Weapons are cards used to attack opponent's bunnies. Since you cannot win when all Carrots are taken from Kaballa's Market without a bunny, one of the basic strategies is to kill other players' Bunnies. This is accomplished by the aforementioned weapons and Feed the Bunnys. For a list of weapons click here .
There are five types of Weapons, each of which is used slightly differently:
- Level
- 50/50
- Dated
- Gender
- Roaming Red Run
Level[]
Level Weapons require that the Opponent roll a die to defend against the attack. The die roll must be higher than the Weapon Level listed on the Weapon card.
Range Weapons[]
Range Weapons are a type of Level Weapon that affects not only the target but also adjacent Bunnies in the Bunny Circle. For example, Stray Asteroid affects the target and all Bunnies within three spaces around the Bunny Circle. Range Weapons do not penetrate Barriers or Neutronium Barriers unless specifically stated.
50/50[]
- Main article: 50/50 Weapon
50/50 Weapons require that the Opponent choose which of the listed dice will be the higher roll. Since the player must choose one of the two dice, there is a 50/50 chance of him being correct and successfully defending against the Weapon.
Dated[]
Dated Weapons require that the Opponent roll both the Twenty-Sided Die and the black die and the sum of the dice must be higher than the current day of the month. The sum can range from 2 (each die rolling '1') to 32 (rolling '12' and '20')
Basic chance to survive an attack with a dated weapon is as follows:
Date | Chance | Date | Chance | Date | Chance | Date | Chance |
---|---|---|---|---|---|---|---|
1st | 100% | 11th | 77.08% | 21st | 27.5% | 31st | 0.42% |
2nd | 99.58% | 12th | 72.5% | 22nd | 22.92% | ||
3rd | 98.75% | 13th | 67.5% | 23rd | 18.75% | ||
4th | 97.5% | 14th | 62.5% | 24th | 15% | ||
5th | 95.83% | 15th | 57.5% | 25th | 11.67% | ||
6th | 93.75% | 16th | 52.5% | 26th | 8.75% | ||
7th | 91.25% | 17th | 47.5% | 27th | 6.25% | ||
8th | 88.33% | 18th | 42.5% | 28th | 4.17% | ||
9th | 85% | 19th | 37.5% | 29th | 2.5% | ||
10th | 81.25% | 20th | 32.5% | 30th | 1.25% |
Gender[]
Gender Weapons must follow the gender rules on the Weapon Cards. There are four combinations of Gender Weapons.
- Guy/Gal
- Guy/Guy
- Gal/Guy
- Gal/Gal
For example, a Guy/Gal Weapon must be used by a male (a 'guy') against the Bunny or Bunnies of a female (a 'gal'). Should the Gender Weapon bounce away or bounce back, the gender rules must still be followed.
Roaming Red Run[]
Roaming Red Runs are a class of cards that remain active and terrorize The Bunny Circle.