Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #450 (ISO) » Mon Nov 13, 2017 11:56 am

Post by Charles510 »

After the main player’s roll any other players in the combat must roll.
No more cards may be played after the main player’s roll unless they specify
that they are to be used after the die roll.
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Post Post #451 (ISO) » Mon Nov 13, 2017 11:57 am

Post by TwoInAMillion »

Wandering Monster says "play during any combat" and it is still during combat.
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Post Post #452 (ISO) » Mon Nov 13, 2017 11:59 am

Post by TwoInAMillion »

when the rulebook disagrees with a card or room, follow the card
or room.
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Post Post #453 (ISO) » Mon Nov 13, 2017 12:02 pm

Post by TwoInAMillion »

So my interpretation is that Wandering Monster may be played, and McMenno may not ask for help because he already rolled.
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Post Post #454 (ISO) » Mon Nov 13, 2017 12:12 pm

Post by Charles510 »

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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Post Post #455 (ISO) » Mon Nov 13, 2017 12:13 pm

Post by McMenno »

magic items can only be played when you've got nothing else going on anyway
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Post Post #456 (ISO) » Mon Nov 13, 2017 12:18 pm

Post by TwoInAMillion »

You don't have a choice on weather to use an equipped item. If the item is equipped, you are using it, regardless on if it is magic or not.

Also, running away is part of combat. So as per the rules, if a card says "play during any combat", then it can be played at any time during the combat phase, up until the monster is either defeated, or the munchkins have ran away.
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Post Post #457 (ISO) » Mon Nov 13, 2017 12:20 pm

Post by Charles510 »

A scroll or potion on your belt can be used one time. any time, in combat or not in combat.
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Post Post #458 (ISO) » Mon Nov 13, 2017 12:22 pm

Post by TwoInAMillion »

Correct, it will say on the card.
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Post Post #459 (ISO) » Mon Nov 13, 2017 12:49 pm

Post by Charles510 »

So, we are waiting for more interference? Pass
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Post Post #460 (ISO) » Mon Nov 13, 2017 4:06 pm

Post by Assemblerotws »

Pass.
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Post Post #461 (ISO) » Mon Nov 13, 2017 4:09 pm

Post by TwoInAMillion »

Waiting on Ani.
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Post Post #462 (ISO) » Mon Nov 13, 2017 11:02 pm

Post by McMenno »

Previously you told me I could play dxm cards at any time if I knew that wasn't the case I would've played some earlier
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Post Post #463 (ISO) » Tue Nov 14, 2017 4:17 am

Post by TwoInAMillion »

Races and classes can be played at any time. Other cards are as per card text.
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Post Post #464 (ISO) » Tue Nov 14, 2017 4:24 am

Post by TwoInAMillion »

Items – Playing Them
Any Item card may be played to the table as soon as you get it, or at
any time during your own turn except during combat.
Items – Using Them
Any one-shot (“usable once only”) card can be played during any combat,
whether you have it in your hand or in play.
Other Items cannot be used unless they are in play. If it’s your turn and
you are not in combat, you can play them and use them immediately. If you
are helping someone, or fighting out of turn for some reason, you cannot
put new Items into play.
Deus ex Munchkin Cards
You may play a DxM card at any time, unless the card says otherwise.
Most DxMs are used only once and discarded.
Some exceptions:
Classes and Races
These cards may be played to the table as soon as they are acquired, or
at any time thereafter, but you may only have one Class and one Race
unless you are a Half-Breed or Super Munchkin (below). You may discard
a Class or Race at any time.
Half-Breed and Super Munchkin
These cards let you have, respectively, two Races and two Classes.
You can play Half-Breed any time you have one Race in play. You are
now half that Race and half human. You have all the advantages of the
non-human Race, and none of the disadvantages. So, for instance, a halfElf
benefits from a green Elf icon, but ignores a red one!
You may add a second Race at the same time or later, as long as you
still have Half-Breed out. If you have two different Race cards in play,
you are now (for instance) half Elf and half Dwarf, with all the advantages
and disadvantages of both.
You lose Half-Breed assoon as you have no Race card in play, but you
may deliberately discard a Race and immediately substitute another from
your hand, becoming (for instance) half Elf instead of half Dwarf.
Super Munchkin works exactly the same way, for Classes. You can
be (for instance) a super-Warrior, with all of the advantages of a Warrior
and none of the disadvantages. Or you can be (for instance) both a Warrior
and a Wizard, with all the advantages and disadvantages of each class.
Monster Enhancers and Extra Monsters
Cards that give bonuses to monsters are “monster enhancers.”
Enhancers may be played at any time. Most enhancers raise the level of
monsters, but some (for instance, Baby) lower the level. Wandering
Monster and Mate bring another monster to join a battle.
All enhancers add together. If there are multiple monsters in the fight,
the player who plays the enhancer must choose which one it applies to.
18 Glossary
If a monster survives the combat, keep its enhancer cards with it. A
Humongous Fungus, for instance, remains Humongous until it is killed
or removed from play.
Timing
Cards always take effect in the order they are played.
“Any Time” If a card can be used at “any time,” this means:
During your turn, you can literally use it at any time. If you have Blink
Potion, for instance, you may use it before rolling the dice in a combat, and
escape unharmed even if the monster was sure to defeat you.
During someone else’s turn, you may say “Stop!” at any moment and
use the card, but you may notsay “Before you do that, I’m going to use this
card . . .” unless the card specifically says that it can reverse an action that
has already been announced. For instance, if someone picks up his
munchkin and movesit into your room, you may notsay that you are using
Summon Wall to stop his move. You would have to say “Stop!” before he
moved.
Curses
These are our very favorite “Any Time” cards. A Curse may be played
on ANY player at ANY time, unless the card says otherwise. Reducing
someone’s abilities while he’s in combat is a lot of fun.
A Curse affects its victim immediately and is discarded. Exceptions:
● By discarding a Wishing Ring, you can cancel any Curse before it
takes effect.
● A Cleric’s d10 power can avert a Curse.
● If a Curse gives a penalty “on your next fight” and you are in combat,
it countsimmediately. Otherwise, keep the card until your next fight as
a reminder.
● If a Curse changes a stat like Move, keep the card until you become
uncursed.
If a Curse can apply to more than one Item, the victim decides which
Item is lost or cursed unless the card states otherwise.
If a Curse applies to something you don’t have, ignore it. For instance,
if you are given ArmorTurnsto Pudding and you are not wearing
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Post Post #465 (ISO) » Tue Nov 14, 2017 7:24 am

Post by McMenno »

Play some 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.

Elf(race) - You get +1 to run away. you go up a level for every monster you help someone else kill.

roll extra die because cleric

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #466 (ISO) » Tue Nov 14, 2017 7:25 am

Post by McMenno »

it's 21 to 20 now, does anyone want to intervene
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Post Post #467 (ISO) » Tue Nov 14, 2017 7:32 am

Post by TwoInAMillion »

It was 20 to 13 Monsters +6 for you makes it 20 to 19 monsters correct?
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Post Post #468 (ISO) » Tue Nov 14, 2017 7:52 am

Post by McMenno »

I also got an additonal +2 from my horny helmet for being an elf now
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Post Post #469 (ISO) » Tue Nov 14, 2017 8:05 am

Post by TwoInAMillion »

Ah yes, any interference?
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Post Post #470 (ISO) » Tue Nov 14, 2017 10:51 am

Post by Assemblerotws »

No.
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Post Post #471 (ISO) » Tue Nov 14, 2017 11:30 am

Post by Charles510 »

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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Post Post #472 (ISO) » Tue Nov 14, 2017 11:49 am

Post by TwoInAMillion »

Any more interference? 30 to 21 for the monsters now.
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Post Post #473 (ISO) » Tue Nov 14, 2017 12:13 pm

Post by McMenno »

can someone give me at least... let's say +2?
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Post Post #474 (ISO) » Wed Nov 15, 2017 8:36 am

Post by animorpherv1 »

pass
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