Get Funagain Points by submitting media! Full details, including content license, are available here.
You must be logged in to your account to submit media. Please click here to log in or create a free account.
Killer Bunnies and the Quest for the Magic Carrot: Violet
Booster Deck #2
List Price: $12.00
Your Price: $9.75
(Worth 975 Funagain Points!)
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 5 customer reviews
Please Login to use shopping lists.
Blue Starter Deck plus Yellow Booster Deck (Temporarily Out of Stock)
Booster Deck #1 (Restocking)
Killer Bunnies are back again, sporting new Specialty bunnies, which make taking double turns a snap! The Violet Booster Deck adds another 55 cards to your existing set, plus a clear twenty-sided die.
Other fantastic new cards include: Insight to give players a chance to view the top 5 small Carrot Cards, Bunnies in Black to protect your bunnies from the Beyea Aliens, Low Jack Kojak to annoy opponents by making them return Carrots to Kaballa's Market, and the final four Carrots -- now there are 20 to collect!
Can you escape the Bittersweet Chocolate Covered Anti-Matter Raisins or avoid a run-in at the Local Crow Bar? Pick the fabulous triple Specialty Bunny and play two cards in a row! The laughs continue as this hysterical Violet Booster Deck delivers a deeper strategic edge and new ways to claim the Magic Carrot and win!
- 55 large cards
- 12 small cards
- 1 clear
Booster Deck #3 (Temporarily Out of Stock)
Booster Deck #4 (Temporarily Out of Stock)
Booster Deck #5 (Temporarily Out of Stock)
Booster Deck #8
Average Rating: 3.4 in 5 reviews
I have become a huge Killer Bunnies fan in the past few months, and with the expansion packs, love the game even more. To play with the current expansion packs and future ones is NOT for the weak. This game, as one can tell from the beginning blue and yellow decks, was designed to expand. Loose ends are supposed to pique your interest in future expansion packs. A true fan of the game will appreciate this. KB is all about strategy, and choosing your friends (and enemies) wisely. It's also part luck, depending on what cards you draw, so no two games are the same. If you're nice to the right opponent(s), it's not hard to keep bunnies alive, or to blackmail others into giving you bunnies (or carrots!). I like this game b/c it takes time to win, and since every player's strategy can change dramatically with the playing of one card, it's not straight-forward. Those who love twists and turns will love this game!
I think the Violet does exactly the opposite of what the review below says, actually. I have found that the specialty bunnies actually SPEED up the game, because most of them come in doubles and triples, so you can almost immediately go twice in one turn.
I think this expansion is a very worthy addition to the game and I can't wait for the next one!
Killer Bunnies: and the Quest of the Magic Carrot is a game that people either seem to love or dislike. Fortunately, I really enjoy the game and have a group of folk (primarily teenagers) who are constantly clamoring to play it. Thus, when I got the first seven expansions, I was happy to play with them but was a little unsure of how to integrate them. So we added one deck and played, then played again, then added another deck and repeated. After dozens of plays, I now think that I can safely talk about each of the decks, and how they add to the gameplay. There are a couple of things common to each deck:
-First of all, if you hate Killer Bunnies, none of the expansions are
likely to change your mind. More randomness is added, more powerful
cards are included, more of the "silly" theme is promoted - stuff that
fans of the game love, but detractors certainly do not.
- Each expansion comes in a small box that is sturdy and easily holds the cards; but all of which I discarded, as the first seven expansions all fit comfortably in the box.
- Some expansions are more interesting than others (I would rate them Orange, Pink, Red, Steel, Purple, White, and Green - in that order), but I really did enjoy them all.
- Expansions really should be added in order. You might get away with adding a future expansion (such as Twilight White) to your blue and yellow cards, but you'll run into "holes", and some of the cards simply won't make sense.
- It's fascinating how the designer had the larger picture in mind, and how they referenced future cards in each of the decks. With all seven expansions (I know that two more are still coming) it feels like a nearly complete game rather than some expansions that are tacked on.
1.) More carrots are here! There are now twenty carrots in the game, which allows it to last longer - but not too much longer, since there is much more going on. Once again, the carrots have hilarious artwork on them.
2.) Five new bunnies have been added - introducing a new type of bunny, the "Specialty" bunny. When a player has three Specialty bunnies, they may play two cards a turn instead of one. This is actually easily possible, because one of the cards has three specialty bunnies (Fabulous Bunnies), which counts as three specialty bunnies, and two of them count as two specialty bunnies. Each of the cards is a parody of someone or something (The Greatest American Bunny, Bunnyheart, etc.) - adding some humor to the game. At first I wasn't sure how I would feel about the single specialty bunnies, but then I realized that they couldn't be targeted by color-specific cards. The specialty bunnies tend to speed the game up, which is a good thing in my book (it tends to balance the four new carrots).
3.) A twenty-sided die is added to the game, which is used in the future for weapons and other cards. However, it's a bit odd, since most of the cards in this set do not utilize the die. Most of the cards that require the twenty-sided die are in future sets, so it's good to get it now, I suppose.
4.) More Kaballa Dollas, more weapons, and more of many original cards are added (or variations - like the hexdruple lucky clover). I particularly like the names of the weapons in this set, like the "Crow Bar", showing a bunch of birds hanging out at their favorite joint, or the Curry Spiced Poppadoms, which simply sound terrifying. Anti-Matter Raisins are also included, which kill any bunny they're played on (as well as all bunnies within four spaces), giving us a good card to take care of that annoying Holographic Bunny!
5.) The violet expansion doesn't add a whole lot of new stuff, but
there are several interesting cards, such as:
- Ancient Star Rod - which can help defend against weapons, although an unlucky die roll can cause it to do double strength and hit more bunnies.
- Reversal of Order - it's about time that we added a "Reverse" card to the game; except this one allows the player whose turn it is to go twice in a row!
- Random Paintball Assault - changes a bunnie's color to a new, random color (occasionally killing the bunny). If the bunny turns red (hooray!) or pink (even more hooray!), they gain the special ability of that bunny (although you'll probably have to look it up to remember what it is).
- Bunny Booster - changes a bunny to red, giving them that ability. Better than the random paintball assault.
- Bunny Exchange: Allows a player to trade one of their bunnies for two of the opponents. When combined with the Special and Red bunnies, you can get a good deal here!
- Insight: Allows a player to look at the top five cards of the small carrot deck. This is an extremely useful card, as it basically tells you five carrots that are worthless. Knowing 25% of the carrots that aren't winners will greatly help a player out, making this one of my favorite cards of the expansion.
- Bunnies in Black: Protects a player's bunnies form Alien abductions, which is fairly useful. I mention it, however, because it has the best artwork of any card in the game.
The Violet expansion, while introducing Specialty bunnies, is probably going to be most interesting to players for the special cards. There are not a whole lot of new things added here, but there are a lot of cards which allow players to take some pretty nifty actions. The best thing I can say about the Violet deck is that it's one of the easiest for new players to absorb. You can probably add the Red and Violet decks to the basic game at the same time and not have too many problems. Violet - easy and interesting.
Tom Vasel "Real men play board games" www.thedicetower.com
Normally I write full reviews, but since this is an expansion, I will just point out a few key points.
1. This set does not really take care of any of the things that were up in the air after the red set.
2. This now leaves more loose ends that need to be tied up in future sets, making it a requirement to buy the future sets to be able to play some of these cards.
3. We are getting a taste of how painful and bogged down in weird side rules this game just might become, with cards mentioning pawns, the zodiac and such, it looks like this game is going to get weirder and weirder. We have yet to see if this is a good thing, or a bad thing.
4. Dont forget you can take what you want from each set and make a game that is much easier on everyone, so you can take the bunnies, and a few interesting cards from this set, and just use those cards, which might be the best bet at this point.
5. This does provide the last carrots, and the D20, so this is an OK stopping point for people that want to find a place to stop buying expansions, all you have to do is remove the cards that refer to the future sets and presto, a complete version of the Killer bunnies game of sorts.
If you are not a huge fan, unwilling to toy with what cards to remove, or dont care about finding a stopping point, this game is most likely not worth the time and money right now.
Yes, there are new bunnies. Yes, there is a new 20 sided dice. Yes, you get the last four carrots (now numbering up to 20). No, it isn't fun to play anymore.
The orignal version was easy to pick up, visually pleasant (cute little bunnies) and about 30 to 40 minutes to play and 10 minutes to teach. Perfect.
In my opinion, with all the add ons, exception cards and weapons, weapons, Weapons, WEAPONS the game is no longer fun, but an exercise. There are too many weapons for the number of bunnies. It is very difficult to finish a single game with a bunny (a necessity for winning) let alone finishing at all. Our last effort took two hours and forty five minutes. This is not what I call light, fun, gameplay fare.
As well, some of the cards are broken. The pay two dollars or lose your carrot card can be crippling towards the end and add another one to one and a half hours to a game.
The killer bunny original game is still fun but the weight of the new expansions has extended the game time past the point of enjoyment as well as closed the doors on easily adding a new player to the group for a game of pick-up.
If you have three hours and like to read tonnes of text to understand what each card does, this is for you. If you want light fun for one hour or less, stick to just the original.