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: Twilight White
Booster Deck #5
Notify me if/when this item becomes available:
(you will be asked to log in first)
from 1 customer review
Please Login to use shopping lists.
Blue Starter Deck plus Yellow Booster Deck (Temporarily Out of Stock)
Booster Deck #1 Funagain Games does not stock this edition of this title, usually because it's out of print.
Booster Deck #2 Funagain Games does not stock this edition of this title, usually because it's out of print.
Booster Deck #3 Funagain Games does not stock this edition of this title, usually because it's out of print.
Blast off with a new Bunnies Booster Deck that definitely contains The White Stuff! The Twilight White Booster Deck adds 55 cards to your existing set, 2 more Pawns, and a White twelve-sided die!
Other fantastic cards include: Calcite Conundrum which doubles the amount of cards you play each turn, Blue Angels to defend against airborne dangers, Melding which forces you to exchange cards, Return to Sender which can save your bunnies from dastardly fates, and new 50/50 weapons where your only defense is your feel for the dice!
Use your mental powers to survive Psychic Waves or team up against an opponent's bunny by using Mob Hit. Whatever you do, avoid the Dueling Grandmothers at all costs! This Booster Deck is tight, it's White, and it's got some bite!
Note: Funagain will have a limited number of free promo cards to be shipped with orders for this product.
Jeffrey Neil Bellinger
Players: 2 - 8
Ages: 12 and up
Est. time to learn: 10-20 minutes
Weight: 216 grams
Language Requirements: Game components are printed in English. This is a domestic item. Manufacturer's rules are printed in English.
- 55 large cards
- 2 colored pawns
- 1 white 12-sided die
Average Rating: 3 in 1 review
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.) Five new bunnies are included, which are bunnies that are dual-colored, matching two different colors when forming Triplets. They are simply variations on the bunnies introduced in the Green expansion and were a bit disappointing to find - I had hoped for something new and unusual. Still, more bunnies are good.
2.) Two new pawns are included for sale at the Pawn shop - the black and white pawns. I cannot emphasize how popular these pawns are in games; they are almost always both bought on the first turn. The black pawn is great because it allows players to re-roll the black die - you know, the one needed for most of the weapons! The white pawn is a wild color and can be used as any color, although the player must declare it when they first take it. Of course, there's no reason for a player NOT to take this pawn first if only to keep other players from getting it. I usually take it and declare it to be black. :)
3.) More of the same cards found in most expansions are included, such as Dollas, Choose a Carrot cards, and Terrible Misfortunes. A Nondruple Lucky Clover is added (really helps against weapons), and a Play Immediately card that forces all players to pass two cards to the player on their right.
4.) More weapons are also included, a few of which use the twenty-sided die (love that "Ang-Strung" Tennis Racket), but also two 50/50 weapons are introduced. These cards have the player roll two different dice and guess which one will be higher. If they guess incorrectly, they die - which is an interesting change of pace for weapons. Another weapon causes players to guess the symbol that a player has chosen; and the Mob Hit (my favorite weapon) allows players to donate Dolla to increase its level. Finally, a way to get rid of annoying bunnies!
5.) The meat of the White expansion is the new Run and Special cards
included. Here are some of my favorites:
- O.R.P. (Obnocious Roaming Pest): This card roams around the circle, causing players to roll most of the dice, and losing one thing depending on the lowest number rolled. Only if the twenty-sided die is the lowest will this annoying creature die.
- Blue Angels: A decent card that allows a player to eliminate seven different cards; but a great card if you have the blue pawn, because then you can keep it the entire game.
- Forever Fed: If you play this on your bunnies, they never need to eat. The only way to lose the card is to have all your bunnies eliminated, so expect all weapons to be turned in your direction!
- Shockwave: Is played between two players, pushing their bunnies to the adjacent players, but crushing any bunnies pushed against a barrier. Cool.
- Bonanza: Gives the player a cabbage, water, defense card, and a pawn. This will make most folk happy.
- Carousel: Causes all players who are 30 or older to roll the red and green dice. If the red die is higher, they must kill one of their bunnies. Does this remind you of a movie? I enjoyed it for that fact alone.
- The White Stuff: This is possibly the best card in the entire game. When a player plays this, they also get the twelve-sided white die that is included in this expansion. Whenever they roll a die, they may roll the white die and substitute it in its place. This, my friends, is a GREAT card, because it allows players to dodge weapons, get supplies, and is my favorite card from the set.
- Heavenly Halo Handoff: Are you tired of that indestructible bunny? This card moves the halo off of them.
- Defense Card Suspender: Suspends the use of defense cards for one round. When you have a lot of weapons, this is a great card to have - make those fools pay!
The Twilight White expansion certainly isn't my favorite, but it does add a lot of interesting cards to the series. I do like the card backs, which are half white and half black, and the two new pawns and the white die are tremendous additions. Sure, some things may seem overly powerful, but there is so much of this stuff that you'll get a bit of it. A nice addition to the series.
"Real men play board games"