Killer Bunnies and the Quest for the Magic Carrot: Orange
Booster Deck #3
List Price: $12.00
Your Price: $9.75
(Worth 975 Funagain Points!)
from 2 customer reviews
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Killer Bunnies are back yet again, featuring even zanier Specialty bunnies and introducing the Pawns (which will reveal the secrets of the P-Cards)! The Orange Booster Deck adds 55 cards to your existing set, plus six multi-colored Pawns.
Other fantastic cards include: Weil's Pawn Shop to give players a chance to buy back bunnies from a third Killer Bunnies market, Double Free Agents to make Bunny Triplets even easier, Selective Disclosure to reveal your opponents' cards before they're played, and Uriel's Machine to counteract any undesired Very Special card!
Can you reap the benefits of a Super Supplies Surprise? Aggravate your opponents with a forced Do-Over turn with Bunny On The Edge Of Forever! The Orange Booster Deck delivers increasing scopes of strategy and more twisted ways to win!
This expansion is my favorite out of all the expansions, thru green. A common complaint about the other expansions is that the game takes too long for a light, fun game. This orange booster quickens the pace of the game by adding a market for pawns and bunnies.
Dead bunnies can now be bought back from the market, eliminating people's complaint that they could go thru the game without ever drawing and having a bunny.
Pawns act as bunny placeholders, making it much easier to get a bunny triplet, so that the owner can play two cards per turn, further speeding up game play. Pawns also allow dice rerolls, making certain cards less deadly (ie CyberBunny).
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.) The Orange booster adds one of the most important and interesting changes to the Killer Bunnies game - the Pawn Shop. Weil's Pawn shop is included with the expansion, as well as six colored pawns (red, blue, green, yellow, violet, and orange). Weil's Pawn shop makes the third store available and gives the player a LOT of choices of what to buy. For one thing, players can now buy bunnies that have been discarded. Unfortunately, this does not include the Super Bunnies (from Steel expansion), but it DOES include Red, Pink, and Specialty bunnies. Players will certainly be in a frenzy to purchase these if they are in the discard pile. Bunnies are ten dollas, which is the same as a carrot; but since bunnies have longer lasting effects, they are bought quite often. And finally, a player can purchase bunnies when they have a string of bad luck and don't draw any.
2.) More importantly, however, one can buy one of the six-colored pawns at the pawn shop for five dollas. A pawn has three great abilities. First of all, they can be used to complete a bunny triplet. If I have two blue bunnies and buy the blue pawn, I now have a blue bunny triplet and can play two cards per turn. Pawns are not a bunny and can't be used to play cards, but they also are mostly invincible. More importantly, players can re-roll the die that matches the color of the pawn once per game action. For example, if I have the green pawn, I can re-roll the green die. This is certainly a huge benefit, and the main reason that pawns are snatched up so quickly. Finally, many cards in the game have small capital letter "P"s all scattered throughout their background. A player can use these cards twice if they have the matching pawn. For example, the Large Prune Danishes can now be used twice helping a player feed their bunny easier. What I think is neat is that I would probably buy the pawns if they did ONE of these three actions; but as they do all three, they're probably must buys. All six pawns are bought quickly in every game I've played, and the players who buy them rarely regret it. In my opinion, pawns are the best addition to the Killer Bunnies game.
3.) Six new bunnies are added - more Specialty bunnies (originally from the Violet expansion), and the very cool double free agents - which is basically a double "wild" card (although red is excluded). And since two of the Specialty bunnies are triple bunnies (Those 70's Bunnies and Bunnylon 3), the game progresses at a faster rate - something quite good.
4.) Eight new weapon cards are added, but in this set they utilize the twenty-sided die (introduced in the Violet set). Many of the weapons are extremely powerful, and several have special and wonky effects: the Boomerang bounces around until it kills someone; the C.O.M.A. knocks a bunny out but doesn't actually kill it; and the Plutonium Radiation kills bunnies for three turns.
5.) The same elements found in most of the expansions are included,
with some odd inclusions:
- More dollas are here, with one using the twenty-sided die to form a random amount.
- More "Feed the Bunny" cards are included, with one having the bunny needing to eat random amounts of cabbage and water.
- More "Choose a Carrot" cards are included, with one allowing the player to choose three carrots!
6.) There is a slew of new special cards, which include:
- the Very Large Prune Danish - which feeds ALL bunnies in the circle.
- the Mothership - which abducts ALL bunnies from one player.
- "Bunny on the Edge of Forever" - which allows the player to force another player to do their turn over.
- Super Supplies Surprise - the player rolls eight dice, including the twenty-sided, and receives amounts of supplies (cabbage, water, carrots, dollas, bunnies, defense cards, or pawns), depending on which die has the lowest number. (See how the pawns would come in handy here?) What's really neat is that if the player rolls the twenty-sided die as their lowest, they get ALL the supplies.
- All Shops Open - Are your opponent's being annoying and closing the stores? This one restores all stores to their original state.
Folks, this is certainly my favorite of the Killer Bunny expansions. The special cards are great, the pawns are a fantastic addition, and the ability to buy bunnies really enhances the game. Great artwork as usual and humorous references. If you enjoy the original game, this is one expansion you can't pass on.
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