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#1 |
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Join Date: Jul 2009
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My table is testing out giving humans an inherent ability, similar to the quick-start trading a GUAL for class/race cards in the discards. This would replace that version.
Favored Class: Whenever a class card is discarded, a human can discard a card from his hand to claim and immediately become it. If a Super/Ultra munchkin is discarded, he can claim it if he can immediately provide enough class cards for it. If multiple humans attempt to snag the same class, the highest roller among them gets the card, and the rest keep their discards. |
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#2 |
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Join Date: Oct 2009
Location: U.S. (California)
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our house rule about the wizard's charm power is you have to discard your whole hand to charm a monster but you have to have at least as many cards as the amount of treasure the monster normally gives. so if you fight a potted plant, you only need 1 card in your hand to charm it; but if you fight the plutonium dragon you need at least 5 cards in your hand to charm it.
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#3 |
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Join Date: Sep 2008
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With SGF, allow the Fairy Godfather and the Tooth Fairy to be added in to combat with the Sparkling Good Fairy without needing a wandering monster card
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#4 |
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Join Date: Mar 2008
Location: Colorado
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Ooh! I like that one.
__________________
Check out my Munchkin trade post |
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#5 |
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Join Date: Sep 2008
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It's a small chance of it happening, but it's a possible +19 to her (for a 39 point combat before any other modifiers)
I would almost consider getting 1 FD card for defeating either of them too. (This could apply to any other monsters with "Fairy" in their name to come out in the future.) |
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#6 |
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Join Date: Oct 2009
Location: U.S. (California)
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#7 |
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Join Date: Dec 2005
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We had a series of disputes that we initially resolved by going onto the forums, but after an issue with Typecast, my father held that the official decision on the forums still contradicted common logic, triggering an ongoing dispute between "spirit of the card" and the literal meaning. We're planning to branch away from the official rules (probably a stupid move) and make a house rule constitution. We found the necessity in a book of compiled house rules explaining game order and logic, especially with the addition of about 30+ custom cards (most of which are mine).
For example, a common house rule we have accepted is that: you can still attack a monster, even if it does not pursue you; only if the card explicitly says "WILL NOT ATTACK" will the monster not attack. After "encountering" a monster that does not fight (Monsters Are Busy, Out To Lunch, will not pursue), one can then loot the room, but not look for trouble. Also, a player can bypass the die roll for "running away" and go straight to Charity if a Monster's bad stuff does not affect the player in any way. In our game, Kneepads of Allure are NOT banned - come on, I think banning it is silly. Annihilate it, sell it, trade it, or steal it if you're that desperate to get rid of it. We've even determined an artificial way of getting a game master, with the addition of a card I've created called the "Enclosed Instruction Book." The basic gist - whoever possesses this card has the ultimate ruling in any argument as explicitly defined by a third party. It's an item, which means it can be stolen or destroyed or interacted through other means as befits items. Last edited by Duck of Many Things; 11-03-2009 at 08:26 PM. |
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#8 |
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Join Date: Aug 2009
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I have 3 sets of munchkin, with all their expansions: Munchkin Cthulhu, Munchkin Booty and Munchkin Bites. I also have Need for Steed, with doors and treasures spread evenly throughout all 3 sets.
I put all 3 decks of door and treasure cards on the table, so players have 3 decks of doors and 3 decks of treasures to choose from. Rules: 1) When you Open The Door, you may choose from any door pile 2) When you Loot The Room, you must draw from the pile that you Opened The Door 3a) If you Open The Door and meet a monster, the treasures drawn for defeating the monster come from the corresponding treasure deck (if you kill a monster from Munchkin Booty, you get Munchkin Booty treasures. If monsters or treasures are added to the fight, all their treasures are drawn as Munchkin Booty treasures) 3b) If you Look For Trouble and fight a monster, you can draw treasures from any treasure pile 4) Each set has their own discard pile for doors and treasures. If a card says 'Go through the discard pile and do x', the player being affected gets to choose which discard pile they use. They can only use one discard pile, so if they go through a whole Munchkin Cthulhu door discard pile to find a class, and they find none, they cannot start looking through the Bites discard pile. I'm sure there are other rules I'm forgetting. The thing I like most about this gameplay is that players get to choose which version of the game they want to play. If someone feels like being a jerk, they can play off of the Cthulhu deck and get cards like O Rlyeh, Ia Rlyeh and Cthnithonians, and play Madnesses on people. This also means they can try to find a way of discarding Cultist cards, then making other people 'Become a Cultist'. Evil, I know. If players want ships and sharks, they can play off of the Booty deck. If players want minions and other fun things, they can play from the Bites deck. All 3 decks have a little bit of Need for Steed to even things out. |
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#9 |
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Join Date: Aug 2009
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I've thought of a really good rule for the knee pads of allure (although im sure other people have thought about it,heh)
you can only get a elf to help you that way,you can't use it on anyone all the time,and even if you get help,at least they gain a level! |
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#10 |
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Join Date: Aug 2009
Location: Las Vegas
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Me and my group play pretty strictly to the rules, but we do have one house rule that doesnt actually effect card play, we almost always play epic unless were constricted for time for some reason, and whenever someone reaches level 10, they have to scream epic at the top of thier lungs.
__________________
The Munchkin Mafia WILL break yous legs lose your footgear. (Munchkin, Need For Steed, Bites!) |
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