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	<title>Game: Killer Bunnies and the Quest for the Magic Carrot Perfectly PINK Booster</title>
	<link>http://www.boardgamegeek.com/boardgame/21785</link>
	<language>en-us</language>
	<lastBuildDate>Wed, 03 Dec 2008 00:54:00 -0600</lastBuildDate>
	<pubDate>Wed, 03 Dec 2008 00:54:00 -0600</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Image</title>
	<description>
		Rank reference card &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic249952_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/249952</link>
	<pubDate>2007-09-22T16:22:09+00:00</pubDate>
	<dc:creator>Emperor JD</dc:creator>
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	<title>Image</title>
	<description>
		The last die and last pawn &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic249532_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/249532</link>
	<pubDate>2007-09-21T04:43:28+00:00</pubDate>
	<dc:creator>Emperor JD</dc:creator>
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	<title>Image</title>
	<description>
		Back of box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic249501_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/249501</link>
	<pubDate>2007-09-21T00:52:32+00:00</pubDate>
	<dc:creator>Emperor JD</dc:creator>
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	<title>Image</title>
	<description>
		Front of box &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic249498_mt.jpg"&gt;
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	<link>http://www.boardgamegeek.com/image/249498</link>
	<pubDate>2007-09-21T00:51:19+00:00</pubDate>
	<dc:creator>Emperor JD</dc:creator>
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	<title>Image</title>
	<description>
		highest enlisted ranked bunny card and stand &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic207281_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/207281</link>
	<pubDate>2007-04-27T19:51:36+00:00</pubDate>
	<dc:creator>laiernie</dc:creator>
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	<title>Thread: Re: Rules question regarding highest enlisted bunny</title>
	<description>The player with the highest enlisted bunny is not entitled to play two cards from his hand (due to the rank). The player with the highest ranked bunny may play one card from his hand in addition to his normal turn. If a player has a triplet in addition to the highest ranked bunny, that player may play two cards normally and one additional card from his hand due to the rank.</description>
	<link>http://www.boardgamegeek.com/article/1135310#1135310</link>
	<pubDate>2006-10-22T02:57:45+00:00</pubDate>
	<dc:creator>Dmart</dc:creator>
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	<title>Thread: Rules question regarding highest enlisted bunny</title>
	<description>If a player has the highest enlisted ranked bunny, then the player is allowed to play two cards from his hand on his turn.  What happens if this same person has a bunny triplet?  Does the player now have the ability to play 4 cards from his hand on his turn?&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1135136#1135136</link>
	<pubDate>2006-10-21T21:35:37+00:00</pubDate>
	<dc:creator>briggs5</dc:creator>
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	<title>Thread: [Review] Killer Bunnies: Pink 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 Perfectly Pink Booster Deck (Playroom Entertainment, 2006 - Jeffrey Neil Bellinger):&lt;br&gt;&lt;br&gt;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.&lt;br&gt;&lt;br&gt;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:&lt;br&gt;- Pink Congenial Bunny:  Can feed five cabbage and water each turn.  This bunny will most likely only die from a weapon.&lt;br&gt;- 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.&lt;br&gt;- 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.&lt;br&gt; - 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!&lt;br&gt;- 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.&lt;br&gt;- Pinky Tusca-Hare-O:  This bunny can move around the bunny circle, which is semi-useful in some situations - life saving in others.&lt;br&gt;&lt;br&gt;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.  &lt;br&gt;&lt;br&gt;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 &quot;Highest Enlisted Ranked Bunny&quot; 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.&lt;br&gt;&lt;br&gt;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.  &lt;br&gt;&lt;br&gt;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:&lt;br&gt;-	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!&lt;br&gt;-	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.&lt;br&gt;-	Day Old Bread:  Can postpone feeding your bunny for one turn.  I'll get around to that later!&lt;br&gt;-	The Church Bunny:  Skipping the extended details, I'll focus on the fact that it makes a player ask, &quot;Isn't that Special?&quot; - and the fact that it actually makes sense in game terms.  Great themed card, especially if you are an SNL fan.&lt;br&gt;-	Blanch:  Removes the color from a rabbit.  Great for getting those uppity Red and Pink Bunnies to lose their special abilities.&lt;br&gt;&lt;br&gt;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.&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/1104526#1104526</link>
	<pubDate>2006-10-01T13:58:08+00:00</pubDate>
	<dc:creator>TomVasel</dc:creator>
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	<title>Thread: Re: The best deck since leaving the primary and secondary co</title>
	<description>&lt;b&gt;rayito2702 wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Bingo Flamingo increments 16, 16, 18 rather than 16, 17, 18.  But it may be purposeful that they replaced the number 17 with an additional 16 as the game designers are always playing weird number games.  If so, this makes the number 17 carrot the first to grab in my opinion.&lt;br&gt;&lt;/i&gt;&lt;br&gt;According to the Killer Bunnies website, this is a mistake.  Playroom Entertainment claims they will print the card with a 17 in the next printing.</description>
	<link>http://www.boardgamegeek.com/article/953083#953083</link>
	<pubDate>2006-06-15T05:31:02+00:00</pubDate>
	<dc:creator>tubalord</dc:creator>
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	<title>Thread: Re: The best deck since leaving the primary and secondary co</title>
	<description>Choosing the carrot from a face up spread is correct. There is at least one card that lets you see the top of the small carrot deck, telling you one of the large carrots that you don't want to pick.</description>
	<link>http://www.boardgamegeek.com/article/952101#952101</link>
	<pubDate>2006-06-14T15:11:36+00:00</pubDate>
	<dc:creator>Godeke</dc:creator>
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	<title>Thread: Re: The best deck since leaving the primary and secondary colors</title>
	<description>&lt;b&gt;Philip Thomas wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I thought what carrot you get is random?&lt;/i&gt;&lt;br&gt;&lt;br&gt;The example of play in the rules shows the large carrot deck face up.  The &quot;Choose X Carrot(s)&quot; cards say to &lt;b&gt;choose&lt;/b&gt; a carrot, rather than draw one randomly.&lt;br&gt;&lt;br&gt;So we've always played that you can choose any carrot you want.  Does it say some where that you have to draw a carrot randomly?</description>
	<link>http://www.boardgamegeek.com/article/952076#952076</link>
	<pubDate>2006-06-14T14:52:22+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
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	<title>Thread: Re: The best deck since leaving the primary and secondary colors</title>
	<description>I thought what carrot you get is random?</description>
	<link>http://www.boardgamegeek.com/article/951971#951971</link>
	<pubDate>2006-06-14T12:59:19+00:00</pubDate>
	<dc:creator>Philip Thomas</dc:creator>
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	<title>Thread: The best deck since leaving the primary and secondary colors</title>
	<description>&lt;b&gt;Review: Killer Bunnies Perfectly Pink Deck&lt;/b&gt;&lt;br&gt;&lt;br&gt;First of all I’m not going to explain the rules to Killer Bunnies, but only discuss the major things this deck adds to the game.&lt;br&gt;&lt;br&gt;New stuff:&lt;br&gt;&lt;b&gt;Highest Ranked Enlisted Bunny.&lt;/b&gt;  With more cards you need more ways to burn through the deck.  The Highest Ranked Enlisted Bunny is another way for player to get the opportunity to play two cards on their turn instead of one.&lt;br&gt;&lt;br&gt;The way it works is there are six enlisted naval rank cards in the game, E-1 through E-6.  When you draw one from the deck you have to immediately play it down on any bunny, your own or an opponents.  The player with the highest ranked bunny in the bunny circle gets to play an extra card &lt;b&gt;from his hand&lt;/b&gt; even if it’s a run card.&lt;br&gt;&lt;br&gt;If the highest ranked bunny dies, the next highest ranked bunny gets the privilege and so on.&lt;br&gt;&lt;br&gt;&lt;b&gt;Pink Bunnies.&lt;/b&gt;  Pink bunnies are like Red bunnies except that their powers are even stronger.&lt;br&gt;&lt;br&gt;&lt;b&gt;Conclusion.&lt;/b&gt;  There are a number interesting new cards in the deck and you also get a pink pawn and a pink die.  Some of the interesting cards are Paradise Syndrome which forces all Roaming Red cards to jump over you, Bingo Flamingo which will affect which numbers of carrots you pick up so as not to form any exploitable number sequences and Church Bunny which calls for a lot of poor SNL imitations on the part of the players.&lt;br&gt;&lt;br&gt;I think this deck adds a lot more than the previous two decks (White and Stainless Steel) which, to me, seemed like a bunch of weird effect special cards without any fundamental additions to the game system.  It’s definitely worth getting.  There is a grammatical typo which doesn’t affect game play on the Pinky Tuska-Hare-O card but it makes me wonder about the Bingo Flamingo card.  Bingo Flamingo increments 16, 16, 18 rather than 16, 17, 18.  But it may be purposeful that they replaced the number 17 with an additional 16 as the game designers are always playing weird number games.  If so, this makes the number 17 carrot the first to grab in my opinion.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/951750#951750</link>
	<pubDate>2006-06-14T04:29:24+00:00</pubDate>
	<dc:creator>rayito2702</dc:creator>
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	<link>http://www.boardgamegeek.com/image/124289</link>
	<pubDate>2006-04-27T05:22:15+00:00</pubDate>
	<dc:creator>henwy</dc:creator>
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	<link>http://www.boardgamegeek.com/image/124036</link>
	<pubDate>2006-04-26T05:18:32+00:00</pubDate>
	<dc:creator>henwy</dc:creator>
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	<link>http://www.boardgamegeek.com/image/124032</link>
	<pubDate>2006-04-26T03:28:54+00:00</pubDate>
	<dc:creator>henwy</dc:creator>
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	<link>http://www.boardgamegeek.com/image/124028</link>
	<pubDate>2006-04-26T03:04:52+00:00</pubDate>
	<dc:creator>henwy</dc:creator>
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	<link>http://www.boardgamegeek.com/image/124027</link>
	<pubDate>2006-04-26T02:50:08+00:00</pubDate>
	<dc:creator>henwy</dc:creator>
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