08-21-2013, 09:25 PM | #601 |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Member House Rules
Then again, not being new to the game and having familiarity with the cards might actually speed up Charity, since I don't seem to see this slow down when even only moderately experienced players are at the table.
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08-26-2013, 05:27 AM | #602 |
Join Date: Mar 2012
Location: Tri-Cities, WA
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Re: Member House Rules
Welcome. :-)
This particular thread may not be the best place to exchange greetings, but I doubt anyone will give you (or me) grief over it. My initial advice is to read ten words for every one you post, as a rule of thumb. |
08-28-2013, 12:51 AM | #603 |
Join Date: Aug 2013
Location: Japan
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Re: Member House Rules
My friends and I have a few-- some of which are there to even out the play while others are to prevent the game from taking too long.
1. Because Elves can only go up levels by assisting other players in combat, we made it a little easier for them to gain levels themselves, so we made it in that for every two monsters an Elf kills in solitude, they go up a level. We keep track of this on the board by putting a coin underneath the player character. 2. After everyone knows what is going on in a combat, the person in combat counts down from 5 to 0 to see if anyone will respond or use any items or curses, to prevent the game from going on for forever. 3. If a player uses the "Lose one small item" curse on another player, the player using the curse gets to choose which item is discarded. If a player kicks down the door and gets the curse, they get to choose the item. 4. Cards can be given to another player via bribing. An example of this is, if there's a person at level 9 and one person has a Wandering Monster card in hand but no monsters, the person can ask someone for a monster card in exchange for a favor, such as an item on the table or to agree not to curse the other player. I think some are more purely made up while others are practiced by other play groups, particularly number 2. |
08-28-2013, 01:51 AM | #604 | |
Join Date: Aug 2012
Location: Kempton Park, South Africa
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Re: Member House Rules
Quote:
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08-28-2013, 01:53 AM | #605 |
Join Date: Aug 2013
Location: Japan
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Re: Member House Rules
I thought so. When I first played this game, for some reason, my friend said Elves were only allowed to gain levels by assisting others, and that if an Elf kills a monster during their turn, they do not gain a level. I never found this in the rules myself so I questioned it, but as the GM, she "had the final say." Now that I know this to be false, I will quote this for truth. Thank you for the reply.
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08-28-2013, 05:00 AM | #606 | |
Join Date: Aug 2004
Location: Macungie, PA
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Re: Member House Rules
Quote:
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08-28-2013, 06:15 AM | #607 |
Join Date: Feb 2012
Location: Sydney, Australia
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Re: Member House Rules
Your number 2 doesn't really seem like a house rule. That's a pretty good way to handle the reasonable time you must provide before winning a combat.
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09-08-2013, 11:06 AM | #608 |
Join Date: Aug 2013
Location: Decatur, TN, USA
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Re: Member House Rules
I've seen some people post about their custom rules for 2-player games. Since my brother and I barely see anyone else who wants to play Munchkin, we came up with 2-player rules in the simplest way. We both just use two characters that play like they were separate players. Although we can't get past that we know the hands of 2 characters, everything else works well.
I guess it works cuz we're not really Munchkins, and care more about fun from playing by the company-crafted rules. I think SJG's balanced Munchkin, so we don't really use any house rules unless you consider this 2-player, 4 character game a house rule. Playing each character as a different Munchkin trying to win and prevent the other 3 winning works perfectly for us. |
09-12-2013, 03:58 AM | #609 |
Join Date: Aug 2013
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Re: Member House Rules
Unfortunately, our group has many house rules due to early confusion about munchkin and some people having already played so they thought they knew the rules. Since the main purchaser of 80% of our groups munchkin stuff is adverse to change and is not able to adapt to these rule corrections, I'm having a tough time actually geting gameplay to be similar.
Many of our house rules completely change when certain things can be done such as thief can only thief at the beginning of his turn, races cannot be voluntarily be discarded, classes cannot be added/removed mid-combat. Additionally, we unfortunately play where classes can be changed from and to the hand (so that the old class goes back into your hand), items can also do so, and trading almost anything is allowed besides powers, races, and classes from the field. We also have a lot of houserules that would be better asked as a question on this forum but we keep the descisions we make midgame about confusing rulings. |
09-13-2013, 06:00 PM | #610 |
Join Date: Sep 2013
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Re: Member House Rules
In Star Munchkin we class any player who manages to collect 10 attachments to the 'aser', duct tape the low tech persuader to it and kill a monster using only its bonuses to automatically win the game, regardless of what level they are on.
Needless to say it hasn't been done yet. You can imagine how many times the thief sidekick and the 'asers' move around from player to player. |
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