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Tips & Strategies (15)
Tips & Strategies (15)
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One gaming group I was part of played Killer Bunnies as their main game. This was during the time when the additional boosters were still being released. Early on (not long after the Bunny Themed dinner party) one of the members purchased a dollar store ceramic rabbit to be used as a traveling trophy. It was roughly six inches long an four inches tall.
This trophy would go to the winner of the final game of the night to take home. This was more than a trophy, it was used for record keeping, and more importantly decorated between gaming sessions.
Record Keeping
The bottom was painted white, and each player who won would have their name recorded, and a tick mark added in a pen color of the newest booster deck that had been added. It was easy to see at a glance who had won and how often, for bragging purposes.
Decorations
This was the main key to the trophy. The winner would get to paint, draw upon, or otherwise alter the appearance in whatever way they wanted. Being a cheap rabbit statue, it didn’t matter how much paint you slathered on, or how much aluminum foil was wrapped around it (to make a Chipotle Bun-rito). As long as you didn’t alter the bottom, everything was fair game.
Among other things, the trophy was a borg, Rabbi-T, Hare-E Krishna, Anna Nicole Smith, and a Chia Pet.
If you enjoy Killer Bunnies get your group a trophy, it’ll add to the excitement, and keep people coming back for more!
We use this house rule as a way of giving new players a great experience, but also to have seasoned players not have a bad night due to a bad draw.
To insure that all players have a great time – separate a number of Bunny cards from the deck equal to the number of players. Shuffle them and place them face down. Have each player in turn choose a face down Bunny, flip it, and place it in front of them. Every player now starts the game with a Bunny in the Bunny Circle.
It speeds up play and makes all the cards playable on the first turn – well that is unless your Bunny is toast before it comes around to your turn. 😉
Killer Bunnies is pretty fast playing as it is – and beside getting to know the cards well enough that a player doesn’t have to stop and read the entire card, a good tip is…
Have the next player whose turn it is in the Bunny Circle start their turn (Flipping their top Run card) just after the previous player draws and confirms that they don’t have a “Play Immediately” card. . (Since after drawing that player will simply place a bottom Run card on the table.)
In the games I have played, it can get annoying when you don’t have a bunny and you haven’t had one in a while. You sit there, hemorrhaging cards that you can’t play.
In our house, we can buy a bunny from the discard pile if a player has no bunnies. The bunny costs 1 carrot and can’t be played immediately, but at least it helps during those dry spells.
Cute, psychopathic bunnies frolicking in a world jammed with pop culture parody has huge upward potential for an outrageous gaming night. But first it has to overcome one obstacle: downtime lulls. Most of the waiting for your turn variety can be offset by the fact that many cards are interactive and you will likely have something to do most of the time (if we count not getting killed as “something to do”). The hardest downtime generator to dodge is the inevitable rules lawyering that spawns from hundreds of random cards combining in thousands of varieties.
Our solution, to keep the frantic rabbicide in full gear, is when a rules argument comes up that cant be ironed out within 30 seconds, have the two major combatants roll a die. Highest roll wins the debate. Let fate decide the ruling, and uphold that same ruling for the rest of the gaming session in all similar situations. Research the correct rulings after the game and update everybody for next time you play.
There are many games that can withstand a brief pause in the action to verify that you have accurately interpreted the designer’s concepts as they were intended. THIS IS NOT ONE OF THOSE GAMES! If it skips off its pace it will lose all sense of wild chaos that it thrives on. Roll that die and keep it moving!
Don’t be afraid to have the aliens abduct your own bunny. It actually keeps your bunny out of harm’s way and you can win the game with a bunny on an alien ship!
Basically the abduction only can keep you from bunny triplets or using weapons etc. if it is your only bunny, but it will still count towards the end game!
After we hit an hour, we add a carrot to all free carrot cards. Ex: You play a 2 Free Carrots card, you get 3. This has helped slim down some of the longer games for sure!
Killer Bunnies, for our group, is a very social game with people playing more for fun than competition. Unfortunately, this can lead to long lulls in the game where nothing is happening which can be avoided, saving time.
One place was mentioned previously by Morlimar, allowing players to start their turn while the previous player selects their run cards.
Another, and one that drives me crazy while playing, is when people spend a minute or more deciding which of the carrots they want during their turn. Typically, they’ll do this in the middle of the turn (right after triggering the drawing of a carrot), putting their turn on hold until they’ve chosen the “perfect” carrot. I don’t have a preference for carrots and will generally just draw from the top of the pile, but I understand others really enjoy selecting their carrot. For these players I recommend:
Select any carrots after completing your turn so the next person can start their turn
I’m sad to say that adding this easily saves our games 5-10 minutes over games where this is not stressed. I’m all for people having fun and joking about their carrot selections/mocking opponents; following this recommendation does not remove these abilities, just the dead time required for them!
Play the cards that deal with Shops (Kaballa’s Market, Rooney’s, and Weil’s) as specials. Doing so will speed up the game.
In my homebrew of the game, the winning Magic carrot is randomly determined and revealed at the outset, but shuffled into the lot.
Once the Magic carrot is obtained by any player, the core competitive mechanics become much more purposeful as the other players attempt to steal the victory for themselves. Also at this time a finite number of turns remain, four per player. This gives each player a chance to flip their existing “Runs” two more after that.
Also try having the non-Magic carrots be worth 1 VP, with the Magic carrot being worth 5 VP (or more or less, depending on how many carrots you choose to play with). In this case, most points wins!
I have taken out a lot of the cards that do not do much in the game except take up precious space in my run. I have removed all of the Feed a Bunny cards that are less than 3 cabbage and 3 water.
There are 10 expansions to this game, (so far) and playing with all of them is a daunting task. But not impossible. You can shuffle all expansions together and have several draw decks. (I believe I had 6 tall draw decks that we used in a numerical order) – but a more reasonable idea is …
We vote on, or choose which expansions to include. Keeping the number to the base set: (Blue) and 3 others (Whichever colors add the most desirable aspects to the game. (Zodiac cards from the Green expansion, Rank Cards from Pink, etc) Keeping in mind the latter expansions build on the mechanics introduced in earlier boosters. It will make the game run smooth and even allow you and your play group to experience the full compliment of the game cards in stages. It increases the replay value.
I would recommend that you put sleeves on the cards as soon as you get them. I play this game with friends and lots of snack. Needless to say sleeves save the cards and are cheep.
I don’t like putting a bunny in the bunny circle until I have at least one bunny in my hand – just in case!
At the start of the game go through the deck and take out enough bunnies for everyone playing to have two bunnies. Randomly deal them out to everyone so nobody knows who has what. Each person than chooses one to put in play and the other bunny then goes in their hand to be played whenever they so choose.
Not only does this get rid of the “I still don’t have a bunny and this game sucks” attitude, but it also allows all players to play more enjoyable cards from the beginning.