John Burt
Canada Saskatoon Saskatchewan
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What can I say about Munchkin Bites that has not already been said about the other games in this line, if you liked them you will like this one.
I sit in the camp of liking the Munchkin line as a break from other games (board and RPG) on a Saturday night. My group is fun, relaxed and out for a good time, so the game plays as intended.
Now, to the game The game itself is like all the others, except you now have no classes and only four races (Vampire, Changeling, Werewolf and the Humans).
There is a new ability in Munchkin Bites called Power Class, these are rated in Strength from 1-3 that allow you to do extra things, like hold an extra card, or get someone to help you without reward (or give you a card that you like!).
Wom Bats and other friends Bats are a new special kind of monster, when you fight a rat, everyone else is allowed to play another bat which is similar to the Wandering Monster card, but is not required to add.
The biggest weakness in the game is that there are not enough attack cards, there are the usual traps and curses, but what lacks is the small amount of monster buff cards (the +10 buff cards and their ilk). This prevents the players from going to attack the leader to a very large extent.
So to sum up a rather rambling review, I enjoy the game but it is a light, carefree game that those that dislike the others will still dislike, but those with a goth perspective will get a kick out of.
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Johan Jönsson
Sweden Göteborg
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Xlyce wrote:
The biggest weakness in the game is that there are not enough attack cards, there are the usual traps and curses, but what lacks is the small amount of monster buff cards (the +10 buff cards and their ilk). This prevents the players from going to attack the leader to a very large extent.
There is only 8 real monster buff cards (6 adjective-bonuses and 2 wandering monsters). Among the doorcards there are tvo more that can help, a demon minion that you can send in and sense of impending doom. 10 cards of 106 doorcards ain't much (9,4%). So when you draw door cards there is a 13 % of getting a buff (9,4% for the first card and if it isn´t a monster(65,1%) you get another chance)
Then, of course, there are the bats (11 of 106 = 10,5 %.)
Among the treasure cards there are only 8 potions but some other means of meddling is offered ex: flee powder.
So total amount of Buff-like cards are 29. Buff Density including bats of the two decks is 29/168 = 17,2 %
That can be set in proportion to the totala amount of Monster cards: 37. Monster Density in the Door deck is 34,9 %
So; you can´t buff every monster and to get a reasonable amount of buff-cards you have to dig through the treasures.
Edit: I just discovered the power of malediction that allows you to give a rival -1 in combat for every card you discard, this could be used to stop players from winning-although it costs.
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