06-22-2009, 05:44 PM | #11 |
Banned
Join Date: Jun 2007
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Re: Faster play rules
Yeah. I've had games go every way you could think:
6 players, done in 45 minutes (all newbs) 6 players, not even close after 4 hours (Munchkin experts, MQ newbs) 4 players, 4 hour completion 6 hours, no one beyond level 1 after 2 hrs. it all depends on how things work out and the different strategies used. every game will be different. I have not tried modifying the rules yet, but I may do it for demos and such. Now I gotta go home. it seems my plushie skull decided it didn't like the box and I have to hunt it down b4 the next demo. |
06-23-2009, 02:06 PM | #12 | |
Join Date: Jun 2009
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Re: Faster play rules
Quote:
But in a 3 player game, like i mentioned, what fun is it when 2 out of 3 players win? 2 people could just tream up from the beginning, and the 3rd person would always lose. I'm just posting methods to speed up the game and reduce the stalemate that often comes with gathering so many DxM cards. If you don't want to use these rules thats fine, but I KNOW I am not the only person in the world who thinks Munchkin Quest can run long. |
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06-23-2009, 03:54 PM | #13 | |
Join Date: Jun 2008
Location: Indiana
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Re: Faster play rules
Quote:
The one rule I try to use to speed up the game is playing with the 2 move a turn(I just forgot about it at my last demo). That tends to help out a lot and also helps knock out some of those pesky dxm cards. But I haven't really come across players hoarding to many dangerous dxm cards, at least so far. Last edited by Cheese8242; 06-23-2009 at 04:08 PM. |
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07-05-2009, 03:49 PM | #15 |
Join Date: Jul 2009
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Re: Faster play rules
Wife and I bought MQ this afternoon, and after one trial run through, I can tell you that "1 explored room per turn" and possibly "2 moves per turn base" are going to come into play very soon for us.
__________________
The nine most terrifying words in the English language are, 'I'm from the government and I'm here to help.' ~ Ronald Reagan |
01-20-2016, 11:52 PM | #16 |
Join Date: Jan 2016
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Re: Faster play rules
Hi, just wanted to post to let you know that of all the house rule suggestions over the internet, these are by far the best. They have become a default for us and have made the game very much better, especially when having more players! They have made me really wonder why the game has been crafted the way it is in the first place, because it's just so much better and engaging this way. We have also come up with one house rule addition to speed up the endgame:
The boss monster is NOT of level 20, but of the level it really is. Alternatively you can also vary this so, that per player you have one or two 20-level boss monster(s) at first, and on subsequent tries they are of their normal level. It brings a level of luck to the victory, and is much more in spirit with how the card game Munchkin always ends, as in someone being lucky and/or others running out of cards to prohibit the victory. We came up with this after an exhausting game experience with 6 players, where for more than two hours everyone was trying and constantly failing killing the boss monster. It ended up being very frustrating and most of all NOT FUN, and at that point we also didn't know or care of the rule of having two persons win the game... |
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