Post by khro on Feb 3, 2005 15:59:25 GMT -5
Been working on some basic rules for team play. This was mostly designed to make larger games possible (by allowing players who just can't get a bunny on the board to participate in co-operative fashion.)
These rules are severely tentative, still being tested, but any feedback would be helpful.
First, the rules...
Team Play Rules
Dividing into teams
Teams can be divided in any manner that creates even teams. When the number of players cannot be divided equally, you can either grant one team an extra man (as a handicap) or have the odd man be the “free agent”. The free agent always gets an extra card play (so 2 normally, 3 if they have the three bunny bonus).
Alpha Bunnies
For each team, one player is designated the Alpha Bunny. All water, cabbage, defense cards, money, and banked Specials are kept by the Alpha. He may dole these out for immediate use to any teammate on that teammate’s turn. Resource destruction cards such as Drought, Maggots, etc striking the alpha bunny wipe out all resources of that type for the team. Specials that cannot be banked, such as The Minilith, or are otherwise active, stay with the player that activated it.
Carrots, bunnies, and pawns are still kept by individual players. These may not be moved except by cards that explicitly allow it (such as Carrot Exchange). However, at any time that a bunny or pawn is first brought into play, it may be placed on the playing field of any teammate instead of your own.
Open trading is not allowed within a team, however Alpha Bunnies may trade amongst each other as per normal rules (so you may not give your carrot to a teammate, but your Alpha may trade it to another team’s Alpha).
On his turn, the Alpha Bunny may force a single card exchange with one teammate (trading one card in hand for another).
At the end of the game, just before the Zodiac draw, each Alpha Bunny may move one bunny in play from one teammate’s field to another.
Other Rules
If you draw a Terrible Misfortune and don’t have a bunny of your own, you must play it on a teammate’s bunny before it can be played on an opposing team’s bunny.
====
Now, the cards. This is a 12-card booster pack, only relevant for team play.
Mating Season
RUN - Roll red, blue, green, yellow, orange, purple, black
The target of this card may attempt to mate any bunnies he has in play with a bunny of the same color that a teammate has in play. Each bunny on may only attempt to mate once. A player cannot breed bunnies with his own bunnies.
The highest number of all the dice rolled is the color of the bunny born. If black is highest, no bunny is made. Ties result in multiple births. When "born", bunnies are taken from the discard pile (if possible) and placed directly in play next to either parent.
Keep Away
RUN - Roll black
One player from each team rolls. The team of the player who rolls lowest all lose a turn. The team that played this card may roll a second time.
Sanctuary
VERY SPECIAL
One of your teammates' bunnies is moved to your field for one turn. Weapons targeting this bunny at the time do not hit it (though AEs and roaming effects still play out as if the bunny was there). All buffs, run cards, and feed the bunnies on that bunny vanish.
Does not require a bunny to play.
There Can Be Only One
RUN - Roll Black
For each color of bunny (specialty and free agent being colors), do the following: Each player on the target's team must roll one die for each bunny of that color in play. The bunny with the highest roll lives. All other bunnies of that color die. Ties are re-rolled.
Clover modifiers are added to your number when rolling.
Traitor
RUN
Switch teams with any other player.
Dangerous Investment
SPECIAL
The player who uses this card may bet any combination of money, carrots, or bunnies on the survival of any of his teammates' bunnies. All bet items are placed on the target bunny until the start of your next turn, and may not be used. If the bunny is killed or abducted before then, all items are lost (transferring the bunny to another player doesn't lose the bet). If the bunny survives the turn, all items bet are doubled (winnings are taken from the discard piles). Optional: instead of taking back the items, the player can "let it ride" and place the winnings on the target bunny another turn.
This cannot be played on the Halo bunny or any other bunny considered to be non-attackable.
Fastball Special
SPECIAL
The target player may have an extra turn his next turn. You lose your next turn.
Does not require a bunny to play.
Level Playing Field
RUN - Roll blue, green, yellow, orange, purple, red, and black
Look for the highest number. Count up the collective number of the appropriate cards (cards, not values on cards) on each team. The team with the higher number of cards must give cards to the other team until they have more than equal to the same number. Blue=water cards, green=cabbage, yellow=money, orange=carrots, purple=bunnies (in play), black=defense cards, red=Zodiac cards.
The Bunnyguard
VERY SPECIAL
Redirect any weapon, roaming run card, terrible misfortune, feed the bunny, or abduction targeted on any one of your bunnies to any teammate's bunny. AE's, roaming, and other spacial effects proceed as if that bunny was the original target.
Center of Attention
SPECIAL
May be played on any player. All buffs, run cards, and feed the bunny cards currently on all his teammate's bunnies are moved to this bunny.
Power Play
VERY SPECIAL
Play this on any teammate (or yourself) to immediately become the Alpha Bunny. All resources controlled by the Alpha Bunny are immediately transferred to the new Alpha.
(two copies of this card)
These rules are severely tentative, still being tested, but any feedback would be helpful.
First, the rules...
Team Play Rules
Dividing into teams
Teams can be divided in any manner that creates even teams. When the number of players cannot be divided equally, you can either grant one team an extra man (as a handicap) or have the odd man be the “free agent”. The free agent always gets an extra card play (so 2 normally, 3 if they have the three bunny bonus).
Alpha Bunnies
For each team, one player is designated the Alpha Bunny. All water, cabbage, defense cards, money, and banked Specials are kept by the Alpha. He may dole these out for immediate use to any teammate on that teammate’s turn. Resource destruction cards such as Drought, Maggots, etc striking the alpha bunny wipe out all resources of that type for the team. Specials that cannot be banked, such as The Minilith, or are otherwise active, stay with the player that activated it.
Carrots, bunnies, and pawns are still kept by individual players. These may not be moved except by cards that explicitly allow it (such as Carrot Exchange). However, at any time that a bunny or pawn is first brought into play, it may be placed on the playing field of any teammate instead of your own.
Open trading is not allowed within a team, however Alpha Bunnies may trade amongst each other as per normal rules (so you may not give your carrot to a teammate, but your Alpha may trade it to another team’s Alpha).
On his turn, the Alpha Bunny may force a single card exchange with one teammate (trading one card in hand for another).
At the end of the game, just before the Zodiac draw, each Alpha Bunny may move one bunny in play from one teammate’s field to another.
Other Rules
If you draw a Terrible Misfortune and don’t have a bunny of your own, you must play it on a teammate’s bunny before it can be played on an opposing team’s bunny.
====
Now, the cards. This is a 12-card booster pack, only relevant for team play.
Mating Season
RUN - Roll red, blue, green, yellow, orange, purple, black
The target of this card may attempt to mate any bunnies he has in play with a bunny of the same color that a teammate has in play. Each bunny on may only attempt to mate once. A player cannot breed bunnies with his own bunnies.
The highest number of all the dice rolled is the color of the bunny born. If black is highest, no bunny is made. Ties result in multiple births. When "born", bunnies are taken from the discard pile (if possible) and placed directly in play next to either parent.
Keep Away
RUN - Roll black
One player from each team rolls. The team of the player who rolls lowest all lose a turn. The team that played this card may roll a second time.
Sanctuary
VERY SPECIAL
One of your teammates' bunnies is moved to your field for one turn. Weapons targeting this bunny at the time do not hit it (though AEs and roaming effects still play out as if the bunny was there). All buffs, run cards, and feed the bunnies on that bunny vanish.
Does not require a bunny to play.
There Can Be Only One
RUN - Roll Black
For each color of bunny (specialty and free agent being colors), do the following: Each player on the target's team must roll one die for each bunny of that color in play. The bunny with the highest roll lives. All other bunnies of that color die. Ties are re-rolled.
Clover modifiers are added to your number when rolling.
Traitor
RUN
Switch teams with any other player.
Dangerous Investment
SPECIAL
The player who uses this card may bet any combination of money, carrots, or bunnies on the survival of any of his teammates' bunnies. All bet items are placed on the target bunny until the start of your next turn, and may not be used. If the bunny is killed or abducted before then, all items are lost (transferring the bunny to another player doesn't lose the bet). If the bunny survives the turn, all items bet are doubled (winnings are taken from the discard piles). Optional: instead of taking back the items, the player can "let it ride" and place the winnings on the target bunny another turn.
This cannot be played on the Halo bunny or any other bunny considered to be non-attackable.
Fastball Special
SPECIAL
The target player may have an extra turn his next turn. You lose your next turn.
Does not require a bunny to play.
Level Playing Field
RUN - Roll blue, green, yellow, orange, purple, red, and black
Look for the highest number. Count up the collective number of the appropriate cards (cards, not values on cards) on each team. The team with the higher number of cards must give cards to the other team until they have more than equal to the same number. Blue=water cards, green=cabbage, yellow=money, orange=carrots, purple=bunnies (in play), black=defense cards, red=Zodiac cards.
The Bunnyguard
VERY SPECIAL
Redirect any weapon, roaming run card, terrible misfortune, feed the bunny, or abduction targeted on any one of your bunnies to any teammate's bunny. AE's, roaming, and other spacial effects proceed as if that bunny was the original target.
Center of Attention
SPECIAL
May be played on any player. All buffs, run cards, and feed the bunny cards currently on all his teammate's bunnies are moved to this bunny.
Power Play
VERY SPECIAL
Play this on any teammate (or yourself) to immediately become the Alpha Bunny. All resources controlled by the Alpha Bunny are immediately transferred to the new Alpha.
(two copies of this card)