Limit on steeds and ships
Just a quick check since I'm still a little confused about the wording on having either of these cards in play. All of the rules say that no player can have more than one, but does this strictly mean having in play or just in use? Can I put another steed in play sideways while I'm already riding one?
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Re: Limit on steeds and ships
Strictly in play.
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Re: Limit on steeds and ships
Note that ships and steeds are Big. This serves two functions.
They are too big to play sideways, as the hooks on your belt don't attach properly. They are too big to be surreptitiously stolen by a Thief, and thus no attempt to steal one can be made. Obviously, cards which allow their re-distribution work regardless of size. They carry themselves when normally deployed, so they don't count against your character's limit on 'big' items ( normally one ), but they are big for all other purposes, unless modified by a 'cheat' card or 'shrinking powder'. Or am I wrong in some way in that? |
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Re: Limit on steeds and ships
Have we always been able to put Big things on our belt, or is that a fairly new thing?
I meant to indicate that Cheat! could ~overcome~ Bigness in that player's favor. Yes, a Big thing is still Big. |
Re: Limit on steeds and ships
A Big Item could always be carried sideways as long as it is the only Big Item you have on the table. A Cheat! card has always allowed you to ignore that restriction.
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Can I turn sideways a Ship (or a Steed) if it is single Ship in play?
e.g. its only for Navy, but I'm not Navy. |
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10char |
Re: Limit on steeds and ships
Heegu, with all respect to you, but it is not official answer.
do you have proof? |
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Re: Limit on steeds and ships
rules don't prohibit play ship enhancers (which are Items itself) sideways, but Andrew Hackard do.
forums.sjgames.com/showpost.php?p=1462713&postcount=5 that is why I asking an official answer. |
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Andrew is confriming Enzzo's post:
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technically, Andrew confirming SJ answer about play Ship (Speed) Enhancer sideways. but question was Quote:
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Regardless, there's a weak inference from the rules one can make that you can not turn a Ship sideways, even if it's the only one. For now, let's go with that until we can get some discussion going on this in the Munchkin Braintrust. |
Re: Limit on steeds and ships
to be clear. my only question was
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Are you trolling me?
Or you just don't know about rhetorical question? Or you didn't read ALL thread? |
Re: Limit on steeds and ships
Nobody is being trolled. I think the confusion stems from the fact that Moldon never actually asked about Ship Enhancers. He used that As an example of when a rule was a little vague and Andrew clarified it. However, he then said "maybe with ship enhancers something like this," when he meant "maybe with class specific ships, something like that."
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Re: Limit on steeds and ships
I have a question...
MunchkinMan If playing with multiple different decks having Ships, Steeds, and other similar cards. Would you be allowed to have 1 of each in play (regardless if they're equipped or carried) or only 1 of your choice since they are similar or bc they are BIG?? Also does this apply to Hirelings, Sidekicks, Mooks, and other similar cards. Since these are considered the same. Would you be allowed to have 1 of each in play or only 1 of your choice?? And again same question for Powers, Styles, and other similar cards?? Or would this be more like a House rule judgment? Thanks |
Re: Limit on steeds and ships
Answers to those questions are provided in the blending sections of the Munchkin 7 rules.
Ships are not Steeds, so you can have one of each. Note that any Ship's Run Away bonus replaces any Steed's Run Away bonus which replaces your own. Vehicles are treated as Steeds, though, when you blend sets with both of those types of Items. These Items all carry themselves, so they do not count against your Big limitation. Hirelings, Mooks, Allies, Comrades, Sidekicks, etc. are the same thing as each other, though. You can only have one of any type. Curses, Traps and Disasters are also the same type of thing and anything that works on one works on the others. Madnesses from the Munchkin Cthulhu expansions are different, although things that work on Curses and Traps (and probably Disasters) also work on Madnesses; just not the other way around. Powers and Styles are different, as are Races and Mojos, etc. The Rules Checklist in my signature also summarises a lot of these similar things. |
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