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
- 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.
Now for some specific comments on the Stainless Steel Booster Deck
(Playroom Entertainment, 2005 - Jeffrey Neil Bellinger):
1.) Super Bunnies! Five new bunnies are added, one each of the five
main colors and types. These rabbits, which sadly are not available
to be purchased in the pawn shop, automatically allow a player to play
two cards per turn and use the twenty-sided die to defend against ALL
weapons. More deadly, however, is the fact that when these bunnies
are placed, they eliminate all regular bunnies that are the same color
(or half color). When you get one of these bunnies in your hand,
rejoice; for they are powerful indeed. However, at the same time,
I've never seen any other bunnies in the game subjected to the raging
attacks that immediately fly against these bunnies. They're great to
have, but you won't have 'em long.
2.) New cabbage, water, and defense cards are included with the
expansion. Of special note are the 1/2 cabbage and 1/2 water card.
Yes, there is one card in the game (M.R.E.) that makes these cards
semi-useful, but for the most part they're useless and only good for a
laugh. The defense cards, on the other hand, go all the way up to
twenty and help deflect the powerful weapons that have been included
in the last expansions (including this one).
3.) A few new twenty-sided die weapons are included in the set (with
the humorously named Sharks WFLB). The set also includes new, dated
weapons. The weapons attacks with the power of the current date.
Players must roll the twelve and twenty-sided die and add them
together, exceeding the date to survive. Having played this game in
the latter portion of the month, I've found that these weapons can be
extremely deadly. The Hostile Pentecostal (although the picture looks
awfully like a nun with Nazis behind her) roams around attacking
bunnies in the circle until killed.
4.) More of the standard Kaballa Dollas, Choose a Carrot, Feed the
Bunny, and Terrible Misfortune cards are included - along with a 1/2
Kaballa Dolla (fairly useless), and a Decadruple Lucky Clover
(anything BUT useless).
5.) Again, plenty of new cards that do a variety of actions are
included in this expansion. Some choice ones include:
- M.R.E.: Reduces a Feed the Bunny card by 1/2. Having seen/eaten
M.R.E.s, the card simply makes me laugh.
- Up For Grabs: The player chooses a carrot secretly, and then all
other players must guess which one they took. If someone guesses
correctly, they keep the carrot; otherwise, the player who played the
card gets it and another carrot. No bunny is needed to play this
card, which makes it useful, especially when played at the beginning
of the game, when folks have a harder time guessing.
- Japanese Rabbit Trap: Is played on a player, and when a Roaming Run
card enters, it cannot leave. A great way to get rid of some of those
annoying roaming cards!
- Ground Zero: Can be played on any bunny. The next weapon used must
target this bunny. I almost always see this played on a Super Bunny.
- Duck Tape: Worth it for the name alone. This thematic card allows
a player to combine small weapons (nine or less) together for one huge
assault, although each weapon is used individually. Great card!
- Temporal Flux: Allows a player to immediately take their turn, with
play continuing with the player after them. I enjoy the Bill and Ted
- Neutronium Barrier: The same as a regular barrier but eliminates
roaming cards. Hurrah!
- Four "Play immediately" cards are included that cause the player to
roll the zodiac die (from the Green expansion). If a specific symbol
is rolled, the player can take one placed card from each opponent -
even a carrot. I haven't seen one of these work yet, but they
certainly make everyone shiver a bit.
There are a lot more interesting cards in the set, but I enjoy it most
for the new Super Bunnies, even if they are the biggest target ever
created. Cards are starting to tie the entire series together, and
the humor (from movies and other pop cultures) comes through on the
artwork, names, and more. Quite possibly the funniest expansion so
"Real men play board games"