Fan Art Gallery
Tyberius and TheDavii
This deck is a collaboration between “Tyberius” and TheDavii. While all of the card ideas are complete, it takes much longer to create all of the artwork for them.
Alien Deck Rules:
The Beyea Aliens have infiltrated Earth.
No Bunny or Carrot is safe!
Alien Deck Contents:
- 63 large cards
- 12 Small Spore cards
- 1 Glow-in-the-dark d12 Alien Die
- 1 Glow-in-the-dark Alien Pawn
Beyea Alien Hive
This is a ‘store’ for players to spend their cash on their turn.
- Spore card $3
- Bunny or Alien Bunny - $7
Bunnies with spores that are removed from play are discarded to the Alien Hive, and are ‘alien-controlled’ bunnies. These bunnies can be bought cheaper than from Weil’s, and placed down immediately when you buy them. These bunnies are placed upside-down in the bunny circle to denote they are alien-controlled. These bunnies can play aggressive cards, but cannot be used to win the game. A player needs to have more ‘normal’ bunnies than Alien and/or Mind-controlled bunnies in order to participate in the carrot countdown. Thus, if a player wins the Zodiac draw, they may now harm players by relocating Alien or alien-controlled bunnies to their zones.
Alien Spore Cards:
This set of 12 small cards come in units of 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, and 5.
These cards can be placed on a bunny in the bunny circle. A player may only place one card per bunny per turn. The bunny with the spores is now subtlety influenced by aliens. The player who placed the spores nominates a bunny adjacent to the spore bunny.
Player A places the spores. Player A rolls the Alien d12 die, and adds 1 to the die for each spore on the bunny.
Player B owns a bunny adjacent to the spore bunny and rolls a d20, and adds 1 for each clover it has.
The high roll wins, reroll ties. If the spore bunny rolls higher than the non-spore bunny, then the non-spore bunny goes to Weil’s. If the losing bunny was a spore bunny, it was successfully fended off, but does not get discarded. The spore bunny will remain in the circle, still with its current level of spores.
A spore bunny will not attack another spore bunny. Barriers block adjacent bunnies from attacking.
If a spore bunny is later removed from the game such as a weapon or TM, it is placed in the Alien Hive, and the spores are discarded. Super Bunnies are immune to spores.
The spore deck is not reshuffled when used up.
The carrots themselves are being replaced by the Aliens. These carrots are shuffled in with the normal deck. When a player draws an Alien carrot, they place it face-up in front of them, similar to Dolla, Zodiac, Mysterious Place.
- If the corresponding ‘normal’ carrot belongs to a player, the battle begins! The player with the Alien carrot rolls the d12 alien die, and adds the number of Alien carrots that are already on the table. The player owning the ‘normal’ carrot rolls a d20. The player with the highest roll keeps their carrot, the other one is discarded. Reroll ties.
- If the corresponding ‘normal’ carrot is in Weil’s, play similar to above, any opponent can roll the d20 for Weil’s carrot. The Alien player may reroll the d12 against carrots at Weil’s. Discarded carrots are removed from the game and cannot be brought back by any means, other than Bunny on the Edge of Forever.
Example: During the game, Alien carrot Seth is drawn by Player A. Player A shows the card and places it face up. Player B owns the ‘normal’ carrot Seth. Alien carrots Arnie, Presto, and Hikaru are already on the table. Player A rolls the Alien d12, and adds 3 to the roll, getting a total of 9. Player B rolls the d20, getting a value of 7. Player B loses, and must discard Seth.
Once the magic carrot is revealed, if the corresponding Alien card is the winning carrot instead of the ‘normal’ carrot, the Alien carrot’s holder is the winner.
Alien carrots act like regular carrots in all respects, such as being subject to feeding the Mystery Urn, Weil’s Freshness Center, etc.
Alien Bunnies (Gleeful, Sinister, Timid, Congenial, Lumbering):
These bunnies have two effects when brought into play:
- If you bring out an Alien Timid, you can force one opponent to discard a non-pink or non-red Timid to Weil’s. (Essentially, it was in disguise, revealed, and defected to your ‘team’) This effect is duplicated for the other four types of bunnies.
- If three or more Alien bunnies have been brought into play, the owners get double-turns. One player does not need to own all three bunnies.
Once defeated by weapons, Terrible Misfortune’s, etc., Alien bunnies are discarded to the Beyea Alien Hive. These bunnies are regenerating in the hive, and not dead. They still count toward other players’ Alien triplets.
The pawn has two uses:
- Reroll the Alien Die
- Counts toward an Alien Bunny triplet. (Note: This usage is very limited)
At the end of the game, abducted bunnies are returned... but are ‘different.’ Prior to the Mysterious Place draw, roll the Alien die for each bunny.
- (‘01’ - ‘04’) - The bunny is alien controlled, put it upside-down in your area.
- (‘05’ - ‘12’) - The bunny is returned safe and sound.
All Rights Reserved. Used by permission.
The Alien Deck is the brainchild of “Tyberius”. Of course, a deck full of ideas isn’t much use without some artwork, so we’re slowly helping him out.
If you’re interested in helping, please let us know!