Post by Nathan454 on Nov 5, 2011 14:48:00 GMT -5
This is where I will be posting changes for the next version of the Companion based upon the new bits that were just posted on the website. I will do them in sections as I go through them. I will update post as I go through them.
Red
CRUISE MISSILE PRIME: If Cruise Missile Prime has no viable bunny targets left in The Bunny Circle, then it is discarded. If Cruise Missile Prime is confined to an area of The Bunny Circle by two or more Barriers and cannot reach a viable bunny target on the other side, then it is removed (discarded).
QUITE IRASCIBLE DIFFRACTABLE CHEESE BALLS: Even though every other bunny is initially skipped, wrap around damage may cause a bunny to be hit in the other direction. If a bunny is two spaces to the left of the target bunny and four spaces to the right of the target bunny, then it will be hit twice!
ACTIVATE THE MINILITH: Activate The Minilith may be used once by a player to steal the Minilith from any opponent (saved or in his five-card hand) or to force the opponent with the Minilith saved to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red).
BOUNTY MOUNTY: All players may donate Dolla to the bounty.
GUARDIAN ANGLE: Guardian Angle may be used once by a player to eliminate any Terrible Misfortune including Very and Extremely Terrible Misfortune. (This is just a clarification.)
Violet
BUNNY BOOSTER: Bunny Booster may be placed under single color (or half color – Green Booster Deck) Congenial, Gleeful, Lumbering, Sinister and Timid bunnies (but not Super bunnies).
LOW JACK KOJAK: Low Jack Kojak may be used once by a player to take the Carrot with the same number rolled on the Clear 20-sided die from either Kaballa’s Market (even if the market is closed) or an opponent.
SHARE THE WEALTH: If two opponents have an equal amount of Dolla, then the player may choose which opponent must Share The Wealth. If the opponent with the most Dolla has an odd amount that cannot be divided equally, then he will keep the extra Dolla for himself.
Orange
F-18 HORNET: If the Hornet has no viable bunny targets left in The Bunny Circle or if the Hornet is confined to an area of The
Bunny Circle by two or more Barriers and cannot reach a viable bunny target on the other side, then the Hornet is removed (discarded) and the bunnies are returned to the player and placed in The Bunny Circle.
URIEL’S MACHINE: Spring Equinox: March 20th
Summer Solstice: June 21st
Autumn Equinox: September 22nd
Winter Solstice: December 21st
Green
ZODIAC CARDS: If the Winning Zodiac sign is the player’s birth zodiac sign or the current zodiac sign, then the player may also take any three Carrots from the opponent with the most Carrots. If two or more opponents have the same amount of Carrots, then the player may choose from which opponent he will take the three Carrots.
SNOWBALL: Snowball is played during one player’s turn, and no Barrier can stop Snowball.
FINGERCUFFS: Any object (a bunny, a Barrier or The Djarnak) placed between two joined bunnies breaks the connection and discards the Fingercuffs.
ZODIAC TERMINATOR: Zodiac Terminator may be used once to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Red and Zodiac) and the Clear 20-sided die and to force the
player with the saved Zodiac card that matches the zodiac sign rolled on the Zodiac die to discard all of his possessions (five-card hand, two down cards, saved cards and Carrots), draw seven new cards and start the game over if any other die roll matches the current day of the month.
Twilight White
SHOCKWAVE: If both players in a two-player game have bunnies, then all bunnies squish each other and are killed (discarded). If only one player in a two-player game has bunnies, then all of his bunnies will go to the other player.
FOREVER FED: Players cannot save this Special without a bunny in The Bunny Circle.
FREE WEAPON: The weapon must be used immediately!
THE GOLDEN RATIO (ALMOST): If either player owns the Yellow Pawn, then the rewards are doubled, therefore players may choose two Carrots from Kaballa’s Market and take two saved Zodiac cards from any opponent or opponents.
Stainless Steel
HOSTILE PENTECOSTAL: If Hostile Pentecostal is alone in The Bunny Circle (or a portion of The Bunny Circle separated by Barriers) with no viable bunny targets, then it is discarded. A bunny with The Heavenly Halo would be an example of a non-viable bunny target since it cannot be killed by Hostile Pentecostal.
STRAIGHT UP: If a player can roll five consecutive numbers (either high to low or low to high) that also match the color pattern of the dice on the card (Violet, Orange, Green, Yellow and Blue), then he may take all of the saved Special, Very Special, Zodiac and Mysterious Place cards (Ominous Onyx Booster Deck) from any opponent or opponents.
ULTIMATE PAWN POWER: Players cannot save this Special without a bunny in The Bunny Circle.
Perfectly Pink
PINK TIMID BUNNY: The Pink 12-sided die may only be used once per any card consequence.
TWISTER: Free Agent and Double Free Agent bunnies may be targeted by Twister, but only as the initial target of the weapon. This is true because once Twister has targeted any color of bunny, a Free Agent may instantly become one of those colors and avoid becoming a viable bunny target. If the player does attack a Free Agent or Double Free Agent bunny as the first target, then the owner of the bunny must declare its color so that Twister cannot target another bunny of the same color.
PINKY TUSCA-HARE-O: Pinky may not switch owners more than once per game.
TUG OF WAR: If the totals are the same, then neither player loses their bunnies. Double Free Agent, Specialty Bunny or Celebrity Bunny cards count as a single bunny, and allow the player a single die roll each for Tug Of War.
PARADISE SYNDROME: Players cannot save this Special without a bunny in The Bunny Circle.
Wacky Khaki
ARMY OF THE 12 BUNNIES: Army Of The 12 Bunnies is not impeded by a Barrier. Since the Army is not a weapon, Clovers cannot lower its effect, and Defense Cards cannot be used to stop an attack.
JOINT CUSTODY: A player with Joint Custody of an opponent’s bunny is also the owner of the bunny. Therefore, any card that affects the player’s bunny (or bunnies) will affect the bunny in Joint Custody. A bunny in Joint Custody may be used to win the game.
Q.C.P. (QUANTUM CHROMODYNAMIC PULSE): The bunny becomes the color (or colors) of the highest die (or dice) rolled. If two or more colors roll equally high, then the bunny will become more than one color. Use the colored Chips to keep track of the color(s) of the bunnies.
GET OUT OF DEATH FREE: If the bunny was carrying any Bunny Modifiers, then they are discarded since the bunny was technically dead first, and then brought back to life.
Ominous Onyx
DELINQUENT MINORS: The player must choose the opponent before the exchange.
THE WHITE PARTY: The player may give the items to any opponent or opponents that he wishes or keep them for himself.
INCRIMINATING PHOTOS: Players cannot save this Special without a bunny in The Bunny Circle.
INSURANCE PORPOISES: All Bunny Modifiers remain with the bunny.
I do not like the new rules for Pink Timid and Hostile Pentecostal.
Red
CRUISE MISSILE PRIME: If Cruise Missile Prime has no viable bunny targets left in The Bunny Circle, then it is discarded. If Cruise Missile Prime is confined to an area of The Bunny Circle by two or more Barriers and cannot reach a viable bunny target on the other side, then it is removed (discarded).
QUITE IRASCIBLE DIFFRACTABLE CHEESE BALLS: Even though every other bunny is initially skipped, wrap around damage may cause a bunny to be hit in the other direction. If a bunny is two spaces to the left of the target bunny and four spaces to the right of the target bunny, then it will be hit twice!
ACTIVATE THE MINILITH: Activate The Minilith may be used once by a player to steal the Minilith from any opponent (saved or in his five-card hand) or to force the opponent with the Minilith saved to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red).
BOUNTY MOUNTY: All players may donate Dolla to the bounty.
GUARDIAN ANGLE: Guardian Angle may be used once by a player to eliminate any Terrible Misfortune including Very and Extremely Terrible Misfortune. (This is just a clarification.)
Violet
BUNNY BOOSTER: Bunny Booster may be placed under single color (or half color – Green Booster Deck) Congenial, Gleeful, Lumbering, Sinister and Timid bunnies (but not Super bunnies).
LOW JACK KOJAK: Low Jack Kojak may be used once by a player to take the Carrot with the same number rolled on the Clear 20-sided die from either Kaballa’s Market (even if the market is closed) or an opponent.
SHARE THE WEALTH: If two opponents have an equal amount of Dolla, then the player may choose which opponent must Share The Wealth. If the opponent with the most Dolla has an odd amount that cannot be divided equally, then he will keep the extra Dolla for himself.
Orange
F-18 HORNET: If the Hornet has no viable bunny targets left in The Bunny Circle or if the Hornet is confined to an area of The
Bunny Circle by two or more Barriers and cannot reach a viable bunny target on the other side, then the Hornet is removed (discarded) and the bunnies are returned to the player and placed in The Bunny Circle.
URIEL’S MACHINE: Spring Equinox: March 20th
Summer Solstice: June 21st
Autumn Equinox: September 22nd
Winter Solstice: December 21st
Green
ZODIAC CARDS: If the Winning Zodiac sign is the player’s birth zodiac sign or the current zodiac sign, then the player may also take any three Carrots from the opponent with the most Carrots. If two or more opponents have the same amount of Carrots, then the player may choose from which opponent he will take the three Carrots.
SNOWBALL: Snowball is played during one player’s turn, and no Barrier can stop Snowball.
FINGERCUFFS: Any object (a bunny, a Barrier or The Djarnak) placed between two joined bunnies breaks the connection and discards the Fingercuffs.
ZODIAC TERMINATOR: Zodiac Terminator may be used once to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Red and Zodiac) and the Clear 20-sided die and to force the
player with the saved Zodiac card that matches the zodiac sign rolled on the Zodiac die to discard all of his possessions (five-card hand, two down cards, saved cards and Carrots), draw seven new cards and start the game over if any other die roll matches the current day of the month.
Twilight White
SHOCKWAVE: If both players in a two-player game have bunnies, then all bunnies squish each other and are killed (discarded). If only one player in a two-player game has bunnies, then all of his bunnies will go to the other player.
FOREVER FED: Players cannot save this Special without a bunny in The Bunny Circle.
FREE WEAPON: The weapon must be used immediately!
THE GOLDEN RATIO (ALMOST): If either player owns the Yellow Pawn, then the rewards are doubled, therefore players may choose two Carrots from Kaballa’s Market and take two saved Zodiac cards from any opponent or opponents.
Stainless Steel
HOSTILE PENTECOSTAL: If Hostile Pentecostal is alone in The Bunny Circle (or a portion of The Bunny Circle separated by Barriers) with no viable bunny targets, then it is discarded. A bunny with The Heavenly Halo would be an example of a non-viable bunny target since it cannot be killed by Hostile Pentecostal.
STRAIGHT UP: If a player can roll five consecutive numbers (either high to low or low to high) that also match the color pattern of the dice on the card (Violet, Orange, Green, Yellow and Blue), then he may take all of the saved Special, Very Special, Zodiac and Mysterious Place cards (Ominous Onyx Booster Deck) from any opponent or opponents.
ULTIMATE PAWN POWER: Players cannot save this Special without a bunny in The Bunny Circle.
Perfectly Pink
PINK TIMID BUNNY: The Pink 12-sided die may only be used once per any card consequence.
TWISTER: Free Agent and Double Free Agent bunnies may be targeted by Twister, but only as the initial target of the weapon. This is true because once Twister has targeted any color of bunny, a Free Agent may instantly become one of those colors and avoid becoming a viable bunny target. If the player does attack a Free Agent or Double Free Agent bunny as the first target, then the owner of the bunny must declare its color so that Twister cannot target another bunny of the same color.
PINKY TUSCA-HARE-O: Pinky may not switch owners more than once per game.
TUG OF WAR: If the totals are the same, then neither player loses their bunnies. Double Free Agent, Specialty Bunny or Celebrity Bunny cards count as a single bunny, and allow the player a single die roll each for Tug Of War.
PARADISE SYNDROME: Players cannot save this Special without a bunny in The Bunny Circle.
Wacky Khaki
ARMY OF THE 12 BUNNIES: Army Of The 12 Bunnies is not impeded by a Barrier. Since the Army is not a weapon, Clovers cannot lower its effect, and Defense Cards cannot be used to stop an attack.
JOINT CUSTODY: A player with Joint Custody of an opponent’s bunny is also the owner of the bunny. Therefore, any card that affects the player’s bunny (or bunnies) will affect the bunny in Joint Custody. A bunny in Joint Custody may be used to win the game.
Q.C.P. (QUANTUM CHROMODYNAMIC PULSE): The bunny becomes the color (or colors) of the highest die (or dice) rolled. If two or more colors roll equally high, then the bunny will become more than one color. Use the colored Chips to keep track of the color(s) of the bunnies.
GET OUT OF DEATH FREE: If the bunny was carrying any Bunny Modifiers, then they are discarded since the bunny was technically dead first, and then brought back to life.
Ominous Onyx
DELINQUENT MINORS: The player must choose the opponent before the exchange.
THE WHITE PARTY: The player may give the items to any opponent or opponents that he wishes or keep them for himself.
INCRIMINATING PHOTOS: Players cannot save this Special without a bunny in The Bunny Circle.
INSURANCE PORPOISES: All Bunny Modifiers remain with the bunny.
I do not like the new rules for Pink Timid and Hostile Pentecostal.