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#631 | ||||||
Join Date: Feb 2012
Location: Sydney, Australia
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#632 |
Join Date: Jan 2014
Location: Lansing
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I'm sorry I'm new to forums so I don't know how to quote so I'll just stick with numbering what you said Clipper.
1. The rule for most combats is actually to count to 2.6 which although was probably a joke in the rules my group does follow by counting to 2.6 out loud. I was implying that for the winning level someone cannot just count to that and instead must wait until everyone concedes. 2. You are definitely right about this. (I was doing most of the writing off the top of my head, forgive me) 3. I know that the rulings for Hirelings have changed since they were originally made but the first Hireling card and the one in set 2 didn't originally have that rule change, I forgot to mention that it was no longer a house rule for that. Thank you, I'll edit that in a bit. 4. I have accumulated A LOT of d6's from munchkins over the years so I put a d6 on each new dungeon and I felt like 4 was just too much so I lowered it. It makes it easier for people to remember since it follows the discard 3 on most cards (personal taste I guess). I also did this to make it so people can fight to keep dungeons in play too. 5. Actually no, it's similar but not quite the same, I should have elaborated more on it. The normal being if you kick the two doors down, curses hit first no matter what, my house rule makes it so if the monster was kicked first the fight must resolve then the curse takes effect or vice versa if the curse was kicked first then the monster. And the enhancer rule is the same yes, I guess I just rambled on and have been making mistakes all post. 6. I just looked over the most updated version of the epic rules that are available and you are right about the 9 to 10. I guess I was a bit outdated there because I stopped looking at the original epic rules about 5 years ago. Or I just misread the rules the entire time and it's a 'my bad' situation. Either way thanks, I still think I would keep it in my game however just because it's like initiation to hit epic and my friends are just so used to it but I'll discuss this with them later. And the reason that level 18 must also get a level to is that there is almost no way to get 3 levels from a combat in my version of epic so a player cannot forgo 19 and just hit 20 by just using other means to get to 18. It's just a way to lengthen the game is all, personal taste really. I personally like to make the late game as unforgiving as possible. Overall thanks for the info, I'm always up for changing my Epic rules or fixing them according the real rulings. It's generally something I've been trying to keep refining over the years.
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Sets: Standard 1-8 Fu 1 Bites 1 & 2 Zombies 1-3 Cthulu 1-4 Impossible Legends Pathfinder Conan Apocalypse Space 1 &2 The Good/The Bad 1 & 2 |
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#633 | ||||
Join Date: Feb 2012
Location: Sydney, Australia
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#634 | |
Join Date: Jan 2014
Location: Lansing
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Unfortunately most of my group only know the rules as well as a moderate player would so when I was creating my Epic homebrew version I was inclined to make sure everything was straight forward but still challenging like it should be, but I did like changing the above rule because it gave one piece of mercy to players who got lucky with the draw.
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Sets: Standard 1-8 Fu 1 Bites 1 & 2 Zombies 1-3 Cthulu 1-4 Impossible Legends Pathfinder Conan Apocalypse Space 1 &2 The Good/The Bad 1 & 2 |
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#635 |
Join Date: Jan 2014
Location: Rule #315: Only n00bs use this area correctly.
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Post updated.
Last edited by Phans; 02-21-2014 at 02:33 PM. |
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#636 |
Join Date: Jun 2013
Location: Copenhagen
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We made a rule that says "When you die, you lose one level".
That is because when using standard rules, then when you are at a high level, it is most often an advantage to die, since you get 8 new cards. ( for eksempal; Treasure / go up a level cards to sell for level, and then look for trouble using one of the monsters you just drew from your 8 new cards = you win the game) It is also kind of stupid, that as a player using normal rules, you are more afraid if monsters that say: Lose 1 or 2 levels, than a monster that says: "You die" |
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#637 |
Join Date: Feb 2014
Location: Wellington, New Zealand
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Variant Rule (only tried it once so far, but worked pretty well)
(Works best with Munchkin Cthulhu, but I see no reason why it wouldn't work with any other version) Munchkin Asylum You're all Mad! Using the Madnesses from Cthulhu 2 and 3 create a seperate Deck. At the beginning of the game each player is dealt one of these madnesses. The game continues as normal, with the following additional rules: - Switch Someone's Meds - Whenever you go up a level on your own turn (the level can be from any source) you may nominate one munchkin (even yourself) to play with their medication. The nominated Munchkin rolls a d6 to determine the results from the following table:
-The Well of Madness is Never Dry - Discarded Madnesses go back into the Madness Deck. If at any time you are asked to draw the last Madness in the deck then you Must replace the drawn madness with one of your current Madnesses. If you cannot then the player(s) with the most Madnesses must discard 1 (each). (Not sure about this rule, still looking for a good way to stop the well of madness running dry) Wishing Rings and Sudden Head Blows still act as normal, as well as any Monster effects/Bad Stuff which affect Madnesses Please test this and tell me what you think :) |
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#638 |
Join Date: Jan 2014
Location: Rule #315: Only n00bs use this area correctly.
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More house rules have developed. Here they are:
•We’re pretty lax over the maximum amount of cards one can have in their hand. If excess cards are a problem, Charity is never used unless the player with too many cards wishes to use it. Excess cards are otherwise discarded normally. •Loaded Die can be played after ANY die roll, not just your own. •Instant Wall, Hireling, and Rat on a Stick are force escapes and negate any negative effects that transcend escape (Players above level 3 against the Wight Brothers will not lose two levels, etc.). •Cheat! cards can be carried and traded. •You cannot play a usable once only (potions, wishing rings, etc.) item direct from your hand; it must first be carried. •Undead monsters can be played on any other monster without a wandering monster card, even if the other monster is not undead. •GhoulFiends are undead. •If you are dealt Divine Intervention, you have three choices: 1. Immediately shuffle it back into the deck and draw a new card. 2. Play it immediately; everyone who was dealt a Cleric class goes up a level. 3. Keep it in your hand. If you choose to keep it, you cannot play it, and you may only discard it to power spells, berserking, curses, etc. •When the Curse! Income Tax card is drawn or played, it’s Christmas, and everyone draws a treasure; the normal effects of the card are ignored. •When someone dies, their race, class, item, and hand cards are all reshuffled into the deck; i.e. they lose everything. They draw four door and treasure cards on their next turn. There is no Looting the Body. We only have the normal Munchkin game. We haven't bought any expansions yet because the default is a lot of fun just by itself. |
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#639 |
Join Date: Dec 2009
Location: Indiana
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Several of the Munchkin Patches have the same rule about reflecting a curse back at the player who played it on you - but the rule does not discuss if a curse or trap is drawn when you open the door.
We came up with two possibilities (depending on how evil we are feeling that night.) 1) You recite the necessary phrase and you reflect the curse back to the discard pile. 2) You recite the necessary phrase and you deflect the curse to the player of your choice.
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Please check out my Munchkin trade requests here and my Munchkin CCG trade requests here. Indiana MIB available for demos and tournaments. Please check out my Facebook page to see what I am up to. |
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#640 |
Join Date: Jan 2013
Location: louisiana
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Our group made up a skyrim themed game. We used legends, dragons and gets promoted.
We played normally until level 10. We had to kill a monster to get to 10 but then immediately we had to fight Smog. That was the only way to win. smog stayed until he was beaten. If you lost you started over at 10 and faced Smog immediately. If you ran you went to 9. It was fun. We used d&d minis also.
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Chickens are jungle birds. |
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