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#591 |
Join Date: Jul 2013
Location: Reno, Nv
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If you get caught cheating..... to many cards in hand, using a card against the rules, drawing to many cards or any other form of cheating lose a level.
Also if you play " the best thing in life is leveling up" it can be the winning level of course thats because i have almost every munchkin card not counting the promo cards |
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#592 |
Join Date: Jul 2013
Location: Munchkin Land
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One house rule I use is you can drop down to level 0. Everyone still starts the game at level 1.
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Munchkin: 1-8, Gamer Changers, Dragons Zombies: 1-3, Decay Dice Cthulhu: 1-4, Cursed Demo, Dice of Doom Legends Apocalypse W23: 2010, 2011, 2012 Coins: Blue, 2008, 2009, 2012, 2013 |
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#593 |
Join Date: Aug 2013
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Hey all you Munchkins out there,
What are some fun things that you've added to the game (house rules) to make the game even more Munchkinly? I really like having to act like the opposite sex when you're sex changed, or in Munchkin Booty, talking with a funny accent. I wanted to know if anyone had anything extra they added to their house rules? Like for instance, when I play, anyone who is Cursed must wear/balance a spoon on their nose until the curse is lifted. (fun stupid things like that) |
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#594 |
Join Date: Aug 2013
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I'm new to the Munchkin universe and we LOVE it! However after playing several rounds with friends and family over this past month, I've noticed four areas of gameplay that could be improved. So for us, I've come up with these new rules to make the game even more fun (IMHO). I'd like to share these and get some feedback for what I call - MUNCHKIN HERO...
Issue #1: The game needs more uncertainty when fighting monsters. Sure you can skillfully increase levels and play the right cards at the right time. But adding a degree of uncertainty or randomness to fighting can really make the game more interesting. For example, if I'm level 5 and I draw a level 4 monster. Shocker! I'm going to win (boring!!!). What if there was a degree of uncertainty that I might not win in this situation. What if I have a good chance of winning, but there is a possibility I may not win – even if nobody plays any cards. Sure there's uncertainty that other players may stab you in the back or play enhance monster cards – but this really doesn't seem like enough uncertainty. There needs to be a NATURAL level of uncertainty when fighting a monster, even if no enhancement cards are played. So these are my thoughts and observations. I've played with these new rules and for me it really makes the game a lot more fun, especially adding the big boss monster at the end. I haven't played with any of the other official Munchkin expansions, so maybe some of these rule ideas have already been implemented. But until I get my hands on any upgrades, this is how we'll play Munchkin. Thanks for reading! |
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#595 |
Join Date: Apr 2011
Location: Portland, Oregon
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You might like to try Munchkin Quest, the boardgame version of Munchkin. It has your #1 and #2. It also has a bit more of a bite to Death, with you drawing less cards than at the beginning of the game, and an automatic level loss.
It takes a lot longer to play, though, or so I've heard. |
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#596 |
Join Date: Feb 2012
Location: Sydney, Australia
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I'm actually surprised that you find Charity to be a big issue. It rarely happens in my experience as you can play your Items to the table (or sell them for levels), so you mostly end up with only Door cards, which are often spare Classes or something else you don't really mind about giving away.
But yeah, I was also going to suggest you have a look at the Munchkin Quest rules, as it seems that style of combat is what you are after. |
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#597 |
Join Date: Apr 2011
Location: Portland, Oregon
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Yeah, I haven't found that the Charity phase has much to do with what makes the game take a long time. What makes the game take a long time (when it does) in my experience is people getting off to a slow start and being unable to get a monster they can beat at the beginning of the game, and people having a hard time getting the final level because everybody is focused on keeping that from happening.
Ironically, it seems to me that your other three suggestions are all working AGAINST your dislike of the game going long. Having it be harder to win combat, and harder to get the final level, and having death be as punishing as you want it to be, all would tend to make the game longer, possibly MUCH longer, I would think. Which isn't necessarily a bad thing. I just don't think that avoiding slowdowns in the Charity phase will balance out the game lengthening aspects. |
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#598 |
Join Date: Feb 2012
Location: Palm Bay FL
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I don't think Jammer has a problem with the game going long. It seems the problem is downtime while people weigh their options during Charity.
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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 |
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#599 |
Join Date: Aug 2004
Location: Macungie, PA
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I think that having the option to avoid Charity, especially when the next player is the lowest level player and might want that card before he starts his turn, is terribly unfair and really defeats the point of Charity.
Honestly, all of the other ideas fit perfectly well into a board game that you expect to take a while, and especially one where you might be able to have multiple combats in a turn (I wonder what that board game might look like?), but don't fit in with a fast-paced card game. Regardless of whether you think Charity slows things down or not, Munchkin is a fast-paced game. |
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#600 |
Join Date: Aug 2012
Location: Southern Illinois
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I wonder if you could just solve the slow aspect of the charity part down by setting a timer. I'm not sure what the exact agreed upon time for setting the timer should be, but it's something to consider. Once the timer runs out, the player with the lowest level gets to randomly pick cards from your hand (without looking) until you're at the limit.
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