Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Munchkin > Munchkin

Reply
 
Thread Tools Display Modes
Old 09-30-2010, 06:55 PM   #21
AllyKat
 
Join Date: May 2010
Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Andrew Hackard View Post
There's a word for people who "pwn" brand new players by using all the promo toys at their disposal. It starts with J and rhymes with "perk."
Yes, totally agreed.

I enjoy house rules that work for everyone. Besides, what else is the purpose of having six D6 in a bag than for everyone to get something out of it?
AllyKat is offline   Reply With Quote
Old 10-01-2010, 08:35 PM   #22
Spiritfire
 
Spiritfire's Avatar
 
Join Date: Jun 2010
Location: Gatineau, Qc
Default Re: Munchkin d6 rule ideas

Have all 6 dice in a pile. At any point in the game you may blurt out, "I am the luckiest munchkin alive!" and roll a die.

Draw any combination of door or treasure cards, based on the number you roll. Place this die out of play as it's luck is used up. Usable only once per player. If there are players left and no more dice, tough luck. (hehe...)

This seems very munchkinly, non?



As a side note; There can be a variant of the rule where, if you're in combat:

example 1: Roll
1 = win
2-4 = combat bonus
5-6 = Loss

Example 2: Roll
1-3 = winning combat (automatic or by +1 combat strength)
4-6 = losing combat (automatic or by -1 combat strength)
__________________
Peter Zaveda
MIB #1227
Spiritfire is offline   Reply With Quote
Old 10-02-2010, 10:27 AM   #23
Nakiro
 
Nakiro's Avatar
 
Join Date: Aug 2010
Default Re: Munchkin d6 rule ideas

When you play an item, you may put dice on it.
If you are forced to discard or give the item away, you may roll a die and if the number you rolled matches any of the dice on the item, you may take back the item to your hand.
You may put up to 6 dice on an item.
You can't use the same die twice.

So you can either put all 6 dice on one item and guarantee your item back OR spread the 6 dice across multiple items to test out your luck.
__________________
Mario - Ontario, Canada
MiB #3872
Nakiro is offline   Reply With Quote
Old 10-02-2010, 12:17 PM   #24
StaticHamster
 
StaticHamster's Avatar
 
Join Date: Feb 2008
Default Re: Munchkin d6 rule ideas

Since a specially coloured Munchkin D6 will be included in every set….
  • A Munchkin D6 does not have powers if its core set is in the game. It only has powers when used with a different set.
  • Each Munchkin D6 can only be used once per game and you can only use ONE Munchkin D6 in a game.
  • You cannot use a Munchkin D6 in a combat where you would gain the winning level.

MunchkinLucky Die. Place the D6 on an item you own, any time you might involuntarily lose the item, such as by Curses or Bad Stuff, roll the D6, on a roll of 5 or 6 you keep the item.
Star MunchkinDie of Warp Speed When you roll to run away you can include your Star Munchkin D6 with the other die, take the better of the two rolls.
Munchkin FuDie of Martial Prowess. In combat, roll the die; the result is a bonus to the munchkins side.
Munchkin BitesDie of Domination. When in a combat you are losing and you do not have a helper already, select another player. You each roll, if you get the high roll they must help for free.
Super MunchkinDie of Heroic Resurrection. Roll this die if you die. On a 5 or 6 you don’t.
Munchkin ImpossibleDie of Impossible Escape. After a failed roll to run away you may use this die to roll again. On a 5 or 6 you escape.
Munchkin CthuluDie of Darkness. In any combat roll the die, the number shown is a bonus to the monsters side.
The Good, The Bad and the MunchkinDie of the Old Western Shoot Out. While in Combat select a monster you are facing and another player, you each roll. If you get the high roll, the monster is killed.
Munchkin BootyDie of Buried Treasure. After you have died and just before drawing your new cards roll the die, draw that many extra treasures.
__________________
I am nothing but a figment of my own imagination

Last edited by StaticHamster; 10-03-2010 at 04:04 AM.
StaticHamster is offline   Reply With Quote
Old 10-04-2010, 01:12 PM   #25
Spiritfire
 
Spiritfire's Avatar
 
Join Date: Jun 2010
Location: Gatineau, Qc
Default Re: Munchkin d6 rule ideas

Some Ideas I thought of. Not finished product but the idea remains the same.


A) As soon as you reach level 2, 4, and 7; You must pronounce you are the luckiest munchkin alive and may roll two dice. If you roll the total of the respective level, you may go up a level (ex. 1+1=2, 1+3=4, etc.). Discard the used dice from the game as the luck is used up. Grab an extra treasure if your successful roll included a munchkin head.


B) Build a tower of (6) dice in front of you. You get a +6 or +3* bonus to combat if it is standing. Every time someone knocks it down, and if one or more munchkin heads are face up, you may grab 1 treasure or door card face up. You may build the tower once per turn.

*I wanted to make this +3 but the name is +6 bag o’ d6. So it's up in the air.


C) Have all 6 d6 in front of you. It doesn’t matter where. Anytime someone asks why you have so many dice, you may grab a face up treasure or door card. Seriously, why?
__________________
Peter Zaveda
MIB #1227
Spiritfire is offline   Reply With Quote
Old 10-04-2010, 03:10 PM   #26
PK
Assistant GURPS Line Editor
 
PK's Avatar
 
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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.)
__________________
Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ)

MyGURPS: My house rules and GURPS resources.

#SJGamesLive: I answered questions about GURPS After the End and more!
{Watch Video} - {Read Transcript}
PK is offline   Reply With Quote
Old 10-07-2010, 12:33 AM   #27
Nakiro
 
Nakiro's Avatar
 
Join Date: Aug 2010
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.
__________________
Mario - Ontario, Canada
MiB #3872
Nakiro is offline   Reply With Quote
Old 10-08-2010, 04:29 AM   #28
MIB2826
 
MIB2826's Avatar
 
Join Date: Aug 2004
Location: Hintham, The Netherlands
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.
__________________
JHG Hendriks
One Of Our European MIBs ©
f(x) = exp(-sqrt(1+x^2))

Last edited by MIB2826; 10-08-2010 at 04:09 PM.
MIB2826 is offline   Reply With Quote
Old 10-09-2010, 06:44 PM   #29
Kirt
 
Join Date: Aug 2009
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 08:50 PM.
Kirt is offline   Reply With Quote
Old 10-09-2010, 07:43 PM   #30
Munchkins
 
Munchkins's Avatar
 
Join Date: Oct 2010
Location: Canberra
Default Re: Munchkin d6 rule ideas

Roll all dice at any time in a game

if you roll

1. two of a kind you get a +2 to one item

2. four of a kind you get 1 level

3. 1,2,3,4,5 and 6 in a row you win the game instantly!(thats nearly impossible but you win the whole game)
Munchkins is offline   Reply With Quote
Reply

Tags
munchkin dice, suggestions

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:02 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.