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Post by Nathan454 on Mar 11, 2005 13:25:09 GMT -5
If somebody has the Holographic Bunny up in the bunny circle and also has the Ancient Star Rod saved, that player will probably wait to turn it real until after the last carrot has been taken (especially if that is his only bunny!!).
If you are dealt Uriel's Machine, hold onto it!!! Don't save it. Wait until after the game is over and the person tries to use the ASR to change his holographic bunny into a real bunny then use Uriel's Machine to counteract it. If you save Uriel's Machine, you give away what you are planning to do and the other player will know he needs more than the Holographic Bunny to win.
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whitbunny
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Post by whitbunny on Mar 11, 2005 13:35:36 GMT -5
I usually keep all my very specials in my hand, b/c you can still play them at any time, and others don't know what you will do, and you don't take a turn to run it through. These also cannot get stolen by Zep Tepi. ;D
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Post by LotH on Mar 11, 2005 13:37:44 GMT -5
I agree, run special, but hold on to vs if you can. Sometimes you don't have a choice.
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Post by Nathan454 on Jun 6, 2005 17:49:17 GMT -5
There are some VS I will always save as deterrents (like Reversal of Fortune, Weilerware, Operation: Spoilsport, and Return to Sender). By saving these cards, others are less likely to try to play certain aggressive cards against me. They are more likely to play them on someone else.
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whitbunny
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Post by whitbunny on Jun 6, 2005 19:31:08 GMT -5
But you can always tell them you have them in your hand, and if they're in your hand, they can't get stolen by Zep Tepi...
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Post by Jeffro on Jun 11, 2005 11:10:17 GMT -5
They are good deterrents, but the aspect of surprise trumps all in my book. Keep 'em hidden if possible.
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Post by HareOfTheDog on Jun 11, 2005 19:04:36 GMT -5
They are more likely to play them on someone else. This also gives you the power of trade! Nothin' like a player playing Weil's freshness Center on someone else while you are sitting on Weilerwear!
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Post by dragontrainer on Jul 19, 2005 16:05:09 GMT -5
Yeah, I know, I'm behind...
From my recollection of the rules, you wouldn't be able to play Uriel's Machine to stop the Ancient Star Rod if they choose to use it after the last carrot is taken. Unless there's a rule I've missed, no cards can be played after the last carrot is taken with the exception of the Ancient Star Rod. Any thoughts?
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whitbunny
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Post by whitbunny on Jul 19, 2005 16:20:54 GMT -5
You can play any VS cards after the last carrot is taken.
(think TMS to stop final Zodiac draw, Return to Sender to get back a stolen bunny from the Zodiac card).
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whitbunny
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Post by whitbunny on Apr 2, 2006 21:06:44 GMT -5
Another great reason to save your VS in your hand came up today: I had four bunnies out (including 2 Supers), and JRT was played on me before. Hostile Pentacostle came out (launched at me of course), and I had TMS in my hand, but I saw my sister - the one who had launched the nun - had Uriel's Machine saved. I rolled for Super Timid - he died - and played i4Ni out of my hand. She of course countered with Uriel's Machine to save her only bunny, and I was able to play TMS.
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Tyberius
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Post by Tyberius on Apr 4, 2006 6:05:12 GMT -5
Another great reason to save your VS in your hand came up today: I had four bunnies out (including 2 Supers), and JRT was played on me before. Hostile Pentacostle came out (launched at me of course), and I had TMS in my hand, but I saw my sister - the one who had launched the nun - had Uriel's Machine saved. I rolled for Super Timid - he died - and played i4Ni out of my hand. She of course countered with Uriel's Machine to save her only bunny, and I was able to play TMS. Great play. I love it when you can get a strategy going, and you're not just reacting.....Karma for your brilliant play
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Post by Darth Vadehare on Apr 10, 2006 19:56:57 GMT -5
I enjoy using the ASR to make the holographic bunny vulnerable to weapons and FTBs.
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