06-18-2009, 11:02 AM | #1 |
Join Date: Jun 2009
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Faster play rules
I felt we need a suggestion forum for faster play in munchkin quest.
The expansion rules already indicate to try starting with only 2 moves per turn. Personally I think this is a MUST! The next biggest slowdown aspect of the game HAS to be the number of DxM cards you draw. On a 2 move turn, you could draw 1 DxM for start of turn, explore a room (Draw 1 DxM) roll your color for the monster base(draw 1 more DxM), defeat this monster of your color base(draw 1 more DxM), explore a second room and repeat! That would give you a total of 7 new DxM cards for 1 turn!!! +1 more if you roll your color on the monster move phase! total cards = 8 !!! This gives a LOT of curse cards, and monster boost cards to play on other players, and this causes a stalemate affect on game play, where you have SO MANY cards to bash each other with that nobody can win! Below ar rules I've gathered from diffrent forums and personal game sessions. These rules try to rectify the slow pace of the game. Possible rule changes include: 1) Start with only 2 moves per turn. (The expansion rules already indicate to try this. Personally I think this is a MUST!) 2) Only 1 new room exploration per player turn. (this reduces time spent, and DxM cards drawn as you normally get a new card for each exploration.) 3) No DxM cards for matching Monster Dice rolls. (You just dont need the extra DxM cards) 4) No DxM card for defeating your monster, instead draw an extra Treasure! (DxM cards mainly hurt others, treasure cards mainly help you. Also throwables that can hurt others require you to be no more than one room away to use. all good things for speeding up the game.) If you were to play with all 4 of these rule changes, each player would get 2 moves, 1 new room exploration max, and 2 DxM cards max per turn, AND get one extra treasure when defeating their own monster) I think this provides a much more manageable game, where people still get DxM cards to bash each other with, but not so many that the game suffers for it. Other possible changes: 5) Buying a level costs 1 move. 6) Try to make trades when its NOT your turn whenever possible ( more of a suggestion than a rule) Last edited by UnknownMan; 06-19-2009 at 09:24 AM. Reason: fixed roll for monster base error |
06-18-2009, 01:36 PM | #2 |
Join Date: Apr 2007
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Re: Faster play rules
Just want to point out that when determining a Monster's base color, you get the DxM only when your color comes up on the Monster Die, not when you choose it because an invalid color comes up.
Also, this is one of the few instances that allow DxMs to be drawn by a player out of turn, so I think its a good rule to keep as it keeps players engaged out of turn. The problem with two move for the whole game is if you get a -1 movement penalty from something your turns are really short. In a 6 player game it can be devastating. I prefer the 1st turn: 1 move, 2nd Turn: 2 Move, 3rd + Turns: 3 Move variant. I kind of like that bonus treasure for matching base idea, I'll probably try that one... |
06-18-2009, 02:28 PM | #3 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Faster play rules
I like both of these.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
06-18-2009, 03:30 PM | #4 | |||
Join Date: Jun 2009
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Re: Faster play rules
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I'm not trying to insult you here, but I would really like to know how you overcome that and win. |
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06-18-2009, 03:41 PM | #5 | |
Join Date: Jun 2008
Location: Indiana
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Re: Faster play rules
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06-18-2009, 07:08 PM | #6 |
Join Date: Jan 2007
Location: Green Bay, Wismunchkin
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Re: Faster play rules
Here are some old posting with ideas on fast play.
http://forums.sjgames.com/showthread.php?t=49812 http://forums.sjgames.com/showthread.php?t=49118 http://forums.sjgames.com/showthread.php?t=48496 http://forums.sjgames.com/showthread.php?t=48438 http://forums.sjgames.com/showthread.php?t=46910 http://www.boardgamegeek.com/thread/378811 Pat
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06-19-2009, 09:13 AM | #7 |
Join Date: Jun 2009
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Re: Faster play rules
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06-19-2009, 09:44 AM | #8 | |
Join Date: Jun 2008
Location: Indiana
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Re: Faster play rules
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Had everyone been a little more seasoned to the game I think we could have finished in around 2 and a half hours to maybe 3 hours. Of course there were two winners, but that didn't make the game any less fun for everyone at the table. But if you want to play cutthroat (which is perfectly fine) and only allow one player to win, you are going to have to expect long games. Well, unless some gets luckly. I have seen a six player game end in an hour and a half. The monster die was rolling only orange and that person was getting tons of dxm cards while no one else was. He was just unstoppable that game. He shot up to level 8 on his first turn and ended it his next turn. |
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06-19-2009, 03:39 PM | #9 | |
Join Date: Jun 2009
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Re: Faster play rules
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I played a 3 player game with 2 friends the other day, we played with all the normal rules but only 2 moves. We started at 7:00 pm. At 12:30 am (on a wednesday) we called it quits. We were all at level 10 (well back and forth between 9 and 10, as we kept getting killed in the boss fights) , and nobody could win because the other 2 players kept getting so many DxM cards that it was impossible to kill th boss. It sucked the fun out of the game. There are alot of people who bash Munchkin quest for this very reason. I like the game, and my friends (this was there first time playing) said it started out fun, and they would give it another chance if we could reduce the number of DxM cards. |
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06-19-2009, 04:11 PM | #10 | |
Join Date: Jun 2008
Location: Indiana
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Re: Faster play rules
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But please don't say the game is to long and the fun gets sucked out of it, when you yourself are saying you ignore the one rule in the game that would fix both of those problems. That's not quite fair to the game. |
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