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#551 | ||
Join Date: Mar 2013
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#552 |
Join Date: Mar 2013
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I came up with a new way to play Munchkin:
1. Everybody must make it to the end. If even one person dies, the whole gang loses. 2. It's cooperative. No curses! 3. If you have a race, and someone has a card in their hand that affects your race, and they can't use it, they HAVE to give it to you. (MWAHAHAHAHA) Try this style out and give me some feedback! |
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#553 |
Join Date: Mar 2013
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When I play with my friends or cousins, we play with a house rule that a "Go Up a Level" Card can be played as a +10 to monster. My cousins claim that this is an actual rule, but I've never found it.
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#554 |
Join Date: Feb 2013
Location: Ontario, Canada
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This is an interesting way to toughen up the game but it certainly not an official rule.
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Toronto Center MIB |
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#555 |
Join Date: Mar 2008
Location: Colorado
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The Dungeon of Mandatory Murder from Munchkin 6 may be the source of confusion here. While in that dungeon, Go Up a Level cards no longer affect your Level, but they can instead be used to give +10 to either side in a combat.
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Check out my Munchkin trade post |
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#556 |
Join Date: Sep 2004
Location: Concord, NH
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One of my favorites is "Munchkin Zombie Dice." Play Munchkin Zombies normally, but during each combat, players have the option to randomly select 1-13 dice from the Zombie Dice pack. They roll the dice as the concluding action for the fight, much like the die roll in Munchkin Quest. You calculate their rolls like Fudge Dice--Brains +1, Feet 0, Shotgun -1. The final result is added to their final effective level.
For those with an iPhone/iPad/Android, you can add the Zombie Dice App to the mix. As play goes around the table, so does the iPad (but not at the same rate as the players, or things bog down). Whenever someone wins a game of Zombie Dice App, he gains a level in Munchkin Zombies. |
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#557 |
Join Date: Jan 2011
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When playing Epic, we have found that it's sometimes too easy to win combats as you get all buffed up. So we added 2 house rules:
1) Buying a level costs 2000gp once you're Epic. 2) Each monster gets +10 to its Level when fighting an Epic player. Rule 2 makes for some difficult combats for newly-epic characters if they kick down the door and find 2 high-level monsters; maybe too difficult. I've thought of maybe a tiered system of +5 for a Level 10-14 character, and +10 beyond that, but I don't want to make it too complicated. Munchkin is about backstabbing and treasure, not arithmetic exercises. Might try just +10 per combat instead of per monster. To answer a question asked elsewhere, we play GUALs normally. An Epic player can go up one level using one GUAL card. |
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#558 |
Join Date: Mar 2013
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[Moderator edit: Moved to the house rules thread, since this is clearly a house rule.] [OP edit: Sorry about that. Still trying to learn the rules of this forum and where everything goes.]
One of the complaints I have heard several times is that the player that wins usually does so by being lucky enough to draw (or play) a wimpy monster when poised at Level 9. Although this may be Munchkin-y, it is not like the adventures that it is attempting to parody, where you have the Boss Fight and kill the Boss Monster. So, if you want your games to be a little more challenging, you can use this Boss Fight variant. At the start of the game, select a Boss Monster. Typically this is the baddest monster in the deck, such as the Plutonium Dragon in Munchkin or The Dragon Lady in Munchkin Fu. Set this card aside (or if using Munchkin Deluxe, set the card on the Level 10 Room). Now play the game as normal. When a player draws a monster when Kicking Down the Door, or plays a monster when Looking for Trouble, if the Munchkin were to fight the Boss Monster rather than the monster drawn/played they could win, they will fight the Boss Monster instead. So in a standard game this means that you would fight the Boss Monster at Level 8 if the Boss Monster were worth two levels. If you were a Samurai, for example, you would meet the Boss Monster at Level 7, as you gain an extra level for fighting a monster worth twice your base level. A Cowboy with a Steed would be in the same position, at Level 7 you can win by reaching Level 9, so at Level 7 you fight the Boss Monster. The hard and fast rule is that you CANNOT get the winning level unless you get it from killing the Boss Monster. (Cards that allow you to go up a winning level circumvent this requirement, of course.) Note that it is possible to go to Level 9 without meeting the Boss Monster. You could buy your way up, etc. If you happen to be unlucky enough not to draw Monsters, you might sit at Level 9 for awhile (just as in any other game). If you try this variant out, let me know how it works out and what changes you make. If you have any questions, let me know. Dale Last edited by dhurtt; 04-05-2013 at 09:21 AM. |
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#559 |
Join Date: Feb 2012
Location: Sydney, Australia
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dhurtt, it's an interesting concept, but it removes one of the better (and usually best) monsters in the game from showing up randomly.
Another way to remove the possibility of the quick and simple win might be to borrow a rule from Munchkin Quest as a house rule: Once a player reaches Level 10 (which they still must do as normal), they can attempt to fight a boss monster on their next turn/s. When Kicking Open the Door, they draw cards from the deck until they find a monster (discarding the others) and they consider it to be Level 20 regardless of its written Level. Automatic methods of defeat cannot be used on a boss monster and if the boss monster is killed, the player wins the game. |
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#560 |
Join Date: Mar 2013
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Why do you consider that an issue? In most games, you won't even go through all of the monsters. So, the odds of hitting any particular monster is not that high, especially as the monster behind the door, unless you burn through cards. (A lot more likely if you use the Fast Play rules, but just as likely you will draw it to hand as encounter it.)
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