![]() ![]() June 2018 update: We are no longer supporting the Epic Munchkin rules, so all answers here (outside of the Epic Munchkin section itself) assume that you are playing a regular game ending at Level 10. If you have a game published before then, look at the 2010 Munchkin Change Log for a detailed list of changes, set by set. This first section deals with some of those.Īll answers in this FAQ refer to editions of Munchkin published in 2010 or later. General NotesĮvery Munchkin set puts its own spin on the game, but they do have many rules in common. If you want to check the FAQ for a specific game, you can head straight to the Table of Contents. ![]() If you can't find your answer here, check the errata, to make sure we didn't make a mistake. If you want the card pack, just keep queuing up.Frequently Asked Questions for all Munchkin Games, Supplements, and Accessories Updated April 20, 2020 Of course, you could be looking at Snap Freeze and Elemental Allies turn after turn. You never know when your cards are going to give you a perfect board clear. Anti-secret cards are great too as you’re likely be seeing secrets from your opponent.ĭon’t give up, even if the situation seems hopeless. ![]() You’ll never win the joust as you and your opponent have the exact same minions in your deck. Those cards don’t change each turn, giving you something you can plan around. I liked card generators with Discover and similar effects. Card advantage (having more cards in hand than your opponent) is helpful as each card represents another roll to get a great spell or minion. There’s no point planning ahead, or setting up a multiple turn play as your cards are going to change every turn.Ĭard draw is something to prioritize. If you don’t have the mana to play a card that turn, you can ignore it. If you leave it in hand, it could turn into something even better next turn (or something worse), but if you wait for the perfect minion or spell, you’ll fall behind on the board. There’s a constant tension in Shiftcon West as to when to play your minions and spells. Shaman also puts minions on the board with their Hero Power, but only one of the four possible minions can attack on its own. The Paladin Hero Power lets you get some board presence and have a target if one your Shifting Scrolls turns into a buff. Often your hand won’t have any great plays in those first turns. Paladin is a strong choice for your Hero here. It’s high time we shift into gear and get that W. How to win the Shiftcon West Tavern Brawl The Brawl is Wild format, so the range of possible cards is quite large. The one thing you won’t see is Hero Cards. I’ve seen Shieldbearers all the way up to Deathwing. The Scrolls will always turn into Mage spells while the minions can turn into anything. I’m not sure about the ratios, but in my games it felt like you had similar numbers of spells and minions. The deck is full of Shifter Zerus and Shifting Scrolls. In this Brawl, which debuted in January 2019, you’re provided a deck so the size of your card collection doesn’t matter. We’ve seen various iterations on the Shiftcon Brawl over the years. This pack can contain any card from any set in the current Standard rotation.
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