Munchkin Quest(Charles vs. Rat, interference?)

For completed/abandoned Mish Mash Games.
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Post Post #339 (isolation #0) » Tue Nov 07, 2017 6:12 am

Post by Charles510 »

/in to play if you restart the game
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Post Post #343 (isolation #1) » Thu Nov 09, 2017 4:34 am

Post by Charles510 »

Maybe post in the Mish Mash Replacement Thread?
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Post Post #351 (isolation #2) » Fri Nov 10, 2017 6:58 am

Post by Charles510 »

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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Post Post #359 (isolation #3) » Fri Nov 10, 2017 8:45 am

Post by Charles510 »

Play card:
Unnessseary Roughness - Go Up A Level

Then explore North.
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Post Post #363 (isolation #4) » Fri Nov 10, 2017 9:16 am

Post by Charles510 »

I will try to fight alone
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Post Post #374 (isolation #5) » Fri Nov 10, 2017 12:57 pm

Post by Charles510 »

So am I still in the room with the squirrel?
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Post Post #376 (isolation #6) » Fri Nov 10, 2017 1:06 pm

Post by Charles510 »

Can I try to fight him again? Who would like to help me?
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Post Post #378 (isolation #7) » Fri Nov 10, 2017 1:22 pm

Post by Charles510 »

Well, I cannot lose another level, so attempt to fight the squirrel again by myself!
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Post Post #384 (isolation #8) » Fri Nov 10, 2017 1:50 pm

Post by Charles510 »

The squirrel only has one treasure, so I don’t want to give it away. If I give you the wizard class would you like to help me?
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Post Post #386 (isolation #9) » Fri Nov 10, 2017 1:55 pm

Post by Charles510 »

Ok then, move back to the gym and fight the squirrel again!
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Post Post #399 (isolation #10) » Sat Nov 11, 2017 3:26 pm

Post by Charles510 »

i do not intervene. i move back to the entrance and end my turn
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Post Post #401 (isolation #11) » Sat Nov 11, 2017 4:28 pm

Post by Charles510 »

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.
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Post Post #403 (isolation #12) » Sat Nov 11, 2017 4:34 pm

Post by Charles510 »

It was ok for my turn. I used 3 moves to move into the gym 3 times and fight the squirrel 3 times and ended up back in the entrance.
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Post Post #409 (isolation #13) » Sun Nov 12, 2017 9:00 am

Post by Charles510 »

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 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?
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Post Post #411 (isolation #14) » Sun Nov 12, 2017 1:44 pm

Post by Charles510 »

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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Post Post #412 (isolation #15) » Sun Nov 12, 2017 1:53 pm

Post by Charles510 »

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.
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Post Post #425 (isolation #16) » Sun Nov 12, 2017 3:33 pm

Post by Charles510 »

How does Assemble roll two dice?
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Post Post #427 (isolation #17) » Sun Nov 12, 2017 3:45 pm

Post by Charles510 »

ok, no interference
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Post Post #436 (isolation #18) » Mon Nov 13, 2017 11:13 am

Post by Charles510 »

I play the wandering monster card.

Wandering Monster - Play during any combat. Draw the top card from the Monster
deck and add it to the combat. OR - move one monster from an adjacent room
into the combat, as long as it can legally pass through that link.
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Post Post #443 (isolation #19) » Mon Nov 13, 2017 11:38 am

Post by Charles510 »

How does interference and helping work after the dice have been rolled? Can you ask for help after the dice have been rolled? Can you interfere after the dice have been rolled?
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Post Post #444 (isolation #20) » Mon Nov 13, 2017 11:46 am

Post by Charles510 »

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.
It looks like help and interference should be happening before the roll, not after.
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Post Post #450 (isolation #21) » 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 #454 (isolation #22) » 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 #457 (isolation #23) » 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 #459 (isolation #24) » Mon Nov 13, 2017 12:49 pm

Post by Charles510 »

So, we are waiting for more interference? Pass
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Post Post #471 (isolation #25) » 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 #475 (isolation #26) » Wed Nov 15, 2017 8:50 am

Post by Charles510 »

pass
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Post Post #493 (isolation #27) » Wed Nov 15, 2017 11:42 am

Post by Charles510 »

pass
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Post Post #505 (isolation #28) » Thu Nov 16, 2017 4:28 pm

Post by Charles510 »

pass
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Post Post #512 (isolation #29) » Sat Nov 18, 2017 12:32 am

Post by Charles510 »

pass
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Post Post #529 (isolation #30) » Mon Nov 20, 2017 9:34 am

Post by Charles510 »

Sure, I’ll help for first pick of treasure
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Post Post #535 (isolation #31) » Mon Nov 20, 2017 12:11 pm

Post by Charles510 »

Is there any armor, headgear, or footwear in the discards?
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Post Post #537 (isolation #32) » Mon Nov 20, 2017 12:44 pm

Post by Charles510 »

I got nothing to help. Pass
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Post Post #545 (isolation #33) » Tue Nov 21, 2017 6:17 pm

Post by Charles510 »

pass
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Post Post #578 (isolation #34) » Fri Nov 24, 2017 5:55 am

Post by Charles510 »

pass
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Post Post #593 (isolation #35) » Sun Nov 26, 2017 8:49 am

Post by Charles510 »

May I please have updated players stats and map?
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Post Post #595 (isolation #36) » Sun Nov 26, 2017 9:21 am

Post by Charles510 »

Thank you
In post 592, TwoInAMillion wrote:Monster move is blue.
Do I get another card for this?
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Post Post #597 (isolation #37) » Sun Nov 26, 2017 9:45 am

Post by Charles510 »

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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Post Post #599 (isolation #38) » Sun Nov 26, 2017 9:54 am

Post by Charles510 »

animorpherv1, would you like to help me fight the Shadow Nose again? I'll give you first pick of treasure.
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Post Post #603 (isolation #39) » Sun Nov 26, 2017 11:25 am

Post by Charles510 »

The shadow nose is undead? Do I get another die for being a cleric?
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Post Post #610 (isolation #40) » Sun Nov 26, 2017 2:01 pm

Post by Charles510 »

I've got nothing more to help. Do you have anything ani?
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Post Post #612 (isolation #41) » Sun Nov 26, 2017 2:18 pm

Post by Charles510 »

Assemble? Please help us if you can!
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Post Post #617 (isolation #42) » Mon Nov 27, 2017 4:41 am

Post by Charles510 »

No monsters in armory and it has not been looted out, correct?

If so, move there and search with my halfling search bonus.
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Post Post #619 (isolation #43) » Mon Nov 27, 2017 5:20 am

Post by Charles510 »

Yes please, search the Seemingly Empty Room.
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Post Post #622 (isolation #44) » Mon Nov 27, 2017 5:33 am

Post by Charles510 »

Fight alone
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Post Post #632 (isolation #45) » Tue Nov 28, 2017 7:12 am

Post by Charles510 »

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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Post Post #634 (isolation #46) » Tue Nov 28, 2017 7:22 am

Post by Charles510 »

Did I have to move to fight the nose? I started in the entrance where did the nose start?
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Post Post #638 (isolation #47) » Tue Nov 28, 2017 7:33 am

Post by Charles510 »

OK, that makes sense. What was deal in the armory? Can I buy any armor?
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Post Post #641 (isolation #48) » Tue Nov 28, 2017 7:47 am

Post by Charles510 »

What about the Amulet of Dexterity? Can I sell that to buy the armor?
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Post Post #642 (isolation #49) » Tue Nov 28, 2017 7:50 am

Post by Charles510 »

Nevermind, that's not armor, headgear, or footgear.
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Post Post #657 (isolation #50) » Tue Nov 28, 2017 2:59 pm

Post by Charles510 »

Humongous - +10 to level of monster. Play on any monster. Keep this card with the monster until it is defeated. The monster is now considered Huge. If it was already Huge, it gets to roll an extra die. If the monster is defeated, draw two extra treasures.
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Post Post #662 (isolation #51) » Wed Nov 29, 2017 6:19 am

Post by Charles510 »

Wandering Monster - Play during any combat. Draw the top card from the Monster deck and add it to the combat. OR - move one monster from an adjacent room into the combat, as long as it can legally pass through that link.
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Post Post #668 (isolation #52) » Wed Nov 29, 2017 1:51 pm

Post by Charles510 »

What color is King Tut?
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Post Post #671 (isolation #53) » Wed Nov 29, 2017 1:54 pm

Post by Charles510 »

No more interference from me.
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Post Post #678 (isolation #54) » Thu Nov 30, 2017 4:38 pm

Post by Charles510 »

Nope
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Post Post #684 (isolation #55) » Fri Dec 01, 2017 2:48 pm

Post by Charles510 »

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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Post Post #687 (isolation #56) » Fri Dec 01, 2017 4:20 pm

Post by Charles510 »

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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Post Post #698 (isolation #57) » Sun Dec 03, 2017 10:53 am

Post by Charles510 »

No
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Post Post #741 (isolation #58) » Thu Dec 07, 2017 6:04 am

Post by Charles510 »

Pass
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Post Post #757 (isolation #59) » Fri Dec 08, 2017 5:45 pm

Post by Charles510 »

Pass
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Post Post #766 (isolation #60) » Sat Dec 09, 2017 12:23 pm

Post by Charles510 »

Pass
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Post Post #772 (isolation #61) » Sat Dec 09, 2017 2:28 pm

Post by Charles510 »

Search
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Post Post #775 (isolation #62) » Sat Dec 09, 2017 2:32 pm

Post by Charles510 »

Search again
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Post Post #778 (isolation #63) » Sat Dec 09, 2017 2:39 pm

Post by Charles510 »

Buy the Minthril Armor and wear it.
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Post Post #779 (isolation #64) » Sat Dec 09, 2017 2:39 pm

Post by Charles510 »

Explore West
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Post Post #786 (isolation #65) » Sun Dec 10, 2017 12:42 pm

Post by Charles510 »

Level!
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Post Post #791 (isolation #66) » Mon Dec 11, 2017 8:07 am

Post by Charles510 »

Do I get a treasure for beating the goldfish?
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Post Post #809 (isolation #67) » Mon Dec 11, 2017 1:44 pm

Post by Charles510 »

pass
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Post Post #827 (isolation #68) » Tue Dec 12, 2017 10:09 am

Post by Charles510 »

Play:
Unnecessary Roughness - Go Up A Level

And then search
Original Roll String: 1d6+1
1 6-Sided Dice: (3)+1 = 4
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Post Post #828 (isolation #69) » Tue Dec 12, 2017 10:11 am

Post by Charles510 »

Draw a monster.
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Post Post #830 (isolation #70) » Tue Dec 12, 2017 10:47 am

Post by Charles510 »

Put fungus in the gym. Draw another monster.
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Post Post #838 (isolation #71) » Tue Dec 12, 2017 1:08 pm

Post by Charles510 »

explore south
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Post Post #842 (isolation #72) » Tue Dec 12, 2017 3:15 pm

Post by Charles510 »

Fight! It's undead so I get two dice!
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Post Post #848 (isolation #73) » Wed Dec 13, 2017 9:56 am

Post by Charles510 »

Search
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Post Post #851 (isolation #74) » Wed Dec 13, 2017 10:35 am

Post by Charles510 »

Sell to go up a level:

Cross Bow - +5 Bonus - Monstrous Bow - 2 Hands. 500
Gold Pieces.

Bow With Ribbons - +4 Bonus. Usable by Elf Only. Lets you
roll one extra die against bugs. Bow. 2 Hands. 500 Gold
Pieces.
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Post Post #861 (isolation #75) » Thu Dec 14, 2017 8:49 am

Post by Charles510 »

Wandering Monster - Play during any combat. Draw the top card from the Monster
deck and add it to the combat. OR - move one monster from an adjacent room
into the combat, as long as it can legally pass through that link.
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Post Post #865 (isolation #76) » Thu Dec 14, 2017 12:09 pm

Post by Charles510 »

pass
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Post Post #873 (isolation #77) » Thu Dec 14, 2017 4:45 pm

Post by Charles510 »

On the floating nose:

Armored - +5 to level of monster(+10 against warriors). Play on
any monster. Keep this card on the monster until defeated.
If the monster is defeated, draw one extra treasure.
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Post Post #878 (isolation #78) » Fri Dec 15, 2017 8:56 am

Post by Charles510 »

I know, stupid mistake.
Pass
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Post Post #890 (isolation #79) » Sat Dec 16, 2017 3:46 pm

Post by Charles510 »

No
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Post Post #897 (isolation #80) » Sun Dec 17, 2017 8:45 pm

Post by Charles510 »

pass
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Post Post #922 (isolation #81) » Wed Dec 27, 2017 3:48 pm

Post by Charles510 »

No interference
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Post Post #934 (isolation #82) » Thu Jan 04, 2018 8:17 am

Post by Charles510 »

Ok, Search

Original Roll String: 1d6+1
1 6-Sided Dice: (6)+1 = 7
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Post Post #935 (isolation #83) » Thu Jan 04, 2018 8:21 am

Post by Charles510 »

Use the Geeky Glasses to move East and explore.
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Post Post #940 (isolation #84) » Fri Jan 05, 2018 7:28 am

Post by Charles510 »

On the Maul Rat:

Armored - +5 to level of monster(+10 against warriors). Play on
any monster. Keep this card on the monster until defeated.
If the monster is defeated, draw one extra treasure.
Locked

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