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Post by Jason Pease on Nov 2, 2004 11:29:14 GMT -5
Okay, so we need to get started on what this whole website was supposed to do in the first place. Come up with a comprehensive list of concrete rules for Killer Bunnies. It needs to be definitive and watertight.
So I want to get some input from you guys, how would be the best way to organize the rules? By card? Then we would also need to have a general rules section for rules that don't necessarily apply to a single card.
Not all cards have issues and/or discrepencies so it wouldn't be a list of all 400 cards.
So it would be like:
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Cyber Bunny:
Cyber Bunny is a Roaming Red Run card that stays in the bunny circle attacking bunnies until it is killed with a weapon.
The Cyber Bunny moves clockwise and attacks one bunny per round. The attack occurs at the beggining of the turn of the player who played the card.
If no bunnies are in the bunny circle, the Cyber Bunny stays dormant until someone places down a bunny. The Cyber Bunny is immediately placed on the new bunny and attacks as soon as the player of the Cyber Bunny's turn starts.
Weapons placed on the Cyber Bunny do not effect adjacent bunnies even if the card says so. Anyone can roll on the Cyber Bunny's behalf when it is attacked with a weapon.
Cyber Bunny may not be fed and cannot be killed with Terrible Misfortunes.
Bunnies connected with the Fingercuffs are atttacked seperately by the Cyber Bunny. If the Cyber Bunny kills either of them, they both die.
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See? Cover all the bases and seal up all the holes. I understand this will be a rather large undertaking but it will grow with time. The Killer Bunny community needs this.
Also, I hope to get the seal of approval from Mr. Bellinger as well. I will put it up on the site in a format that can be printed out kept with your set or used in tournaments.
So, what do you think?
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Post by karmaween on Nov 2, 2004 12:03:33 GMT -5
I would add one thing to cyber bunny. Clovers do not lower his attack because technically he is not a weapon.
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Post by Yollege on Nov 2, 2004 19:38:16 GMT -5
While it would be a huge undertaking, I agree that to get the rules spelled out well, a card by card breakdown will probably be needed. A great idea, albeit a REALLY long one. Good luck with it. I'll help where I can, but being so new, this will help me more than I'll help it .
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Post by maelic001 on Nov 2, 2004 21:00:43 GMT -5
Someone posted a compilation of the various card rulings in .pdf form on boardgamegeek. That might be a good base to start from...
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cdweller0
Seaman Apprentice
Up To No Good
Posts: 36
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Post by cdweller0 on Nov 3, 2004 18:03:18 GMT -5
I'll post mine, they're already written down. Take them how you want them, my house rules are intertwined and I don't feel like taking them out. I don't expect everyone to agree... Note my twist on Dude, Where's My Carrot and I let people counteract Zep Tepi with the Guardian Angle if desired (provided it's not against a first-timer). Also, I only have up to the Purple deck My sister is insisting I not buy another until after Christmas. Gee, wonder why...
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cdweller0
Seaman Apprentice
Up To No Good
Posts: 36
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Post by cdweller0 on Nov 3, 2004 18:14:19 GMT -5
There's a 10,000 character per post limit, I'll have to break it up... I can email the original Word .doc if anyone really wants, just ask. Would be nice to have a 'House Rules' post (just for fun) if we get the "Rules" down.
Activate: The Minilith · The player of this card can only steal or force the player holding the Minilith to roll, not both.
Ancient Star Rod · If the day, month and year are 3 odd numbers, then the player may automatically redirect or eliminate the weapon without having to roll the dice. · If the day, month and year are 3 even numbers, then the Rod may not be used at all · If one odd number is rolled, the Rod is discarded. · Placing this card underneath the Holographic Bunny turns it into a live bunny, capable of winning the game, but vulnerable to any weapon or circumstance. This may be done after the game has ended, provided the Rod is not the Top or Bottom Run card.
Area 51 · Any card an abducted bunny is carrying (Clover, Containment Suit, Trojan Bunny, The Ebola Virus, etc.) is lost to the discard pile. · An abducted bunny is alive and the player may win the game with this bunny. However, abducted bunnies can not play aggressive cards. · If a player has Bunnies in Black and wishes to abduct his own bunny, he may do so. · Should Cyber Bunny be stalking an abducted bunny, he will not be sucked in and will continue on to the next bunny.
Bad Karma · Bad Karma affects the player, not any particular bunny. · The next weapon run through by a player with Bad Karma must be directed at one of that player’s bunny of choice. The weapon is not allowed to be discarded. · If a weapon is run through while the player does not have a bunny alive, that player discards the weapon. Bad Karma is not removed until an innocent bunny is attacked. · Bad Karma only applies to weapon cards. · Reversal of Fortune may be used by a player to redirect an attack at his own bunny to any other bunny and Bad Karma will be discarded. · Once a player is forced to attack his own bunnies, he may attack a protected bunny and discard the weapon. Weapons with a range will still have to be rolled against by affected bunnies. · If the player’s only bunny is a Red Sinister Bunny and the bunny survives the roll, the weapon is discarded.
Baker Street · Can be played on opponent’s without bunnies in the bunny circle.
Barrier · Barriers may be placed between any two players. They do not have to be adjacent to the player that plays them. · A Barrier will reverse the direction of any Roaming Red Card. · Bunnies next to a barrier will be affected by Roaming Red Cards twice. First as it passes the bunny and then after it is reversed by a barrier. · More than one barrier may be placed between the same two players.
Black Cat · If an odd number is rolled, the player that played the card decides where the clover(s) in hand will be played. · Only one bunny with clovers will be affected. · The Red Lumbering bunny’s inherent 3 clovers are protected.
Blown Trojan · If the Trojan Bunny explodes, no bunnies are harmed. · Free Agent and Double Free Agent cards may be counted to form color pairs. · Once a bunny is paired, it can not be used as part of another pair.
Bug Off! · Though it is not a Very Special card, a player may play this whenever faced with Maggots or Roaches.
Bunnies in Black · Protects a player’s bunnies from abduction by the Beyea Aliens or their Mothership for the duration of the game. · Can also be used once to retrieve a bunny that has been abducted. The agents are lost on the mission and discarded.
Bunny Booster · May not be played on Free Agent, Holographic or Specialty bunnies.
Bunny Exchange · This card only affects bunnies in the bunny circle. · Bunnies joined with Fingercuffs count as one bunny in the exchange.
Bunny Hop · The players affected by this card are not required to be adjacent to the player that plays the card.
Bunny on the Edge of Forever · All cards are reset to their starting positions (either played from hand, flipped, or drawn from the draw pile. The turn may go identically the same or may end up different (if it involves die rolls).
Bunny to the Future · Bunny to the Future will not help Cyber Bunny. · Bunny to the Future can not be played on an opponent’s bunny. · Bunny to the Future will only help bunnies under attack from weapon cards. Again, Cyber Bunny is not a weapon card. · Bunnies saved by this card retain all beneficial cards in play. · May be used on a bunny holding the Trojan Bunny only if the Trojan Bunny is about to explode and injure bunnies, or if the bunny with the Trojan Bunny is attacked by another weapon. · When a bunny is saved, it is placed face down behind the bottom run card. The next time that player plays his top run card, the bottom run card will be moved to the top position and the bunny saved by Bunny to the Future will be placed in the position of the bottom run card. This bunny is not the bottom run card. The player must still draw and place a card down on top of the bunny as the bottom run card. When it is time to play the bunny, both the bunny and the run card will be played. · A Bunny saved by this card is not eligible to win the game until it returns to the bunny circle.
Carrot #4 (Flo) · Once during the entire game, the player holding this carrot may feed any amount of Cabbage and Water to one bunny.
Carrot Exchange · In order to use this card against an opponent, that player must have at least two carrots. Carrot exchange can not be used for a one to one exchange.
Carrot Theif! · If Kaballa holds the carrot and the market is closed, the player still gets the carrot.
Carrot Top Casino · This card must be placed on a bunny before a roll happens. If something happens to a bunny, it will happen to the one it was placed on. · If Kaballa’s Market is closed, a carrot can not be given away. · If 2 dice show the same number, the bunny must feed immediately. Only Cabbage and Water cards already purchased may be played.
Choose A Carrot · These cards may be used if Kaballa’s Market is closed. · Bunnies in a C.O.M.A. and bunnies with a halo can still play Choose a Carrot cards.
Clumsy Congenial · A bunny with the Heavenly Halo or the Holographic Bunny can not be killed with this card.
Congenial Bunny (Red) · This bunny may feed up to three Cabbage and three Water per turn. Supplies may not be stockpiled. · The Cabbage and Water is only for the Red Congenial Bunny. It can not be shared.
Containment Suit · After the threat is protected against, the bunny with the suit may continue to wear it. · The suit may not be passed to any other bunny.
Cyber Bunny · If a bunny rolls higher than a 9 to survive, Cyber Bunny’s attack is blocked. Cyber Bunny is not killed and continues on in the bunny circle. · Cyber Bunny can attack a bunny more than once. · Cyber Bunny will attempt to attack bunnies it can not harm (Holographic, Heavenly Halo, etc.) If there are no bunnies left in the bunny circle, Cyber Bunny will remain on the field, attack the first bunny played and continue from there. · Cyber Bunny can only be killed by weapons, it does not need to feed and can not be abducted. Any player may roll defense for Cyber Bunny. · Should Cyber Bunny be stalking an abducted bunny, he will not be sucked in and will continue on to the next bunny. · A player can protect Cyber Bunny if desired (Clover, Defense Cards, etc.) Bunny to the Future will not help Cyber Bunny. · Cyber Bunny is not a weapon. Defense cards, clovers and other things that protect against weapons will not help. · Cyber Bunny can not be claimed by another player as that player’s bunny. · If a weapon with a range attacks a bunny that is being stalked by Cyber Bunny, Cyber Bunny will be affected as that bunny would. Likewise, if Cyber Bunny is attacked, bunnies around him will be affected. Cyber Bunny does not reduce or affect the range of a weapon in any way.
Defector Detector · Defector Detector may be played on any player’s bunny in the bunny circle. Abducted bunnies are not able to defect.
Diverse Portfolio · Only protects against cards where the result will leave the player with zero Dolla.
Double… No Trouble! · If Kaballa’s Market is closed, this card must be discarded. · If the Dolla discard pile doesn’t have enough to double the player’s Dolla, the remainder must be spent. You can not be owed money from the discard pile by using this card.
Dude, Where’s My Carrot? · Carrot cards are always face down. The player who plays this card must roll the die and guess who has the carrot numbered the same as the die roll. · The player must have a carrot to play this card. A wrong guess forces the player to return one of his carrots to Kaballa. · Both the red and twenty-sided dice may be rolled in order to gain two carrots. The player must have two carrots to wager to cover two wrong guesses.
Feed All Your Bunnies · Bunnies that are played before the end of a player’s turn and after this card has been played do not need to be fed.
Free Agent! · These bunnies can be any color (except Red) or disposition at any time; they are not restricted to how they were initially played. · Free Agents are not specialty bunnies and can not become one.
Free Cabbage! / Free Cabbage & Water! / Free Water! · Can not be played if Kaballa’s Market is closed.
Free Defense! · Can not be played if Rooney’s Weapons Emplorium is closed.
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cdweller0
Seaman Apprentice
Up To No Good
Posts: 36
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Post by cdweller0 on Nov 3, 2004 18:16:11 GMT -5
Go With the Flo · If Kaballa holds carrot #4 and is closed, the player will still receive the carrot.
Gleeful Bunny (Red) · This bunny may spend up to three Dolla per turn at any open market. Dolla may not be stockpiled. · The Red Gleeful Bunny does not take advantage of half price coupons.
Guardian Angle · Only eliminates Play Immediately cards. · May be used to eliminate a Play Immediately (including beneficial) card that was drawn by another player.
Holographic Bunny · The Holographic Bunny may be abducted, exchanged, gambled, defect or be auctioned, as these do not harm the bunny. · The Holographic Bunny may be transformed into a live bunny by using the Ancient Star Rod, even after the game has ended. · The Holographic Bunny may be used as a Red bunny in a bunny triplet. · The Holographic Bunny can not be harmed by Russian Roulette. · If a bunny dies that is connected to the Holographic Bunny with Fingercuffs, the Holographic Bunny will also die.
Kaballa’s Market · Cards to reopen Kaballa’s Market may also be used when the market is open to change the prices. · A player does not need a bunny card down to purchase items.
LA Hot Peppers · LA stands for Louisiana. · May be played on Feed All Your Bunnies and on everyone who still needs to satisfy a Everyone Feed A Bunny card.
Large Prune Danish · The Danish will only feed one bunny. Bunnies affected by Everyone Feed A Bunny or Feed All Your Bunnies must still feed.
Leif Carrotson · Kidnapped bunnies belong to no one while afloat with Carrotson.
Lord of the Bunnies · Specialty Bunnies in the bunny circle when Lord of the Bunnies is played are immediately killed (even with a Halo!) and placed in the discard pile. · Specialty Bunnies can not be played until the Lord of the Bunnies is removed from the bunny circle.
Lumbering Bunny (Red) · This Bunny has a Triple Lucky Clover which lowers the strength of any weapon by three. · Additional clovers may be added to the clovers this bunny already possesses. · The Black Cat does not remove the clovers this bunny inherently possesses.
Miniature Black Hole · If the Black Hole attacks a bunny from the left requiring a higher roll than the force of the black hole from the right (and vice versa), the bunny must roll to defeat the strongest force.
Noah’s Flood · Though it is not a Very Special card, a player may play this whenever faced with Drought! or the Flame Thrower.
Poverty Poker · Only bunnies in the bunny circle may be gambled.
Quite Irascible Diffractable Cheese Balls · Bunnies 1 and 3 spaces away are not affected.
Random Paintball Assault · May not be played on Free Agent, Holographic or Specialty bunnies.
Rainbo · Bunnies isolated by barriers are protected, even from the black die.
Red Light District · A player may also purchase any card another player holds from the red expansion deck for 5 Dolla (either in Hand, Run or in Saved, Dolla pile). The player forced to sell is not required to reveal the nature of the card to the buyer. · The Holographic Bunny and any bunny that has become Red may also be purchased if they are in the bunny circle. · The player losing the Red item receives the 5 Dolla, not Kaballa.
Reversal of Fortune · The player using this card can choose the bunny that will be attacked after the weapon is redirected. · No weapon can be counteracted in mid-destruction.
Reversal of Order · In order for a player to claim a consecutive turn, this card must be played immediately after ending his turn.
Rock Bottom · Both Cabbage and Water can be taken at one time with this card. · If a player has an odd number of Cabbage or Water cards, the leftover card will go to the player that plays the card. If the player only has one card of a type, that card will be lost to the other player. · The player losing the cards will choose which cards to give up without revealing them.
Rooney’s Reusables · A player may not use this card on a weapon he did not play. · A player may use this card on a Roaming Red Run card when it is defeated. Cyber Bunny is not a weapon and can not be reused.
Rooney’s Weapon Exchange · The player that does not play this card must reveal weapons to the other player so that one may be chosen for the exchange.
Rooney’s Weapons Emplorium · Cards to reopen Rooney’s Weapons Emplorium may also be used when the market is open to change the prices. · If a player buys any amount of weapons and has more than 5 cards in hand, he must choose to discard cards from his hand until he has 5 in hand. · A player does not need a bunny card down to purchase items.
Run Amok · The affected player does not have to replace his run cards directly from the draw pile. He may draw to have 7 cards in his hand then choose 2 to place down in order as run cards.
Run Transformer · This card does not have to be saved. This card and the run card played from a player’s hand counts as one card played per turn.
Share the Wealth · If there is an odd amount of Dolla, the player losing money will be allowed to keep the leftover Dolla.
Sinister Bunny (Red) · This bunny is protected by a Bounce Back Force Field. Any weapon used against this bunny that is not successful is turned against the initial attacker. · A defeated weapon must be redirected at the original attacker’s bunnies. The player who redirects the weapon will choose which of the attacker’s bunnies will be attacked. · If the Red Sinister Bunny is in the range of a weapon’s attack, there is no bounce back effect. · Roaming Red Run cards may only be redirected on the initial play. · Cyber Bunny is not a weapon and can not be redirected. · Cruise Missile Prime can only be redirected if it initially attacks the Red Sinister Bunny, a prime number is rolled and the attack is defeated.
Supplies Surprise · If there is a tie for lowest roll, the player will get everything the lowest rolls reward. · If there are no bunnies in the discard pile, you can not be “owed” a bunny. The card is discarded.
Sunny Day · Sunny Day can do only one of three things: · Eliminate all pending Feed The Bunny cards in play. · Eliminate C.O.M.A., The Ebola Virus and Poison Cups simultaneously. · Be exchanged for The White Stuff from another player or the discard pile.
The Conch · A player who speaks must either return a carrot, discard a Zodiac card or discard a mysterious place. Players without these objects will lose their next turn.
The Djarnak · A card that affects adjacent bunnies or all bunnies may affect the protected opponent if he is within range. · The Djarnak is removed by placing a barrier over it.
The Ebola Virus · Can only be redirected on the initial attack. Once it starts to roam, it can not be redirected. · Killing the bunny that is about to be infected will also eliminate the Virus. · A bunny is considered infected when the player must roll to defend against it. Until a roll is made, the bunny can defend against it. (Defense and Very Special cards.) · The Virus will still attempt to infect bunnies it can not harm. (Holographic, Heavenly Halo, previously attacked bunnies, etc.) · If a bunny rolls a 12 and survives, that bunny can not be infected again unless it is revived from the discard pile. · If new bunnies appear in the bunny circle, the Virus circles again until all bunnies have been visited.
The Heavenly Halo · If a player’s only bunny is wearing the Heavenly Halo, that player may not play any aggressive (left box lit pink) card except Choose A Carrot type cards. · A bunny with the Halo retains it’s original color (or lack of color) and can be used in a bunny triplet. It is not changed to a yellow bunny. · The Halo will not protect a specialty bunny from being eliminated when the Lord of the Bunnies is played. · The Halo will not protect against Fingercuffs. · The Halo protects against Russian Roulette.
The Mad, Mad Donnelaith Bakery · This card must be placed on a bunny before a roll happens. If something happens to a bunny, it will happen to the one it was placed on. · If Kaballa’s Market is closed, no carrots, cabbage or water can be given out as a prize.
The Magic Fountain · If there are no bunnies in the discard pile, you can not be “owed” a bunny. The card is discarded.
The Magic Spatula · Of all the great things the Magic Spatula can do, it can only do one at a time. · The Magic Spatula can not counteract Weil’s Freshness Center.
The Mystery Urn · Only bunnies in the bunny circle may be added to the kitty. · Once a Red Timid Bunny has been donated to the kitty, that player can no longer roll twice. · If a 12 is rolled before an item is donated to the kitty, the card is cancelled and discarded. · If a player loses his last bunny and carrot, he can not win the kitty. · The player who starts the Mystery Urn does not roll a 12 to win the kitty, he gets one final attempt to roll a 12 and win everything. · If all players lose all their bunnies and carrots before a 12 is rolled, the carrots are returned to Kaballa and the bunnies are discarded.
The Trojan Bunny · A player may choose to discard weapon cards already in the run cycle to avoid the explosion. · If the bunny with the Trojan Bunny card is killed, even if by his owner, then the Trojan Bunny is discarded
Timid Bunny (Red) · The player with this bunny down may re-roll any action that involves dice. · The player must use the second roll even if it is worse than the first roll. · If a player is using a card that uses many dice, then he may re-roll any of the dice he chooses and in the order in which he chooses.
Zep Tepi · If there are more than one first time player, the highest roller gets to play the card. · If there are no first time players, the card may be used by whoever drew it. · If a first time player is using the card, the Guardian Angle can not be played.
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Post by Jason Pease on Nov 10, 2004 10:43:52 GMT -5
Thanks CD, that will be a huge help! I will be sure to give you some major props on the site! Hey guys, the rules page is up! There's no rules on it yet but I alphabetized and created a quick-select box so you can zoom to the card faster! Let me know how it looks or what you think could be done to improve it! home.twcny.rr.com/magiccarrot/rules.shtmlI'll start incorporating some of cd's rules into the page as well as some of my own.
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cdweller0
Seaman Apprentice
Up To No Good
Posts: 36
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Post by cdweller0 on Nov 10, 2004 16:26:11 GMT -5
For the most part I just compiled them, so no props really needed. Contributions came from the official site, your site, these boards and the Yahoo group. Thanks though Oh yeah, and A through ummm... B looks good so far hehe
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Post by Jason Pease on Nov 10, 2004 20:54:29 GMT -5
Sweet. I will have to weed out some things. Like the Guardian Angle issue, the card clearly states protection from Terrible Misfortunes only.
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Post by Jason Pease on Nov 10, 2004 21:09:14 GMT -5
I'm on D now! Only 23 more letters to go!
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Post by Kochanski on Nov 11, 2004 12:42:44 GMT -5
Your specific cards rules are very cool. And good luck with the whole alphabet, it is a big job, but it will a great source when it is done.
I do however have another suggestion for you. With each expansion comes something else fun to be added to the party and the result is the rules for playing the game is spread out over several little books that you have to keep handy if you don't get to play often or are playing with new players. Perhaps if you could create a PDF rule book that would contain all of the rules for all of the expansions so that people could download it and have everything in one place it would be really cool.
Now I am not talking about specific rulings on the play of specific cards but more in the lines of explaining the weapons emporium, the zodiac cards, the pawns, specialty bunnies and whatever new fun they come up for us in the next expansions.
That way people like me or new players don't have to sit there with 5 or more little rule books just to know how to play.
What do you think?
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