marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 1, 2018 9:32:01 GMT -5
Bar King Very Special Eliminate Crow Bar or any card that involves dogs.
Sixty-Nine Special When saved, any time you roll 6 or 9 on any die, you can treat that roll as either 6 or 9, as you wish. Whenever someone rolls Cancer on Zodiac die, you must give him this card. (The card is based on the fact that 6 and 9 look similar. The Cancer sign raider is because the astrological sign for Cancer looks like a six and a nine.)
Living for the Weekend Run Revive a bunny from the discard pile. If it's currently Saturday or Sunday, revive another bunny.
Zombie Plague Run Choose a bunny and turn its card face down. The bunny is now zombified. A player with a zombified bunny must zombify (turn face down) a non-zombified bunny adjacent to one of his zombified bunnies at the end of his turn. This may be one of his own bunnies or an opponent's bunny. Zombified bunnies can be used to play Aggressive cards, but they cannot win the game because they are not alive. Zombified bunnies lose all special properties. They don't have any kind. Their color is the color of their card back. (This idea makes use of the fact that there is a bunny pictured on the back side of the cards.)
|
|
|
Post by TheDavii on Oct 3, 2018 8:44:45 GMT -5
I like your ideas!
How can Zombie Plague be eliminated from The Bunny Circle?
It doesn't appear that there is any way to counteract it, which could leave the game without a traditional winner and could invoke this rule: "It is rare (but possible) for the game to end ... and for no player to have a bunny in The Bunny Circle. If this should happen, then all players will pretend to have a bunny, the Winning Zodiac sign is not drawn, and the Magic Carrot is revealed."
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 3, 2018 10:17:27 GMT -5
I like your ideas! How can Zombie Plague be eliminated from The Bunny Circle? It doesn't appear that there is any way to counteract it, which could leave the game without a traditional winner and could invoke this rule: "It is rare (but possible) for the game to end ... and for no player to have a bunny in The Bunny Circle. If this should happen, then all players will pretend to have a bunny, the Winning Zodiac sign is not drawn, and the Magic Carrot is revealed." It works like Mad Bunny Disease -- the only way to get rid of it is to get rid of all zombie bunnies. Plus things that work against the disease, like Sunny Day, work here as well. Would obviously need testing -- if it's too strong, it can be limited in other ways, like being blocked by Barriers. But the idea is that when zombification runs rampant, players would focus more on eliminating the zombies and less on playing new potential victims.
|
|
|
Post by mahobear8 on Oct 4, 2018 12:56:38 GMT -5
Would obviously need testing -- if it's too strong, it can be limited in other ways, like being blocked by Barriers. But the idea is that when zombification runs rampant, players would focus more on eliminating the zombies and less on playing new potential victims. I really like the Zombie Plague idea. Note that if you wanted it to be affected by Barriers, this would have to be specified by the card as there is currently nothing in the rules on barriers that would prevent it. (Barriers only mention affecting ranged weapons and roaming reds unless a card says otherwise in the bunny bits such as Shockwave). Having the bunny not count towards end of game, while being a bit dangerous as a spreading effect, doesn't necessary put the player who used it in an advantage. The minor exploit (if you could consider it an exploit) is after all the bunnies in the circle have been infected, a player plays a bunny and buys the last remaining carrots, near guaranteeing the autowin. This puts the player with the most money in an advantage, but they had that advantage anyways in most cases. In my opinion, the strongest part of the card is that it removes special features of the bunny. Having the player choose which bunny is infected is quite strong and punishes poor bunny placement choices. Specifically, being able to infect a player's Extra Super Pink Bunny is a very large value play. One interesting interaction/problem with the card is that the zombified bunnies color is determined by the back of the card. This means that some of the zombified bunnies wouldn't have colors (ex. Creature Feature Zombified Bunny). The easiest workaround to this is to use similar rules to Specialty bunnies for all the non-standard colors. (ex. Three Creature Feature Zombified Bunnies would form a triplet) Perhaps you should share this idea with Jeff. I think it's pretty cool
|
|
|
Post by mahobear8 on Oct 4, 2018 12:59:36 GMT -5
I like your ideas! How can Zombie Plague be eliminated from The Bunny Circle? It doesn't appear that there is any way to counteract it, which could leave the game without a traditional winner and could invoke this rule: "It is rare (but possible) for the game to end ... and for no player to have a bunny in The Bunny Circle. If this should happen, then all players will pretend to have a bunny, the Winning Zodiac sign is not drawn, and the Magic Carrot is revealed." It works like Mad Bunny Disease -- the only way to get rid of it is to get rid of all zombie bunnies. Plus things that work against the disease, like Sunny Day, work here as well. Would obviously need testing -- if it's too strong, it can be limited in other ways, like being blocked by Barriers. But the idea is that when zombification runs rampant, players would focus more on eliminating the zombies and less on playing new potential victims. Also, another card comparison you could make is Ebola Virus. If a bunny with Ebola Virus dies from a different cause, Ebola Virus is discarded as well. Similarly, if all the infected Zombified Bunnies die, there is no one left to spread the infection
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 5, 2018 1:30:17 GMT -5
It works like Mad Bunny Disease -- the only way to get rid of it is to get rid of all zombie bunnies. Plus things that work against the disease, like Sunny Day, work here as well. Would obviously need testing -- if it's too strong, it can be limited in other ways, like being blocked by Barriers. But the idea is that when zombification runs rampant, players would focus more on eliminating the zombies and less on playing new potential victims. Also, another card comparison you could make is Ebola Virus. If a bunny with Ebola Virus dies from a different cause, Ebola Virus is discarded as well. Similarly, if all the infected Zombified Bunnies die, there is no one left to spread the infection I don't really know how -- in addition, I haven't even gotten my copy of Quest yet Most of my knowledge of the game stems from the compendium. Currently, I only have Kinder Bunnies, Red deck for Journey to Jupiter (starter set hasn't arrived yet) and 72.2% of Ultimate Odyssey.
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 5, 2018 2:06:46 GMT -5
Here are a few more:
Muffin Bunny Single Specialty Bunny, grey coat, wall-eyed, muffin in hand.
Red Light, Green Light A player must have a red bunny and a green bunny to play this card (a single Red/Green bunny can satisfy this condition). Roll the red and green dice and take all bunnies of the color that rolls highest from the opponents. If you roll doubles, you must give all your red and green bunnies away to other players.
Zodiac Bunnies A set of 13 bunnies with Zodiac theme. To form a bunny triplet, you need either 3 Zodiac Bunnies or any Zodiac Bunny and a saved Zodiac card with the same sign. Note that Gemini and Pisces are double Zodiac Bunnies, so they can form a triplet with just one other Zodiac Bunny. Whenever you roll a Zodiac die and roll a symbol of one of your Zodiac Bunnies, you can change it to any symbol you wish. (If too strong, maybe it could give just a re-roll, or you'd have to sacrifice the bunny to pick the symbol?)
Aries Bunny Thick wool of this bunny can be sold at a profit. Every item bought from a shop is 1 Dolla cheaper. [This is a different type of discount than Gleeful Bunnies get, as it's proportional and not a flat sum.]
Taurus Bunny If there's a Red bunny adjacent to Taurus Bunny or two places away, Taurus Bunny may charge at it, killing the Red Bunny and any intervening bunny. If this causes it to end up in a different player's section of the Bunny Circle, it will change ownership to that player. [Taurus Bunny cannot kill the Holographic Bunny, so if it charges at it, it will end next to it. But it will still now belong to the same player as the Holographic Bunny.]
Gemini Bunnies Double Zodiac Bunny! Once per your turn, you may double your shopping, buying two of the same item for the price of one! Or, you can draw two cards once during your turn instead of one (you then have to discard down, of course). [When buying various supplies, you basically get one Cabbage/Water/Defense/etc. card free if you buy at least one other card of the same type. When buying Carrots, Pawns, or used Bunnies, you can take two for price of one. When buying Weapons, the free weapon you take must have the same or lower price as the one you paid for. Remember that you can only get ONE free card (either from shop or from deck) per turn.]
Cancer Bunny Once per your turn, Cancer Bunny can "pinch" (steal) a saved card from any player. Whenever Cancer Bunny pinches a card, you must roll the Zodiac die and if you roll a Water sign, Cancer Bunny must be passed to the owner of that card (though it's still pinched]. The pinched card is not given to you, rather, it's put underneath Cancer Bunny and can be used by whoever happens to control it from now on. When Cancer Bunny leaves play, all pinched cards are discarded.
Leo Bunny Once per your turn, if Leo Bunny is adjacent to a Bunny that is not controlled by you, it may roar and cow it to the point where it will voluntarily submit to your control!
Virgo Bunny Virgo Bunny is so pure that it's immune to any harm just like a Bunny with The Heavenly Halo would be... as long as it's the ONLY Bunny in your area of the Bunny Circle. [Being alone is the only way for a Bunny to stay a virgin, apparently. Ambassador Bunny won't cancel the protection as it's not in your area of the Circle, but opponent's Ambassador Bunny in your area will cancel it.]
Libra Bunny Once per your turn, Libra Bunny MUST move a Bunny from the player with the most Bunnies to the player with the least bunnies. The first player must have at least two more Bunnies than the second one for this to work. [Basically, it slowly balances the number of Bunnies in the circle among all players. Ambassador Bunny counts for its owner, not for the player who has it in circle.]
Scorpio Bunny When Scorpio Bunny is eliminated from the Bunny Circle, it stings (kills) one Bunny of the player who caused it to be eliminated (even if that player is you!). In addition, whenever Scorpio Bunny changes owners, it kills one of the Bunnies of its former owner. [You shouldn't turn your back to it.]
Sagittarius Bunny Once per your turn, when launching a nonranged Weapon, Sagittarius Bunny may help you do a trick shot and hit two adjacent Bunnies with that Weapon!
Capricorn Bunny Capricorn Bunny jumps around mountains, so it has very sure footing! Every time you would lose it to another player or every time it would leave play, roll the Zodiac die. If you roll an Earth symbol, Capricorn bunny stays right where it is.
Aquarius Bunny While you have Aquarius Bunny, you have an endless supply of water -- you never need to feed your Bunnies any Water (but you still need to feed them other supplies).
Pisces Bunnies Double Zodiac Bunny! Pisces Bunnies can hide in the water -- when they would be hit by a Weapon, you can eliminate it by any combination of Defense and Water units that adds to the Weapon's level.
Ophiuchus Super Bunny Super Zodiac Bunny! Ophiuchus has all the special features of Super Bunnies -- die rolls, eliminating other Zodiac Bunnies, not revivable, automatic triplet, etc. However, it doesn't eliminate Zodiac Bunnies whose owner has a matching Zodiac card saved. In addition, the Ophiuchus Super Bunny has all special features of all Zodiac Bunnies whose signs you have saved.
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 6, 2018 2:28:38 GMT -5
The Halloween Bunnies These are a set of horror-themed bunnies. They are not their own kind and can't be used to form triplets with each other.
Chainsaw Bunny The Chainsaw Bunny may be played normally between two adjacent bunnies, but it can also use its chainsaw to cut through another Bunny (killing it), and replacing it in the Bunny Circle. [This card makes use of the fact that you are technically allowed to play Bunnies to opponent's area. If you play it for yourself, you'll want to play it normally, but you can also play it to opponent's area, killing one of his bunnies and replacing it with a card that won't do much once it's actually in play.]
Vampire Bunny Vampire Bunny is undead and can't be used to win the game. Whenever Vampire Bunny is killed, it's not put into the discard pile but put aside to your saved cards (anything that can steal your saved Specials or Very Specials can take the Vampire Bunny as well, but it's immune to cards that would just discard it). Once a player with saved Vampire Bunny kills any bunny (even his own), intentionally (not with Terrible Misfortune), Vampire Bunny gets resurrected and the player may immediately put it into the Circle. The Vampire Bunny is eliminated permanently (and discarded) when someone uses Sunny Day. Once in the discard pile, it can't be brought back, just like the Super Bunnies.
Mummy Bunny Mummy Bunny is undead and can't be used to win the game. When Mummy Bunny is killed or discarded, roll any twelve-sided die. Count that many cards from the top of the Draw Deck and put Mummy Bunny underneath them. Mummy Bunny can never actually enter the discard pile.
Were-Bunny During the week before and after a full moon, Were-Bunny lowers the level of all Weapons that attack it (by 1 seven days from full moon, by 2 six days from full moon, etc.) On the day of full moon, it's completely immune to all Weapons! In addition, if you can actually see the full moon in the sky, the Were-Bunny can't be stolen or eliminated from the Bunny Circle by ANY card! [In order to see the full moon, the sky must be clear.]
Frankenbunny When Frankenbunny enters the Bunny Circle, you must take two bunnies from the discard pile and stick it underneath the Frankenbunny. If you can't, you must discard Frankenbunny. Frankenbunny has all colors, kinds, special characteristics and abilities of those two cards. [Cards that can't be brought from the discard pile, like Super Bunnies, are not a legal choice for Frankenbunny. Frankenbunny can count as Specialty, Celebrity, and/or Law-Enforcement Bunny if it has them underneath itself, but it can only ever count as ONE bunny, even if it uses a card that depicts multiple bunnies. Frankenbunny can also count as a Kinder Bunny if it has one of them, and if that Kinder Bunny is female, it's even a legal target for Beauty on Duty. Holographic Bunny can't be used by Frankenbunny since it doesn't have an actual body. Free Agent allow Frankenbunny to choose its color and/or kind, in addition to those it gets from the other card; combination of two Free Agents and similar allows it to choose up to two colors/kinds at once. Double Free Agent works identically to Free Agent, giving Frankenbunny one choice of color and kind (because Frankenbunny is still a single bunny). Red and/or Pink Bunnies pass their special properties to Frankenbunny, as do cards like Lonely Ranger or Dago Bunny. Using Ambassador Bunny as one of the cards will make Frankenbunny an ambassador as well and you will play it into opponent's part of the circle (and probably give a scare to everyone in the diplomatic circles). Combination of Ambassador Bunny and Lonely Ranger will force the Frankenbunny to change ownership whenever it arrives into the section of its current owner; the owner decides who to give it to.]
The Four Bunnies of the Apocalypse:
Bunny of Pestilence At the end of your turn, every player must roll a die and the lowest roller must sacrifice a bunny, if possible. Holographic Bunny, a bunny with The Heavenly Halo and Bunny of Pestilence itself are immune.
Bunny of Famine When Bunny of Famine enters play, every player must discard all saved supplies (Cabbage, Water, Radish, Milk). In addition, any Feed the Bunny cards in play or those that are played while Bunny of Famine is in play must be resolved immediately (there's an automatic Feed Now or Die effect). Bunny of Famine itself doesn't need to feed.
Bunny of War As long as Bunny of War is in play, all players may play Weapon cards from their hands as if they were Special. In addition, whenever a Weapon card is revealed from Top Run, it must be used if possible; the player cannot choose to discard it even if he has to use it on his own bunnies. Bunny of War itself is immune to all Weapons.
Bunny of Death When Bunny of Death enters play, the two adjacent bunnies immediately die (except for other Bunnies of the Apocalypse). Any other forms of protection from death (like The Heavenly Halo or Holographic Bunny) are suspended -- any bunny can die for any reason, as long as Bunny of Death is in play, the only exception are specific immunities of the other Bunnies of the Apocalypse. Whenever any player makes a roll that could potentially kill a bunny (like for a Weapon or for The Mad, Mad, Donnelaith Bakery), he must make two rolls and choose one that will result in a death of at least one bunny. Bunny of Death itself is always immortal.
Bunnies of the Apocalypse can't form a bunny triplet. If all four ever appear in play at the same time, the game ends immediately. In this case, it's possible that no one has the Magic Carrot -- that means that everyone loses.
|
|
|
Post by TheDavii on Oct 8, 2018 20:58:59 GMT -5
I mocked up a version of the Zombie Plague card:
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 9, 2018 0:40:51 GMT -5
Wow,seeing it like this, that's a lot of text. Some of it should be probably moved to Bunny Bits.
|
|
|
Post by TheDavii on Oct 9, 2018 9:03:22 GMT -5
Yes, it is a lot of text. Before submitting the idea to Jeff (which I strongly encourage you to do!), it might be good to polish it and decide what can/should be on the card and what text should be in the bits. (There is also a Quest Fan Card Companion [QFCC] to collect fan Bunny Bits for cards posted on MagicCarrot.com).
My original draft had less text, but I found in looking at the card, it wasn't clear what happened on future rounds. I also think that there is an edge case: If the player were to play it on one of his own bunnies, does he have to "zombify" another bunny at the end of the turn on which he played it? (Because the text implies that he does.)
|
|
|
Post by mahobear8 on Oct 9, 2018 9:12:47 GMT -5
Bunnies of the Apocalypse can't form a bunny triplet. If all four ever appear in play at the same time, the game ends immediately. In this case, it's possible that no one has the Magic Carrot -- that means that everyone loses. For mechanical consistency, it would make sense for the carrots remaining in the Market to go to the player with the most Dolla. This would stay consistent with what happens when Tivy Telos (Pumpkin Spice booster) ends the game early.
|
|
|
Post by mahobear8 on Oct 9, 2018 9:24:40 GMT -5
The Four Bunnies of the Apocalypse: Bunny of Pestilence At the end of your turn, every player must roll a die and the lowest roller must sacrifice a bunny, if possible. Holographic Bunny, a bunny with The Heavenly Halo and Bunny of Pestilence itself are immune. Bunny of Famine When Bunny of Famine enters play, every player must discard all saved supplies (Cabbage, Water, Radish, Milk). In addition, any Feed the Bunny cards in play or those that are played while Bunny of Famine is in play must be resolved immediately (there's an automatic Feed Now or Die effect). Bunny of Famine itself doesn't need to feed. Bunny of War As long as Bunny of War is in play, all players may play Weapon cards from their hands as if they were Special. In addition, whenever a Weapon card is revealed from Top Run, it must be used if possible; the player cannot choose to discard it even if he has to use it on his own bunnies. Bunny of War itself is immune to all Weapons. Bunny of Death When Bunny of Death enters play, the two adjacent bunnies immediately die (except for other Bunnies of the Apocalypse). Any other forms of protection from death (like The Heavenly Halo or Holographic Bunny) are suspended -- any bunny can die for any reason, as long as Bunny of Death is in play, the only exception are specific immunities of the other Bunnies of the Apocalypse. Whenever any player makes a roll that could potentially kill a bunny (like for a Weapon or for The Mad, Mad, Donnelaith Bakery), he must make two rolls and choose one that will result in a death of at least one bunny. Bunny of Death itself is always immortal. I love the idea of each of these, however one thing I would change is removing the "Bunny of Death itself is always immortal". Assuming he actually counts as a bunny that can play aggressive cards and counts towards end of game, this makes him very difficult to deal with. The player who has him will have a very large advantage over everyone who doesn't. By the value/threat theory of Killer Bunnies, it is very difficult for a card to be considered overpowered, however, a card can generate enough value to become unfun for opponents. In that sense, I think letting Bunny of Death die would help "balance" the card for lack of a better term. Considering how much he impacts the game, I think it'd be dangerous to not be able to get rid of him. Naturally, some testing would determine whether he needs to be nerfed or not
|
|
marek14
Seaman Apprentice
Posts: 30
|
Post by marek14 on Oct 9, 2018 9:44:27 GMT -5
The Four Bunnies of the Apocalypse: Bunny of Pestilence At the end of your turn, every player must roll a die and the lowest roller must sacrifice a bunny, if possible. Holographic Bunny, a bunny with The Heavenly Halo and Bunny of Pestilence itself are immune. Bunny of Famine When Bunny of Famine enters play, every player must discard all saved supplies (Cabbage, Water, Radish, Milk). In addition, any Feed the Bunny cards in play or those that are played while Bunny of Famine is in play must be resolved immediately (there's an automatic Feed Now or Die effect). Bunny of Famine itself doesn't need to feed. Bunny of War As long as Bunny of War is in play, all players may play Weapon cards from their hands as if they were Special. In addition, whenever a Weapon card is revealed from Top Run, it must be used if possible; the player cannot choose to discard it even if he has to use it on his own bunnies. Bunny of War itself is immune to all Weapons. Bunny of Death When Bunny of Death enters play, the two adjacent bunnies immediately die (except for other Bunnies of the Apocalypse). Any other forms of protection from death (like The Heavenly Halo or Holographic Bunny) are suspended -- any bunny can die for any reason, as long as Bunny of Death is in play, the only exception are specific immunities of the other Bunnies of the Apocalypse. Whenever any player makes a roll that could potentially kill a bunny (like for a Weapon or for The Mad, Mad, Donnelaith Bakery), he must make two rolls and choose one that will result in a death of at least one bunny. Bunny of Death itself is always immortal. I love the idea of each of these, however one thing I would change is removing the "Bunny of Death itself is always immortal". Assuming he actually counts as a bunny that can play aggressive cards and counts towards end of game, this makes him very difficult to deal with. The player who has him will have a very large advantage over everyone who doesn't. By the value/threat theory of Killer Bunnies, it is very difficult for a card to be considered overpowered, however, a card can generate enough value to become unfun for opponents. In that sense, I think letting Bunny of Death die would help "balance" the card for lack of a better term. Considering how much he impacts the game, I think it'd be dangerous to not be able to get rid of him. Naturally, some testing would determine whether he needs to be nerfed or not Philosophically, I wanted each of them to be immune to its own element. I was thinking that maybe it could just disappear for a while. Or maybe none of them would count for winning the game because they have their own agenda and are not completely obedient?
|
|
|
Post by mahobear8 on Oct 9, 2018 13:07:57 GMT -5
Philosophically, I wanted each of them to be immune to its own element. I was thinking that maybe it could just disappear for a while. Or maybe none of them would count for winning the game because they have their own agenda and are not completely obedient? Having them not count for winning the game would probably help. Something I forgot to consider it that the Death Bunny probably could be affected by Area 51 and other abduction cards. This makes it less disruptive than I first thought, so it'd probably be fine
|
|