[Munchkin]
Je voudrais savoir ce qu’il y a comme regles de Munchkin en solo ?
Sont-elle interessantes ?
SVP pas de message sur le jeu a plusieurs, merci
1ère variante
Some adaptations could be done to make solo game “possible” :
- Limit the number of one’s character’s lives
- Create some charts with a die roll which “decides” of the outcome of given actions.
E.g. “Ask for help” chart, with some modificators, taking into account how much you need to kill the monster, your present level, etc.
Results could be : no help, you must run away ; help is coming, but other players add #bonus to the Monster, so roll a die : 1-2 your pal manages to counter the bonus, 4-6 : time to run away…
- Create some uncertainty in the combats (e.g. if you decide to attack a Monster, you may roll one die to improve your attack by the points rolled - and another die : if 1-2 : attack improved, 3-4 : half points given (Fractions rounded up) ; 5-6 : no improvement)
- Create a time limit (e.g. game ends when Door stack is finished)
- Establish some scoring system : level + number of carried objects
- Ignore some game effects (e.g. as an Elf, you don’t win any level by helping someone else, as you are alone) and cards (e.g. Mate… but this could be ‘added’ in a “Monster encounter” chart, abstractly).
- The aim would be to improve one’s score from game to game.
All in all, a solo adaptation will make Munchkin quite another game.
That is what usually happens when one tries to create solo rules for a game not made for them, any way.
2ème variante
For each Dummy player draw 2 doors and two treasures at the start of the game as normal and plays them according to the following:
Class and/or Race Cards Play immediately
GUALS play immediately
Items put into play immediately; Items that can be used go into use highest bonus has priority ties go to the first one drawn unused item go into the pack.
Excess Big Items are discarded keep the largest bonus (If the discarded item is worth 1000+ the dummy goes up a level)
Set the highest level Monster to the side, discard all others.
Set any Monster Enhancers to the side
Set any Wandering Monsters to the side.
Play curses immediately on the highest level non-dummy character (in case of ties roll off)
Discard all other cards.
On the Dummy’s turn open a door:
If it’s a Monster that the Dummy can beat with just Level+ Bonuses the dummy wins give it the appropriate number of treasures and play them as above
If the dummy loses apply all Bad Stuff. If the dummy dies only real players can loot the body.
Otherwise play the card as above (if this changes Race or Class, adjust Items accordingly)
If there was no monster loot the empty room as normal playing the card as above
If at the end of the dummy turn the dummy’s pack has 1000+ worth of items in it, they are traded in for as many levels as possible. Halfing dummies double the most valuable item. Any one shots that are more complicated than “+x to either side” are counted here. Simple one shots are kept.
On the real players’ turns
In combat the player may ask a dummy for help (unless the player is level 9). Roll 1d +1 if the dummy is an elf, +1 for each treasure the player bribes the dummy with, -the difference between the player’s level and the dummy’s level if the dummy is lower. On a 5 or a 6 the dummy helps, otherwise he doesn’t. Cards that effect die rolls apply here.
Any dummy that isn’t helping will try to interfere. Any Monster Enhancers or simple +x to either side one shots will be played on behalf of the monsters. If the dummy has a Wandering Monster and a Monster it will Wander in the Monster. Thief dummies will Backstab the player.
Bribes promised to dummies will be played accordingly
Don’t count dummies for Charity