04-25-2010, 12:32 PM | #1 |
Join Date: Mar 2010
Location: Lawrence, MA
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Teleportation Potion
Me and a couple friends were playing a game when I ran into a big scary monster I couldn't beat after they beefed it up. It was obvious that even with perfect die rolls I had no chance. So I played my Teleportation Potion to get out of dodge in a hurry. They asked if I had any cards in hand that would help me win and I replied it was none of their business. They then argued that since it was obvious that I had no way to win that I, by default, "Lose" the combat and still take a hit of damage and don't get the "Bad Stuff". I argued that I was "Losing" the combat, but don't actually "Lose" the combat until after the die are rolled, regardless of whether the roll would make any difference. Ended up accepting their argument since I was outnumbered and it was their game that we were playing with that day and I didn't want to spend 30mins of game time debating over 1 hit of dmg.
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04-25-2010, 12:44 PM | #2 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: Teleportation Potion
Until the dice are rolled, combat is not resolved. If you have a way to escape the fight before then, you get away clean.
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04-25-2010, 01:33 PM | #3 |
Join Date: Mar 2010
Location: Lawrence, MA
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Re: Teleportation Potion
That's what I thought. Thanks.
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04-25-2010, 02:21 PM | #4 |
Join Date: Mar 2010
Location: Lawrence, MA
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Re: Teleportation Potion
Eh, just read through the rules again for fun and noticed this is already covered in the rules at the end under "Any Time" for Blink Potion which is almost the same thing. Wish I had remembered that was there the other night...
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07-04-2010, 08:23 PM | #5 |
Join Date: Sep 2005
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Re: Teleportation Potion
It is also mentioned in the Exception under Starting in a Room with a Monster on page 6. You must fight, ... "Exception: If you can play a card that allows magical movement to another room, ...".
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