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 01-19-2014, 04:18 PM   #631
Clipper
 
Clipper's Avatar
 
Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Quote:
Originally Posted by Parrot View Post
Forgive me if I don't remember the exact terminology from the manual, it can be difficult to find the right mention when you need it. What I mean by power level is combat strength. I was using level to refer to the character or monster level, and power level to refer to combat strength. I'll edit the document with the proper terminology.
I guess you will also need to clarify so as to make sense of the combat strength without One-Shot Items when doing the comparisons to see if you get a level or not. You also need to determine what happens when there are multiple monsters present. Do you sum the Levels of the monsters to determine if you get levels for beating them or not?

I also think denying levels becomes rather unfair to the player. You can't change which Items are equipped during battle, so if you go into battle with a combat strength of 20 and you face any monster below Level 15, then you can't get any levels. You have to purposefully unequip stuff before the battle to bring your combat strength low enough to be able to get the main benefit from combats brought around by Kicking Open the Door.

Quote:
Do you mean if you get somebody to help you fight a monster? My thought is that he's just adding is combat strength to yours, and he gets any treasure that you've offered if you win just like in the regular game. As usual the helper doesn't go up a level when you do.
What if the helper is an Elf? How do you determine if he gets his level for helping kill monsters or not? Even if they are not an Elf, if your combined combat strength is more than 5 higher than the Level of the monster, do you get the level/s or do you only look at your own? The same questions exist when Running Away, especially given that you Run Away from each monster separately.
__________________
My unofficial, but comprehensive Flowcharts: Munchkin: A4 Letter; Munchkin Quest: A4 Letter
Rules Checklist for all Munchkin sets: A4 Letter.
Clipper is offline   Reply With Quote
Old 01-20-2014, 04:03 PM   #632
Atlus
 
Join Date: Jan 2014
Location: Lansing
Default Re: Member House Rules

My house rules are generally for Fantasy set only because I have every expansion and booster possible for it.
Here they are:

Race/Class at start:
The game starts with getting 4 from each deck but each player is allowed to randomly choose one card from a mixed up race pile and a class pile (including PF classes, not Conan's races though). Each pile has one blank in it too for just the chance of being screwed over. This is generally because the deck is just far too big for classes and races to show up often (the math made it about 8 or 9% of ever finding one at all per door).

Conan's Races:
After mixing them into Fantasy they are just to lackluster so they count as "nationality" cards not races so you can be an Stygian Elf Thief if you want without the need for a half-breed or equivalent card.

Faction/Nationality's at 5:
Since GUAL's are usually hoarded in my group to just appear weak early game I had to make incentive to level up so I made a faction and 'nationalilty' (conan races) pile that they are allowed to draw once card from either one to add to their own power.

Race/Class Enhancer at 8:
Same thing as the rest written above but these are one pile and only one can be drawn. This overall promotes leveling to get first picks of a random pile and to allow each class to be available from the start.

Side Deck:
Every single holiday booster (Christmas, Easter, and Halloween's doors and treasures) are put into their own side deck which sit next to Munchkinomicon and Fairy Dust and is known as the "Holiday Surprise Deck". Basically after 3 rounds (full rotations from the first players turn) everyone at the start of their turn gets to take the top card of that deck into their hand. It makes Santa's being used with each other much more common and allows for extra draws for card effects or the random treasure from time to time. It's thematic and cute so I tend to use it with my group.

No Take Back Rule:
If for any reason you put a card on the table purposely and it can't be used then it is discarded. If you try to do this to avoid giving cards to people when you are about to die then you take level loss and the cards are still passed around.

Cheating:
If anyone is ever caught cheating during the game, whether intentional or not, they lose levels. And it's worse each time caught. HOWEVER if you go through the entire game not getting caught then you get to gloat all you want if that's how you won.

Kneepads of Allure and The Magnificent Hat:
They get 3 counters each, after that it's used up until it's either drawn again from reshuffle or pulled from the discards.

Winning:
You CANNOT sneak a victory, you must declare it your winning level or not when it arises, and you must wait until each player admits defeat for the combat to resolve. This isn't very munchkiny but it does allow for some of the most intense stand off's in my gaming experiences.

Thief:
They must have levels to expend to steal or else they will need to discard twice as many cards to use it, they are also not allowed to steal successfully from the same person until it's the thief's next turn.

xxxx Already the Rule xxxx
Bard:
They cannot keep attempt to enthrall the same person twice in a turn if it failed the first time, they must choose a new target.

Pathfinder Classes and Fantasy Classes:
Necromancer and Wizards count as the other for items and combat.
Alchemist and Thief count as the other for items and combat.
Summoner and Bard count as the other for items and combat.
Witch and Cleric count as the other for items and combat.

xxxx The current ruling for the Card as of Munchkin 3 xxxx
Hirelings:
The normal Hireling card may use any item regardless of restrictions (aside from gender). Hirelings that are class specific or unique do not apply to this rule and must follow their own card rulings.

Dungeons:
After 3 full rounds from when a dungeon was opened it will close and another will be drawn. This will prevent people from keeping out the good dungeons all game. BUT a player may choose to discard 3 cards from their hand to keep a dungeon in play for another 3 full rounds too. Aside from that all other rulings for the dungeons are the same.


>>>>>>>>>>Epic Munchkin Rules<<<<<<<<<<<<<<
Kicking down the Door:
You kick two down in the order they are drawn. So if a curse is drawn first it hits then the next card happens automatically. Enhancers that are kicked down with monsters APPLY to the monster kicked down.

Monster Treasure/Levels:
Both the treasure and level amount given for any combat are halved and rounded up. Enhancers and other cards that add/remove treasures take effect after the halving.

Ex: Winning vs Plutonium Dragon gives 1 level and 3 treasures, but if he had a +5 enhancer he gives 4 treasures instead.
Ex: Winning vs Potted Plant and Plutonium Dragon gives 3 levels and 6 treasures normally but would give 2 levels and 3 treasures now.
This was put in place because Epic Munchkins was mainly a race to level 10, once you got there you had double the treasure and levels available to you depending on the draw, so any player not epic could be left behind if the epic players began to snowball.

Monster Combat Strength:
Monsters 1-9, in Epic get a natural +10 bonus.
Monsters 10-20, in Epic get a natural +5 bonus.
Monsters fought initially alone against the munchkin (one monster kicked down not two or when a fight is picked from the hand) it gets double the above bonuses. HOWEVER if the fight is initially two monsters this doesn't apply or if the fight changes from a single monster fight to multiple, the initial monster bonus isn't changed.

Ex: Potted Plant is kicked down with a race card, Potted Plant is level 1 with a +20 bonus. Someone decides to WM in a monster, PP is still combat strength of 21 but now including the new monster and its bonuses.

This sounds complicated but each fight is now truly epic, it originally was double the monster level but some players would get full itemization while others didn't so hitting epic ended up killing some while others steamrolled through. So after a lot of theorycrafting on the right bonus per monster I cam up with the above numbers (which are still pretty clean and easy to remember).

GUAL cards and selling:
They can be used from 1-9, and 11-17. From 17 to 18 you must also be won with a combat.

Losing Epicness:
If someone were to make you lose your epicness (go back down to 9), you can choose to level up anyway you want from 9 to 10 after that (Eg selling, GUAL, combat, etc). This ruling was made because people could be forced to stay at 9 through Curses and rude munchkin players who are epic and drawing more to force them to lose combats repeatedly until they are too far out of the game to recover. This just makes the game less fun without in place if you have players who know how capitalize on major turning points in the game.

Helping:
There is absolutely no helping allowed to people at 17 or higher unless cards would otherwise change that and must be legal for standard 9 to 10 victories.
Epic players cannot help other epic players for any reason until all players have attained this status.
Epic players cannot get Fairy Dust cards for helping non-Epic players win combats (debatable but it has been argued by my group before).

Last thoughts:
Generally my Epic Munchkin games include the house rules I mentioned for my standard Fantasy Munchkin game too. This adds to the immersion of the game while making Epic Munchkin more competitive for my group instead of the rules given. We still have the epic bonuses from each class/race/faction/etc as well but that is one of the few unchanged rules from the original epic rulings.
__________________
Sets:
Standard 1-8
Fu 1
Bites 1 & 2
Zombies 1-3
Cthulu 1-4
Impossible
Legends
Pathfinder
Conan
Apocalypse
Space 1 &2
The Good/The Bad 1 & 2

Last edited by Atlus; 01-21-2014 at 12:55 PM. Reason: Changed Bard note and Hireling note
Atlus is offline   Reply With Quote
Old 01-20-2014, 05:56 PM   #633
Clipper
 
Clipper's Avatar
 
Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Quote:
Originally Posted by Atlus View Post
Winning:
You CANNOT sneak a victory, you must declare it your winning level or not when it arises, and you must wait until each player admits defeat for the combat to resolve. This isn't very munchkiny but it does allow for some of the most intense stand off's in my gaming experiences.
Each player admitting that they can't stop you is the normal rule for any combat. And I always play with the 'for the win' announcement too, even though it isn't absolutely required.

Quote:
Bard:
They cannot keep attempt to enthrall the same person twice in a turn if it failed the first time, they must choose a new target.
This is the standard rule for Bard, not a house rule. The text says you can only select 'another rival' each time until you run out of 'opponents', which means you can never try to Enthrall the same player twice in the same combat.

Quote:
Hirelings:
The normal Hireling card may use any item regardless of restrictions (aside from gender). Hirelings that are class specific or unique do not apply to this rule and must follow their own card rulings.
I'm not sure what you are changing with this rule. The standard rules are actually pretty much the same as yours (although slightly more forgiving). The cards named Hireling from Munchkin, Munchkin 3, Munchkin Pathfinder and Munchkin Legends can carry any Item (except Steeds as they carry themselves) regardless of restriction, even if they don't have enough hands (e.g. the Three-Handed Sword) or are the wrong gender. You can think of them to be sort of like a Cheat! card that has a +1 Bonus. The Class/Race Hirelings and Comrades do have restrictions which must be followed (and gender does count), as it seems you are already following.

Quote:
Dungeons:
After 3 full rounds from when a dungeon was opened it will close and another will be drawn. This will prevent people from keeping out the good dungeons all game. BUT a player may choose to discard 3 cards from their hand to keep a dungeon in play for another 3 full rounds too. Aside from that all other rulings for the dungeons are the same.
You do know that any player could discard four cards from their hand to play a new Dungeon and optionally discard an existing one, right? Your rule seems to involve a lot of house-keeping. How are you keeping track of the turns left?


Quote:
>>>>>>>>>>Epic Munchkin Rules<<<<<<<<<<<<<<
Kicking down the Door:
You kick two down in the order they are drawn. So if a curse is drawn first it hits then the next card happens automatically. Enhancers that are kicked down with monsters APPLY to the monster kicked down.
This seems like the standard Epic rules. The only difference is the standard Epic rules have the Curses hit you before you enter combat and you can choose the order if there are two Curses. What does your change here actually address?

Quote:
GUAL cards and selling:
They can be used from 1-9, and 11-17. From 17 to 18 you must also be won with a combat.
So what you are saying is you are simply extending the winning levels rule of killing monsters (usually applying to Levels 19 and 20) to cover both Levels 10 and 18 as well? Is there a specific reason you make 10 harder to get? It would certainly give players more incentive to use GUALs and not to bother sending players below the 10 boundary if you didn't add this restriction.
__________________
My unofficial, but comprehensive Flowcharts: Munchkin: A4 Letter; Munchkin Quest: A4 Letter
Rules Checklist for all Munchkin sets: A4 Letter.
Clipper is offline   Reply With Quote
Old 01-20-2014, 09:17 PM   #634
Atlus
 
Join Date: Jan 2014
Location: Lansing
Default Re: Member House Rules

I'm sorry I'm new to forums so I don't know how to quote so I'll just stick with numbering what you said Clipper.

1. The rule for most combats is actually to count to 2.6 which although was probably a joke in the rules my group does follow by counting to 2.6 out loud. I was implying that for the winning level someone cannot just count to that and instead must wait until everyone concedes.

2. You are definitely right about this. (I was doing most of the writing off the top of my head, forgive me)

3. I know that the rulings for Hirelings have changed since they were originally made but the first Hireling card and the one in set 2 didn't originally have that rule change, I forgot to mention that it was no longer a house rule for that. Thank you, I'll edit that in a bit.

4. I have accumulated A LOT of d6's from munchkins over the years so I put a d6 on each new dungeon and I felt like 4 was just too much so I lowered it. It makes it easier for people to remember since it follows the discard 3 on most cards (personal taste I guess). I also did this to make it so people can fight to keep dungeons in play too.

5. Actually no, it's similar but not quite the same, I should have elaborated more on it. The normal being if you kick the two doors down, curses hit first no matter what, my house rule makes it so if the monster was kicked first the fight must resolve then the curse takes effect or vice versa if the curse was kicked first then the monster. And the enhancer rule is the same yes, I guess I just rambled on and have been making mistakes all post.

6. I just looked over the most updated version of the epic rules that are available and you are right about the 9 to 10. I guess I was a bit outdated there because I stopped looking at the original epic rules about 5 years ago. Or I just misread the rules the entire time and it's a 'my bad' situation. Either way thanks, I still think I would keep it in my game however just because it's like initiation to hit epic and my friends are just so used to it but I'll discuss this with them later. And the reason that level 18 must also get a level to is that there is almost no way to get 3 levels from a combat in my version of epic so a player cannot forgo 19 and just hit 20 by just using other means to get to 18. It's just a way to lengthen the game is all, personal taste really. I personally like to make the late game as unforgiving as possible.

Overall thanks for the info, I'm always up for changing my Epic rules or fixing them according the real rulings. It's generally something I've been trying to keep refining over the years.
__________________
Sets:
Standard 1-8
Fu 1
Bites 1 & 2
Zombies 1-3
Cthulu 1-4
Impossible
Legends
Pathfinder
Conan
Apocalypse
Space 1 &2
The Good/The Bad 1 & 2
Atlus is offline   Reply With Quote
Old 01-20-2014, 10:24 PM   #635
Clipper
 
Clipper's Avatar
 
Join Date: Feb 2012
Location: Sydney, Australia
Default Re: Member House Rules

Quote:
Originally Posted by Atlus View Post
I'm sorry I'm new to forums so I don't know how to quote so I'll just stick with numbering what you said Clipper.
Just hit the quote button at the bottom-right. You'll see the quote tags and can add them to the rest of the post to split parts of it up.

Quote:
1. The rule for most combats is actually to count to 2.6 which although was probably a joke in the rules my group does follow by counting to 2.6 out loud. I was implying that for the winning level someone cannot just count to that and instead must wait until everyone concedes.
Yes, that number is just a joke and is not meant to be taken as the exact amount of time. You'll notice that Munchkin Pathfinder uses 3.75 seconds instead. In any case, the rule part is you provide 'reasonable time' for others to interfere and it's up to your group how you define the term, but whatever you choose, it should be clear that nobody wants to stop you before continuing.

Quote:
5. Actually no, it's similar but not quite the same, I should have elaborated more on it. The normal being if you kick the two doors down, curses hit first no matter what, my house rule makes it so if the monster was kicked first the fight must resolve then the curse takes effect or vice versa if the curse was kicked first then the monster. And the enhancer rule is the same yes, I guess I just rambled on and have been making mistakes all post.
So a Curse drawn second just sits there, and you know what it is and that it will hit you immediately after you kill or Run Away from the monster? And what happens if you die due to the combat? It seems a bit at odds to your other rules, which all up the tension of Epic battles, whereas this one gives the player a break and some extra information they will be able to plan for.

Quote:
Overall thanks for the info, I'm always up for changing my Epic rules or fixing them according the real rulings. It's generally something I've been trying to keep refining over the years.
No problem. I like to help out and noticed those few oddities, so they seemed worth pointing out. Your changes do address the issues you have quite well, without going overboard, so they were an interesting read.
__________________
My unofficial, but comprehensive Flowcharts: Munchkin: A4 Letter; Munchkin Quest: A4 Letter
Rules Checklist for all Munchkin sets: A4 Letter.
Clipper is offline   Reply With Quote
Old 01-21-2014, 12:52 PM   #636
Atlus
 
Join Date: Jan 2014
Location: Lansing
Default Re: Member House Rules

Quote:
Originally Posted by Clipper View Post

So a Curse drawn second just sits there, and you know what it is and that it will hit you immediately after you kill or Run Away from the monster? And what happens if you die due to the combat? It seems a bit at odds to your other rules, which all up the tension of Epic battles, whereas this one gives the player a break and some extra information they will be able to plan for.
This rule was implemented just because with the actual ruling makes traps/curses/disasters always hit first and there is no way to change your combat strength once hit before the fight so if you were hit with a very crippling curse it could make you lose the battle before it began which is perfectly fine but I thought I'd throw my group a bone and simplify the order for kicking down to what comes first takes precedence over all else and continues to the next card and so on. So it could be forgiving if you are lucky enough to draw a curse second or it'll just be the same as the normal rules the rest of the time. And death from the combat will make the curse no longer affect you as well but that is not very often occurring because of the amount of loaded die's or escape assistance players accumulate for the late game but it is possible.

Unfortunately most of my group only know the rules as well as a moderate player would so when I was creating my Epic homebrew version I was inclined to make sure everything was straight forward but still challenging like it should be, but I did like changing the above rule because it gave one piece of mercy to players who got lucky with the draw.
__________________
Sets:
Standard 1-8
Fu 1
Bites 1 & 2
Zombies 1-3
Cthulu 1-4
Impossible
Legends
Pathfinder
Conan
Apocalypse
Space 1 &2
The Good/The Bad 1 & 2
Atlus is offline   Reply With Quote
Old 01-24-2014, 12:24 PM   #637
Phans
 
Join Date: Jan 2014
Location: Rule #315: Only n00bs use this area correctly.
Default Re: Member House Rules

Post updated.

Last edited by Phans; 02-21-2014 at 01:33 PM.
Phans is offline   Reply With Quote
Old 01-29-2014, 09:58 AM   #638
Da Senzai
 
Join Date: Jun 2013
Location: Copenhagen
Default Re: Member House Rules

We made a rule that says "When you die, you lose one level".

That is because when using standard rules, then when you are at a high level, it is most often an advantage to die, since you get 8 new cards. ( for eksempal; Treasure / go up a level cards to sell for level, and then look for trouble using one of the monsters you just drew from your 8 new cards = you win the game)

It is also kind of stupid, that as a player using normal rules, you are more afraid if monsters that say: Lose 1 or 2 levels, than a monster that says: "You die"
Da Senzai is offline   Reply With Quote
Old 02-11-2014, 12:25 PM   #639
Superfish
 
Join Date: Feb 2014
Location: Wellington, New Zealand
Default Re: Member House Rules

Variant Rule (only tried it once so far, but worked pretty well)
(Works best with Munchkin Cthulhu, but I see no reason why it wouldn't work with any other version)
Munchkin Asylum
You're all Mad!
Using the Madnesses from Cthulhu 2 and 3 create a seperate Deck.
At the beginning of the game each player is dealt one of these madnesses.
The game continues as normal, with the following additional rules:

- Switch Someone's Meds -
Whenever you go up a level on your own turn (the level can be from any source) you may nominate one munchkin (even yourself) to play with their medication. The nominated Munchkin rolls a d6 to determine the results from the following table:
  1. Discard all current Madnesses.
  2. Discard 1 Madness (your choice) and draw another.
  3. Swap any Madness(es) with those of the player to your left.
  4. Swap any Madness(es) with those of the player to your right.
  5. Swap any Madness(es) with those of the player who nominated you.
  6. Draw another Madness.
You may nominate one Munchkin per level you earn and may nominate the same Munchkin twice in one turn, resolving each die roll before making the next.

-The Well of Madness is Never Dry -
Discarded Madnesses go back into the Madness Deck. If at any time you are asked to draw the last Madness in the deck then you Must replace the drawn madness with one of your current Madnesses. If you cannot then the player(s) with the most Madnesses must discard 1 (each). (Not sure about this rule, still looking for a good way to stop the well of madness running dry)

Wishing Rings and Sudden Head Blows still act as normal, as well as any Monster effects/Bad Stuff which affect Madnesses

Please test this and tell me what you think :)
Superfish is offline   Reply With Quote
Old 02-21-2014, 01:47 PM   #640
Phans
 
Join Date: Jan 2014
Location: Rule #315: Only n00bs use this area correctly.
Default Re: Member House Rules

More house rules have developed. Here they are:

•We’re pretty lax over the maximum amount of cards one can have in their hand.
If excess cards are a problem, Charity is never used unless the player with too many cards wishes to use it. Excess cards are otherwise discarded normally.
•Loaded Die can be played after ANY die roll, not just your own.
•Instant Wall, Hireling, and Rat on a Stick are force escapes and negate any negative effects that transcend escape (Players above level 3 against the Wight Brothers will not lose two levels, etc.).
•Cheat! cards can be carried and traded.
•You cannot play a usable once only (potions, wishing rings, etc.) item direct from your hand; it must first be carried.
•Undead monsters can be played on any other monster without a wandering monster card, even if the other monster is not undead.
•GhoulFiends are undead.
•If you are dealt Divine Intervention, you have three choices:
1. Immediately shuffle it back into the deck and draw a new card.
2. Play it immediately; everyone who was dealt a Cleric class goes up a level.
3. Keep it in your hand. If you choose to keep it, you cannot play it, and you may only discard it to power spells, berserking, curses, etc.

•When the Curse! Income Tax card is drawn or played, it’s Christmas, and everyone draws a treasure; the normal effects of the card are ignored.
•When someone dies, their race, class, item, and hand cards are all reshuffled into the deck; i.e. they lose everything. They draw four door and treasure cards on their next turn. There is no Looting the Body.

We only have the normal Munchkin game. We haven't bought any expansions yet because the default is a lot of fun just by itself.
Phans is offline   Reply With Quote
Reply

Tags
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

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 03:24 AM.


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