Post by khro on Feb 2, 2005 23:07:23 GMT -5
Just some stuff my buddies and I have been working on. I'm new here, so sorry if someone already suggested these.
First, some basic cards:
Stack the deck
RUN
Look at the next 5 cards on the draw pile. Order them any way you want and return them.
Blow Your Load
VERY SPECIAL
Play this on any player who must play all Very Special cards in his hand immediately. If it is played on that player’s turn, he must also use and of his banked Specials immediately.
Witch Hunter
RUN
Witch Hunter may be played on any player to force him to discard any cards (from his hand or banked) containing the word Magic, such as Magic Fountain, Magic Spatula, etc.). This also applies to cards that have “magic” in the description, even if only to reference other cards with Magic in the name (such as “may be blocked by the Magic Spatula”). Extended descriptions from the books or website do not apply.
Zodiac Killer
RUN
Every player with a Zodiac card must roll the Zodiac die. If it comes up matching a Zodiac they have, that card is returned to the draw pile. If it is also the current sign or the player’s sign, they must return all their zodiac cards.
Transmogrifier
RUN
Transform any 2 bunnies or pawns (owned by a single player) in play to a carrot. Carrot goes to the owner of the bunnies. If extra bunnies are tied to one of the targets (such as by Fingercuffs), they are destroyed with no extra carrot made.
Magic Hat
SPECIAL
Magic Hat cannot be banked. When flipped up, it produces one bunny at the end of every turn, brought immediately into play from the discard pile. Only single bunnies may be revived this way.
Magic Hat is destroyed if the owner has no bunnies, has 6 or more bunnies, or Witch Hunter is played.
Organ Donor
SPECIAL, Roll Red
This card cannot be banked. It goes immediately into play when flipped.
When this card is in play, all bunnies lost by the player do not go to the discard pile. They instead go on top of Organ Donor. At any time on your turn, you may choose to roll the die. If you roll equal to or lower than the number of bunnies on the pile (with multiple specialty bunnies counting as as many bunnies as there are on the card), you may revive any bunny on the pile and place it immediately in play. Regardless of success or failure, after the roll all bunnies are cleared form Organ Donor and discarded as normal.
Rolling a 12 or higher at any time destroys Organ Donor and kills one bunny of yours in play.
=====
This next set of cards is a special set I'm calling Kickback Cards.
Kickback cards are buff and effect cards triggered by attacks on the bunny (including weapons, feed the bunny, and red run cards like the Cyber Bunny). Abduction and Terrible Misfortune destroys the Kickback card without releasing the effect. Moving the bunny (such as by auction, trade, or cards like Lief Carrotson) results in the card staying attached and remaining face down (if not previously revealed).
Kickback cards are played FACE DOWN on bunny and are turned over when it’s attacked (even if it survives the attack). The card remains on the bunny until that bunny dies.
Kickback cards do not require a bunny to play, but may be discarded if the owner has no bunnies at run time.
Kamikaze Spirit
RUN
When a bunny with Kamikaze Spirit dies, it targets a bunny of the owner’s choice on the field as a level 9 weapon. If the target survives, Kamikaze Spirit is placed on it.
Renewal
RUN, Roll red
When this bunny dies, roll a 12-sided die.
· 1 = Bunny is reborn!
· 2 - 5 = player must discard his hand and draws all new cards
· 6 - 9 = attacker must discard his hand and redraw
· 10 – 11 = all players must discard their hands and re-draw
· 12 = all players must discard all cards in their hands and re-draw, AND Spirit of Renewal moves to the next bunny clockwise.
The Awesome Power Of A Fully Operational Cyber Bunny
RUN
When this bunny dies, it becomes cyber bunny! Cyber bunny moves immediately to the next bunny clockwise and proceeds as if the attacking player put it there.
Constitution of Rasputin
RUN
This bunny must be killed 3 times to die.
9 Lives
RUN, Roll red, blue, green
Any time this bunny would die, it rolls three 12-sided dice. If any is a 9, it lives.
Decoy
RUN, Roll black
When attacked, a decoy bunny is spawned on one side of it (owner’s choice). Roll a die. If the number is even, the attack hits the decoy. If odd, it hits the original target. The decoy remains for the duration of the attack and acts as a space for AE / roaming purposes. The decoy rolls for the attack as a normal bunny, but the decoy card is not destroyed if the decoy is.
Do You Feel Lucky, Punk?
RUN
This buff does nothing. It’s a bluff.
Splitting Hares
SPECIAL
This is the only Kickback card that doesn’t go on a bunny. Move any face down Kickback card from any one bunny to any other.
First, some basic cards:
Stack the deck
RUN
Look at the next 5 cards on the draw pile. Order them any way you want and return them.
Blow Your Load
VERY SPECIAL
Play this on any player who must play all Very Special cards in his hand immediately. If it is played on that player’s turn, he must also use and of his banked Specials immediately.
Witch Hunter
RUN
Witch Hunter may be played on any player to force him to discard any cards (from his hand or banked) containing the word Magic, such as Magic Fountain, Magic Spatula, etc.). This also applies to cards that have “magic” in the description, even if only to reference other cards with Magic in the name (such as “may be blocked by the Magic Spatula”). Extended descriptions from the books or website do not apply.
Zodiac Killer
RUN
Every player with a Zodiac card must roll the Zodiac die. If it comes up matching a Zodiac they have, that card is returned to the draw pile. If it is also the current sign or the player’s sign, they must return all their zodiac cards.
Transmogrifier
RUN
Transform any 2 bunnies or pawns (owned by a single player) in play to a carrot. Carrot goes to the owner of the bunnies. If extra bunnies are tied to one of the targets (such as by Fingercuffs), they are destroyed with no extra carrot made.
Magic Hat
SPECIAL
Magic Hat cannot be banked. When flipped up, it produces one bunny at the end of every turn, brought immediately into play from the discard pile. Only single bunnies may be revived this way.
Magic Hat is destroyed if the owner has no bunnies, has 6 or more bunnies, or Witch Hunter is played.
Organ Donor
SPECIAL, Roll Red
This card cannot be banked. It goes immediately into play when flipped.
When this card is in play, all bunnies lost by the player do not go to the discard pile. They instead go on top of Organ Donor. At any time on your turn, you may choose to roll the die. If you roll equal to or lower than the number of bunnies on the pile (with multiple specialty bunnies counting as as many bunnies as there are on the card), you may revive any bunny on the pile and place it immediately in play. Regardless of success or failure, after the roll all bunnies are cleared form Organ Donor and discarded as normal.
Rolling a 12 or higher at any time destroys Organ Donor and kills one bunny of yours in play.
=====
This next set of cards is a special set I'm calling Kickback Cards.
Kickback cards are buff and effect cards triggered by attacks on the bunny (including weapons, feed the bunny, and red run cards like the Cyber Bunny). Abduction and Terrible Misfortune destroys the Kickback card without releasing the effect. Moving the bunny (such as by auction, trade, or cards like Lief Carrotson) results in the card staying attached and remaining face down (if not previously revealed).
Kickback cards are played FACE DOWN on bunny and are turned over when it’s attacked (even if it survives the attack). The card remains on the bunny until that bunny dies.
Kickback cards do not require a bunny to play, but may be discarded if the owner has no bunnies at run time.
Kamikaze Spirit
RUN
When a bunny with Kamikaze Spirit dies, it targets a bunny of the owner’s choice on the field as a level 9 weapon. If the target survives, Kamikaze Spirit is placed on it.
Renewal
RUN, Roll red
When this bunny dies, roll a 12-sided die.
· 1 = Bunny is reborn!
· 2 - 5 = player must discard his hand and draws all new cards
· 6 - 9 = attacker must discard his hand and redraw
· 10 – 11 = all players must discard their hands and re-draw
· 12 = all players must discard all cards in their hands and re-draw, AND Spirit of Renewal moves to the next bunny clockwise.
The Awesome Power Of A Fully Operational Cyber Bunny
RUN
When this bunny dies, it becomes cyber bunny! Cyber bunny moves immediately to the next bunny clockwise and proceeds as if the attacking player put it there.
Constitution of Rasputin
RUN
This bunny must be killed 3 times to die.
9 Lives
RUN, Roll red, blue, green
Any time this bunny would die, it rolls three 12-sided dice. If any is a 9, it lives.
Decoy
RUN, Roll black
When attacked, a decoy bunny is spawned on one side of it (owner’s choice). Roll a die. If the number is even, the attack hits the decoy. If odd, it hits the original target. The decoy remains for the duration of the attack and acts as a space for AE / roaming purposes. The decoy rolls for the attack as a normal bunny, but the decoy card is not destroyed if the decoy is.
Do You Feel Lucky, Punk?
RUN
This buff does nothing. It’s a bluff.
Splitting Hares
SPECIAL
This is the only Kickback card that doesn’t go on a bunny. Move any face down Kickback card from any one bunny to any other.