marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Oct 9, 2018 14:24:15 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 Yes, it can be abducted and removed, just not killed.
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Post by TheDavii on Oct 9, 2018 16:07:38 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. What happens if the entire Bunny Circle are zombified bunnies? I imagine this scenario: all bunnies are zombified. A player flips over a bunny in his own area. Unless his part of The Bunny Circle is devoid of bunnies, at the end of his turn (because it is adjacent to some zombified bunny), he's forced to zombify his recently flipped bunny. (Of course, he could place the bunny in another area of The Bunny Circle, but that may only delay the inevitable.) Is the necessary strategy to get out the really large weapons (Level 20?) and wipe out The Bunny Circle? If a zombified bunny is restored from the discard (e.g., Supplies Surprise), is it still undead or is it a normal bunny?
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Oct 9, 2018 23:47:22 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. What happens if the entire Bunny Circle are zombified bunnies? I imagine this scenario: all bunnies are zombified. A player flips over a bunny in his own area. Unless his part of The Bunny Circle is devoid of bunnies, at the end of his turn (because it is adjacent to some zombified bunny), he's forced to zombify his recently flipped bunny. (Of course, he could place the bunny in another area of The Bunny Circle, but that may only delay the inevitable.) Is the necessary strategy to get out the really large weapons (Level 20?) and wipe out The Bunny Circle? If a zombified bunny is restored from the discard (e.g., Supplies Surprise), is it still undead or is it a normal bunny? Ironically, one way players have to combat zombification is to NOT spread it to other players -- if only one player's bunnies are zombified, only one new bunny is infected each round; the moment the player allows zombifying of another player's bunny, the infection starts spreading faster. That's group dynamics for you. Of course, if a player is not willing, some offers from the others are in place. The adjacent player might even offer to transfer his soon-to-be-infected bunny's ownership so the infection would stay contained. Other ways to combat it are using Holographic Bunny, The Heavenly Halo or Angel Wings to make a bunny work as a barrier and stop the contagion. But the most important thing here is that yes, Zombie Plague is hard to stop once it gets going, and that's why the player who plays it should already have a plan ready how to deal with it. Finally, if worst comes to worst and Zombie Plague DOES completely ruin the game, next time someone tries to play it, someone just might offer a substantial bribe to get him to discard it instead...
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Oct 10, 2018 2:45:43 GMT -5
A few more ideas:
Reserved Space (Run) Reserved Space is played in The Bunny Circle. Any weapons or other effects that affect multiple bunnies or Roaming Red Run cards that move along the bunnies will count Reserved Space as a valid place to affect/stop at. For example, bunnies on the left and right side of Reserved Space are considered to be 2 spaces away (and not adjacent to each other). Reserved Space itself cannot be destroyed. Owner of Reserved Space (the player in whose section it is), but no one else, can play a Bunny into Reserved Space, discarding it. [Another way to stop the spreading of Zombie Plague!]
Green, Green Cash (Very Special) When feeding a bunny, you can use Dolla instead of Cabbage Units. If you own the Green Pawn, you don't have to discard Green, Green Cash and use it repeatedly.
Liquid Assets (Very Special) When feeding a bunny, you can use Dolla instead of Water Units. If you own the Blue Pawn, you don't have to discard Liquid Assets and use it repeatedly.
Lemon-Scented Cleaner (Special) By spraying Lemon-Scented Cleaner around The Bunny Circle, all modifier or Rank cards on all Bunnies are discarded, and effects of Random Paintball Assault or Q.C.P. are removed. The bunny with Containment Suit is immune.
Communist Uprising (Run) Take all saved Dolla from all players (including vouchers) and divide the total into as many portions as there are players, plus one. Any Dolla that can't be divided evenly are discarded. You get two portions; everyone else gets one.
Single Life (Special) The player with Single Life saved can choose to play the Bottom Run card instead of the Top Run card on each of his turns. However, if a player ever gets a Bunny Triplet or another effect that allows him to play two cards per turn, he must discard Single Life.
Hare-mony of the Spheres (Special) Play on a player who has at least one bunny in The Bunny Circle and at least one bunny in space. Switch them around -- bunnies in Circle end up in space, and vice versa.
Natural Oddity (Run) Steal any odd-numbered Mysterious Place card from any player.
Binary Crash (Special) All players must discard all cards from hand that only contain 0's and 1's in their Card ID. All such cards that are saved and all such bunnies in play must be discarded as well (Carrots are returned to the market). [The cards satisfying this condition are: Kinder 001 - Blue Hero Bunny Kinder 010 - Orange Perky Bunny Kinder 011 - Orange Smart Bunny Kinder 101 - 1 Bunny Buck
0001 - Blue Congenial Bunny 0010 - Green Timid Bunny 0011 - Orange Congenial Bunny 0100 - 5 Dolla 0101 - 10 Dolla 0111 - Yellow Congenial Bunny 1000 - Grand Slam 1001 - Feed All Your Bunnies 3/3 (will be discarded if pending) 1010 - Betty Botter 1011 - Bunny Booster 1100 - Mysterious Place - Puma Punku 1101 - Specialty Bunny (Single) - Minion Bunny 1110 - Weapon Level 13 - Red-Headed Step Children 1111 - Weapon Level 14 - Olly Olly Oxen Free
Carrots: Kinder 110 - Carrot J - Jeannie 0110 - Carrot #10 - Seth
Cards that are not affected (because they can't be in hand or in play) are: Kinder 100 - Bad News - Tornado]
Just Kidding (Special) If you launch a weapon that fails (on all of its targets, if it has more than one), and you have at least 2 Kinder Bunnies in the Bunny Circle and Just Kidding saved, you may say "Just kidding!" and put the weapon back into your hand instead of discarding it.
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Post by TheDavii on Oct 10, 2018 7:08:14 GMT -5
What happens if the entire Bunny Circle are zombified bunnies? I imagine this scenario: all bunnies are zombified. A player flips over a bunny in his own area. Unless his part of The Bunny Circle is devoid of bunnies, at the end of his turn (because it is adjacent to some zombified bunny), he's forced to zombify his recently flipped bunny. (Of course, he could place the bunny in another area of The Bunny Circle, but that may only delay the inevitable.) Is the necessary strategy to get out the really large weapons (Level 20?) and wipe out The Bunny Circle? If a zombified bunny is restored from the discard (e.g., Supplies Surprise), is it still undead or is it a normal bunny? Ironically, one way players have to combat zombification is to NOT spread it to other players -- if only one player's bunnies are zombified, only one new bunny is infected each round; the moment the player allows zombifying of another player's bunny, the infection starts spreading faster. That's group dynamics for you. Of course, if a player is not willing, some offers from the others are in place. The adjacent player might even offer to transfer his soon-to-be-infected bunny's ownership so the infection would stay contained. Other ways to combat it are using Holographic Bunny, The Heavenly Halo or Angel Wings to make a bunny work as a barrier and stop the contagion. But the most important thing here is that yes, Zombie Plague is hard to stop once it gets going, and that's why the player who plays it should already have a plan ready how to deal with it. Finally, if worst comes to worst and Zombie Plague DOES completely ruin the game, next time someone tries to play it, someone just might offer a substantial bribe to get him to discard it instead... Attached is another draft of your card, with many words removed. All the others will have to go into the Bunny Bits.
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Oct 10, 2018 7:34:40 GMT -5
Great, thanks!
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Post by mahobear8 on Oct 11, 2018 14:21:36 GMT -5
Finally, if worst comes to worst and Zombie Plague DOES completely ruin the game, next time someone tries to play it, someone just might offer a substantial bribe to get him to discard it instead... Since the zombified bunnies can still be used to play aggressive cards, the simple solution is for a player to kill all of the bunnies with any strong ranged weapon (which are really easy to come by with the Weapons Emporium). Thus, I don't predict it to completely ruin the game
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Feb 10, 2019 16:03:44 GMT -5
Birthday Wish Run This card may be played once by a player to change the current date (day and month) to his birthday. All effects related to the date (Dated Weapons, Zodiac signs, Ancient Star Rod, etc.) now accept the changed date. Once the date is set using Birthday Wish, it won't change on its own even if the game spans midnight.
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Post by mahobear8 on Feb 10, 2019 16:46:44 GMT -5
Birthday Wish Run This card may be played once by a player to change the current date (day and month) to his birthday. All effects related to the date (Dated Weapons, Zodiac signs, Ancient Star Rod, etc.) now accept the changed date. Once the date is set using Birthday Wish, it won't change on its own even if the game spans midnight. This is a pretty cool idea. One potential change I'd make would be to make it a Special. Having it as a special would be helpful to remember to apply it's effect, otherwise it may be difficult to keep track of for the duration of the game. This would also allow for the interactions of being able to steal it or discard it to change the date. A really cool interaction this would create is with Kelpies (Creature Feature). Having this saved without your opponents being able to see it from Kelpies would create a really cool surprise moment as soon as a dated weapon is played or the winning zodiac revealed.
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Feb 10, 2019 18:06:31 GMT -5
Daltonism Special A player with Daltonism saved may consider Red and Green bunnies the same color for the purpose of forming bunny triplets, and his Green bunnies all gain special properties of Red bunnies if applicable (half-Green bunnies work like half-Red ones, Red/Green Sinister becomes a full Red Sinister and Green Super becomes Extra Super Red). If the player with Daltonism saved has colorblindness (of any variety), then he may form a triplet from ANY three bunnies, regardless of their colors or types.
Math Whiz Run The player rolls three dice. If he can correctly name the product of those three numbers within 10 seconds, he can choose one Carrot from the market and one from any opponent. If the product is odd, he can choose two Carrots from the market and two from opponents. (To get an odd product, you have to roll three odd numbers, with a chance of 1 in 8; and I think that this increases the difficulty of mental math a bit so I gave an extra prize for that. This card is a variant of the joke that bunnies are very good at multiplying.)
Shooting Star Weapon Just a normal weapon with picture looking like a sea star holding a submachinegun.
Rabbit Season Run Give Rabbit Season to any player. Next Weapon that hits any of that player's bunnies automatically hits -- no dice are rolled and no Clovers or Horseshoes work. Defense cards cannot be used to defend against the Weapon, but other cards still work. If the Weapon would affect bunnies of multiple players, only the bunnies of the player with Rabbit Season are hit automatically -- other player's bunnies are affected normally.
Death of a Salesbunny Very Special You may use Death of a Salesbunny to kill any bunny that changed its position in the Bunny Circle. Must be used in the same turn when the position changed.
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Post by mahobear8 on Feb 11, 2019 10:49:36 GMT -5
Daltonism Special A player with Daltonism saved may consider Red and Green bunnies the same color for the purpose of forming bunny triplets, and his Green bunnies all gain special properties of Red bunnies if applicable (half-Green bunnies work like half-Red ones, Red/Green Sinister becomes a full Red Sinister and Green Super becomes Extra Super Red). If the player with Daltonism saved has colorblindness (of any variety), then he may form a triplet from ANY three bunnies, regardless of their colors or types. I have three comments on this one. First, since Daltonism gives Green and Red the same benefits rather than literally changing the color (like Random Paintball Assault), I'm assuming that this player's green bunny could not be stolen by Red Light District or killed by the Extra Super Red and vice versa. That's a pretty cool interaction. Second, a player with colorblindness has huge synergy with Trip Trips to make any 3 bunnies count as a triplet, meaning Trip Trips becomes an extra card for every three bunnies (Or in the case of doubles, 2 triplets for every 3 double bunnies). Although this synergy of course still falls under the "value-threat" theory and therefore isn't OP by any means, it's something you may want to consider if it's intended. Finally, it makes sense from a rule simplicity standpoint why it says "ANY three bunnies", but from a mechanical and thematic consistency standpoint it doesn't necessary make sense for a double specialty or celebrity(which have no color) to be able to combine with any third bunny to form a colored triplet. However, personally I wouldn't change this rule to keep things simple. It's similar to how Blanch states "removing it's color, turning it into a free agent" even though thematically, it should probably not be quite the same as a free agent as it didn't specifically lose it's type. The practical differences between the two clarifications are too rare to make rules to handle the exceptions
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Post by mahobear8 on Feb 11, 2019 12:57:18 GMT -5
Daltonism Math Whiz Run The player rolls three dice. If he can correctly name the product of those three numbers within 10 seconds, he can choose one Carrot from the market and one from any opponent. If the product is odd, he can choose two Carrots from the market and two from opponents. (To get an odd product, you have to roll three odd numbers, with a chance of 1 in 8; and I think that this increases the difficulty of mental math a bit so I gave an extra prize for that. This card is a variant of the joke that bunnies are very good at multiplying.) You'd probably want to have in the rules a requirement to use mental math. Otherwise, before playing the card, several players would take out their smartphone for a calculator and easily get the product within the 10 seconds, ruining the whole point of the card. Interesting synergy, the 2 cards that allow roll substitution with the D10 from Kinder make the mental math much easier. If you wanted to avoid this interaction, you should have the 3 dice used be Black, Pink, Red, or Brown, etc. Re-rolls and White Stuff roll substitution also can make the calcification easier, but these are unavoidable without over complicating the rules by banning the use of them (not that the synergy is a bad thing of course, but rather just something to consider if it's intentional)
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marek14
Seaman Apprentice
Posts: 30
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Post by marek14 on Feb 12, 2019 2:37:23 GMT -5
Daltonism Special A player with Daltonism saved may consider Red and Green bunnies the same color for the purpose of forming bunny triplets, and his Green bunnies all gain special properties of Red bunnies if applicable (half-Green bunnies work like half-Red ones, Red/Green Sinister becomes a full Red Sinister and Green Super becomes Extra Super Red). If the player with Daltonism saved has colorblindness (of any variety), then he may form a triplet from ANY three bunnies, regardless of their colors or types. I have three comments on this one. First, since Daltonism gives Green and Red the same benefits rather than literally changing the color (like Random Paintball Assault), I'm assuming that this player's green bunny could not be stolen by Red Light District or killed by the Extra Super Red and vice versa. That's a pretty cool interaction. Second, a player with colorblindness has huge synergy with Trip Trips to make any 3 bunnies count as a triplet, meaning Trip Trips becomes an extra card for every three bunnies (Or in the case of doubles, 2 triplets for every 3 double bunnies). Although this synergy of course still falls under the "value-threat" theory and therefore isn't OP by any means, it's something you may want to consider if it's intended. Finally, it makes sense from a rule simplicity standpoint why it says "ANY three bunnies", but from a mechanical and thematic consistency standpoint it doesn't necessary make sense for a double specialty or celebrity(which have no color) to be able to combine with any third bunny to form a colored triplet. However, personally I wouldn't change this rule to keep things simple. It's similar to how Blanch states "removing it's color, turning it into a free agent" even though thematically, it should probably not be quite the same as a free agent as it didn't specifically lose it's type. The practical differences between the two clarifications are too rare to make rules to handle the exceptions My thinking process was that with colors being so important in Killer Bunnies, any colorblind player automatically plays with a rather heavy handicap. This card is a sort of "reward" for them to stick with the game despite that.
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