We’ve played our 1st session of Munchkin Quest Saturday night. We had 4 players with various play experience of the Munchkin card games, but all appreciative (fans) of it.
As one may expect, it was a painfully slow start as we kept referring to the rule book in order to ensure that we interpreted the rules right… However, we were all pleased that the original schematics were still relatively present which made the transition easier to this new world easier.
Being the Munchkin players that we are, we each went in our own separate ways in order to explore rooms, gain as many cards as we could, find monsters so that we could slain them right away… Yeah!
What do you mean that my elf has to be in the same or adjacent room in order to help? Mistake # 1: stay together in the early phase of the game. Otherwise, it’s nearly impossible to slay the huge monsters…
Over the first few turns, all but one player managed to get a low level monster and with the items and levels (and lucky dice), managed to kill it and get the treasures… The other munchkin kept finding level 15 or higher monsters which would (thankfully) ignore her.
Midway in the game, I came upon a low level potted plant. With my level and bonuses, I can take it… Damn! A card… Hmmm… I may be able to beat it, but perhaps I should ask for help. You know; the dice factor…
• Me: “Ok… Can anyone help? Player one, do you want to help me. You need cards as you’re still at level 2.”
• Player two: “I’ll help for half the treasure”.
• Me: “Which treasure? The 2nd one?”
• Player two: “Oh no. The 1st one. I don’t want the garbage you don’t need”.
• Me: “Fine. Player one, can you do better”
• Player two then adds the remainder of the cards to turn this thing in a “Hairy and Intelligent Potted Plant with a Dead Sibling.”
• Me: “But I haven’t rejected your help AND I’ve just helped you slay a level 14…”
• Player two: “Mwahahaha!”
• Me: Grrrrr….
So, now I can’t beat it… Time to run away, take a hit. Double crap, I don’t successfully run away. Bad stuff… More hits… Argh… Move to the adjacent treasure room; search; roll a 1: Monster! More stuff added; I can’t kill it. Take a 3rd hit… Still can’t run away, another hit… DOA… Son of a ….
All my items, beautiful scrolls, etc. kept hostage by a freaking potted plant… Did I mention that Player2 kept having his colour rolled when a new monster was added AND on the monster turn since HIS last turn… That’s a hell of allot of cards in one devious munchkin’s hands… Mistake #2: Keep an eye out on the number of cards in a player’s hands… If he doesn’t play those cards on me (Player4), he would have to play it on the next player (Player1) who happens to be lowest level player (so that’s a waste of cards) or give some to her in his “Charity” sequence… Yeah, right…
Oh well, came back to life on my next turn with, as expected, useless junk in my hand… So now, here I am. Center of the map, 2 levels behind the leader with just about nothing in my hands, belt or pack… So, off to a new direction I go. Why on earth (these dungeons are still on earth, right?) should I learn from mistake #1? Heck, I need new cards and I need them fast.
After a few extra turns, Player2’s monsters managed to form a mob and were hot on his trail. As a result, he had to try some different routes in order to attempt to avoid them. Mistake #3 resulting from Mistake #1. When you don’t kill you monster(s), they clog up the dungeon rather rapidly… Player3 managed to get a huge dragon and was forced to run away. These simple stumbling blocks gave me the time and opportunity I needed to catch up to the top level (7). Yeah…
Ok, it’s getting very late now with no realistic end in sight. We all agree that this will be the last turn. Player1 all but conceded the loss (level 2) but is keeping her cards very close by in order to avenge her pain and suffering.
Player2 decides to make a run at the Hairy and Intelligent Potted Plant with a Dead Sibling. With a bit of luck, he can take it. If he does, all the gold, weapons and shinny stuff are his to buy an extra level. Cards are played, dices rolled. He’s short by one. Take a hit. Run away? No, he rolls a 4 and must take another hit. Searches his resulting room and finds a weapon. What the heck, he takes another (suicide) shot at the plant. Dices are rolled, again just short for the battle and to run away. He’s dead and now a level 5. Did I mention that he was the main culprit of my potted plan assault… What’s that German word again? Oh yeah: “Schadenfreude”...
Player3 explores a room ad finds a mid level monster. She’s a warrior so I play a +10 to monster against warriors. She plays and discards cards meticulously and is now down by 3 (before dice roll). Ok, I add a “Mate”. Oh, she didn’t like that… She takes 2 hits and rolls to try to run away from the first. She fails. Bad stuff? Lose a level. She’s now a six. She successfully runs away from the 2nd but the damage has been done. It’s now my turn and I’m the 4th player, leading with my level 7… I avoid any/all monsters to conclude our game.
The moral of this story: Stay away from the plants! They are sneaky & devious and do more than just sting!
- Last edited Wed Feb 4, 2009 1:58 am (Total Number of Edits: 1)
- Posted Tue Feb 3, 2009 11:32 pm
Should be under session reports.
8/8 FREE, PROTECTED
Moved to Sessions by request.