Munchkin Apocalypse(Game Over! Jmj3000 wins!)

For completed/abandoned Mish Mash Games.
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Post Post #225 (ISO) » Tue Feb 17, 2015 10:07 am

Post by Yiley »

You didn't answer my pm though... whatever lol
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Post Post #226 (ISO) » Mon Feb 23, 2015 9:49 am

Post by MonkeyMan576 »

I appreciate Yiley is frustrated with the way is going for him and he obviously doesn't understand all of the rules, which normally I am more than willing to help with, but his slow pace of play is causing me to replace him. I will play as him until we can get a replacement.
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Post Post #227 (ISO) » Mon Feb 23, 2015 10:01 am

Post by MonkeyMan576 »

Rather than looking for trouble with the monster, we will loot the room.

Also we will play the following cards...

backpack:
Image

table:
Image

Table:
Image

backpack:
Image
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Post Post #228 (ISO) » Mon Feb 23, 2015 10:02 am

Post by MonkeyMan576 »

Now I have 4 cards, no charity phase, and it is jmj's turn.
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Post Post #229 (ISO) » Mon Feb 23, 2015 10:22 am

Post by MonkeyMan576 »

jmj opens a door:

Image

He may look for trouble or loot the room.
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Post Post #230 (ISO) » Mon Feb 23, 2015 10:22 pm

Post by jmj3000 »

Can I get a refresher of my hand please?
Looking for experienced designers to help me design
SONY MAFIA
, a sequel to my Nintendo Mafia game!

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Post Post #231 (ISO) » Mon Feb 23, 2015 11:26 pm

Post by jmj3000 »

Look for trouble against Image.

Also, i looked at the rules again, and beer shortage isn't in effect, as the most recent seal cancels out the rules of the seal beneath. Or at least, that's my understanding of the rule.
Looking for experienced designers to help me design
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Post Post #232 (ISO) » Mon Feb 23, 2015 11:35 pm

Post by MonkeyMan576 »

Yes, you are correct.

Munchkin Apocalypse introduces a new kind of card: Seals. The
various Seals have immediate effects that affect the player who
Opens the Seal (see below), and sometimes other players as well.
Most Seals also have Continuing Effects, which affect everyone!
Monsters get a combat bonus of +1 per open Seal, on top of any
other bonuses or penalties they may have.
Opening a Seal
When a card directs you to Open a
Seal, turn over the top card on the
Seal deck and overlap it on the
previous one (so you can see how
many Seals are open). The player
who was hit by the card is the
one who Opens the Seal for
rule purposes.
The rules on this
Seal card replace the previous
Seal’s effects.

If a munchkin dies, he opens a
Seal after his loyal comrades loot his
corpse. If a combat or other event triggers
multiple munchkin deaths, the current player opens one (and only
one) Seal after all deaths are resolved.
Closing a Seal
Far too rarely, a card will tell you to Close a Seal. A Seal also
closes whenever a munchkin goes up three or more levels on a
single turn.
Take the top Seal from the active pile and put it face down on the
bottom of the Seal deck. The Continuing Effect on the Seal below it
comes back into play.
The Seventh Seal
A game of Munchkin Apocalypse, like all Munchkin games, ends
normally when a player kills a monster to reach Level 10. But there
is another way . . .
If the seventh Seal is opened, the game ends instantly (i.e., there
is no chance to cancel whatever card made it happen). Do not
apply any of its effects – it’s too late. The munchkins drop
whatever they were doing and fight their way to the
Mothership (or whatever your personal Valhalla looks like)
through an excess of bad CGI and pale imitations of true
Wagnerian bombast.
When the seventh Seal is opened, the winner is the
munchkin who has the highest combat bonus from cards
in play – nothing else counts, not even Levels! (If combat
bonuses are tied, use Level as a tiebreaker. If Levels are tied
as well, walk hand in hand into the next life . . .)
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Post Post #233 (ISO) » Mon Feb 23, 2015 11:38 pm

Post by MonkeyMan576 »

You are at 11, the rodent is at 7(2+5 for seals). 12 hours to respond.
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Post Post #234 (ISO) » Mon Feb 23, 2015 11:39 pm

Post by MonkeyMan576 »

Oh, now that I read it, apparently a seal is supposed to be opened after someone dies, so the sixth seal will open after jmj's combat.
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Post Post #235 (ISO) » Tue Feb 24, 2015 9:13 am

Post by MonkeyMan576 »

jmj wins, goes up to level 4, and gets 2 treasures. A seal opens due to Yileys death.

6th Seal:
Congress in Session!
All Scientists lose a level.
Continuing Effect: All monsters have +3 for each Scientist or Super Scientist in the party.

There are no scientist, so there is no effect besides the +1 combat for monsters.

Diplomat opens a door:

Image

He can play the card if he wishes or put it in his hand.

He may look for trouble or loot the room.
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Post Post #236 (ISO) » Tue Feb 24, 2015 11:11 am

Post by MonkeyMan576 »

Diplomat hasn't posted in 5 days, if he doesn't post soon, we'll need to suspend play until we get 2 replacements.
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Post Post #237 (ISO) » Tue Feb 24, 2015 12:31 pm

Post by DiplomatDC »

Hey, I'm still here! I just didn't... need to post.
Play Scientist and loot
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Post Post #238 (ISO) » Tue Feb 24, 2015 1:00 pm

Post by MonkeyMan576 »

okay, just making sure:)
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Post Post #239 (ISO) » Tue Feb 24, 2015 2:50 pm

Post by MonkeyMan576 »

Diplomat has 5 cards so no charity phase, and has received his loot card.

Aronis opens a door:

Image

He may put it in his hand or play it in his backpack, then look for trouble or loot the room.
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Post Post #240 (ISO) » Tue Feb 24, 2015 6:21 pm

Post by Aronis »

Loot
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Post Post #241 (ISO) » Tue Feb 24, 2015 7:08 pm

Post by MonkeyMan576 »

Aronis receives his loot card. He has 5 cards so he has no charity phase.

Yiley/MM576 opens a door:

Image

He may look for trouble or loot the room.

He chooses to loot the room.

He has 7 cards, so he discards two cards for charity.

ImageImage

I'm going to give jmj 12 hours to play any of his treasure cards from his last turn before he begins his new turn.
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Post Post #242 (ISO) » Wed Feb 25, 2015 11:42 am

Post by jmj3000 »

Monkey, my hand isn't right. I'm going to go back over everything and double check it when I get to where I'm staying for this week and let you know what's wrong.
Looking for experienced designers to help me design
SONY MAFIA
, a sequel to my Nintendo Mafia game!

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Post Post #243 (ISO) » Thu Feb 26, 2015 10:00 am

Post by MonkeyMan576 »

Sorry to be abrasive but if you want to contest your hand we need to get to it.
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Post Post #244 (ISO) » Thu Feb 26, 2015 4:45 pm

Post by jmj3000 »

Sorry, been hectic these past few days. I know for a fact that I shouldn't have angry rodent, let me look everything over
Looking for experienced designers to help me design
SONY MAFIA
, a sequel to my Nintendo Mafia game!

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Post Post #245 (ISO) » Fri Mar 06, 2015 8:42 pm

Post by jmj3000 »

So, the place I was staying had no computer, so I wasnt able to check back. Angry rodent should be gone and I'm not playing any of my treasures from last Turn.
Looking for experienced designers to help me design
SONY MAFIA
, a sequel to my Nintendo Mafia game!

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Post Post #246 (ISO) » Sun Mar 08, 2015 10:18 am

Post by MonkeyMan576 »

jmj opens a door:

Image

The monster is +5 from seals and jmj is +5 if he fights alone from paranoid.

That makes it 17 for the banker and 11(with paranoid) or 6(without paranoid) for jmj. Fight or run?
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Post Post #247 (ISO) » Wed Mar 11, 2015 2:32 am

Post by DiplomatDC »

might assist, but if it is not enough then nvm
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Post Post #248 (ISO) » Wed Mar 11, 2015 5:20 pm

Post by MonkeyMan576 »

With diplomat it would be 17 to 13, plus you could use cards(if you have any).
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Post Post #249 (ISO) » Thu Mar 12, 2015 11:22 pm

Post by jmj3000 »

Run
Looking for experienced designers to help me design
SONY MAFIA
, a sequel to my Nintendo Mafia game!

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