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Old 12-30-2017, 05:37 PM   #1
Mathyoo
 
Join Date: Dec 2017
Default Transferral Potion

Hi,
We played a lot of Munchkin in the past week and encountered a lot of cases where we could not agree on what is legal.

After consulting FAQ and searching online for answers, these questions persist:

5) Transferal potion
I searched for answer to my questions long enough to know this question will ruin someone's day and I am sorry. I have found vague answers only so any and all extra explanation you can provide here will be great.

Player A and player B fight multiple monsters. Several one shot potions were used to buff both sides.
Player A transfers combat to player C.
What happens?
Do all modifiers remain in play? Those buffing monsters and those buffing Munchkin side? What about things like Clerical skill for +3 bonus - does that stay when Cleric leaves combat? Similar with backstab - does the negative modifier stay in play after player that has been backstabbed leaves combat?

We played it this way, as it was argued if monsters are buffed, why wouldn't Munchkins be?

And if combat starts fresh - are used potions wasted and discarded, or are they returned to owners as if previous combat has never started?

Lastly what about the magic lamp? I have seen answers from mods on this forums saying you can not use it, as it is not your turn and that you can use it, as it *is* your "turn to fight the monster". I believe here magic lamp can not be used and wording was probably changed as I was reading some really old questions, but please clarify regardless.

I apologise for bombarding you with questions, alas at least it shows we gave the game a good run! Thank you for your patience, time and help in advance and I wish you all best in 2018!

Last edited by Andrew Hackard; 12-31-2017 at 02:33 AM.
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Old 12-31-2017, 02:38 AM   #2
Andrew Hackard
Munchkin Line Editor
 
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Join Date: Aug 2004
Location: Austin, TX
Default Re: Transferral Potion

Hi, Mathyoo. I'm splitting your LONG post into several shorter ones, with more detailed subject lines, to make it easier for other people to find the answers to your questions.

When Transferral Potion is played, you are designating a new munchkin to step in and take over the fight. That munchkin cannot benefit from any cards or abilities used to give bonuses to the munchkin side; she is coming in fresh and has to start with whatever she has and nothing else. The monsters didn't move, so they retain all of their bonuses. Life isn't fair and dungeon life is even less so.

(Any cards played to help the munchkin side are discarded and their effects are wasted.)

Magic Lamp must be played on your turn when you are fighting a monster. You must satisfy BOTH conditions. You cannot play it after Transferral Potion switches the combat to another player and you cannot play it when it isn't your turn but you happen to be in combat.
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