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	<title>Game: Killer Bunnies and the Quest for the Magic Carrot ORANGE Booster</title>
	<link>http://www.boardgamegeek.com/boardgame/10674</link>
	<language>en-us</language>
	<lastBuildDate>Sun, 23 Nov 2008 08:16:07 -0600</lastBuildDate>
	<pubDate>Sun, 23 Nov 2008 08:16:07 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: JamieCon 7-18-08</title>
	<description>I forgot about that rule&lt;br&gt;That has happened before in my favor and I forgot entirely about it...really.  &lt;br&gt;&lt;br&gt;We hadnt played ina  while.&lt;br&gt;&lt;br&gt;Thanks&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2488693#2488693</link>
	<pubDate>2008-07-21T23:36:15+00:00</pubDate>
	<dc:creator>JavertCMH</dc:creator>
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	<title>Thread: Re: JamieCon 7-18-08</title>
	<description>&lt;i&gt;Chris scooped up the last carrots and on his turn used a weapon to nuke our bunnies, so he was the only one who could win, and in the end he didnt have the winning carrot, so as Blaze said, we just played 2.5 hours for a tie.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Not sure if I read this right or if you explained it correctly, but there should never be a tie. There's a rule in the original set that says if you have no bunnies at the end of the game all your carrots go to the player who has bunnies in play and has the most money. If your friend nuked everyone else's bunnies then ended the game with neither of you having any bunnies in front of you, he should have also taken your carrots. Someone always wins, there are no ties in KB.&lt;br&gt;&lt;br&gt;That being said, your friend is dastardly! Nuke then end the game? Good strategy. I love players who aren't afraid to go for the kill.&lt;br&gt;&lt;br&gt;Jason S. Ackerman</description>
	<link>http://www.boardgamegeek.com/article/2483398#2483398</link>
	<pubDate>2008-07-19T13:04:34+00:00</pubDate>
	<dc:creator>bwayjace</dc:creator>
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	<title>Thread: JamieCon 7-18-08</title>
	<description>This was the only game three of us played tonight.  Our original plan was an rpg, but when half the party bailed because one of them is breaking up with his girlfriend (three weeks ina  row always on game night and he goes to her to do it).&lt;br&gt;&lt;br&gt;This game went for two hours and it was fun.  The pawns were a little confusing.  Its been a while since we played any aspect of this game, and tonight we added the Orange expansion.  We decided to add an expansion every time we play.&lt;br&gt;&lt;br&gt;There was good and bad.  I like Killer Bunnies, so even the bad is good.&lt;br&gt;&lt;br&gt;The good was, it didn't take long to remember how to play.  The good also included a bunch of laughing, cuz the cards just keep getting funnier with inside jokes, pop culture references, and screw-your-neighbor gameplay.&lt;br&gt;&lt;br&gt;The bad was one player got bunnies galore out and the other two of us couldn't get a single bunny to stay for long.  Chris scooped up the last carrots and on his turn used a weapon to nuke our bunnies, so he was the only one who could win, and in the end he didnt have the winning carrot, so as Blaze said, we just played 2.5 hours for a tie.&lt;br&gt;&lt;br&gt;That was the bad, there was really no resolution to the game, but it was a good game.  Its hard to tell what the orange cards added, because the pawns were practically unavailable for most of the game, since the markets were almost always closed.&lt;br&gt;&lt;br&gt;I like KBunnies and I look forward to the next time we play, but I really want to play with more people.  Does that mean we have to include the wives in game night?&lt;br&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2482865#2482865</link>
	<pubDate>2008-07-19T03:07:21+00:00</pubDate>
	<dc:creator>JavertCMH</dc:creator>
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	<title>Thread: Re: Bunnies on the edge of forever</title>
	<description>As I understand it, the card means that the player's entire turn is 'reset', so everything goes back to how it was at the beginning of the turn. In your Mystery Urn example, all Bunnies, Carrots etc. are returned to their owners and the Urn itself goes back to being the current player's Top Run card. Then when everything is back to where it was, the current player starts their turn again, flips the Top Run card, which - of course - is the Mystery Urn, and it starts going round the circle. Having reset everything, however, the player could choose to do things differently - discarding the Urn rather than playing it, playing a Special card from their hand instead etc.&lt;br&gt;&lt;br&gt;With your weapon example, you can play the 'Bunnies on the Edge of Forever' before or after you die. As before, everything is reset, the weapon goes back to being the current player's Top Run card and they start their turn again. Of course, you're probably better off playing the '...Forever' card after you find out whether you die, as if you survive then you don't need to play it!&lt;br&gt;&lt;br&gt;Hope that helps (and interested to know if anyone plays it differently) &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2128847#2128847</link>
	<pubDate>2008-03-03T18:29:21+00:00</pubDate>
	<dc:creator>drb1004</dc:creator>
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	<title>Thread: Bunnies on the edge of forever</title>
	<description>I'm having a problem with this very special card. it reads :&lt;br&gt;         &quot;may be used once by a player to force the current player to replay his turn. Essentially a &quot;do-over&quot;. may be used at anytime.&quot;&lt;br&gt;&lt;br&gt;&lt;br&gt;  I'm not sure how to go by doing it. for example last night someone played the mystery urn and it started making its rounds and the person holding this card decides she doesnt like how its going so she plays it. are we suppose to give all bunnies and carrots back to the original owners?  does the mystery urn get discarded or can he use it again?&lt;br&gt;&lt;br&gt;&lt;br&gt;for those who dont know the mystery urn how about this for example :&lt;br&gt;&lt;br&gt;  someone uses a weapon on a bunny, can you play &quot;Bunny on the edge of forever&quot; after you roll to see if your bunny dies or do you have to play it before? what happens to the weapon?  there are no bunny bits about the card so im just not sure how it works. any help will be welcomed &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2128769#2128769</link>
	<pubDate>2008-03-03T17:56:29+00:00</pubDate>
	<dc:creator>Boundkaos</dc:creator>
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	<link>http://www.boardgamegeek.com/image/247102</link>
	<pubDate>2007-09-13T02:26:12+00:00</pubDate>
	<dc:creator>crystallr</dc:creator>
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	<title>Image</title>
	<description>
		Very Speical Cards &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/247101</link>
	<pubDate>2007-09-13T02:24:41+00:00</pubDate>
	<dc:creator>zelador</dc:creator>
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	<title>Image</title>
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		Specialty Bunnies &lt;br&gt;
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	<link>http://www.boardgamegeek.com/image/247100</link>
	<pubDate>2007-09-13T02:22:28+00:00</pubDate>
	<dc:creator>zelador</dc:creator>
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	<title>Image</title>
	<description>
		Special Cards &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic247099_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/247099</link>
	<pubDate>2007-09-13T02:21:06+00:00</pubDate>
	<dc:creator>crystallr</dc:creator>
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	<title>Image</title>
	<description>
		the pawns and the pawn shop &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic207279_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/207279</link>
	<pubDate>2007-04-27T19:43:12+00:00</pubDate>
	<dc:creator>laiernie</dc:creator>
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	<title>Thread: [Review] Killer Bunnies: Orange Booster</title>
	<description>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:&lt;br&gt;&lt;br&gt;-	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 &quot;silly&quot; theme is promoted - stuff that fans of the game love, but detractors certainly do not.&lt;br&gt;-	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.&lt;br&gt;-	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.&lt;br&gt;-	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 &quot;holes&quot;, and some of the cards simply won't make sense.&lt;br&gt;-	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.&lt;br&gt;&lt;br&gt;Now for some specific comments on the Orange Booster Deck (Playroom Entertainment, 2004 - Jeffrey Neil Bellinger):&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;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 &quot;P&quot;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.&lt;br&gt;&lt;br&gt;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 &quot;wild&quot; 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.&lt;br&gt;&lt;br&gt;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.  &lt;br&gt;&lt;br&gt;5.)	The same elements found in most of the expansions are included, with some odd inclusions:&lt;br&gt;-	More dollas are here, with one using the twenty-sided die to form a random amount.&lt;br&gt;-	More &quot;Feed the Bunny&quot; cards are included, with one having the bunny needing to eat random amounts of cabbage and water.&lt;br&gt;-	More &quot;Choose a Carrot&quot; cards are included, with one allowing the player to choose three carrots!&lt;br&gt;&lt;br&gt;6.)	There is a slew of new special cards, which include:&lt;br&gt;-	the Very Large Prune Danish - which feeds ALL bunnies in the circle.&lt;br&gt;-	the Mothership - which abducts ALL bunnies from one player.&lt;br&gt;-	&quot;Bunny on the Edge of Forever&quot; - which allows the player to force another player to do their turn over.&lt;br&gt;-	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.&lt;br&gt;-	All Shops Open - Are your opponent's being annoying and closing the stores?  This one restores all stores to their original state.&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;Tom Vasel&lt;br&gt;&quot;Real men play board games&quot;&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.thedicetower.com&quot; rel=&quot;nofollow&quot;&gt;www.thedicetower.com&lt;/A&gt;&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1104518#1104518</link>
	<pubDate>2006-10-01T13:47:29+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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		The Complete Components &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic106081_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/106081</link>
	<pubDate>2005-12-13T16:17:36+00:00</pubDate>
	<dc:creator>eschaton1000</dc:creator>
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	<link>http://www.boardgamegeek.com/image/85497</link>
	<pubDate>2005-07-05T19:06:18+00:00</pubDate>
	<dc:creator>AngusBull</dc:creator>
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	<title>Thread: User Review</title>
	<description>Game: Killer Bunnies and the Quest for the Magic Carrot: Orange Deck&lt;br&gt;&lt;br&gt;Since this in an expansion I will review the additions the game makes to the base game.&lt;br&gt;&lt;br&gt;1.  Weil’s Pawn Shop.&lt;br&gt;&lt;br&gt;Weil’s Pawn shop allows you to buy dead bunnies for 10 dolla, or Pawns for 5 dolla.  &lt;br&gt;&lt;br&gt;The rules say to put your dead bunnies in a pile next to the shop.  I recommend discarding them normally because shuffling the cards in Killer Bunnies is difficult to say the least, and there’s nothing worse than hitting a clump of one type of card because of a botched shuffle.  Discarding them normally keeps them mostly mixed up to begin with.  When we buy a bunny we just go through the discard pile for the one we want.&lt;br&gt;&lt;br&gt;Pawns are very useful.  They can act as a bunny for making bunny triplets, they allow you to re-roll the dice if it’s the same color as your pawn, and they allow you to use P-cards twice.  I never noticed there were P-cards until I found out about this expansion.&lt;br&gt;&lt;br&gt;Pawns are cheap at 5 dolla.  Most of the time we play, people spend money as fast as they can to acquire them.  The ability to create a bunny triplet with an object that is relatively indestructible (as opposed to bunnies) is extremely handy.  If you have a lot of pawns, you’re able to re-roll a lot of dice in lots of different occasions.  And being able to use a prune Danish twice?  Holy cow, only five dolla for all that?&lt;br&gt;&lt;br&gt;2.  Big Weapons.&lt;br&gt;The other big addition is weapons with strength higher than 12 that you roll the 20 sided die for.  I’m not sure this does a whole lot other than make it harder to block the weapons with defense cards, though the Plutonium Radiation is cool in that it’s almost impossible to counter and kills that annoying Holographic Bunny.&lt;br&gt;&lt;br&gt;3.  Misc.&lt;br&gt;There are some other interesting cards such as the F-18 hornet and Uriel’s Machine, though I’ve never been one to remember equinox and solstice dates.&lt;br&gt;&lt;br&gt;My opinions:&lt;br&gt;If you are familiar with the previous expansions, this one will fit right in without too much complication and add a lot of fun with the use of Pawns.  The one drawback is Pawn hording.  If a player lucks out and pulls a lot of dolla at the beginning they got it made.  Hopefully in further sets they will keep Pawns from being so inviolate.&lt;br&gt;&lt;br&gt;Then again, there are about a million game breaking elements to this game, so they might as well pile them on and hopefully they’ll balance each other out.&lt;br&gt;&lt;br&gt;The components as always are quite good, though that plastic coating on the cards makes them difficult to shuffle.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/88696#88696</link>
	<pubDate>2005-02-23T14:17:51+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
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	<title>Thread: Re&lt;img src=&quot;http://files.boardgamegeek.com/images/biggrin.gif&quot; alt=&quot;:D&quot; border=&quot;0&quot;&gt;o you have to have the expansions in order?</title>
	<description>beanbagbum (#67721),&lt;br&gt;&lt;br&gt;The way the game is designed, you are supposed to have all of the expansions in order (which is blue/yellow, red, violet, orange, and green.  Soon twilight white and stainless steel will follow).  I'm not sure whether or not skipping one would pose any problems.  However, if you do choose to skip a booster, I highly recommend against skipping the orange booster; this is probably my favorite expansion.  The pawns add a very fun element to the game, as well as additional strategy, and the game seems to be better balanced after adding the orange deck (adding the violet deck seemed to make it difficult to keep bunnies alive, but the orange and green decks fixed this).</description>
	<link>http://www.boardgamegeek.com/article/87959#87959</link>
	<pubDate>2005-02-21T19:48:16+00:00</pubDate>
	<dc:creator>tubalord</dc:creator>
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	<title>Thread: Do you have to have the expansions in order?</title>
	<description>I have the red expansion and want to skip to the orange one.  Will it be too confusing?</description>
	<link>http://www.boardgamegeek.com/article/67721#67721</link>
	<pubDate>2004-11-27T02:34:51+00:00</pubDate>
	<dc:creator>beanbagbum</dc:creator>
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	<link>http://www.boardgamegeek.com/image/45127</link>
	<pubDate>2004-04-20T15:48:03+00:00</pubDate>
	<dc:creator>maelic001</dc:creator>
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	<title>Image</title>
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	<link>http://www.boardgamegeek.com/image/45126</link>
	<pubDate>2004-04-20T15:48:00+00:00</pubDate>
	<dc:creator>maelic001</dc:creator>
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	<title>Thread: Orange Booster long awaited</title>
	<description>Today was my first opportunity to play Killer Bunnies with the Orange booster. Right away I knew this booster deck was going to make the game more interesting because a new store is now open - the Pawn shop.  Pawns give players new powers by acting as a way to complete a three-color bunny run to play two cards, acts as a way for a player to re-roll certain dice, and also acts as a way to use certain cards twice.  &lt;br&gt;&lt;br&gt;I played a 5 player game today, with experienced KB players - but none of us had orange booster experience.  We were excited about the new cards and I especially was excited about using some of the more powerful weapons - like the radio controlled pirannha level 19 and plutonium radiation level 20 (the radiation remains for 2 more rounds killing more adjacent bunnies!)&lt;br&gt;&lt;br&gt;I ended the game by drawing the random dolla card, rolling a 19 on the die to earn 19 dolla and buying the final two carrots.  I had 6 carrots, the most of anyone at the table, but eventually lost.  &lt;br&gt;&lt;br&gt;What a great new deck - I can't wait for the Green deck!</description>
	<link>http://www.boardgamegeek.com/article/33457#33457</link>
	<pubDate>2004-04-17T21:15:29+00:00</pubDate>
	<dc:creator>sigtaulefty</dc:creator>
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