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Killer Bunnies and the Quest for the Magic Carrot: Perfectly Pink
Booster Deck #7
List Price: $12.00
Your Price: $9.75
(Worth 975 Funagain Points!)
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from 1 customer review
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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.
Booster Deck #4 Funagain Games does not stock this edition of this title, usually because it's out of print.
Booster Deck #5 Funagain Games does not stock this edition of this title, usually because it's out of print.
You'll shout, "Anchors Aweigh," when you see the new Enlisted Rank cards. The Perfectly Pink booster deck adds 55 cards to your existing set, a Highest Enlisted Rank Marker, a Pink Pawn, and a Pink twelve-sided die.
Other cards include: Paradise Syndrome to deter all Roaming Red Run cards, Blanch which turns a regular bunny into a Free Agent, and Bingo Flamingo to steal Carrots from an opponent!
Use Day Old Bread to delay the feeding of your bunny or a Transcendental Run to play any card as a Very Special. Be the highest Enlisted ranked bunny in The Bunny Circle and play an extra card each turn. Push your card stack to the brink and get in sync with this Booster Deck, Perfectly Pink.
- 55 large cards
- 1 pink pawn
- 1 pink 12-sided die
- 1 Highest Enlisted Rank card
- 1 stand
Average Rating: 3.5 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.) First of all, I do have one minor dislike about this expansion, and that is the fact that the backs of the cards are the same color as the carrot backs. Yes, the rabbits are different; but when sorting out the cards at the end of the game, it's a bit annoying. Minor problem, but I notice it often.
2.) But who cares, because this expansion includes the best bunnies
in the game, the Pink Bunnies. Perhaps they're not as powerful as the
Super Bunnies, but they probably won't be targeted quite as much
(although I will). The six bunnies are:
- Pink Congenial Bunny: Can feed five cabbage and water each turn. This bunny will most likely only die from a weapon.
- Pink Timid Bunny: The player receives the pink die included in this expansion with each roll they must make. They then choose which one to use, making this bunny the best one in the game, in my opinion.
- Pink Lumbering Bunny: This bunny has an automatic Quindruple Lucky Clover that reduces all weapons by five. Not as good as the other Pink Bunnies, he's still nice to have around.
- Pink Sinister Bunny: Any weapon that fails to kill this bunny bounces back to the person who fired it. Only send the most powerful weapons against this creep!
- Pink Gleeful Bunny: This bunny has five dollas every turn to spend at the market. This is incredibly useful and usually means the player buys a pawn each turn.
- Pinky Tusca-Hare-O: This bunny can move around the bunny circle, which is semi-useful in some situations - life saving in others.
3.) A new pink die is included in the game that is used with several cards (including the Pink Timid Bunny) as well as a pink pawn for the pawn shop.
4.) Six Rank cards are included in the game, from the Seaman Recruit (lowest) to the Petty Officer 1st (highest). Whenever a player gets one of these, they must assign it to any bunny in the circle (their own if possible). The bunny with the highest rank on the table receives the "Highest Enlisted Ranked Bunny" card. This card allows a player to play an extra card FROM THEIR HAND each turn - even if it's a Run card. This is an incredible ability and makes any Ranked Bunny (you'd be nuts to make one of the Pink rabbits Ranked) a target. I enjoy the ranks, but by this point in the game there are so many cards in the deck that you usually only ever see one of them come up in a game.
5.) Typical cards are included with the game, such as Dollas, Terrible Misfortune, Choose a Carrot, and Weapon cards. The weapons are a mix of those that were introduced in previous sets, including dated and 50/50 weapons.
6.) Not as many new Run and Special cards in this expansion set, but
with the Pink Bunnies and Rank cards, who cares? Some of the more
enjoyable additions are:
- Transcendental Run: Changes a Run card into a Very Special card. This can make for some fantastic rule complications but is very enjoyable nonetheless. It helps you get bunnies on the table faster, attack out of turn, and more!
- Paradise Syndrome: Keeps all your bunnies safe from Roaming Run cards. If you get this card, play it; as most of the Roaming Run cards are rather deadly.
- Day Old Bread: Can postpone feeding your bunny for one turn. I'll get around to that later!
- The Church Bunny: Skipping the extended details, I'll focus on the fact that it makes a player ask, "Isn't that Special?" - and the fact that it actually makes sense in game terms. Great themed card, especially if you are an SNL fan.
- Blanch: Removes the color from a rabbit. Great for getting those uppity Red and Pink Bunnies to lose their special abilities.
This is my second favorite expansion, because I enjoy the Ranks, but mostly the powerful, interesting Pink Bunnies. The Killer Bunny series is coming to a close, and it's nice to see that one of the later expansions is still as entertaining and enjoyable as the first. Everything is starting to tie in together, and the deck is now too tall to be manageable (we normally play with half the cards). Sadly, you really should get the other six expansions if you want the Pink one (I say sadly, because that's a while to wait), but this is one of the best.
"Real men play board games"