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Preview: Munchkin | BoardGameGeek

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Reply: Munchkin:: General:: Re: How to add Munchkin extensions?

Wed, 14 Feb 2018 09:35:32 +0000

by agiorgitis

It's always best to add them one by one, according to what you want to play with. It's not a good idea to add all of them together.
I'd say the best is with 1 or 2 expansions.

Try that gameplay improvement too, as suggested above.



Reply: Munchkin:: General:: Re: How to add Munchkin extensions?

Wed, 14 Feb 2018 07:46:11 +0000

by seaxdave

I'm still playing with the base game but I think it´s just about merging everything together.

Anyway, take a look at this variant proposal that came out recently:
Gameplay improvements - selective loot



Thread: Munchkin:: General:: How to add Munchkin extensions?

Wed, 14 Feb 2018 03:41:59 +0000

by armrulk

Hi! I have played Munchkin for several years now, and I have bought a few of the extensions (by extension, I mean Muchkin 2, 3 and so on. No Super Munchkin, Zombie munchkin or anything)and have always simply added them to all the other cards I had.

Now, a friend of mine only has the base game, and since I didn't have my game with me we played hers. I noticed that with the base game, we may have many more powerplays than with my big, diluted deck.

My question is: Is there a "best" way to merge the extensions, or are we meant to simply add all the cards to each other as I did?

Thanks!



Reply: Munchkin:: Variants:: Re: Gameplay improvements - selective loot

Wed, 07 Feb 2018 06:24:43 +0000

by seaxdave

I do really like the idea!

Strategy is the first thing that came to my mind while reading your post.

For GUAL cards and any other uncategorized card I would evenly mixed them among the piles to keep the random effect on them.

I´m gonna keep thinking about that rules... I'm usually playing with a very small group and I have the feeling that it can really improve the gameplay.



Thread: Munchkin:: Variants:: Gameplay improvements - selective loot

Tue, 06 Feb 2018 23:34:21 +0000

by drummerjedi

So first off, I love this game. I completely understand its issues, and while I like most everything about Munchkin, I don't always like playing Munchkin.

Many people have hated on it, and a lot of those points are valid. The one that is the most glaring to me is the randomness. Of course every board game is random to an extent. However, sometimes it borders on being cruel, or worse, uninteresting.

For instance, in a recent game, my first four turns I drew curses, and by the time I finally drew to fight my first monster (and failed) the game was over. Now that's a bit of an extreme case, but still. The only way I would have come back would have been for the other players to suffer as much as I had. The case of "Fun for no one" vs.
"Much less fun for me"? This got me thinking. What if the randomness was more selective? Here's my idea:

1.) Treasure cards are separated into piles of different types (head, foot, armor, big hand, 1-hand, one-shots, etc.)
2.) Classes and races separate as well.
3.) Monsters and usable doors (i.e. wandering monster, cheat cards, curses) stay in the normal door pile.
4.) Any treasures draws can be picked in any combination from the various piles
5.) Looting the room can draw from either the door deck, or a class/race

In my mind this would do a few things. Each pile is still shuffled, so there's still a chance that whatever item you pick, you can't use. But this would encourage and allow players to expand their items to stuff they don't have, so everyone would have a larger variety of items. For people who help in combat, they would get a larger chance for an item they actually need/want. This would also limit the amount of one-shot items in play. This would limit selling to go up a level, as you are more likely to have items you keep. You could also get a chance to upgrade your current item. The randomness is still there, but it's segmented and less punishing. I like the idea of adding some strategy to this game, and seeing where people would take it. Maybe the guy who falls behind early stocks up on one-shots to become useful to other players later. Maybe you decide after drawing two dwarf items that you can risk a race change.

Lastly this encourages people to have more cards and expansions, because you have more to choose from. I have a lot of the expansions, and the deck becomes so thinned out, that you don't ever get an item that goes with your class/race. This wouldn't eliminate that, but it would curb it some.

The biggest neg would be that the setup time is a lot higher, and this probably makes the game a lot longer, but I'd rather play a longer enjoyable game, personally. And the length of the game in setup would be countered by the fact that you will break down the door to a lot more monsters. I'm also not sure how to handle GUAL cards, as this would be a broken way to get leveled quickly. I've implemented a lot of other strategies in this forum, and overall they do help, hopefully this does too. Let me know what you think!



Feed the munchkins to the little yappy dogs!

Tue, 06 Feb 2018 15:47:44 +0000

by Tim Schmitt A week has happened! And in this week games were played! And now I'm writing about it! And you are reading it! Okay, I can't really explain the excitement. (Except that any week in which games were played merits a certain level of it, unless the only games played in the course of the week were those that deserve to be retired from service. You know which games I'm talking about.*) Chalk it (the excitement) up to experimentation with the form (i.e. the blog-form). Does a higher rate of exclamatory punctuation draw in more readers? Does it make me appear more genuine? Personally, I think it puts me on a level with a little yappy dog.So to start yapping with substance...Games on Tim's table this week:CarcassonneWhen I started up the weekly lunch hour gaming session eight or nine years ago, this was it. This was the game we played nearly every week. And because of it, more than any other game, Carcassonne is the one that brought me more seriously into the hobby. I love tile-laying games - or more generally, games where the playing area changes during the course of the game (although even just having modular boards will be enough to catch my eye), and Carcassonne helped to cement that love. Nowadays I have a good 20 games that are semi-regular lunch hour fare, and Carcassonne is the elder statesman, appearing rarely. But it remains a joy when it hits the table.One of the things I love about it is how easy it is to teach newbs. They don't have to reveal any hidden information in order to receive advice about what to do with that tile they're about to play. The same information is available to everybody. So I can point out the strengths and weaknesses of different options (while the other players in the peanut gallery alternately cheer and groan depending on how those possible plays affect their positions). It is a very communal way of bringing new members into the gaming collective.We had five players on Tuesday, with one new player. The usual mix includes the Traders & Builders and Inns & Cathedrals expansions as well as the River, although this time I left the River in the box to keep the teaching a bit more manageable. (I also leave a random handful of tiles in the box to make sure the game fits comfortably in the lunch hour; additionally I think this strengthens the game as it can thwart the tile-counters around the table among the more experienced players). Daniel the newb was a good sport but we didn't pull punches - we play a mean Carc - and he ended up losing (although to be fair, his British accent was good for some style points. Many of us on the Murrican side of the Atlantic are suckers for that.) Marina and I, the most experienced gamers at the table, got into a battle over a big city; I managed to block her from joining (and taking ownership with her big meeple)** - but by the end of the game both halves had a late-game Cathedral dropped into them and they remained unfinished for zero points. Needless to say, neither of us won. Aaron, who had managed to capture a farm that Daniel had been developing, was the ultimate victor and the only player to break 100 points. I came in second. Daniel had a pitiful 45, but I believe he'll be back for more. (For the sake of posterity, I should also mention that Curt was the fifth player. Apparently he didn't do anything memorable, or I would have mentioned him earlier.) (Photo from a Carcassonne session in 2013)Clue: Discover the SecretsClue (or Cluedo to you Europeans) is one of those hoary ancients that even the oldest among us remember from our childhoods. As such, many of us (including me) have a tendency to dismiss it, especially as it features the roll & move mechanism for getting around. I own the much newer Harry Potter edition, but it gathers dust among the games that currently reside in boxes in the basement rather than out where I and visitors can see it and consider playing it. But Marina [...]



New Video for Munchkin

Tue, 23 Jan 2018 07:17:25 +0000

by jkwood

(image)



Reply: Munchkin:: Variants:: Re: Munchkin Solo Rules for loners

Mon, 22 Jan 2018 10:45:38 +0000

by derFeef

I will give this a shot, as I have no one to play Munchkin with :D
Everyone hates it ;)



Reply: Munchkin:: Rules:: Re: Non-active players trading

Sat, 20 Jan 2018 18:41:44 +0000

by Gilderoy

In Munchkin, generally, if the rules say you can do something anytime, you can do it literally anytime, no matter whose turn it is.

The rules say you can trade anytime as long as neither you nor your trading partner is in combat. The rules further add that "the best time to trade is when it is not your turn."



Thread: Munchkin:: Rules:: Non-active players trading

Sat, 20 Jan 2018 18:26:09 +0000

by Auzland15

Can two non-active players trade with each other? The rules state that you can trade at any time, so does that mean I can trade when it’s not my turn to another player that isn’t on their turn as well?