Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Munchkin > Munchkin

Reply
 
Thread Tools Display Modes
Old 04-01-2012, 02:34 PM   #1
dimious200
 
dimious200's Avatar
 
Join Date: Mar 2012
Default 2 proplems that came up (monsters that wont chase you & transferral potion)

Hey guys!here is my case

1)Player A lvl 3 draws king Tut appeared.i was player B lvl 2 and we could defeat him together.so we team up and player C plays prehistoric and Tut became too strong for us.is text is "doesnt chase players whose level is 3 or below".I stated that he wont chase us (but we wouldnt take levels & treasures) but the other player said that we decided to challenge Tut so we had to run away (and take its Bad stuff if we failed). what should we do?

2)i was a level 9 munchkin and drew a level 4 monster and an other lvl 9 player played Transferral Potion and went for the win.i had a magic lamp.can i use it?(it 's my turn) and if yes who is drawing the treasures?

Thank you guys!
__________________
Munchkin FTW!
dimious200 is offline   Reply With Quote
Old 04-01-2012, 02:58 PM   #2
RL
 
Join Date: Mar 2008
Location: Colorado
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

Quote:
Originally Posted by dimious200 View Post
1)Player A lvl 3 draws king Tut appeared.i was player B lvl 2 and we could defeat him together.so we team up and player C plays prehistoric and Tut became too strong for us.is text is "doesnt chase players whose level is 3 or below".I stated that he wont chase us (but we wouldnt take levels & treasures) but the other player said that we decided to challenge Tut so we had to run away (and take its Bad stuff if we failed). what should we do?
You were correct. You both have to run away, but the monster doesn't chase you, so you automatically succeed at running away.
__________________
Check out my Munchkin trade post
RL is offline   Reply With Quote
Old 04-01-2012, 03:48 PM   #3
Clipper
 
Clipper's Avatar
 
Join Date: Feb 2012
Location: Sydney, Australia
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

On the first question, keep in mind that you never decide to challenge something or not. As soon as the monster shows up and combat starts, you are fighting. Your choice is that at any point while you are losing, you can choose to Run Away (and you must choose to do so if there's nothing you can do to put you into a winning position). You cannot choose to Run Away if you are winning. The 'will not pursue' text doesn't mean it won't fight you either (a common misconception). It only comes into effect when you are running away, to determine if you need to roll against it or not to escape. It won't try to catch you. However, keep in mind that someone can play a Go Up a Level card on you after you choose to Run Away but before you actually run from King Tut, which would make him chase you in the situation you describe (and you'd lose two levels even if you escape, so there's a net effect of you losing a level).

As for your second question, I think that's actually a valid play. Magic Lamp says it can only be used on your turn and it is, in fact, still your turn after Transferral Potion is used, even though it is not your combat any more. The other munchkin would still get the Treasure, though.

Last edited by Clipper; 04-01-2012 at 03:52 PM.
Clipper is offline   Reply With Quote
Old 04-03-2012, 09:36 AM   #4
Pleh
 
Pleh's Avatar
 
Join Date: Sep 2011
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

I believe Clipper is right. I forget where it happened, but I distinctly remember not long ago the effects of Transferal Potion and whose turn it happened on was discussed rather in depth and I'm pretty sure the official ruling is that Transferal Potion does not change whose turn it is, which would mean that you can still play any cards that can only be played on your turn.

Likewise, and on an interesting tangent I hadn't considered before, the player who used the Transferal Potion would be in a bit of a more vulnerable position than a player who entered combat normally. They can still discard classes and races to avoid disadvantages, but since it isn't their turn, they can't assign themselves new classes or races during the combat as they could if they had entered combat normally.
__________________
I am a Halfing with a Turtle Steed and a Stepladder. Beware my Flask of Glue!
Pleh is offline   Reply With Quote
Old 04-03-2012, 11:21 AM   #5
dimious200
 
dimious200's Avatar
 
Join Date: Mar 2012
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

that answer made me think something else.Can the helper deny his class/race?and if yes can he play a new one?
__________________
Munchkin FTW!
dimious200 is offline   Reply With Quote
Old 04-03-2012, 11:29 AM   #6
Bampop
 
Bampop's Avatar
 
Join Date: Feb 2012
Location: Palm Bay FL
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

A helper can discard a class because a class can be discarded at any time according to the rules. He woul not be allowed to play a new one because according to the "when to play which cards" section of the Important Info sticky thread, classes and races (and other equivalents) can be played only on your turn or as soon as you get it. So, not from your hand when you are the helper on someone else's turn.
__________________
Andy Partridge
MiB #3282, Palm Bay, FL
Munchkin, Zombie/Cthulhu Dice, Burn in Hell!, Revolution!, Castellan, Chez Geek, OGRE DE, Chupacabra, Nanuk
mib3282@gmail.com
Bampop is offline   Reply With Quote
Old 04-03-2012, 11:32 AM   #7
Mister Ed
 
Join Date: Apr 2011
Location: Portland, Oregon
Default Re: 2 proplems that came up (monsters that wont chase you & transferral potion)

Quote:
Originally Posted by dimious200 View Post
that answer made me think something else.Can the helper deny his class/race?and if yes can he play a new one?
Anybody can discard their class/race whenever they want. However, you can only PLAY a new one on your own turn, or right after you get the card. If a helper somehow manages to acquire a class/race card during the turn of the player who they are helping, they could play it, but otherwise, all they can do is choose to discard their old one. (This is a good thing, because otherwise you'd have an awful lot of people holding on to an Elf card, and playing it AFTER they were accepted as a helper.)
Mister Ed is offline   Reply With Quote
Reply

Tags
doesn't chase, king tut, transferal potion


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:16 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.