Munchkin Quest(Charles vs. Rat, interference?)
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Color:Blue
Play cards:
Cleric(class) Roll one extra die when fighting undead. Discard a card at any time,
even during combat, to restore one hit to any player. d10 power: Remove one
Curse from any munchkin, or cancel one curse as it occurs. You may make one
attempt on each munchkins turn.
Ugly Stick - +2 Bonus. Holy Club. One Hand. No Value.
Geeky Glasses - You pay only one move to pass through hidden doors. On your
turn, you may move the Shrieking Geek one room before you move. It will
always ignore you if not attacked. Magic Thingie. 400 Gold Pieces.
Amulet of Dexterity - Gives you one extra Hand. Magic Shiny. -1 Hand. 800
Gold Pieces.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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- Joined: March 11, 2017
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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Charles510 heGoonhe
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Charles510 heGoonhe
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Have we been playing correctly according to the run away rules? Here's a quote from the rulebook:
It seems to me that even if you fail the run away roll you still end up in the next room instead of staying in the room with the monster.Rolling to Run Away
Running Away does not cost any Move. All you have to do is roll
one six-sided die, and be lucky.
If you roll a 5 or above, you dodge the Bad Stuff.
If you fail your roll, you were too slow. The monster does Bad
Stuff to you as described on its card. If NONE of the Bad Stuff can
apply to you, take another hit! For instance, if the only Bad Stuff is
“Lose your Headgear,” and you have no Headgear, take a hit.
Either way, if you survive, you go through the chosen link and intoIf the Bad Stuff takes your last hit, you die in the room
the next room.
with the monster (see p. 8).-
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Charles510 heGoonhe
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Charles510 heGoonhe
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So that +4 bonus would only be added once even if both characters are male, right?Helpers in Combat
When someone helps you, add his Level, dice, and combat bonus- es to yours. Your helper rolls his own dice and may use his own cards and abilities to modify them.
Your helper has all his normal abilities. For instance, if a Cleric helps you against Undead, he’ll roll an extra die. If the room is good for your helper, he rolls an extra die – and if it’s bad for him, he rolls one fewer die.
The special bonuses and penalties on a Monster card also apply to your helper. So if you are facing the Plutonium Dragon and a Halfling helps you, the dragon gets a +3 bonus (unless you, too, are a Halfling, because themonster’s bonuses only count once even if they apply to both characters). Likewise, if two Elves fight a monster that has a penalty against Elves, it only gets that penalty once.-
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Charles510 heGoonhe
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If I were to help, it would be:
Amazon : Level 9 + 4 for male = 1d6+13
McMenno: 1d6 + 8
Charles: 1d6 + 3.
Room bonus: only works for warrior class, right?
so 1d6+13 vs 2d6+11
Is my math right?
Pretty risky, I'd do it for three treasures, but you would have much better luck if Assemblerotws helped you because he is a warrior.-
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Charles510 heGoonhe
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Did we roll the color for monster movement? Someone is supposed to get another DxM card.After each player’s turn is a Monster Turn.
The player who just finished histurn rollsthe Monster Die. The color
rolled is the Monster Movement Color for the turn. The die must always
be rolled, even if there are no monsters to move, because of the . . .
DxM Draw
If the Monster Movement Color matches a player’s color, that
player immediately draws a DxM card.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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- Joined: March 11, 2017
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Charles510 heGoonhe
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Charles510 heGoonhe
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It looks like help and interference should be happening before the roll, not after.If the combat is happening on your turn, you are the “main player.”
You are the one who initiates the die rolling, either because you are satisfied
with the odds or because you know you can’t improve them. Before
you roll, you must say “I’m rolling,” and wait a reasonable time, defined
as about 2.6 seconds, for anyone else to speak up. Someone may play a
Curse card on you, or use a special power (see Help and Interference, p.
10), just as you are about to roll, and you will realize that you can’t win.
If you cannot kill the monster, you can still ask for help (see p. 10), or play
more cards, before you roll.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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The way the rules read I think the combat is over after the dice are rolled and you either win or lose. The time to ask for any interference is right before the dice are rolled, not after. So the wandering monster could not have been played. Also I would have killed that squirrel.
I think the game would work better if all interference and help occured before the dice are rolled.
Like for example if I dont know if I can kill a monster I could roll the dice and then if I lose I could use a magic item to give me the bonus i need to win. I think it plays better if you have to decide whether or not to use the item before you roll.
You are the moderator, so you get the final decision.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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Play the Scroll of Evil Energy on the overbear.
Scroll of Evil Energy - Use this scroll on any monster at any time. That monster
gets +10 for the current combat, or its next combat if it's not in combat right now...
but it is worth an extra level if killed in that combat. Usable once only. Magic
Scroll. 400 Gold Pieces.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Play:
Halfling(race) - WHen you sell Items to go up a level,
you may sell one item each turn for double price(other items are
at normal price) You get +1 to any Search roll.
Discard for two points healing:
These Aren't The Munchkins You're Looking For - Play at any time except during
combat. You may change the base color of any monster to any other players
color.
Wizard(class) - You pass through locked and hidden doors as though they were
regular doors. You may discard up to three cards before rolling to run
away. Each one gives you a +1 to your roll. d10 power: Double the combat
for a single Magic item that you use. You may make one attempt per combat.-
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Charles510 heGoonhe
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Charles510 heGoonhe
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- Posts: 274
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Charles510 heGoonhe
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Play:
Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.
Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.
Cheat to use the Unreasonably Large Sword
Have I already used three moves? Moved into armory, moved into empty room, and searched empty room.-
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Charles510 heGoonhe
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
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Charles510 heGoonhe
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You left out these cards for me:
In post 632, Charles510 wrote:Unreasonably Large Sword - +3 Bonus. Not usable by Halfling. Big Sword.
1 Hand. 500 Gold Pieces.
Cheat - This card fufills all requirements(hands, race, class, sex,
location, possesion of other items, etc), on any one item, letting
you use that item, or get its full bonus, when you should not be
entitled to. You may also ignore all penalties for carrying that
item. You get all its advantages and none of its disadvantages.
Put this card with that item. Discard it when you lose that item.-
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Charles510 heGoonhe
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Also this card. I have a +1 for search.
In post 597, Charles510 wrote:Halfling(race) - WHen you sell Items to go up a level,
you may sell one item each turn for double price(other items are
at normal price) You get +1 to any Search roll.-
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Charles510 heGoon
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
- Pronoun: he
- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Posts: 274
- Joined: March 11, 2017
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- Location: San Francisco Bay Area
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Charles510 heGoonhe
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- Joined: March 11, 2017
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