Hot answers tagged munchkin-quest
Short answer: No Longer explanation: They are totally different games. Munchkin is a card game. Munchkin Quest is a board game. They share: A theme: Kill the monsters, take their stuff, stab your buddy - parodying power-gaming RPGers of a certain stripe An artist: John Kovalic A goal: Reach level 10 first A Publisher: Steve Jackson Games An official ...
The monsters combine their strengths: you don't fight them one at a time. This was confirmed by the "Munchkin Czar" at the Steve Jackson Games Forums, and who would dare to argue with a Munchkin Czar? (You may find extra clarification of how multi-monster fighting works by reading through the thread, if you're still at all confused.)
The rules seem pretty clear on this: No card or power will let you bypass this combat! The Boss ignores any rules, cards, or powers that would take it out of the Entrance. It can never be controlled and will never ignore a Level 10 munchkin for any reason, even if its card says it will. It always fights. You pretty much have to fight the ...
There are monsters that can't pass through the doors, Dragon for example. And the Bullrog kicks out the doors and make them a passageway instead.
From the rules, p16: Your Belt If an Item is not worn and does not require Hands, then it is carried “on your belt.” Typical belt items are one-shots, mostly Scrolls and Potions. You may have any number of Items on your belt.
I've had this problem in the past as well, and the best solution that me and my friends have come up with is to play the game less like the rules say, and more like Betrayal At the House on the Hill. Which is to say, when moving, you only get to explore until you have an encounter. This could be fighting a monster or a trap or some such, but once you've ...
Okay, I've played through a few times with some shop runners, and pored over boardgamegeek (http://boardgamegeek.com/thread/397178/rules-question-locked-and-hidden-doors) -- Here's my best interpretation. Doors- 1 movement costFundamentally identital to a passageway. The door itself plays an important role with monsters. If a monster is tiny or human ...
I agree with Pat I think, but it was a different section of the rules that caught my eye: Certain cards, called monster enhancers, raise or lower the combat strength of individual monsters. (Yes, you can have a negative enhancement.) Monster enhancers may be played by any player during any combat. I don't know if we're looking at the same ...
Check out the side bar entitled, "Non-Helpers in Combat" on page 10 of the rules for the explanation of when you can play monster boosters. Play a Monster Enhancer on one of the monsters in the fight ... You can play these at any time, not just during combat
There is a rulesheet for expansion here. I took a glance on it, there are some special expansion-specific things, but I found nothing concerning gameplay changes, so I suppose you can buy (or make your own) munchkins and stands for the monsters of the appropriate colours and enjoy the game :-) I can't recall any rule prohibiting it, and, as rules usually ...
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