Friday, March 19, 2010

Return of the Killer Bunnies

We played Killer Bunnies REMIX tonight at mom's after dinner. Andrew picked up three carrots in the first few minutes, but then spent most of the next 30 minutes without a bunny. Meanwhile, Patrick, Teresa and I each picked up one carrot. After Teresa picked up a second carrot, Andrew was able to get a bunny into play -- allowing him to grab a fourth carrot. Andrew then played a bunny-casino card (as a saved special) and was able to get enough money to buy the last two carrots -- giving him a total of six. (Mom didn't have any carrots.) With six carrots in play, it wasn't surpriing when Andrew had the magic carrot (Presto).

Now that we've played a handful ot times, I feel a little more certain saying that I like the game. It was certainly worth the $18 I spent on it. I would compare it with Mille Bornes. It's a fairly light card game (although it has more going on than Mille Bornes), with a certain amount of "take that" when folks play nasty cards on each other. Thus I couldn't recommend it to a group uncomfortable with playing mean cards on other people.

Killer Bunnies REMIX comes with three decks. The first deck has enough cards to get a feel for the rules of the game. Once players feel comfortable with the starter deck (which is just about when the game starts feeling stale), they can add cards (and rules) from the other two decks. Tonight we added the rest of the yellow and blue cards to the mix. In addition to adding a little more money and a couple of new Terrible Misfortunes to the mix, this (roughly) doubled the number of weapon cards -- including a number of weapons that affect bunnies adjacent to the targeted bunny. The newly-added cards also add a few unusual events (such as the casino card that Andrew used to win the game) and Free-agent Bunnies (that act as wild cards for completing sets).

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