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

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It sure is.

The simplest way to describe the game 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, and seventeen expansion packs, each of which brings the game to a more exciting, and definitely more confusing, level.

There are three main goals in Killer Bunnies: keep your bunnies alive, kill the other players' bunnies, and get the Magic Carrot. The identity of the game is based in the randomness that goes into playing and the various degrees of horribleness that go into killing bunnies.

Weapon cards range from one to thirty-one (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 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.

The game also has a Spiritual Successor, Conquest.


This game has examples of:

  • Accident, Not Murder: Clumsy Congenial kills the bunnies adjacent to the target, which according to the card happens because "while opening a package of Melba Toast, [the bunny] flings two sharp pieces in opposite directions".
  • 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.
  • Auction: Bunny Block Bid allows a player to sell any bunny in play to the highest bidder.
  • 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.
    • The mechanics of the Ancient Star Rod make it difficult to use predictably. It is used to counter incoming weapons and the outcome is determined by the roll of three dice. If all three turn out odd, the weapon can be redirected. If two turn out odd, the weapon is simply eliminated. If one turns out odd, the Rod fails to act and the weapon attacks as intended. If the player manages to roll no even numbers, the Rod amplifies the weapon to double its attack power and range. Additionally, the Rod is affected by the date; if the day, month and year are all odd, the player can redirect the weapon without rolling, but if they're all even, the Rod becomes completely nonfunctioning and cannot be played.
  • Betting Mini-Game:
    • Poverty Poker, which loops in everyone who can match the original player's wager.
    • Mystery Urn forces players to wager an item if they fail to roll a twelve.
    • Carrot Top Casino/Carrot Top Royale and The Mad, Mad Donnelaith Bakery/The Monumentally Mad Donnelaith Bakery are single-player versions with slightly highernote  stakes.
    • Low Jack Kojak is a mild version, as the player can lose all their carrots if the randomly chosen carrot is already in their possession.
    • Viva Las Vegas is a 1v1 version where the winner is whoever can roll three sevens first.
  • BFG: There are plenty of them, trust me.
  • Big Creepy-Crawlies: The Europan Robotic Titanium Termites are a mechanical version.
  • Bilingual Bonus: Zep Tepi grants a unique bonus to first time players, and is Hebrew for "first time".
  • Blind Mistake: One Terrible Misfortune has a bunny die from diving into a swimming pool that was empty due to acute myopia.
  • Bloody Hilarious: The Terrible Misfortunes tend to be cartoonishly violent, and it's pretty dang funny about it.
  • Bounty Hunter: Bounty Mounty allows any player to become this, as it places a price on a bunny's head.
    • Inverted by Mob Hit, to which players contribute money to increase the attack power.
  • Call It Karma: The Bad Karma card, which forces the targeted player to use their next weapon on one of their own bunnies.
  • Card Cycling:
    • The card "Geneva Convention" forces a player to discard all their weapons and refill their hand from the deck.
    • The card "Cool Change" lets the player discard some or all of their hand, then draw new cards to refill it.
  • Cats Are Mean: The Black Cat, which strips the targeted bunny of any and all Lucky Clovers.
  • Chainsaw Good: There is a chainsaw weapon sporting an angry, pointy-toothed grin along with its nose of spinning death.
  • Critical Failure: Several cards that require rolling dice can have very disastrous outcomes if roll comes out improbably low.
  • Cruel and Unusual Death: This game's all about it.
  • Discard and Draw:
    • Geneva Convention forces a player to discard all their weapons and refill their hand from the deck.
    • Cool Change lets the player discard and draw some or all of their hand.
    • Run Amok gets rid of a player's top and bottom run cards.
  • Does This Remind You of Anything?: Highly Explosive Missile Package is mainly referred to by its acronym.
  • Edible Bludgeon: Many weapons are food itemsnote  with angry faces.
  • EMP: E-M Pulse strips a player of their stockpiled defense cards.
  • Evil Weapon: Most weapons have faces. Very mean faces.
  • Fiendish Fish: Radio Controlled Piranha, a level 19 weapon.
  • Four-Leaf Clover: Appear in various numbers and decrease the level of weapons that target their bunny.
  • Giant Food: The Large (and Very Large) Prune Danish.
  • 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.
  • Hoist by His Own Petard: Reversal of Fortune can invoke this should the player choose to redirect the weapon in question back towards its point of origin.
  • Humongous Mecha: The Europan Robotic Titanium Termites qualify.
  • Identically Named Group: Played with. LA Hot Peppers and LA Tape Worm have similar names and functions. Humorously averted in their instruction book descriptions, where the Hot Peppers are from Louisiana and the Tape Worm is from Los Angeles.
  • 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).
    • Although not specifically for killing, the Random Paintball Assault can be utilized against opponents with a red or pink bunny to get rid of their special abilities, or even kill them if the black die rolls highest.
  • Just Like Robin Hood: Share the Wealth permits someone without any money to take half from the player with the most.
    • Rock Bottom functions the same way but with food resources.
  • 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. And the vast majority of them are utterly meaningless as far as winning.
  • Mundane Made Awesome: One of the more powerful cards can block any weapon, abduction, and Roaming Red Runs, and can eliminate several other chance-based killing cards as well as all Barriers and even cancels the end-of-game Zodiac bonus... and it's a spatula.
    • A more direct version is the Run Transformer as well as Transcendental Run, which upgrade a run card in the player's hand to a special card or very special card respectively, allowing it to be played directly from hand.
  • Murder-Suicide: The Cyber Bunny can be interpreted this way as it is removed from play after it runs out of viable targets.
  • Never Mess with Granny: The "Dueling Grannies" weapon.
  • Nuke 'em: One of the weapons available is a literal Nuke. Complete with range.
  • Number of the Beast: Day of the Dead resurrects up to three bunnies so long as the player can roll at least three sixes from seven dice. Additionally, the card's artwork features three zombified bunnies each bearing a different form of the number six.
  • 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.
  • Pay Evil unto Evil: Invoked by Operation Spoilsport, which allows the player to avenge a bunny's death by killing a bunny belonging to the responsible opponent.
  • Piranha Problem: One weapon is a radio-controlled piranha.
  • Pun-Based Title: 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.
  • Red Light District: It's a card in the game, the picture is Exactly What It Says on the Tin. The card allows you to buy any red item from any player
  • Red Shirt: The bunnies. For the most part, cards are based on either killing someone else's bunnies or keeping your own bunnies from getting whacked.
  • Retroactive Preparation: Bunny on the Edge of Forever can invoke this if a player uses it on themselves, as their turn is completely reset and all cards that were moved, discarded, or drawn are returned to their starting positions, effectively taking a step back in time while retaining what was learned.
  • Riches to Rags: Obnoxious Roaming Pest can bring this upon several players if it's not stopped.
  • Russian Roulette:
    • It's a card in the game, and kills a bunny belonging to the player who rolled the lowest.
    • Highly Explosive Missile Package is also this sort of thing, being used to target aliens that have abducted a bunny. Based on the roll, either nothing happens, the aliens and the bunny are killed, or the wreckage from the destroyed ship falls on and kills all other bunnies owned by the player whose bunny was abducted.
  • Shout-Out: Several cards are a combination of this, Affectionate Parody, and Pun-Based Title.
  • Spree Killer: Rainbo can be this if the black die rolls the lowest.
  • Swiss-Army Weapon: This can be invoked by Duck Tape, which allows up to five weapons to be played together.
  • Western Zodiac: Plays a role in the game starting from the Green expansion. During the game, having three sequential Zodiac symbols or three Zodiac symbols of the same element allows the owner to play an extra card every turn. And at the end of the game, a winning Zodiac symbol is revealed before the winning carrot. The symbol's owner may then transfer ownership of one bunny before the winning carrot is revealed. And if the winning Zodiac symbol is the current one or the winner's birth Zodiac, they can take three carrots from the player with the most. AND, if the winning Zodiac symbol is the the current one and the winner's birth Zodiac, they can take most of the carrots from all the other players, leaving everyone else with one carrot each.

Alternative Title(s): Killer Bunnies

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