whitbunny
Lieutenant
Hockey Expert
shp(o~20171;; b~1;; i~1;; u~0;; s~1;; a~1;; p~2,0,3,6,4,5,1,7,21;; )
Posts: 2,131
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Post by whitbunny on Nov 14, 2005 19:44:26 GMT -5
I really don't understand his logic for #4. And someone should ask him again for #3 for say, a weapon roll (somewhere where R-O-L could be played).
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Post by Ruroni Karrot on Nov 15, 2005 5:24:16 GMT -5
I do suppose Baker was a bad example on my behalf, sorry, but a weapon should work.
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Tyberius
Lieutenant
Zoo Pawn Wrangler
shp(o~-6076;; b~1;; i~0;; u~1;; s~1;; a~1;; c~993300;; p~11,8,19,20,2,23,24,21;; )
Posts: 2,554
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Post by Tyberius on Nov 15, 2005 6:06:38 GMT -5
I really don't understand his logic for #4. And someone should ask him again for #3 for say, a weapon roll (somewhere where R-O-L could be played). For #4, We've played you can only use the White stuff once per card use. (If you're using a p-card twice in a row, you can use white stuff twice.)
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Post by Nathan454 on Nov 15, 2005 7:49:14 GMT -5
I am surprised by the answer to number 2.
Also, with number 4, you can only use the white die once for every card. Let's say that the first time you roll for The Mystery Urn you are trying to roll higher than an eight. You roll the violet die (result = 9) and the white die (result = 2) but do not use the white die result. You can then still roll the white die next round.
The trick is that you can only use the white die results once per card. So, in my above example, if the person had used the white die instead of the violet die, that person would not be able to roll the white die any more.
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Post by HareOfTheDog on Nov 15, 2005 8:51:59 GMT -5
Interesting interpretation of the white die, Nathan. We always play it as one do-over roll if the violet (or whichever) die is bad. I like how you interpret the use of white. Karma for you!
But is it legal??
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Post by Nathan454 on Nov 15, 2005 10:07:46 GMT -5
It is definatly legal. Look at this example from the white bunny bits.
"For example, the player with The White Stuff has a bunny in The Bunny Circle that is given Random FTB. The player rolls the Green, Blue and White dice. The value on the White die may be substituted for either the roll on the Green die or the roll on the Blue die. If the roll of the White die is low, then this substitution can certainly come in handy in this example."
In this example, all three dice are being rolled at the same time.
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Post by HareOfTheDog on Nov 15, 2005 14:39:19 GMT -5
Oh MAN! That would have change a lot of plays this past summer. Nathan, thank you for opening my eyes. I HAVE SEEN THE WHITE!
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Post by karmaween on Nov 23, 2005 23:43:15 GMT -5
Hello Mr. Bellinger, I was hoping you might answer some more questions of mine regarding Killer Bunnies. 1. So the Holographic bunny is my only bunny and I launch the Boomerang at my opponent's bunny. If that bunny survives, does the boomerang bounce back to the Holo bunny? I am assuming it does bounce back but Holographic can't be chosen as a target so the boomerang goes away. Is this a correct interpretation?
>Yes, but it would go back to a bunny of your opponent. Since Holo can't die it is very likely that your opponent will.
2. So i'm playing a carrot top casino royale. I have rolled all the dice except the red one. I haven't rolled doubles so I decide to be brave and take the optional gamble. Did i mention I have all 8 pawns? Both of my rolls (original, plus pawn) of the red die come up doubles with another dice. Do I now get to re-roll that other dice seeing as how i have the pawn?
>Yes, you sure do.
The reason I ask is i always thought that when a player decides to roll the red die for the optional gamble the other dice are considered "locked" in.
>No, not at all. Thanks for your time and have a Happy turkey day!!
>Thanks you too!
JB
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Post by HareOfTheDog on Nov 23, 2005 23:56:46 GMT -5
Leave it to karmaween to be the rule nazi. Thanks for checking on those! I think I guessed correctly on both. Karma for you, karmaween!
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Post by karmaween on Dec 13, 2005 8:21:58 GMT -5
Hello again Mr. Bellinger, I have some more questions for you regarding some peculiar situations that have arisen during the course of a 2 player game of Killer Bunnies. After all the games I have played I can't believe these haven't come up yet but here it goes: 1. I played a Feed the Bunny on my opponent's bunny. On his next turn he launches the F-18 Hornet at my bunny, choosing the bunny with the Feed the Bunny on it. Now according to Red Run rules that bunny will not return to him until the start of my next turn. So i roll and my bunny dies. At the start of my next turn the F-18 returns to him along with his 2 bunnies. Did the Bunny die in mid-flight? Or is the Feed the Bunny card still on the bunny when it returns to him? >Wow, good question. I would say that his bunny would have to feed whether it is in the circle or in the air. If not, it dies and the plane crashes killing the other bunny as well.
2. My opponent has a Holographic Bunny next to a Red Sinister Bunny. I play the fingercuffs on them. Is that a legal play? What if a Terrible Misfortune pops up and has to be played on Red Sinister, will Holo die due to fingercuffs? >You can cuff them but in the situation you explained, the Sinister would die and the Holo would not.
3. Can you play the Trojan Bunny on Holographic Bunny to sit there until it explodes? I know he is unaffected by the explosion but can it even be played on him in this way? >Yes.
4. I play Bad Karma on my opponent. Next turn he plays Ground Zero on my bunny. I take my turn. Then he reveals the first weapon (Ear Screws). How is this resolved? For the sake of the game we decided the Bad Karma had been played first so that took precedence. Ever happened to you?
>No it never happened to me. I would say whichever card was in place first.
Whew!
JB
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Post by Nathan454 on Dec 24, 2005 9:21:25 GMT -5
2. My opponent has a Holographic Bunny next to a Red Sinister Bunny. I play the fingercuffs on them. Is that a legal play? What if a Terrible Misfortune pops up and has to be played on Red Sinister, will Holo die due to fingercuffs? >You can cuff them but in the situation you explained, the Sinister would die and the Holo would not. I don't understand why the Holographic Bunny would not die? I thought their fates were connected when the fingercuffs linked them?
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whitbunny
Lieutenant
Hockey Expert
shp(o~20171;; b~1;; i~1;; u~0;; s~1;; a~1;; p~2,0,3,6,4,5,1,7,21;; )
Posts: 2,131
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Post by whitbunny on Dec 24, 2005 12:06:01 GMT -5
I agree with you Nate. And now what exactly is the point of cuffing them?
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Tyberius
Lieutenant
Zoo Pawn Wrangler
shp(o~-6076;; b~1;; i~0;; u~1;; s~1;; a~1;; c~993300;; p~11,8,19,20,2,23,24,21;; )
Posts: 2,554
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Post by Tyberius on Dec 26, 2005 23:39:10 GMT -5
I don't think Fingercuffs transmit weaknesses, only objects like clover, bunny booster, etc.
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whitbunny
Lieutenant
Hockey Expert
shp(o~20171;; b~1;; i~1;; u~0;; s~1;; a~1;; p~2,0,3,6,4,5,1,7,21;; )
Posts: 2,131
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Post by whitbunny on Dec 27, 2005 8:29:49 GMT -5
Yeah, but when it says "their fates are connected", I assumed that to mean that if one dies, the other does too.
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Post by HaresonFord on Dec 28, 2005 20:58:00 GMT -5
>>We have been playing by discarding Kaballa Dollas to a separate pile at >> Kaballa's market, in part based on this line in the Twilight Bunny Bits >> for the Mob Hit card: "After the weapon has been used, the Dolla is >> given to Kaballa (discarded)." That's fine, quite a lot of folks do that. >> This seems much more convenient for making change than digging thru the >> entire discard pile, and I didn't even think about not doing it that way >> until reading this thread on the Magic Carrot forums: magiccarrot.proboards36.com/index.cgi?board=help&action=display&thread=1135401141>> which talks about using Dolla to stymie use of the Retrieval card... >> >> So, should Kaballa Dollas be discarded to the general discard pile, or >> to their own pile? Really, either way is okay. It does seem easier. Have a great day! Jeffrey Bellinger
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