03-06-2011, 09:23 PM | #1 |
Join Date: Feb 2011
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Rule Check - Super Munchkin & Half-Breed
Hi - I have another rule check for you guys:
For the Super Munchkin & Half Breed cards - Can you change how they are applied and if so are there any stipulations as to the timing? For instance - The Rules state: "You can discard a Class card at any time, even in combat: “I don’t wanna be a wizard anymore.” When you discard a Class card, you become classless until you play another Class card." Could someone discard one of the class cards in combat and then have the Super Munchkin apply to all advantages and none of the disadvantages of each... or does the Super Munchkin go with the one card that is discarded? (Same question for the Half-Breed). Also, if the Super Munchkin stays - can the player also play another class card during combat to have all advantages/disadvantages? Thanks! |
03-06-2011, 09:46 PM | #2 | ||
Join Date: Feb 2011
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Re: Rule Check - Super Munchkin & Half-Breed
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Munchkin: 1-8, boosters/supplements Zombies: 1-4, Dice, 1-3, supplements Cthulhu: 1-4, Dice, supplements Apocalypse: 1-2, supplements Legends: 1 |
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03-06-2011, 11:16 PM | #3 |
Join Date: May 2010
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Re: Rule Check - Super Munchkin & Half-Breed
I'm not trying to be confusing here but if you have an older version of munchkin then the super munchkin card must have two class cards on it or it is lost. It is worded that way and the suggestion is if you have an older printing then you should play with the older rules to prevent disputes and confusion.
Having said that if you have two classes and you want to replace that I understand you can discard one and replace it straight away without losing the super munchkin card. The half breed in both old and new versions can have just one race on it. |
03-06-2011, 11:30 PM | #4 |
Join Date: Feb 2011
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Re: Rule Check - Super Munchkin & Half-Breed
I'm assuming Yecats has a current version of the Super Munchkin card, because he makes reference to the new text on it that matches the Half-Breed card.
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Munchkin: 1-8, boosters/supplements Zombies: 1-4, Dice, 1-3, supplements Cthulhu: 1-4, Dice, supplements Apocalypse: 1-2, supplements Legends: 1 |
03-07-2011, 04:57 AM | #5 | |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Rule Check - Super Munchkin & Half-Breed
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Regardless of old or new rendition of the card, you may replace a Class card on Super Munchkin as long as you may play a Class card at that time. Last edited by MunchkinMan; 03-07-2011 at 05:01 AM. |
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03-07-2011, 11:07 AM | #6 |
Join Date: Feb 2011
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Re: Rule Check - Super Munchkin & Half-Breed
Ack, yeah I forgot to add that in, my bad! Didn't mean to imply they can be played on other people's turns.
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Munchkin: 1-8, boosters/supplements Zombies: 1-4, Dice, 1-3, supplements Cthulhu: 1-4, Dice, supplements Apocalypse: 1-2, supplements Legends: 1 |
03-08-2011, 03:26 PM | #7 | ||
Join Date: Feb 2011
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Re: Rule Check - Super Munchkin & Half-Breed
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03-09-2011, 09:27 AM | #8 |
Join Date: Mar 2011
Location: Lubbock, TX
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Re: Rule Check - Super Munchkin & Half-Breed
In this case, would we treat helping someone in battle as "your turn" or is the restriction still in place for the helper?
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M1-7, Dice, RL, MfD, GUAL, KoM, ME, W23, WfS, SR, MN, FD | Blender | Star,2,SS | Fu,2 | Bites,2 | Super,2 | Impossible | Cthulu 1-4 | Good/Bad | Zombies |
03-09-2011, 10:01 AM | #9 |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Rule Check - Super Munchkin & Half-Breed
It's not the helper's turn, so, yes the restriction is still in place. The meaning of "your turn" doesn't change just because players can perform actions during other player's turns.
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Tags |
race/class, super munchkin |
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