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-   -   Original Munchkins question-->Bonuses. (https://forums.sjgames.com/showthread.php?t=71032)

Smorkey 06-30-2010 11:35 PM

Original Munchkins question-->Bonuses.
 
I have played Munchkin Fu, Super Munchkins and now, Original Munchkins. The original seems as if there aren't enough bonuses in the set of 168 cards. Throughout the game there is almost no way to kill high leveled monsters. Is there an expansion to where it would even out the bonuses better?

RevBob 06-30-2010 11:58 PM

Re: Original Munchkins question-->Bonuses.
 
There are several expansions to the classic fantasy set, but I really haven't had the problem you describe. Of course, part of the game is that players should cooperate on occasion to take down bigger monsters; if you never do that, you're missing out on the whole wheeling-and-dealing aspect of the game that (IMO) makes it so much fun.

Smorkey 07-01-2010 08:22 AM

Re: Original Munchkins question-->Bonuses.
 
Okay thanks. There are only 15 bonuses in the deck. while in super munchkins it comes with over 30 bonuses. It just seems like there aren't enough. idk lol

RL 07-01-2010 06:12 PM

Re: Original Munchkins question-->Bonuses.
 
Munchkin Fu and Super Munchkin tend to be more over-powered than the other versions.

Nerftw 07-01-2010 06:25 PM

Re: Original Munchkins question-->Bonuses.
 
And Munckin Impossible appears, to me, to be a bit more gadget(items) heavy, with an emphasis on loyalties affecting each other.

The different sets aren't just different pictures. They all have slightly different styles of play to fit the theme.

Smorkey 07-01-2010 11:25 PM

Re: Original Munchkins question-->Bonuses.
 
What i just did today was combined both decks, Super Munchkins and Munchkins together, and it seemed to balance things out perfectly.

Sobarsse 07-02-2010 09:48 AM

Re: Original Munchkins question-->Bonuses.
 
as I understand it, you would like to know which of the original Munchkin expansions could increase the number of items with bonuses.

if this is your question, I suggest you get the Munchkin 4 - The Need For Steed, or Munchkin 5 - De-Ranged, these come with multiple bonus items. Being the first with Steeds and hirelings and the second with real equipment.

robinreeve 07-03-2010 01:07 AM

Re: Original Munchkins question-->Bonuses.
 
In my (short) experience of fantasy Munchkin, I notice that the game lingers, at the beginning, with players keeping at levels 1 or 2 for quite a long time... then, the game accelerates as the characters climb up the ladder.
The "problem" is access to Treasure cards, as most of the Monsters are hard to defeat, even with some help...

I presume - even if I don't use it - that the quick play option, which gives you more cards at start, allows to progress more easily.

I also have SuperMunchkin, and players often have much, much more cards in play - it even sometimes seems too much, compared to the original Munchkin.

Munchkin Cthulhu plays quite like Munchkin, but if a player opts to get stuck with a cultist classa, he can accumulate some monster bonuses that can be added to cultists as player bonuses, thus get stronger more quickly.

MunchkinMan 07-03-2010 10:08 AM

Re: Original Munchkins question-->Bonuses.
 
Listening At The Door also speeds things up.

Blu 07-03-2010 06:46 PM

Re: Original Munchkins question-->Bonuses.
 
Quote:

Originally Posted by MunchkinMan (Post 1010473)
Listening At The Door also speeds things up.

Yes it does.

And also, just to pimp the good Rev's idea again; I used his idea. I have all fantasy expansions and the core. I split them into to even, unique decks. It plays A LOT like the other sets now; guicker and you can get bonuses up.

Though I will agree, Fantasy seems to have the lower combat strengths of the other genres. But that's ok; they all rule.

I seem to get out of control at Fu, Super, and at times Space. Even get decently high on Impossible. We're talking by the end we are ALL somewhere in the 20's or higher.


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