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Old 11-09-2012, 05:14 PM   #511
darthjpp
 
Join Date: Dec 2011
Location: Gothenburg, Sweden
Default Re: Member House Rules

During a few games the last month or so, we have a new house rule for blank cards.
When the decks are shuffeld, we mix in a few blanks, and when you get a blank card, you have to create it on the fly. They may not duplicate classes etc, but items, curses and various enhancers and cheats are ok. If a value are requierd, a Munchkin die are rolled.

Needless to say, most of them are quite internal, refering to events most of the group have participated in or heard about.

A favorite is the curse: Fell of the Bridge, loose your armor or sink.
Refering to an event where one of the members of our group fell into a small stream. He slipped on the wet wood of a footbridge, trying to show off his good balance and got wet, and we all hade a bit of a laugh :-)
He's a good sport and can take the joke.
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Old 11-09-2012, 08:40 PM   #512
Rev1L
 
Join Date: Nov 2010
Location: Topeka
Default Re: Member House Rules

I've been playing Munchkin during the lunch hour with some friends and we're trying to figure out how to make it last around 45 minutes. Yesterday we tried starting at level 4 and that actually ended to quick. Previous times we had to stop and the highest level player was between 6-8. Any thoughts?
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Old 11-10-2012, 12:21 AM   #513
Clipper
 
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Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Are the same people playing each day? You could easily store the cards for each player and the discard piles between your sessions so that you play one game over as many days as it needs to complete.

Otherwise, I'd either tweak the starting Level or ending Level as you are doing. It won't definitely end the game in any given time frame, though, it will just give you a better chance of reaching a conclusion. Another thing you can do is implement the option rule from the back of the rulebook that allows any helper in the final battle to win as well regardless of Level. This will remove a lot of the issues with everybody beating down the guy who's about to win, likely shortening your games.
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Last edited by Clipper; 11-10-2012 at 12:32 AM.
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Old 11-14-2012, 10:50 AM   #514
Waltron
 
Join Date: Nov 2012
Location: Pennsylvania
Default Re: Member House Rules

After a few heated discussions, re-readings of the rules, and multiple rollings of the dice, we finally had to throw out the official ruling on Convenient Handles requiring immediate attachment to a big item when played.

thread here: http://forums.sjgames.com/showthread...handles&page=2

...The final accepted argument came when a set of cabinet handles appeared on the playing table.


-------


We are still discussing a thief's use of convenient handles for munchkiny mischief.
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Old 11-14-2012, 03:20 PM   #515
Clipper
 
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Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

It's also ruled on very recently here (in the general case of how to handle all Item Enhancers)

What's the point of carrying them? The only benefit I can see is to avoid Charity. If you could play them on other people's Items, then there may be a point (given your signature), but you can't. That's what Shrinking Powder from The Need For Steed is for, which I'm fairly sure can be carried as it is a one-shot Item, not really an Item Enhancer and most definitely can be played on others' Items.
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Rules Checklist for all Munchkin sets: A4 Letter.
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Old 11-14-2012, 05:39 PM   #516
Waltron
 
Join Date: Nov 2012
Location: Pennsylvania
Default Re: Member House Rules

It seems to be a unique situation for those just using Munchkin 1-3, all of the other item enhancers (Poisoned, ...of Doom!, Blessed) do not have a gold value (thus do not qualify for item status). Convenient Handles has a gold value and is "used once" when you attach it to that big item you want to make small.

Anyway, its just a house rule that we seem to have agreed upon for now. I'm sure if we ever get around to adding Need for Steed, the arguments will resume.
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Old 11-14-2012, 06:34 PM   #517
Clipper
 
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Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Yeah, the gold value gives you the ability to sell the convenient handles, which you can't do with most other Item Enhancers from Fantasy.

I still can't see why you'd need to be able to play the Convenient Handles to the table, though. It seems to serve no purpose.
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Rules Checklist for all Munchkin sets: A4 Letter.
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Old 11-14-2012, 07:14 PM   #518
UncleBob
 
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Join Date: Aug 2012
Location: Southern Illinois
Default Re: Member House Rules

It'd let you save it for use later without it counting as one of your five cards?
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Old 11-14-2012, 08:00 PM   #519
Clipper
 
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Location: Sydney, Australia
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Quote:
Originally Posted by UncleBob View Post
It'd let you save it for use later without it counting as one of your five cards?
Well yes, I mentioned avoiding Charity in my previous post. That really doesn't seem like it's a big enough issue to add a house rule just for that card.
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Rules Checklist for all Munchkin sets: A4 Letter.
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Old 11-15-2012, 07:43 AM   #520
Mister Ed
 
Join Date: Apr 2011
Location: Portland, Oregon
Default Re: Member House Rules

I'm going to houserule the pins so that you get a +2 bonus for any pin whose colors match the version of Munchkin you are playing.
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