from other Epic Munchkin versions. So, without further ado... Ultimate X-Men!

Ultimate Affiliations
Add this advantage to those already on the card.

X-Men: "We're the first and the best!" You may have any number of Allies.
X-Force: "Why all the pouches, you ask?" You may equip any and all gear youíre carrying. No restrictions!
X-Factor: What a tangled web we weave...Any time you suffer the effects of a trap, even one you played, you may pick up that card and return it to your hand.

Ultimate X-Men. Once you reach Level 10 your character graduates to become a full fledged member of an X-team. Now, in full command of their mutant powers, they gain access to their Ultimate Ability as determined by their Role. Unless otherwise stated, this text replaces the text on the cards.

  • Magma (Female). Your gift is power over the very earth itself! During combat, discard your entire hand (minimum three cards) to remove one Monster from combat. This counts as a kill. However, if the monster is not by himself, and you Run Away from the others, you only get one level, and no treasure, from your kill. The Elemental Control power gives you +6 and you can never lose this power.
  • Sunspot (Male). The power of the sun in the palm of your hand! Twice per combat, you may discard a card to give +3 to either side. The Power Absorption power gives you +1 for every power in play!

Heavy Hitter
  • Warpath (Male). You are gifted with uncanny strength! Use two-handed items with one hand. The Super Strength Power gives you +6 whether you are empty-handed or not. Warpathís Vibranium Knives can never be lost to Traps or Bad Stuff.
  • Magik (Female). You are a powerful sorceress. Whenever your flip over a Trap, or have a Trap played on you, you may discard a card in order to roll a die. On a 4 or higher, your magic protects you; cancel the Trap. If you fail, you can discard another card and try again, as many times as you have cards to discard. The Teleportation power gives you the ability to discard a card and steal one (you choose randomly) from a rivalís hand. No die roll is required. You may do this once per turn and only on your turn. The Soul Blade can never be lost to Traps or Bad Stuff.

  • Mirage (Female). Your powers of illusion are extraordinary. During combat, you may play Monster Enhancers to either side. They are discarded at the end of the combat. Whenever someone discards the Illusion card (even if itís you), you may discard a card from your hand or that you have in play to pick it up and add it to your hand. You may do this as many times as you have cards to discard.
  • Cannonball (Male). Youíre nigh-invulnerable while blastiní! You canít lose Levels to Traps and Bad Stuff. The Flight Power gives you +4 bonus to combat, +6 if you are helping or being helped.

  • Cypher (Male). Breaking the code! Your unique insight into any and every language gives you the upper hand. In combat, you get a +1 bonus for every vowel in the name of the Monster youíre confronting. The Heightened Senses Power means that Monsters do not get their bonuses against you for Affiliation, gender, clothing, etc.
  • Karma (Female). Your gift is telepathy and mind control. In combat, on your turn, you may discard a card from your hand and "borrow" an Ally from any other player. That Ally is yours to command during this fight but at the end of the turn, the Ally -- if she's still alive! -- returns to the player you borrowed her from. You may do this as often during your turn as you have cards to discard. The Telepathy Power enables you to discard one card from your hand to force another player to help you in combat. She cannot refuse and she gets and first pick of the treasure.
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Old 10-30-2017, 07:38 AM   #732
Join Date: Oct 2017
Default Re: 2 Player rules/suggestions

Found this from another site thought it was a cool take on a two player game.

A two-player version that my son and I came up with was pretty fun. Here are the altered rules:

OBJECTIVE: Be the first player to retire your four heroes at level 6.

SETUP: Start by separating out all the Class and Race cards. In the standard Munchkin game you will find 21. Shuffle these cards together. Next, deal 4 cards to each player. Each player places these character cards in front of him/herself on the table. These cards represent your Adventuring Troop of Heroes trudging through the Dungeons of Munchkingdom. Next, place a single D6 (six-sided) die on top of each character to represent their current level. Each hero starts at level 1. Lastly in Setup, reshuffle the remaining Class and Race cards in the Door deck, and draw 4 door cards, and 4 treasure cards per Player (not per character). Each player may distribute their 'loot' amongst their 4 heroes.

GAME PLAY: Roll the die to see who goes first, highest die wins. The first player may lay down any treasures or items below any of his 4 heroes. Note: Once a treasure has been laid to the table from your hand, it must remain with THAT hero to which it has been placed. Furthermore, a thief cannot steal a card from any allied hero pertaining to the same Adventuring Troop. A Thief can only steal from the opponent's Troop of Heroes.

Each Hero can later on be one Class and one Race as per normal rules. Furthermore, if Class or Race are lost as a result of a curse or some other reason, simply flip the card over...that hero still can be played as normal, just without the Bonuses/Penalties of the previous Race/Class.

Once the first player is ready to begin, he chooses ONE hero from his Troop (moving the Class/Race card forward slightly to show election to other player) to open the door, then flips over TWO Door cards. Both Door cards have active effects if they are monsters or curses. This means that they are resolved simultaneously. If they are two monster cards it is like the results of a Wandering Monster card as per the original rules (Running Away must be resolved from each monster by EACH hero involved in combat).

If they are both curses, they affect that single hero who busted down the door. A Wishing Ring or other item that prevents a Curse will deflect ONE of the Curses (active player chooses which Curse to be removed). The player may still 'Loot the Room' (drawing a face down Door card into your hand) or play a Monster by 'Looking for Trouble' from his hand as per normal rules, unless the Curse card specifically states the turn has ended.

If one card is beneficial (i.e. Class/Race card, Cheat card, etc.), the player may place this directly into his hand. The non-beneficial card is then resolved (i.e. fighting the monster).

If BOTH cards are both non-threatening, the player places both into his hand, and then may choose to either 'Loot the Room' or 'Look for Trouble' per normal rules.

Note: Monster Altering cards (i.e. Humungous +5) are non-threatening if drawn with a non-Monster card, and may be placed in the player's hand. But, IF drawn with a Monster, it alters THAT monster during that combat.

Also: The actual Wandering Monster card if drawn Face Up, invites your opponent to lay down ANY held Monster card in their hand!

After resolving combat with monsters per the rules below, or after 'Looting the Room', the player ends his turn by either laying down Item cards to individual heroes in his Troop (Treasure cards aquired from defeating Monsters can only be equipped directly after combat to the two heroes involved in combat...see combat rules below), or discarding them so that only 5 cards remain in his hand at the end of his turn. Every Dwarf character in his Troop allows the player to hold +1 card above the normal 5! If cards were discarded in this manner (at the end of the turn), the opponent if he has a hero with a current level less than or equal to the lowest level of all the heroes on the table, he may select ONE of the discarded cards and place it to the table below that lowest level hero (if its an item) or to his hand (if its NOT an item).

Note: Items that are unusable be a hero may still be equipped to that hero. The bonus is just not added unless conditionary requirements are met. But, heroes that are NOT a Dwarf can only equip ONE Big item, used or unused.

COMBAT: When fighting a monster, add up all the bonuses of all the Monsters and Monster Altering cards involved in combat. Unless one of the heroes involved in combat is a Warrior, the player must beat the Monster's bonuses by 1. This number is derived by adding the hero's current level, plus any bonuses (or subtracting any Penalties). If the first hero who 'Busted Down the Door' does not have sufficient Attack Points (Level + Bonuses), then he/she can ask for help. This is done by selecting ONE of his current heroes (those NOT Retired). The Opponent may even offer to help for some bargained price, with any ONE of his heroes. If someone helps in combat, their bonuses and levels are added to the first hero's. Once a hero agrees to join combat, he/she cannot back out. If for any reason the hero(s) cannot defeat a Monster(s) then each hero involved in combat must attempt to Run Away separately from EACH Monster in the combat. If a hero is unsuccessful from Running Away from any Monster, that hero must face the consequences of the Bad Stuff of THAT Monster.

The only Hero that gains Levels after defeating a Monster is the one who 'Busted Down the Door'. If for some reason another hero jumps into battle to help, then the first hero leaves. The second hero must face the Monster(s). That second hero does not get any levels if the Monster(s) are defeated, but does get all the treasures. Furthermore, a third hero cannot be asked to help.

Note: The Kneepads of Allure, or other similar Items may be used to force someone into help the wearer of the Item, OR it can be used to PREVENT your opponent from using ONE of his heroes as a helper! In either way, the hero being manipulated by the item gets a saving throw to resist. That player must roll higher than a 6, by rolling a D6 and adding THAT hero's current Level.

RETIRING: Once a hero reaches Level 6, he/she is Retired from play. Take all his Class/Race cards, and Item cards and discard them. Leave just the D6 to represent one Retired hero. Player who Retires All four Heroes in their Troop wins.

DEATH: When a hero(es) suffer Death from Bad Stuff, they lose all their stuff. The player of the dead hero(es) lays down all their cards in ther hand next to all the dead hero's items he/she had in play. All of these cards will be discarded. Prior to being discarded, the opponent gets to select ONE item to add to EACH of his active (non-Retired) heroes. These items must first be given to the lowest level heroes.

Note: this means that if both players have heroes that die in the same combat for whatever reason, one player's opponent will Loot his hero's body, while his own heroes will Loot his Opponent's dead hero's body. Dead heroes do not participate in Looting the Body.

The dead heroe's Level die (D6) remains at the same level.

SELLING ITEMS: Only ONE Level can be bought each turn by each hero in your Troop. Furthermore, Level 6 can only be attained as per normal Munchkin Rules regarding Level Ten.
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