Explodoman in Super Munchkin
In Super Munchkin when Explodoman in played as a wandering monster does this force you to flee from the monster that you began the combat phase with? Also, if a player was to use "Continuity Error" or a "polymorph potion" will the negative instant effects of Explodoman still apply?
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Re: Explodoman in Super Munchkin
Explodoman disables your powers. There is nothing on that card saying you have to run away from anything. If Explodoman is already exploded, you could not use Pollymorph on him, and I am not sure how Continuity Error would apply.
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Re: Explodoman in Super Munchkin
I think Explodoman says "you can not fight him or run away." If he exploded, then he is no longer there to fight so you can't run away from him either. I got the impression that you could not run away from the fight that you were in if there are multiple monsters. I suppose you could finish the combat normally without the use of any powers after dealing with explodoman's effects.
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Re: Explodoman in Super Munchkin
The card says Explodoman blows up before you can fight him or run away. It does not say anything at all about other monsters that are in the same combat.
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Re: Explodoman in Super Munchkin
Explodoman does not end the combat. It does disable your Powers. If you win the fight, there's an extra Treasure.
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Re: Explodoman in Super Munchkin
Explodoman is, for all intents and purposes, a Trap in Monster form. Once Explodoman is added to the combat, the effect of the card is applied, and he leaves a Treasure behind that you can grab if you can defeat any remaining Monsters. He can't be sent away with Pollymorph Potion and the Super Munchkin version of Continuity Error would not change that he belongs in the discard pile, nor does Continuity Error say that the effects of the Monsters should be reversed, so, Explodoman's effect would not be reversed.
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Re: Explodoman in Super Munchkin
I have a question about Explodoman. If I am fighting Explodoman as the monster I drew face up or to look for trouble), can the others interfere with the combat with wandering monsters, enhancers, or one-shot items?
Since Explodoman blows up before the combat begins, does that mean that the combat is over before other players even have a chance to interfere, or is an Explodoman combat one that can be interfered with? |
Re: Explodoman in Super Munchkin
He blows up just after he enters, so combat has begun. He does not end the combat (if he were wandered in, he would not stop you fighting the other monster/s), so others would be able to play a Wandering Monster to continue the combat, I think. Monster Enhancers and one-shot Items that need monsters to be present wouldn't be able to be played as there is no monster there unless one is wandered in first.
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Re: Explodoman in Super Munchkin
I am not contesting that Explodoman does not end a fight that is already happening. But the rules of the game, the text on the card, and the ruling of the Munchkin Man all point to the condition that if Explodoman is the principle monster in the fight players cannot interfere by playing wandering monsters, Wimpy Thugs, monster enhancers, or one-shot items.
The rules of the game say that the Wandering Monster card can only be played to join another monster in combat or into a Room card (in Star Munchkin). The Explodoman card says that he explodes before combat begins. There is no combat, so there is nothing to play a Wandering Monster Card on. The Munchkin Man says that Explodoman is for all intents and purposes a Trap, and you can't play a Wandering Monster on a Trap, only on a monster or a room. But it is such a very rare monster that cannot be the beneficiary of wandering monsters, one-shot items, nor enhancers (the Grim Roper comes to mind), that a ruling would be very comforting. I can imagine, however, that a Well-Meaning Explodoman with a Better Costume than Mine and His Evil Twin Kidnapped my Aunt Marge yet still no wandering monster could be added, but I will be astounded to hear that Explodoman can get Wandering Monsters but no Enhancement. I think we will hear that for all intents and purposes, Explodoman is like the Grim Roper in that when you face him as the principle monster, no other players can interfere with Wandering Monsters, Monster Enhancers, and one-shot cards, or we will hear that Explodoman-principle-fights can be interfered with by all three. |
Re: Explodoman in Super Munchkin
I also said, "... in Monster form." Explodoman is still a Monster, and nothing about what I said says other players can't add a Monster with a Wandering Monster card.
So, since you seem to like that phrase, for all intents and purposes, Explodoman is still a Monster, but a Monster that leaves the combat immediately (and therefore can not be enhanced), eliminating access to the Powers of the player(s) in the combat. Combat doesn't end immediately, and someone could wander a Monster into the combat after Explodoman's arrival and immediate departure. |
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