Post by mahobear8 on Jul 11, 2018 17:50:42 GMT -5
As I mentioned earlier, these days Jeff is far more consistent with the bunny bits and with what makes sense thematically. That post is from 2005
Are you sure JB isn't trolling you?
The correct confirmed ruling is that all tied highest dice are applied. Therefore, the bunny would become half-red half-blue then die instantly. It is also confirmed the same applies for pawns (with Ice Nine + RPA you can make a pawn all the colors). As for who rolls, it is the player who plays RPA. What happens when a bunny is half red or pink has not been confirmed. I will ask Jeff on this one and get back to you. Presumably, I would think they would either get full effect of pink or red, or none at all if it didn't match the bunny itself (for example, half red on gleeful maybe wouldn't work unless the other half is orange. Similarly, perhaps 1/3 red doesn't work at all.)
Unless stated otherwise, at least since 2004, Ties are re-rolled. Cards that state otherwise include: Blue Plate Special, O.R.P., Pilfer the Pawn, Supplies Surprise, Super Supplies Surprise, which say, "If two or more dice roll the lowest number, then the player may take more than one supply." RPA doesn't say anything like that.
Using your contention, that the bunny (or pawn) would split colors n-ways, should I roll a three-way highest die with Pink, Red, and Black dice, what happens? Is the bunny alive or dead? If dead, then black overrules? (The rules and Bits don't say that.) If not dead, then 1/2-Pink and 1/2-Red, or 1/3-Pink, 1/3 Red, and 1/3 dead? The rules and Bits don't say that either. The reason it doesn't make sense is because ties for RPA are undefined and the Player must re-roll ties.
The obvious explanation to the two conflicting recent Jeff responses it the context in which the question was asked. It's common knowledge that Blanch doesn't remove the special features of those bunnies. Hence, if today you asked Jeff "Does Blanch affect the Holographic Bunny" he would naturally say no as it doesn't remove the special features of the Holographic bunny (which tends to be the main reason of playing Blanch). However, if you specifically ask Jeff "It's a general understanding that Blanch and RPA cannot remove the special features of the Holographic Bunny, however can they change the color of the Holographic Bunny to perhaps help with triplets or combo with cards like Blue Bunny Group" like I specifically asked him, then he will respond saying that you can change his color.
Going further into this topic, to say that Blanch cannot be played on these bunnies directly contradicts the bunny bits in saying they can be placed on any bunny (with the given exceptions of celebrities and specialties. I theorize these are given since these don't have colors in the first place). Naturally, Bunny Booster could not be placed on one of the bunnies you listed as the bunny bits specifically list the types of bunnies it can be played on (Sinister, Timid, etc.)
As for your argument on Ties being re-rolled, it's common knowledge that Jeff has changed his mind on clarifications in the past. A specific example I can think of is Holographic Bunny originally clarified to be able to be abducted, then later changed to not being able to be abducted. This change was likely made for thematic and mechanical consistency. Thus, it's quite difficult to quote a JB response from 14 years ago and call it official. Because of this, today, I went through all of the Killer Bunnies cards to check for a consistent pattern that makes sense thematically and fits with all bunny bits and recent JB responses. If I missed any cards in the below list with similar situations, feel free to let me know and I'll consider those as well.
Tie gets Both results [Confirmed By Bunny Bits]:
0078 – Supplies Surprise
0079 – Supplies Surprise
0300 – Pilfer The Pawn
0312 – Super Supplies Surprise
0313 – Super Supplies Surprise
0357 – Wheels Chocolate
0411 – O. R. P.
0580 – Q.C.P. (Quantum Chromodynamic Pulse)
0648 – Identity Crisis
0653 – Pawn Star
0729 – Bunny Eye For The Carrot Guy
0732 – Pucker Up
089 – Switch-A-Roo
0839 – Blue Plate Special
0840 – Blue Plate Special
1010 – Betty Botter
1173 – Dates And Smoked Salmon
1233 – Banned From Argo
Tie causes re-roll [Confirmed By Bunny Bits]:
0055 – Defector Detector
0065 – Poverty Poker
0143 – Russian Roulette
0401 – Weapon 50/50 – Anode Anomaly
0402 – Weapon 50/50 – Dueling Grandmothers
0458 – Defector Deux
0510 – Weapon 50/50 – Fertile Turtle
0511 – Weapon 50/50 – Poison Cups
0561 – Weapon 50/50 – Baseball Blues
0562 – Weapon 50/50 – Condition Y/Z
0834 – Texas Let Go
077 – Fugitive
1058 – Weapon 50/50 – Drazi Feud
1082 – Weapon 50/50 – Walker Wars
Tie gets nothing [Confirmed By Bunny Bits]:
0524 – Tug of War
1124 – Island Vote
1185 – Swordfish Of Damocles
Tie chooses [Confirmed By Bunny Bits]:
0142 – Rock Bottom
0247 – Share The Wealth
0348 – Day Of The Dead
Winning Zodiac
Not specified
0254 – Random Paintball Assault (Bunny Modifier) [Tie gets both by recent Jeff response]
0352 – Leif Carrotson
0572 – Bunnyshop Quartet
1050 – Bunny and Clyde
Note that there are actually very few cards that do not clarify the tie cases. By mechanical consistency standards, there are more occurrences of Ties getting both results (ignoring duplicates). The recent Jeff response I got on RPA and tied rolls was explained by this mechanical consistency. The large majority of the cards requiring a re-roll do so as there isn't a better option. For example, the bunny could not be taken by two opponents if Defector Detector resulted in a tie, thus the dice must be re-rolled. There is also a pattern of thematic consistency taking precedence. For example, although it was quite possible for Russian Roulette to force tied players to both lose a bunny, the ruling given in the bunny bits is to re-roll, likely because this makes the most sense thematically (the revolver only has one bullet).
Now to address the non-clarified four cards:
Random Paintball Assault - By mechanical consistency, both results should apply to be consistent with the similar card Q.C.P. Also, this ruling makes sense thematically as if a bunny was in a realistic Random Paintball Assault, it could come out many different colors. These are the likely the primary reasons JB clarified RPA gets multiple results on ties.
Leif Carrotson - By mechanical consistency, it could be determined that both results are taken (perhaps compare to ORP). This one could honestly go either way so I'll probably email Jeff about it and find out later.
Bunnyshop Quartet - By mechanical consistency, both results are probably applied (perhaps compare to Pilfer the Pawn). This one could also could go either way, but I think both results applied is more likely (and I wouldn't be surprised if there is a JB response already for this one saying this)
Bunny and Clyde - This one I'm really not sure on. If I were to guess, I would say JB will likely say re-roll on this to make sure its not too strong. In terms of Mechanical Consistency, there isn't a great card to compare it to. Thematically it could go either way.
Finally, in response to the situation of the three-way highest die with Pink, Red, and Black dice, I have already explained this one and Jeff has already clarified it. If you want to think of it this way, Black takes precedence. However, I think the more accurate description is that the bunny becomes half-pink half-red and dies in the same moment. Perhaps Red Herring Pink Salmon could be used to save it in this case, but its a very rare scenario.
If you so desire, I would gladly make a list of cards and scenarios that make these clarifications relevant, however I can tell you that there are very few. There are so few in fact, I almost considered not responded and just giving up on having rule consistency between the leaders of the Magic Carrot and Discord/TabletopSimulator communities. Instead, however, I decided that for Killer Bunnies to continue reviving/growing as a community, it was important enough for people to hear consistent information from various source to make this post relevant.