Munchkin Quest(Titus' turn)
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Munchkin Quest(Titus' turn)
Rooms In Play:
Monsters In Play:
Last edited by MonkeyMan576 on Sat Jul 11, 2015 7:56 am, edited 165 times in total.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Full Rulebook:
http://www.worldofmunchkin.com/munchkin ... _rules.pdf
1. Each player begins Level 1 with no class or race, and 300 gold pieces. You may play race or class cards if you have them at any time, or weapons/armor etc during your turn(but not during combat). There will be a 24 hour period to play cards before play begins.
2. Each player begins in the "entrance". A room where monsters are not allowed to go. Each player starts with 3 movement and 3 health.
3. You may use your movement in the following ways:
3a: Move - You may move to another room. Each time you enter a new room a room is randomly drawn. Each room has four exits, north, east, south and west. The exit will randomly be either an open hallway(1 move), hidden door(3 move), locked door(3 move) or wall(impassible). Once you have used your move you cannot move any more this turn. Some cards increase your move and/or health.
3b: Search - You may search a room for gold and/or treasures.
4. Cards - Each player begins play with 4 Duex Ex Munchkin(DxM) and 4 Treasure Cards. You get one DxM card at the start of your turn, and one DxM card whenever you explore an unexplored room. You get treasure cards by defeating monsters, or by playing certain cards or trading with other players. You may play cards in your backpack if they are unusable or you don't have space in your hand, or just because. You may have 2 "hand items"(or one item that takes two hands) in play, one headgear, one armor, and one footgear. Some items, like jewelry, are none of those and you may play an unlimited number of them. You may trade items, or give items, to other players if you are in the same room with them, or you may "drop" items in a room for other players to find/pick up. If you choose, you may "sell" 1000 gold worth of items to go up one level. You are given the remainder gold in coins.(i.e. if you sell 1200 in items you get 200 back).
5. Rooms - A new room is drawn whenever you move into an enterence that hasn't been "discovered". The room is drawn randomly and played face up in the proper space on the map. Any time you are in a room you may use the game text on the room for a "deal" after combat. The colored arrows on each side of the room are for monster movement purposes(see below).
6. Monsters - A monster card is drawn whenver you explore a new room. When a monster card is drawn initially you must fight the monster. Each monster has a base color, which is determined by rolling the monster color dice upon drawing the monster card. Certain cards give bonuses against certain monster colors. If a monster does not die in the initial combat, they stay on the board, and move at the end of each players turn. The active player rolls the monster color die for movement. All monsters move according to the color rolled and any modifiers on their card. They will move as long as the monster color die matches the exit color on the room.
6a: Fast - The monster moves one additional room in same direction(if it can).
6b: Slow - The monster only moves one room.
6c: Lurking - Monster doesn't move.
6d: Contrary - Monsters first move is in opposite direction of arrow.
6e: Special - Monster has special movement instructions printed on the card.
Combat: Combat is similar to normal munchkin games. You must always fight a newly drawn monster unless the card says otherwise(i.e. "ignores player below level X"). You may ask one player in the same or adjacent room to help, it is up to the player to accept or decline. The munchkins and monster roll dice equal to the number of dice on the card(Munchkins always roll one per munchkin, monsters usually roll one dice but sometimes roll two). Rooms have combat modifiers that help or hurt certain races or classes. A green icon for your race/class means you get an extra die in that room, a red icon for your race/class means you roll one less die. Munchkin combat levels +plus dice is compared to monster level + dice, the higher total wins with monsters winning ties. If you lose you may try to run away(need a 5 or 6 normally, modifiers may apply). If you fail to run away you lose a health point, and occur the bad stuff on the monster card(this may include losing additional health points). If you lose all your health points you die(See "death" below). If you are receiving help in combat you and your helper must decide who gets what treasure and in what order you pick. Normally you get at least 1 level and 1 treasure for winning a fight, helpers do not get levels unless they are Elves.
7. Death: If you die(lose all your health(the following happens):
7a: Lose a level.
7b: Discard your hand.
7c: Drop all your items and gold in the room where you are.
7d: DxM cards in play remain yours.
7e: curses on you remain in effect.
7f: You reappear at the entrance with 4 new DxM and 4 new Treasure cards, and 300 gold in hand at the beginning of your next turn.
Searching: When you search a room, you roll 1d6+modifiers and are rewarded with the amount listed in the search table in the rulebook. If the search table says "ransacked" a ransacked counter is placed in that room and future searches are -1 modified. If a ransacked room is ransacked again, or a search result says "looted out", then the room is looted out and can no longer be searched.
End of Game: When a player reaches level 10, and they feel they are ready to fight the "boss monster", they proceed to the enterance. Once they reach the enterance, a monster is drawn, this is the "boss monster" and it is automatically Level 20. Once the "boss monster" is defeated, the game ends with the player at level 10 victorious. If a player has help with another level 10 player to defeat the boss monster, both players win.Last edited by MonkeyMan576 on Thu Mar 19, 2015 11:34 am, edited 2 times in total.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Dropped Items:
In Sticky Room:
In Seemingly Empty Room:
500 Gold
McMenno:
Level: 9 Combat Level: 17 Race: Dwarf Class None Gender: Male Movement: 0 Health: 4/4 Gold: 900 Powers: 3 Hands
Cards In Play:
MathBlade
Level: 7 Combat Level: 13 Race: Dwarf Class Warrior Gender: Male Movement: 0 Health: 4(of 5) Gold: 700 Powers: None
Cards In Play:
Titus:
Level: 6 Combat Level: 17 Race: None Class None Gender: Female Movement: 0 Health: 3(of 4) Gold: 100 Powers: None
Cards In Play:
Zebulin:
Level: 6 Combat Level: 24 Race: None Class Wizard/Warrior Gender: Male Movement: 3 Health: 5 Gold: 300 Powers: Flame and Protection from Flame
Cards In Play:
In Backpack:
Last edited by MonkeyMan576 on Thu Jun 25, 2015 10:47 am, edited 60 times in total.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
In previous Mafiascum Munchkin games there was a 24 hour window to begin a turn(or play continued to next player) and a 12 hour window to respond to card plays with other card plays, offers to help, etc. In this game there will be no time windows, all players must play a card or pass after each play or move where there is a card play/move possible. This will require more attention to the thread but encourage participation and a more fluid game.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Okay, normal play begins!(sorry jmj3000).
This is the turn phases:
1. DxM Draw
2. Movement(any order)
2a. Explore
2b. Combat
2c. Deal
2d. Search
3. Charity
It is McMenno's turn. He gets a DxM card to start his turn. It is now the movement phase. He has 3 move.
When making an official move, please bold it. ExampleMove NorthMove SouthAttack Bullrogetc.
Also, rather than all 3 players needing to pass or play to go to the next part of the turn, I am ammending it to 2 out of 3 players needing to play or pass.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
McMenno goes north. He gets a DxM card for exploring a room.
Exits
West
Original Roll String: 1d1751 175-Sided Dice: (35) = 35
North
Original Roll String: 1d1751 175-Sided Dice: (175) = 175
East
Original Roll String: 1d1751 175-Sided Dice: (73) = 73
A monster appears!
Do you want to fight the monster or try to run away? If you fight the monster you may ask any player adjacent to you(which is every player at the moment) for help.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Player Colors
1=Red 2=Blue 3=Yellow 4=Green
McMenno
Original Roll String: 1d41 4-Sided Dice: (4) = 4
jmj3000
Original Roll String: 1d41 4-Sided Dice: (4) = 4
Titus
Original Roll String: 1d41 4-Sided Dice: (4) = 4
Zebulin
Original Roll String: 1d41 4-Sided Dice: (3) = 3
Poison Ivy
Original Roll String: 1d61 6-Sided Dice: (5) = 5-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Okay, McMenno plays "hall pass" to avoid combat. The monster stays on the board. 2 players besides McMenno need to play a card or say "pass" in the thread for play to continue. McMenno has 2 move left. Rooms and Monsters in play are being posted in the opening post of this thread for your viewing pleasure.Last edited by MonkeyMan576 on Sun Mar 22, 2015 9:04 am, edited 1 time in total.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
Rules wrote:Searching
By spending 1 Move, you may roll on the Search Table (see p. 20),
looking for whatever goodies are not nailed down. This also lets you pick
up any dropped items in the room (see Picking Up Items, p. 16).You cannotRoll your six-sided dice to Search
Search in a room with a monster.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
McMenno spends 1 move to move East.
Exits
North
Original Roll String: 1d1751 175-Sided Dice: (53) = 53
East
Original Roll String: 1d1751 175-Sided Dice: (72) = 72
South
Original Roll String: 1d1751 175-Sided Dice: (37) = 37
McMenno does not have flight, so he takes one hit, reducing his health to 3, as per the Stinking Pit text.
McMenno receives a DxM card for exploring a room.
A monster appears!
Do you want to fight the Zombees or try to run away? You cannot ask for help as there are no adjacent players.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
McMenno is at combat level 5, the zombees are at combat level 2, each side has one combat dice.
McMenno
Original Roll String: 1d6+51 6-Sided Dice: (4)+5 = 9
Zombees
Original Roll String: 1d6+21 6-Sided Dice: (4)+2 = 6
You need 1000 gold worth of items to sell to go up a level, so you can't sell yet(unless you have more items to sell).-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
In post 60, Titus wrote:Pass
Now's not the time to be a dick.
Considering no one took me off and made a better offer... I accept the offer to trade the gentleman's club for the ugly stick. I then equip said ugly stick.
I need confirmation from the other side for the trade to go through. Also you need to wait until after combat.
rules wrote: Trading: When not in combat, you may trade in-play Items and
gold (but not DxM cards) with other players. See Trading Items with
Other Players, p. 16.Last edited by MonkeyMan576 on Mon Mar 23, 2015 6:19 am, edited 1 time in total.-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO
McMenno moves out of turn to the Seemingly Empty Room to help Titus and they are fighting the Flytrap. It is 17 to 10 for the Munchkin's. Play cards or pass? If 2 players pass it is an "automatic win" since the battle dice role has no chance of influencing the outcome(more than 6 combat level on one combat die).-
-
MonkeyMan576 Jack of All Trades
- Jack of All Trades
- Jack of All Trades
- Posts: 7900
- Joined: November 7, 2008
- Location: Colorado Springs, CO