Charles hand has 5 cards and he does not need to give to charity. The psycho squirrel cannot move because it can not move into the entrance as per the entrance's text. McMenno's turn, he gets a DxM for starting his turn.
Gender: Male Race: None Class Cleric Special Powers: None Location: Entrance
Cards in Hand: DXM: 4 Treasure: 1
Cards in play:
Spoiler:
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.
[/area]
Gender: Male Race: None Class None Special Powers: None Location: Entrance
Cards in Hand: DXM: 5 Treasure: 2
Cards in play:
Spoiler:
Monster Call - At the end of any monster move, you may spend 100 gold pieces to
make one monster move one room towards you. If more than one room will get it
closer, you may pick which one it moves too. Big Thingie. 600 Gold Pieces.
Sapphire Bane Ring - You roll an extra die against each Blue monster, or an extra
two die against each blue monster that is Fearsome. Magic Shiny. 300 gold pieces.
Rooms:
Entrance - No monster may end its move here. No Search.
Gym - Deal: You may buy levels here for only 800 gold each, or 600 for halflings.
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
Monsters:
Psycho Squirrel(green) - Level 3. Ignores females and wearers of the Spiked Codpiece.
If killed by only one point, the Psycho Squirrel immediately reappears,
chittering madly, in an adjacent room chosen by the person to the left of his slayer
If no rooms are adjacent, he dies. Bad Stuff: Lose a level. Speak in a high,
squeaky voice until your next turn. Combat Bonus: 1d6. Tiny Fast Vermin.
1 Level. 1 Treasure.
Amazon(yellow) - Level 9 - Ignores females, and will even let them search or make
Deals while she is in the room. +4 against males. Bad Stuff - Males -
Your butt has been kicked by a woman. Your macho munchkin pride is lost.
Lose your class. If you have no Class, lose two levels. Females - You
have betrayed the sisterhood! Take two hits. Combat bonus: 1d6. 1 Level.
3 Treasures.
Turn Order:
1. Charles
2. McMenno
3. Animorpherv1
4. Assemble
Last edited by TwoInAMillion on Mon Nov 13, 2017 11:13 am, edited 8 times in total.
Have we been playing correctly according to the run away rules? Here's a quote from the rulebook:
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 into
the next room.
If the Bad Stuff takes your last hit, you die in the room
with the monster (see p. 8).
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.
You explore a room:
War Room - Bonus: warriors Each Weapon used in this room gives an extra +2.
Deal: Discard a single weapon. Choose a single Weapon from the Discards.
A monster appears!
Amazon - Level 9 - Ignores females, and will even let them search or make
Deals while she is in the room. +4 against males. Bad Stuff - Males -
Your butt has been kicked by a woman. Your macho munchkin pride is lost.
Lose your class. If you have no Class, lose two levels. Females - You
have betrayed the sisterhood! Take two hits. Combat bonus: 1d6. 1 Level.
3 Treasures.
Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Combat begins. Do you want to fight by yourself or ask for help?
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 the
monster’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.
So that +4 bonus would only be added once even if both characters are male, right?
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.
Did we roll the color for monster movement? Someone is supposed to get another DxM card.
Check my wiki for my meta.
"Yeah, when I see an intelligent paragraph, I'll know it's Assemble" -Jay
"I thought Assembler was quite good. I was surprised he was the NK because he's often in the lynch pool, but tunnelling scum will do that to your life expectancy!" -ffery
"assemble GOAT mod" -Mulch
"Anyone who plays with assemble knows silence is NAI" -Maki