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#21 | |
Join Date: May 2010
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I enjoy house rules that work for everyone. Besides, what else is the purpose of having six D6 in a bag than for everyone to get something out of it? |
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#22 |
Join Date: Jun 2010
Location: Gatineau, Qc
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Have all 6 dice in a pile. At any point in the game you may blurt out, "I am the luckiest munchkin alive!" and roll a die.
Draw any combination of door or treasure cards, based on the number you roll. Place this die out of play as it's luck is used up. Usable only once per player. If there are players left and no more dice, tough luck. (hehe...) This seems very munchkinly, non? As a side note; There can be a variant of the rule where, if you're in combat: example 1: Roll 1 = win 2-4 = combat bonus 5-6 = Loss Example 2: Roll 1-3 = winning combat (automatic or by +1 combat strength) 4-6 = losing combat (automatic or by -1 combat strength)
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Peter Zaveda MIB #1227 |
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#23 |
Join Date: Aug 2010
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When you play an item, you may put dice on it.
If you are forced to discard or give the item away, you may roll a die and if the number you rolled matches any of the dice on the item, you may take back the item to your hand. You may put up to 6 dice on an item. You can't use the same die twice. So you can either put all 6 dice on one item and guarantee your item back OR spread the 6 dice across multiple items to test out your luck.
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Mario - Ontario, Canada MiB #3872 |
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#24 |
Join Date: Feb 2008
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Since a specially coloured Munchkin D6 will be included in every set….
Munchkin – Lucky Die. Place the D6 on an item you own, any time you might involuntarily lose the item, such as by Curses or Bad Stuff, roll the D6, on a roll of 5 or 6 you keep the item. Star Munchkin –Die of Warp Speed When you roll to run away you can include your Star Munchkin D6 with the other die, take the better of the two rolls. Munchkin Fu – Die of Martial Prowess. In combat, roll the die; the result is a bonus to the munchkins side. Munchkin Bites – Die of Domination. When in a combat you are losing and you do not have a helper already, select another player. You each roll, if you get the high roll they must help for free. Super Munchkin – Die of Heroic Resurrection. Roll this die if you die. On a 5 or 6 you don’t. Munchkin Impossible – Die of Impossible Escape. After a failed roll to run away you may use this die to roll again. On a 5 or 6 you escape. Munchkin Cthulu – Die of Darkness. In any combat roll the die, the number shown is a bonus to the monsters side. The Good, The Bad and the Munchkin – Die of the Old Western Shoot Out. While in Combat select a monster you are facing and another player, you each roll. If you get the high roll, the monster is killed. Munchkin Booty – Die of Buried Treasure. After you have died and just before drawing your new cards roll the die, draw that many extra treasures.
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I am nothing but a figment of my own imagination Last edited by StaticHamster; 10-03-2010 at 04:04 AM. |
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#25 |
Join Date: Jun 2010
Location: Gatineau, Qc
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Some Ideas I thought of. Not finished product but the idea remains the same.
A) As soon as you reach level 2, 4, and 7; You must pronounce you are the luckiest munchkin alive and may roll two dice. If you roll the total of the respective level, you may go up a level (ex. 1+1=2, 1+3=4, etc.). Discard the used dice from the game as the luck is used up. Grab an extra treasure if your successful roll included a munchkin head. B) Build a tower of (6) dice in front of you. You get a +6 or +3* bonus to combat if it is standing. Every time someone knocks it down, and if one or more munchkin heads are face up, you may grab 1 treasure or door card face up. You may build the tower once per turn. *I wanted to make this +3 but the name is +6 bag o’ d6. So it's up in the air. C) Have all 6 d6 in front of you. It doesn’t matter where. Anytime someone asks why you have so many dice, you may grab a face up treasure or door card. Seriously, why?
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Peter Zaveda MIB #1227 |
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#26 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Personally, I'd just give them a simple bonus -- something good, but risky. I don't like anything you pay money for giving you a massive advantage -- save that for stuff like the bookmarks which you have to destroy.
Munchkin d6: (The term "dice" is used here exclusively to refer to the Munchkin d6 dice.) You may start the game with up to six dice. During any combat in which you are the active player or helper, you may discard one card to roll as many of these dice as you want. Every Munchkin Head showing is worth +6 to this combat; discard the rolled dice afterward. If you don't get the result you like and you have more dice remaining, you may discard another card to roll more dice. (Thus, you have to decide if you want to go for broke with all six, or just roll a few at a time. And you have a very real chance of rolling nothing whatsoever, but if you roll all six, probability favors you getting a +6 bonus. Loaded/Reloaded Die works normally, of course, but only on one at a time.)
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#27 |
Join Date: Aug 2010
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When you put any items to the table, you may put them down face down as long as you put one of the dice on it.
Only applicable to the carried items. If the item is lost for any reason the dice is to be put aside. You can't use that dice again.
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Mario - Ontario, Canada MiB #3872 |
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#28 | ||
Join Date: Aug 2004
Location: Hintham, The Netherlands
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JHG Hendriks One Of Our European MIBs © f(x) = exp(-sqrt(1+x^2)) Last edited by MIB2826; 10-08-2010 at 04:09 PM. |
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#29 |
Join Date: Aug 2009
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At the beginning of the game, during character creation, each player with a +6 Bag of Munchkin d6 opens the bag and removes all the dice. All the dice brought into play must be from one bag per player only.
Dice must match the color of the Munchkin set(s) in the tops of the draw piles for all decks in play. Any dice which do not match the sets visibly in play must be immediately returned to the owners' bags. If more than one player has Munchkin dice in play at the start of the game, all player(s) roll their respective dice. Only the player with the highest total roll (with Munchkin heads counting as 0) may keep dice in the game; all other players must return their dice to their bags. Ties are won by the player with the highest number of Munchkin heads showing. If two or more players are still tied, all players must put away their dice but each one gains a level. During the game, any time players in possession of a Munchkin die draw a card face-up with the word "die" or "dice" on it, they must pass one die to the player on their left. During the game, any time players in possession of a Munchkin die put in play from their hand a card with the word "die" or "dice" on it, they must pass one die to the player on their right. During the game, a player may roll a Munchkin die to replace any other single die roll made. The result of the Munchkin die is final, and may not be changed by another card, die, or ability. In this case the result of a Munchkin head is treated as either a "0" or a "1" at the option of the player making the roll. Once a die has been used, it is returned to the Bag of its owner. At the end of the game, all Munchkin dice in play are returned to their owner. Last edited by Kirt; 10-09-2010 at 08:50 PM. |
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#30 |
Join Date: Oct 2010
Location: Canberra
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Roll all dice at any time in a game
if you roll 1. two of a kind you get a +2 to one item 2. four of a kind you get 1 level 3. 1,2,3,4,5 and 6 in a row you win the game instantly!(thats nearly impossible but you win the whole game) |
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munchkin dice, suggestions |
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