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  #37  
Old March 26th, 2008, 01:40 AM
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But considering the Kneepad's not so subtle deeper meaning... wouldn't you expect to get away with anything while using them?

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  #38  
Old March 26th, 2008, 08:27 AM
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  #39  
Old March 26th, 2008, 10:27 PM
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Ah, Munchkin, the only game in the world that allows you to cheat. I like the way its a totla luck game, it makes the game play like riding a wild cougar

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  #40  
Old April 29th, 2008, 04:08 PM
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Re: Munchkin?

Munchkin is the only game that comes to mind that can be nearly as fun as Heroscape as long as you're playing with people who are comfortable with the rules. I went to a very small 'convention' with only about 20 people and we played Munchkin nonstop for three days.

Long live Munchkin.

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  #41  
Old April 29th, 2008, 06:55 PM
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Re: Munchkin?

I kind of liked this game the first time I played it, but it can get way too long and out of control. I recommend Torches in Pitchforks, as it has the Munchkin style mechanics of fighting random monsters and such, but it will always be a shorter more fun game.
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  #42  
Old May 12th, 2008, 03:01 PM
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Re: Munchkin?

Who here prefers to combine all the Munchkins and who here feels you gotta keep 'em separated?

My 2 shiny bits - keep 'em separated. I played a blended game twice and I'm not too gung-ho to do so again.

Also, who's looking forward to MunchkinQuest the Board Game?

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  #43  
Old May 12th, 2008, 03:11 PM
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Re: Munchkin?

Quote:
Originally Posted by ej View Post
Who here prefers to combine all the Munchkins and who here feels you gotta keep 'em separated?

My 2 shiny bits - keep 'em separated. I played a blended game twice and I'm not too gung-ho to do so again.

Also, who's looking forward to MunchkinQuest the Board Game?
I've just bought my third expansion set: Need for Steed, and I already had Clerical Errors. That deck is getting pretty tall and the proper shuffling is taking longer and longer. I'll still probably by the Unnatural Axe one and the others fantasy based sets, blend them up, and just consider the randomness one of the more interesting aspects. And I found my old card shuffler from my weekly Texas Hold Em tournaments.

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  #44  
Old May 12th, 2008, 03:24 PM
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Re: Munchkin?

I've only played 2 or 3 games of Munchkin that completed in under an hour. Most have gone on for ~3 hours or people have lost interest in playing. I feel the game, especially with all the add-ons, grows ridiculously long unless some set of players rally to help someone win.

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  #45  
Old May 12th, 2008, 03:34 PM
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Re: Munchkin?

Quote:
Originally Posted by Gulp View Post
Quote:
Originally Posted by ej View Post
Who here prefers to combine all the Munchkins and who here feels you gotta keep 'em separated?

My 2 shiny bits - keep 'em separated. I played a blended game twice and I'm not too gung-ho to do so again.

Also, who's looking forward to MunchkinQuest the Board Game?
I've just bought my third expansion set: Need for Steed, and I already had Clerical Errors. That deck is getting pretty tall and the proper shuffling is taking longer and longer. I'll still probably by the Unnatural Axe one and the others fantasy based sets, blend them up, and just consider the randomness one of the more interesting aspects. And I found my old card shuffler from my weekly Texas Hold Em tournaments.
The original Munchkin game vs. the other flavors is what I was referring to, specifically Star Munchkin, Munchkin Impossible, etc. I have Munchkins 2-5 myself and yes, the decks are quite large.

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  #46  
Old May 12th, 2008, 03:37 PM
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Re: Munchkin?

Munchkin and all it's expansions are fine... but blending them into star-super hero-cthulu-cowboy-mission impossible- munchkin isn't my cup of tea... too many darn cards, and despite it's "relatively" simple mechanics... it can still get confusing.

I'll admit it, Im a munchkin purist... keep em seperate.



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  #47  
Old May 12th, 2008, 04:30 PM
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Re: Munchkin?

Quote:
Originally Posted by aquaone View Post
I've only played 2 or 3 games of Munchkin that completed in under an hour. Most have gone on for ~3 hours or people have lost interest in playing. I feel the game, especially with all the add-ons, grows ridiculously long unless some set of players rally to help someone win.
I first played at a convention party, and we played a game with seven people and three expansions. THAT was a long game, maybe 5 hours. We drank a lot in the process, and before long we had developed the most vicious game ever. Cut-Throat Munchkin would have been an appropriate name. I wasn't the only person to say, 'I will join your fight,' and then the battle would begin and my partner would say, 'How many points are you worth.' 'Hmm...lemme see. 3 points." (when the monster was like Level 18.) We'd lose because he/she didn't take a moment to say, 'Before I agree to let you fight with me, how many points are you worth?'

I and the others don't normally play this underhandedly. It definitely introduced Trust as a new playing factor. Who could you trust not to sabotage the fight? Sometimes that was the only way to keep someone from winning.

I later found out that our vicious version is against the official rules. If you offer help, you have to be able to beat the monster. Throwing down a +10 Ancient card on your fight, and using your Lucky Dice card to get away while your co-fighter missed her run away roll is apparently still in the rules. (Unless someone knows that this too is incorrect.)

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  #48  
Old May 13th, 2008, 05:23 PM
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Re: Munchkin?

As far as I know, agreeing to help, pumping up the monsters (or adding more monsters like with Wandering Monster or the ...in Black's) and then running away is perfectly fine. You just better hope someone doesn't have a Time Warp or something to cancel your Loaded Die...

I also like to keep the games separate. I have Munchkin Fu, Super Munchkin and Munchkin Impossible. I've blended them, but find it much more fun to keep them separate. Though, in a really big game, I could see the appeal of combining them all.

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