Product Details
Playroom Entertainment Killer Bunnies and the Quest for the Magic Carrot Blue Starter Set

Playroom Entertainment Killer Bunnies and the Quest for the Magic Carrot Blue Starter Set
From Playroom Entertainment

List Price: $34.99
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Product Description

Killer Bunnies is a fast-paced, action-filled card game in which you must try to keep as many Bunnies alive as possible while eliminating your opponents' Bunnies.The problem: Your opponents are armed with weapons and will stop at nothing to keep you from winning the game. Be careful -- it can get dreadfully vengeful, horribly nasty, hilariously messy and just plain fun. Can you keep from being attacked by the whimsical Whisk or the torching Flame Thrower' Defend your Bunnies with the Magic Spatula, or use a Feed The Bunny card to starve out an opponent. It's off-the-wall strategic fun, where the goal is to survive and claim the Magic Carrot to win the game.


Product Details

  • Amazon Sales Rank: #1095 in Toys & Games
  • Color: Blue
  • Brand: Playroom Entertainment
  • Model: 4098551
  • Released on: 2006-06-12
  • Dimensions: 9.50" h x 2.75" w x 6.00" l, 1.15 pounds

Features

  • Features humorous, non-violent images
  • For 2 to 8 players
  • Booster decks available to expand game-play
  • Includes 165 large cards (blue starter deck and yellow booster deck), 36 small cards, 6 twelve-sided dice, and rules
  • Great game for larger groups

Editorial Reviews

From the Manufacturer
Killer Bunnies is a fast paced, action filled card game, in which you must try to keep as many bunnies alive as possible, while eliminating your opponent’s bunnies. The problem is that your opponents are armed with weapons and will stop at nothing to keep


Customer Reviews

Bunnymania!5
Hi. My name is CJ, and I'm a Bunnyholic. I'm also an enabler, having induced Bunnyholism in at least five adults, including my boyfriend. I even succeeded in turning two children into Bunnyholics. I might succeed with you, too.

Bunnyholism came to me at a late, lamented board game shop in lower Manhattan. I was innocently -- innocently! -- buying stocking-stuffers one Christmas when a breathless man rushed in, huffing and puffing at the clerk about "booster decks." Two minutes later he rushed out again, package in hand, and I wandered over to the clerk: "What was that all about?" "Oh, we just got in the latest booster deck for Killer Bunnies. It's this card game, we rated it in our Top Ten Games for 2003."

I bought it.

I now own all of the booster decks, and came here in hopes that Perfectly Pink might be out (as of this date, not yet). My boyfriend and I spent almost all of yesterday playing it with friends. It's a good way to lose a day.

It's not an addiction for everyone, though. Happily, the makers have addressed some of the criticisms earlier reviewers made - rewriting the instructions, for example. But fundamentally, the game is all about luck. Rather like life, you can do everything right and have everything go your way and still lose. (Which some folks just cannot accept.) It also requires a fair amount of reading, which initially can slow play down as players familiarize themselves with the cards. A key thing players should always remember: For every card, there is an equal and opposite card -- although it might not appear until a later deck.

House rules are also helpful to deal with the ambiguities, some of which are unavoidable but others of which are, sadly, the result of badly-written text on the cards. (We take a majority-rule approach when we run into a new issue.) We also adopted a house rule to deal with the no-bunnies problem: As in Scrabble, in lieu of a normal turn, a player can turn in his hand and get a new hand. A player can do this at the very beginning of the game by turning in all seven cards, or on any later turn by turning in the five kept in the hand.

A few very important points. First, acquire the booster decks in order -- visit the killerbunnies dot com website to find that out. I recommend against buying more than two boosters at once, as it takes time to assimilate the new cards. A hint for shuffling, an important issues as KB quickly builds up to a mammoth stack of cards: Somewhere along the way I found the suggestion that dealing the cards into 7 piles and reassembling the piles randomly was a numerical equivalent to a decent shuffle. Seems to work well for us. (We borrowed an electric card shuffler once, but it was overwhelmed; the KB cards are somewhat thicker and glossier than ordinary playing cards.)

I've found the game suitable for kids as young as 9 -- in fact, the 9-year-old understood the principles of game play better than his mom and dad. But as it does take some reading, that's probably about as young as is reasonable.

As in Monopoly, play can quickly turn pretty vicious, with players ganging up on each other, cutting deals, betraying their friends, all that kind of good stuff. But since it all comes down to luck, players really mustn't take it too seriously. Beware of including intense gamers in your KB parties.

So go ahead, buy the deck. Lose a few days of your life to slaughtering bunnies with Quite Irascible Diffractable Cheese Balls and discovering which of your friends will sell you a quick cabbage card to fend off bunny starvation. Honestly, what else would you be doing instead -- watching TV?

My newest gaming discovery. I'd give it 10 stars if I could.5
I just discovered this game about three weeks ago, and it has replaced Settlers of Katan as my favorite family game because it is just as fun and a lot easier for younger children to learn and a game can be as short as 45 minutes.

"Killer Bunnies" has that rare and wonderful balance between luck and skill. No one is ever completely out of the game, regardless of how well another player seems to be doing at any given time. Some of the weapons in the card deck can wipe out eight or nine bunnies at a time - allowing a player who has been behind in the game the entire time - the opportunity to take the lead if his opponents are unable to get bunnies for several rounds. Your two goals are to keep alive bunnies and collect carrots. When all carrots have been collected, the game ends and you'll find out which carrot is the "winning" carrot. You need at least one live bunny and at least one carrot to have a chance of winning. This game can be played with two to eight people, with kids as young as 7 years old to adults. It has a very twisted sense of humor that both the adults and kids love and has another nine expansion decks - each deck radically alters game play and keeps the game fresh. Highly recommended.

I Got Hooked5
Killer Bunnies? The murderous fluffy white rabbit from Monty Python and the Holy Grail comes to mind. However, you don't have a Holy Hand Grenade of Antioch to kill these guys - no. Instead, you must do in your opponents bunnies with an ice pick, a guillotine, a chainsaw, green gelatin (with evil pineapple chunks), a miniature black hole, or the much-feared Cyber Bunny. Verdict? Killer Bunnies is ripping good fun.
While the game is a little complex (especially when the expansion packs are thrown into the mix, adding Zodiac signs, a 20-sided die, and pawns that allow you to re-roll certain dice), it's easy to pick up. I found my mouth agape when they first described the rules, but once we got into the thick of it, I was happily forcing players to feed their bunnies and diabolically laughing when the Nuclear Warhead wiped out 5 innocent bunnies.
Killer Bunnies encourages challenging, boasting, begging, borrowing, stealing and dealing - an absolutely perfect game for forming alliances and temporarily ruining friendships through treachery. The juxtaposition of such cheery-looking colorful drawings on the cards with the macabre theme of trying to murder your opponents bunnies in order to secure yourself enough carrot cards to guarantee your success in finding the Magic Carrot is downright intoxicating. If that last sentence intrigued you, then you may ruddy well love this game.