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Cruise Missile Prime

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Cruise Missile Prime
181 Cruise Missle Prime-thumbnail
Weapon Level 09
Card Info
Card ID 181
Type Run
Kind Weapon
Dice D12 RedD12 Black
Background Horizontal Gradient
Aggressive Yes
▲ Deck Red
◄ Previous Centrifuge
Next ► Quite Irascible Diffractable Cheese Balls

Cruise Missile Prime may be played on any bunny and roams the Bunny Circle clockwise. Players roll the red 12-sided die as Cruise Missile Prime visits each bunny. The first player to roll a prime number (2, 3, 5, 7, or 11) has that bunny become the target. The target bunny must roll higher than 9 on the black die to survive. Adjacent bunnies must roll higher than 8 to survive. Once Cruise Missile Prime attacks a target, if no viable targets remain, or if the only viable targets are enclosed between barriers, Cruise Missile Prime is discarded.

InteractionsEdit

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