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Tabletop Game / Killer Bunnies and the Quest for the Magic Carrot

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It sure is.
Quite possibly the most random card game ever.

The simplest way to describe it is to set up a Tabletop RPG and eliminate the RPG bits. You have several colorful twelve-sided dice, a large deck of brightly colored cards, several instruction manuals, 17 expansion packs, each of which brings the game to a higher, more exciting, and definitely more confusing level. And that's not including the Spiritual Successor, Conquest.

There are three main goals of Killer Bunnies: Keep your bunnies alive, kill other players' bunnies, and get the Magic Carrot. Everything else is basically fun fluff and randomly awesome. There is an entire booklet devoted to the rules and regulations of the game, so I won't confuse you there. The magic of this game is the utter randomness that goes into playing and the various degrees of horribleness that go into killing bunnies.


Weapon cards range from 1 to 31 (you have to roll higher than the level indicated to defeat the card) and are varying degrees of silliness.

During the course of the game you will have the opportunity to collect carrot cards. The game is over when the carrot card pile is empty. This can take anywhere from half an hour to three-and-a-half days, depending on how many times people forget what the main objective is. Once the pile is over, the magic carrot is chosen at random, and whoever has the carrot wins.

That's right. Luck decides who wins.

This game has examples of:
  • All There in the Manual - God is it ever. How else are you going to know that a certain card can not only make the holographic bunny real, but can also automatically fail or succeed based on whether the day is even or odd.
  • Area 51 - This card has the Beyea Aliens swoop down and abduct one of your bunnies, taking it out of play but not killing it. Said bunny can be returned to its owner with the use of another Area 51 card.
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  • Awesome, but Impractical - The game functions on this, especially the weapons. Basically, the creators tout the idea that games are played for the sake of getting the enjoyment out of playing games, and having any sense beyond that is nonsensical.
  • BFG - There are plenty of them, trust me.
  • Bloody Hilarious - The Terrible Misfortunes tend to be cartoonishly violent, and it's pretty dang funny about it.
  • Call It Karma - The Karma card.
  • Chainsaw Good - There is a chainsaw weapon sporting an angry, pointy-toothed grin along with its nose of spinning death.
  • Golden Snitch - The Magic Carrot itself is one. The bulk of the game involves bunny combat, but anything that doesn't get you more draws from the carrot pile is ultimately completely irrelevant to victory. Even drawing the most carrots doesn't guarantee the win, since you won't know until the end which one was randomly chosen to be Magic.
  • Guide Dang It! - Needed to interpret the special rules of some of the cards. Included, thank god.
  • Improbable Weapon User - For example, there is a weapon in the Red Booster pack named Quite Irascible Diffractable Cheese Balls. Let me say this again. Cheese. Balls. The weapon level is 11 and they attack more than one bunny at the same time. Also included are (Bitter-Sweet) Chocolate Covered Anti-Matter Raisins (Weapon Level 12).
  • Just for Pun - The creators thrive on spinning the titles and squeezing in the word 'bunny' wherever they can.
    • Show Me The Bunny
    • Guardian Angle - Picture is a triangle with a halo and wings. This is, in fact, one of the Rouge Angles of Satin, because it was originally a typo on the designer's part. The artist produced such an amusing illustration that he decided to keep it.
    • Crow Bar - Picture is a bunch of crows sitting at a bar.
  • Killer Rabbit - Most of the weapons, especially if you're unlucky enough to roll a 1 and have your bunny die by a kitchen whisk.
    • And... well, just look at the name of the game.
  • Luck-Based Mission: Whoever has the randomly-designated "Magic Carrot" when the game ends is the winner. All those other carrots? Worthless. Of course, statistically, the more carrots you have, the more likely it is you have that carrot. But unless you have them all, the entire game could always go to your little brother who grabbed one carrot at the beginning of the game and nobody had the heart to take it from him.
  • Loads and Loads of Rules - It's confusing even with just two decks. If you manage to collect all the expansion packs, you'll have a deck containing upwards of 1200 cards, with pages and pages worth of rule books.
  • Never Mess with Granny - The "Dueling Grannies" weapon.
  • Nuke 'em - One of the weapons available is a literal Nuke. Complete with range.
  • Painting the Medium - The card Random Paintball Assault features a bunny shooting the background of the entire card multiple splattery colors. Said bunny also commits Paintball Error as he is wearing goggles and nothing else.
  • "Red Light District" - The picture is Exactly What It Says on the Tin. The card allows you to buy any red item from any player
  • Red Shirt / Redshirt Army - The bunnies, sadly enough.
  • Rule of Cool
  • Rule of Fun
  • Rule of Funny
    • Seriously, "Green (strike)Jello(strike) Gelatin (with Evil Pineapple Chunks)" is a weapon.
  • Shout-Out - Several cards are a combination of this, Affectionate Parody, and Just for Pun.

Alternative Title(s): Killer Bunnies


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