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Old 06-20-2012, 05:01 PM   #71
testpig
 
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Join Date: Jun 2012
Default Re: Munchkin d6 rule ideas

Munchkin Kombat!

On your turn, you can declare "MUNCHKIN KOMBAT!"( instead of kicking down the door), with all munchkins equal level to you. All Munchkins of your equal level then roll their 1d6 Die, the player with the highest roll wins, and advances a level, the player with the lowest roll, loses a level. Tied players cancel each other out, and nothing happens to them.

This can be the winning level. Players can use their Loaded Die card to change the results of this roll.
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Last edited by testpig; 06-20-2012 at 05:09 PM.
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Old 10-30-2012, 08:51 PM   #72
DyeGuy
 
Join Date: Oct 2012
Default Re: Munchkin d6 rule ideas

I think one of the best rules for the die should be this:

1 die per person (or just use 1 die).

Step 1: At anytime during someone else's combat, roll the die.

Step 2: The player that rolled and the opposing player (the one in combat) must immediately discard the amount of cards in your hand equal to the number rolled.

Step 3a: If the Cards in hand = Number rolled; then redraw 8 new cards, next turn before kicking down the door.
-If the number rolled is equal to the amount of cards in the player(s) hand, then that player(s) get to draw 8 new cards there next turn before kicking down the door. (4 treasures and 4 doors).

Step 3b: If Cards in hand DO NOT = Number rolled; then immediately draw cards equal to cards discarded from its respected deck.
-If the number rolled IS NOT EQUAL to the amount of cards in the player(s) hand (+ or -) then discard the amount shown on die. Immediately draw the amount of cards from the deck they were discarded too.

Step 4: Continue the turn as normal after discarding and redrawing cards (unless the number rolled is equal to the amount of cards in hand, then refer to Step 3a).

**Rules of Engagement:** If either player has 0 cards in his hand then this ability CAN NOT be used toward them or by them. CAN NOT be used during your own combat. Does not change the cards already played for that combat.
CAN NOT be used during any run away attempt. Can only be done once per combat per turn.

**Special Rules:** Special instructions on Monster card take priority and must be followed first (either by: kicking down the door, looking for trouble, or any other means of fighting a monster). Any cards played before die roll do not count as part of your hand. Any card played after the die roll continues as normal in the order in which they were played.

Let me know what you think about this?? Thanks
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Old 03-15-2013, 12:29 AM   #73
UncleBob
 
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Join Date: Aug 2012
Location: Southern Illinois
Default Re: Munchkin d6 rule ideas

If you have five or more cards in-hand:
Roll the die. 1-5, discard that many cards from your hand and draw that many cards in any combination from either deck.
On a 6, discard your entire hand and draw nothing.
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Old 03-29-2013, 09:54 PM   #74
NoelBilbro
 
Join Date: Feb 2013
Location: Denver Co
Default Re: Munchkin d6 rule ideas

Once per game, you may roll all 6 D-6's over an opponents cards in play. If any dice lands on a card(s) with the munchkin head up, the card is discarded. If it rolls over to your cards, the same rule applies. Or the same thing, only over the cards in a combat.
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Old 03-31-2013, 06:12 AM   #75
Splume
 
Join Date: Mar 2013
Default Re: Munchkin d6 rule ideas

At the beginning of the game, give one die to each player and keep the remaining dice, if any (for less than 6 players). After you roll a die, you may roll one of your dice as well and choose which result you prefer. Each die may only be used once per game, but you may use more than one die per game. If you die, place one of your remaining dice (if any) along with your cards to be looted.
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Old 04-27-2013, 09:24 AM   #76
Mitch FIN Keith
 
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Join Date: Mar 2013
Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by testpig View Post
Munchkin Kombat!

On your turn, you can declare "MUNCHKIN KOMBAT!"( instead of kicking down the door), with all munchkins equal level to you. All Munchkins of your equal level then roll their 1d6 Die, the player with the highest roll wins, and advances a level, the player with the lowest roll, loses a level. Tied players cancel each other out, and nothing happens to them.

This can be the winning level. Players can use their Loaded Die card to change the results of this roll.
i like this idea, but would mod it a little. I think it should be one on one, each rolling 3 dice(this allows for the use of all 6 dice). If the totals are the same, it is like a simultaneous knockout and both lose a level.
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Old 05-14-2013, 10:07 AM   #77
Malachite
 
Join Date: Apr 2013
Location: Perth. Australia
Default Re: Munchkin d6 rule ideas

Quote:
Originally Posted by Mitch FIN Keith View Post
i like this idea, but would mod it a little. I think it should be one on one, each rolling 3 dice(this allows for the use of all 6 dice). If the totals are the same, it is like a simultaneous knockout and both lose a level.
I'm going to give these ideas ago..ill post details on friction caused :)
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Old 05-27-2013, 03:40 PM   #78
Cranson
 
Join Date: May 2013
Location: Newtown, CT
Default Re: Munchkin d6 rule ideas

We play where if you roll a 3, during any roll for any reason, you enter a new dungeon.
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Old 06-03-2013, 02:37 PM   #79
CelebornX
 
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Join Date: Feb 2013
Location: Minneapolis, MN
Default Re: Munchkin d6 rule ideas

Simple Rule idea:
Usable once per game during any combat. Roll all Munchkin d6 (or Rainbow d6). Add all even numbers as a bonus to the Munchkins. Add all odd numbers as a bonus to the Monsters.
This rule would give a slight advantage to the even side (since 2,4,6 > 1,3,5). To make it more Munchkinly, the evens could go to the Monsters and the odds to the Munchkins.

Or the rules could be:
Munchkin d6
Usable once per game during any combat. Roll all Munchkin d6. Add all odd numbers as a bonus to either side.

Munchkin Rainbow d6
Usable once per game during any combat. Roll all Munchkin Rainbow d6. Add all even numbers as a bonus to either side.
And of course you could implement a max bonus of +10, +12, or whatever seems most balanced.

Last edited by CelebornX; 06-03-2013 at 02:43 PM. Reason: formatting
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Old 06-03-2013, 05:50 PM   #80
HaPPyHeLL
 
Join Date: May 2013
Default Re: Munchkin d6 rule ideas

Rule 1: Any time the "magnificent hat" causes players to roll for the curse the 6d are rolled first and on a 3 of a kind the wearer loses that freaking stupid/awsome hat!
(you could apply the same affect to the kneepads)

Rule 2: when you die in epic mode roll all 6 and take the 3 lowest die point values (combined) to aid you in your next 3 combats.

Rule 3: when any player rolls to escape all other players may roll the other die into their roll in hopes of confusing the roller. If the player cannot correctly keep track of which d6 was theirs they must take the lowest dice value shown on the table.

Just a few ideas to screw with people lol
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