04-20-2011, 12:34 AM | #321 | |
Join Date: Jan 2011
Location: Dallas TX
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Re: Member House Rules
Quote:
I was more referring to cleaning it up and adding it to the thread or requesting it be added to the resources section after the approvals - though as for the over all, this is kind of what I expected the answer to be, hence the references to getting permission prior to anyone doing anything. Thank you for the clarification. The thought stream was more to organization of the items here, than distribution. I'll attempt to keep late night posting to a minimum :)
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04-21-2011, 09:23 AM | #322 |
Join Date: Apr 2011
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Problem: Players Too Nice...
My friends, on the rare chances I get to play, have a problem that really ruins the spirit of the game: they seem to be too nice. That or they are so concerned saving all of their good cards that they don't play any. We've had games in which a player has reached Lvl 9 before someone did anything to a fellow player.
I've thought of three possible house rule solutions (not to be all used at the same time, mind you), and was hoping for feedback. Better still, if you have any variants of your own, let me know. ~Mid-Marker- Players cannot reach level 5 by playing "level up" cards or selling treasure. They must reach it by killing a monster (just like Lvl 10). The first player to reach Lvl 5 receives the Epic Junior bonus. After 1 player has reached Lvl 5, all other players may use level up cards and selling to reach Lvl 5 as normal. ~Trip Your Buddy - For obnoxious team-players. If there is a combat with only 1 person in it, that player may run away as normal. However, if there are two people in combat and they attempt to flee, one will automatically escape and one will automatically get caught. Each player rolls 1D6 and adds any modifiers to run away- the player with the highest result has made it clear, leaving the other one to his fate. This is ignored against monsters or special items that prevent all escape. ~Early Bird Special - Whenever an opponent is in combat, the first player to play a negative card against that player (hurting him or helping the monster) may draw a free card of the same type (ex. Dungeon for dungeon, treasure for treasure). All negative cards played after the first do not receive free cards, as per the normal rules. This free card is drawn after the combat is finished. Thoughts? |
04-23-2011, 08:21 AM | #323 |
Join Date: Dec 2010
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Re: Member House Rules
My buddy suggested about integrating Favored Class in Fantasy Munchkin: if a player has a favored class his powers have twice the effect. Here is his list of favored classes:
Human None Elf Ranger Dwarf Cleric Halfling Rogue Orc Warrior Gnome Bard |
04-23-2011, 09:29 AM | #324 |
Join Date: Mar 2011
Location: McAllen/Pharr/Edinburg, TX
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Re: Member House Rules
Rules from my group
1. Winner puts game away (this applies to all games we play) 2. If you abject to a rule, and arguments and the owner of the game over-rule you, you go lose a level or 1000 gold pieces 3. The Stupid Thing: once per game, each player may pull a "stupid thing" a verbal action where you may undo one thing that can be construed as being stupid. we also call this the hindsight law. 4. What Happens in Munchkin, Stays in Munchkin: Meaning that if your a dude by birth, but in your last game of munchkin you where gender swapped, in the next game, your that same swapped gender. 5. if only one person has an iOS device or droid level counter, it is passed around the table, first player gets it until they use they're boon and then must pass it along. useable only once per player. 6. If you get up for snacks/drink offer to get some for everyone. ( Dude Where's the Cheetos, Can I have a Mountan Dew and Roll to see if I get drunk) may all be called out well away from the table to go up a level. (limit one level per trip away from the table) other The Dead Ale Wives "D&D" Quotes may be used during the game for boons as set down by the group.
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Proud Shopper of Myth Adventures 5208 N 10th St. McAllen, TX 78504-2911 (956) 687-3104 Myth Adventures on Facebook Praise be to "BOB" may your day be full of slack |
04-23-2011, 10:27 AM | #325 |
Join Date: Dec 2010
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Re: Member House Rules
during a recent game of munchkin ctulhu we decided that the cultist class could be played like a curse on someone who doesn't already have one. (class)
it was quite fun because no one in my group really wants to be a Cultist. |
04-29-2011, 09:07 AM | #326 |
Join Date: May 2010
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Re: Member House Rules
really! Why not? In our group people love it because you get a bonus of +6 usually as there turns out to be three other cultists (+2 per other cultists). This isn't a bonus we hesitate to take. So would be interesting to see why people don't like it.
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05-16-2011, 03:42 PM | #327 |
Join Date: May 2011
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Munchkin Roguelike
Hi everyone.
A. I suggest there be a house rules forum rather than just a thread. B. Below is a brief discussion of my attempt at Solitaire Rules for Munchkin. It kind of tries to make a "Roguelike" out of Munchkin. I've only played through a couple of times, but it seems workable. It may be too easy, though. Suggestions more than welcome! ---------------------------------------------------------------------- Some comments to summarize the idea of the game follow. After that a more detailed list of rules. The idea is to sort of simulate old roguelikes such as Moria, Angband, etc. The "Balrog"/"Melkor" role is taken by the Platinum Dragon. You win or lose by either killing or being killed by the Platinum Dragon. When you run away from a monster, you don't discard it--it goes in the "queue" and eventually either it will catch up with you or you will turn to fight it. The more monsters are in the queue, the harder it will to be to avoid them. (Once there are six in the queue, it will be impossible to avoid them.) Also, just as in the old roguelikes, DEATH IS PERMANENT. (Would be funny to add a rule or re-interpret a card or cards to "allow" for "savegame cheating" of some kind.) Money is used, not to buy levels, but more like a Roguelike, to buy stuff. You trade in 1000 (or more) gp worth of treasures to choose between two items drawn from the top of the treasure deck. (I'm trying to think of ways to add more risk to this process. Maybe roll the die for a chance at being ambushed by one of the monsters in queue? Not sure. That's not really true to the Roguelike genre...) You don't gain levels from killing monsters much weaker than you. And though the game is win/lose, you ALSO get to calculate a score at the end for the "high score table," so you can try to beat your high score as well as trying to win the game. Had to tweak the races and classes quite a bit to make them all make sense for solo play. Other cards which only make sense for multiple players are simply discarded and replaced when encountered. Here are the rules (which should be read with the normal rules in mind): --------------- --------------- Some definitions: Queue: A set of monsters which are chasing you through the dungeon. You’re going to have to fight these eventually. Stack of Bad Effects: A set of cards denoting various malicious effects. These will apply at the next available opportunity—typically your next combat. Player: The single player playing this variation of the game. ---------------- ---------------- You win if: You defeat the platinum dragon. You lose if: You are killed by the platinum dragon. --------------- --------------- Setup: Divide door cards into roughly equal piles. Find the platinum dragon card. Reshuffle the half the platinum dragon is in. Stack non-dragon pile on top of dragon pile. Draw four treasure cards and four door cards. Play any card you can play (and wish to play) --------------- --------------- Important notes: 1. DEATH IS PERMANENT. No respawning. 2. NO "GO UP A LEVEL" CARD SHOULD EVER BE PLAYED. Immediately discard and redraw when you get one. The ONLY way to gain a level is by killing a monster you encounter as a result of kicking down a door--and only if the monster is at least level (playerlevel - 2). 3. MONEY IS FOR PURCHASING TREASURE. (No purchasing levels. See note 2 above.) --------------- --------------- Step one: Either Kick down a door or Turn and Fight Kick Down a Door: Draw a door card. If monster, must fight. If curse, must apply to player immediately. If makes sense only for multiple players, discard and draw again. Else: place in hand. Turn and Fight: Fight any monster in the queue. On win: no leveling, but do get treasure. On Loss: You screwed up big time. You die. (No running away. Also, this shouldn’t ever happen since you should know ahead of time whether you can beat it or not.) ----------------- ----------------- Step two: If no fight in previous step, then either Loot the Room or Buy Stuff, as follows Loot The Room: Draw a door card If monster, place in queue If curse, must apply If multiple-player card, discard and draw again. Else: place in hand. Buy Stuff: Select treasures you have which add up to at least 1000 gp. Discard them. Take the top two treasures from the treasure deck. Select one to discard, one to keep. You do not get change from any purchase. Loot the Room, but any card that would have been placed in hand should be discarded instead. (<--my attempt to add risk to the Buy Stuff process) ---------------- ---------------- Step Three: Charity; Play or discard cards from hand til down to five in hand. ---------------- ---------------- Step Four: GM’s Turn (or the “other players’ turns”) Do the following two times: Draw a door card If monster, place in queue If could be used against player immediately, use against player immediately If could be used against player later, place in “bad effects” stack. Else: Discard ---------------- ---------------- Fighting monsters: Every applicable bad effect in the stack must be applied. On win, gain a level only if monster was encountered upon kicking down a door and only if its level is at least the player's level minus two. On win, gain treasures. If unable to win, attempt to run away. (Applicable bad effects in the stack must be applied) On success in running away: Count the number of monsters in queue. Roll die again. If greater than number of monsters in queue: Place monster you ran away from in queue. End of step. Else: Place monster you ran away from in queue. Choose monster from queue to fight. ----------------- ----------------- Once all cards in a deck are exhausted: Do NOT reshuffle. You must now fight every monster remaining in the queue, in the order of your choosing. ---------------- ---------------- Races and Classes: Warrior: Can spend three treasures to increase combat value by up to three points for one combat. Wizard: Can spend three treasures to add up to three points to a run-away roll. Cleric: Can spend three treasures to look at one door card. If door card is preferred, can trade treasures for door card. Thief: Can take one treasure upon a successful runaway. Elf: Can add one to a run-away roll. Halfling: Can sell 700gp worth of treasures to draw a single treasure card, instead of the usual 1000gp. Dwarf: Can have 6 in hand instead of 5. ---------------------- ---------------------- Scoring System: Whether you win or lose, calculate your score as follows: Level + Equipped item bonusses + (0.5 * unequipped item bonusses) + (0.5 * bonusses from unexpended cards) + (0.25 * number of remaining cards not yet counted in this scoring process). Round all fractions above down to the nearest unit before adding them in to the calculation. Keep a record of your scores, try to beat yourself! |
05-16-2011, 04:37 PM | #328 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Munchkin Roguelike
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05-16-2011, 05:50 PM | #329 |
Join Date: Jan 2011
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Re: Member House Rules
Yes i did the same thing about 2 months ago. I really think its a phase that you go though when you fall in love with Munchkin.
First you play with it, you look at it and read everything Second you talk about it to everyone Third you start dreaming of new cards and new expansions Fourth you start to buy everything you can Fifth you decide Munchkin fantasy (or whichever you started with) isn't enough and you start experimenting with other drugs errrr... i mean other sets. Sixth you realize no one else wants to play nearly as much as you Seventh you decide "why inst their a Munchkin solitaire" Eighth you come here.
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If i respond to your questions do no mistake me for a moderator... I'm just trying to be friendly and helpful, again I am just a player not a moderator |
05-16-2011, 06:13 PM | #330 | |
Join Date: May 2011
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Re: Member House Rules
Quote:
But anway, hey, isn't my Solitaire Variant awesome? |
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