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Killer Bunnies and the Quest for the Magic Carrot: Ominous Onyx
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Killer Bunnies and the Quest for the Magic Carrot: Ominous Onyx

Booster Deck #9

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Ages Players
12+ 2-8

Publisher(s): Playroom Entertainment

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Product Description

Take your bunnies to the far reaches of the Earth to solve the riddle of The Mysterious Places! Discover the near limitless powers of the Extra Super bunnies! The Ominous Onyx Booster Deck adds a double helping of booster cards to your game.

Just count the great number of bizarre bunnies in this deck including Ambassador Bunny who lives with an opponent, Brundle Bunny who can escape any weapon but gets extremely hungry and Bunny Detroit who can only be attacked by a Mom. Finally, even Oscar would be hard pressed to pick his favorite of the 9 Celebrity bunnies.

Can you determine The Fifth Element (I thought it was Boron)? Or perhaps you'll rule the military with President Ficus. It will be best to avoid the Delinquent Minors or the demolitions of Two Fish In A Tank. The Bunny Circle may be suddenly cleared by an Extremely Terrible Misfortune or players may have to start dancing to the Time Worf. Are you seeing it live or looking through the Hubble? Believe your eyes, the Onyx Deck's a double.

Product Information


  • 110 large cards
  • 12 small cards
  • 1 ball
  • 9 colored chips
  • instructions
This game has the following expansions available:

Product Reviews


Average Rating: 3.5 in 1 review

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My thoughts on this expansion, and the series as a whole.
August 01, 2008

It's the end of Killer Bunnies. The final expansion: the Ominous Onyx expansion is here. The expansion is a double-sized one, in a larger box, with tons of new stuff added. Now that the game is finished, I'll post my final thoughts about the game at the bottom; but first let's just look at the Onyx expansion by itself. However, a few notes:

  • 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.
  • Some expansions are more interesting than others (I would rate them Orange, Pink, Red, Onyx, Khaki, 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 nine expansions, it feels like a nearly complete game rather than some expansions that are tacked on.

Now for some specific comments on the Ominous Onyx Booster Deck (Playroom Entertainment, 2006 - Jeffrey Neil Bellinger):

  1. Ranks: Three more enlisted ranks and three more officer ranks have been added. Since the officer/highest enlisted bunny effects are already fairly powerful, this gives them a fairly decent chance of coming into the game. It also causes players to gleefully grab the Onyx cards when on top of the deck.

  2. More: More of the staple cards are included. The Feed the Bunny cards are much more difficult to fulfill, and the weapons are gender- specific. Two dreadful cards are the Very Terrible Misfortune (kills ALL of a player's bunnies), and the Extremely Terrible Misfortune (kills ALL bunnies!) Hmmm, come to think of it, maybe players won't be eagerly grabbing those Onyx cards after all.

  3. Bunnies: A double set means double bunnies, and the game includes likely the two most powerful bunnies in the game - the Extra Super Red (which is a super bunny AND has all the abilities of all the red bunnies), and the Extra Super Pink (same, but with the pink abilities). Pray that you get these bunnies! There are also some special colored bunnies (yellow Bunny Detroit, orange Brundle Bunny, and purple Ambassador Bunny), which are interesting and fairly useful. The oddball additions of the set are the celebrity bunnies, which look like famous actors (mostly from science fiction movies or shows) with bunny ears. I'm not sure why the artist went with humans instead of bunnies, as it seems strange in the flow of the game. These bunnies, which can come in pairs or triplets, are no color or type; although if a player has three of them, they can play two cards a turn. They are interesting bunnies, but I'm not sure what they add to the game - unless it was the designer's way to get "7 of 9" in the game.

  4. Mysterious Places: There are twelve Mysterious Place cards in the game. If a player draws one, they must immediately place it down, drawing a replacement. The last player to draw one takes the "Yellow Ball" token. This gives that player control over the destiny of any card with the picture of the yellow ball on it (there have been one or two in every set). More importantly, at the end of the game, a small deck of Mysterious Place Cards are shuffled, and one is drawn. The player who has the matching place may steal all saved Zodiac cards (so you'll obviously need the Green expansion) of one type (Air, Earth, Fire, Water) from the opponents. This is a bit too convoluted for my tastes, actually. I do enjoy the yellow ball idea, but the zodiac cards were already a bit odd for my tastes, and this just compounds that. And another little deck of cards!?

  5. There are a ton of interesting, new cards, added to this expansion. Here are just a few of them:
    • Angry Hoe / Woburn: These cards allow a player to discard all cabbage/water in Kaballa's Market. Knowing that these cards exist will cause folks to stock up on the items.
    • Bunny Budd: Allows a player to sacrifice a yellow bunny to eliminate an Officer ranked bunny. That's one way to get rid of those annoying officers!
    • Several of the cards directly affect "Kinder bunnies", from the Kinderbunnies game, making those cards more viable and useful in the game.
    • Court Marshall: Can be discarded to remove and discard a rank card. Very nice when you control the second highest rank.
    • Insurance Porpoises: Can be played with 5 Dolla under a bunny, allowing them to return when killed. I like this card, if only because any game that lets you take out insurance has something good going for it.
    • A few cards have effects on cards based on their identification number. This is the first game where I've seen this occur; it's a neat idea, even if you have to squint and look at the bottom to see what the card is.
    • A few cards double cabbage/water/defense. Except for defense, this combo is probably not worth it, but it's still a nice option.

    • Vouchers: A few cardboard "vouchers" are included in the game for cabbage, water, and dollas. These are only used at the beginning of the game, when a player needs change, and none is available in the discard pile. Something that's not completely necessary, but useful.

Overall, Ominous Onyx is about what you expect from a final expansion. It's big, brash, adds a bunch of stuff - perhaps superfluous at times, and wraps everything together. The artwork is as funny as ever, and quite a few recent movies are referenced. At the same time, I think it's good that it's finished. There's only so many ideas that you can fit into a light game, and this one has perhaps a few too many. Let's look at the game as a whole now:

Everything fits in the original box, where I store all the cards, and the Onyx box, which holds all the pieces and special cards, for ease of finding later on. One annoying problem is that there are a pile of rules sets, and I wish there was one large rulebook to help keep everything straight. The Onyx attempts to review a few things, but I would still prefer one large rulebook, or glossary at least. The deck of cards raises completely too high off the table, but we just split it into two decks, allowing folks to draw off either, giving them a choice when there are two different colors.

In my game, I use every set, although I often keep out the Zodiac and Mysterious Places - mostly because they add too much fiddliness with not enough payout. I also threw in all the bunnies from Kinderbunnies, which certainly ups the bunny ratio; but I think that's a good thing, since they die all the time. The ratios stay constant all the way through; and while the game is a real pain to shuffle, you won't make it through the deck in a game, so one shuffle will likely work for two to three games.

Killer Bunnies, with everything added, has lots of options - with some strategic choices. But still - it's a silly game at heart, and I still find it best played with teenagers. They are old enough to get all the jokes in the game, and young enough not to mind the sheer frivolity. The game is complete now - and it should be, but it still retains popularity with the younger set. I also enjoy a good game now and then. I just don't want to be the one who has to shuffle.

Tom Vasel
"Real men play board games"

Other Resources for Killer Bunnies and the Quest for the Magic Carrot: Ominous Onyx:

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