Bunny
Bits
|
VERSION
EPSILON 3 :: 0001 :: UPDATE 07/25/2005 |
|
More
Card Information
PLAY IMMEDIATELY CARDS
::
If
a player draws a PLAY IMMEDIATELY (Terrible Misfortune) card
during play, then he must stop the game, announce that he has
the card and kill one of his own bunnies in The Bunny Circle.
::
If
a player draws a PLAY IMMEDIATELY card but has no bunny in The
Bunny Circle, then he must place the card on an opponent's bunny
in The Bunny Circle causing it to die (and be discarded). This
is also true if the player's only bunny in The Bunny Circle is
protected by The Heavenly Halo.
RUN
CARDS
::
To
play a RUN card, a player must first place it down in the BOTTOM
RUN position, then slide it to the TOP RUN position, and finally
flip and play the card. All RUN cards work this way.
::
If
your RUN card has a Pink rectangular box on the left border,
then you must have a bunny in The Bunny Circle to use the card.
::
If
your RUN card has a Pink rectangular box on the left border and
you do not have a bunny in The Bunny Circle, then you must discard
the card. Remember, RUN cards may not be saved.
SPECIAL
CARDS
::
There
are two ways to play a SPECIAL card:
1) You may play a SPECIAL
card the same way that you would play a RUN card by placing it
in the BOTTOM RUN position, sliding it to the TOP RUN position
and flipping it over. When you flip over a SPECIAL card you may
either play the card or save the card:
a) SPECIAL cards may be
played the same way as RUN cards are played. Don't forget that
if there is a Pink rectangular box on the left border of the
card, then you will need a bunny in The Bunny Circle to play
the card.
b) SPECIAL cards may be saved by placing them off to the
side with your KABALLA DOLLA cards.
2) You may play a SPECIAL
card directly from your hand instead of flipping your TOP RUN
card. Don't forget that if there is a Pink rectangular box on
the left border of the card, then you will need a bunny in The
Bunny Circle to play the card.
::
SPECIAL
cards may be discarded directly from your hand as a turn.
::
SPECIAL
cards may not be saved directly from your hand to the table as
a turn. SPECIAL cards must go through the BOTTOM RUN card and
TOP RUN card cycle if you wish to save them.
::
A player
can use any number of saved SPECIAL cards during his turn in
additional to his regular play.
VERY
SPECIAL CARDS
::
All
of the rules for SPECIAL cards are the same for VERY SPECIAL
cards with one difference. The difference between a SPECIAL card
and a VERY SPECIAL card is that a SPECIAL card may only be played
during a player's turn whereas a VERY SPECIAL card may be played
during any player's turn.
::
Playing
a saved VERY SPECIAL card does not count as a player's turn.
Playing a VERY SPECIAL card directly from your hand does not
count as a player's turn either.
Game
Mechanics
A
TURN, A ROUND
::
During
a turn, each player may play a single card in one of four ways.
The four options are:
01) Flip and play the TOP
RUN card.
02) Flip and discard the TOP RUN card if you cannot or
do not wish to use it.
03) Flip and save the TOP RUN card but only if it is a
SPECIAL or VERY SPECIAL card.
04) Play a SPECIAL card directly from your five-card hand.
This leaves the TOP and BOTTOM RUN cards in place.
::
A round
is completed when every player has had one turn.
ADJACENT
::
The
phrase 'Adjacent players' on a card refers both to the player
sitting to the left of you and the player sitting to the right
of you.
::
The
phrase 'Adjacent bunnies' means the bunny placed directly to
the left and the bunny placed directly to the right of the 'target'
bunny in The Bunny Circle. These bunnies may belong to the same
player or to different players.
::
Bunnies
any number of spaces away refers to bunnies on both the left
and right side of the target bunny in The Bunny Circle. Again,
these bunnies may belong to the same or different players.
AGGRESSIVE
CARDS
::
All
cards that have a Pink rectangular box on the left border of
the card are considered to be Aggressive cards with the exception
of Choose A Carrot (any amount of Carrots) cards.
BUNNY
TRIPLETS
::
If
a player has three bunnies in The Bunny Circle that are the same
color (Blue, Green, Orange, Violet or Yellow) or the same kind
(Congenial, Gleeful, Lumbering, Sinister or Timid), then he may
play an additional card per turn. This is called a Bunny Triplet.

::
If
the Bunny Triplet is established with the first card of a player's
turn, then the player may play a second card during the same
turn.
::
Additional
Bunny Triplets do not allow a player to play more cards per turn.
::
When
a player has a Bunny Triplet and is allowed to play two cards
per turn he must play one card first, draw a replacement card,
and then play the second card. Here's why: suppose a player uses
his first card and then draws a replacement card that kills one
of his bunnies (maybe a Terrible Misfortune). It is possible
that he will no longer have a Bunny Triplet and therefore, not
be allowed to play the second card.
DISCARDED
SUPPLIES
::
When
Cabbage and Water are used to Feed The Bunny, they are put into
a discard pile on your table. When the Cabbage and Water supplies
run out, the cards in the discard pile are not used again.
FACE
UP
::
All
of a player's saved cards (Dolla, Cabbage, Water, Carrots, SPECIAL,
and VERY SPECIAL) must be placed on the table face up so that
everyone can see them.
GAME
LENGTH
::
If
your game of Killer Bunnies is running too long, then try starting
the game by giving each player a Carrot (or two) from Kaballa's
Market.
::
If
your game of Killer Bunnies is ending too quickly, then try removing
a few Choose A Carrot cards from the Draw Pile.
JOINING
LATE / LEAVING EARLY
::
Players
may join the game at anytime by sitting directly to the left
of the oldest player and taking seven cards from the draw pile.
Any PLAY IMMEDIATELY cards that are drawn by the player are discarded
without being used. The player places his TOP and BOTTOM RUN
cards down and play continues from where it had previously stopped.
::
If
a player must leave the game early, then he must return his Carrots
to Kaballa's Market, discard his Cabbage, Water and seven playing
cards. Players leaving the game may not give away their Carrots,
Dolla or supplies to players still in the game.
MAKING
CHANGE
::
If
a player needs change in KABALLA DOLLA, Cabbage or Water, then
he may take it from the discard piles. For example, if a player
needed to Feed The Bunny 4 Cabbage and the only card that he
had saved was a 5 Cabbage Card, then he would pay with the 5
and take a 1 Cabbage Card in return from the Cabbage Card discard
pile.
::
If
the right amounts of Cabbage (or Water) change do not exist in
the discard piles, then keep track of what the game 'owes' you
on a small pad of paper and take the change when it becomes available.
The same is true for KABALLA DOLLAs.
ORDER
OF OPERATIONS
::
A player's
turn is over when he has flipped his TOP RUN card (or played
a SPECIAL card directly from his five-card hand) and has replaced
the card so that he once again has 5 cards in his hand and 2
cards down on the table.
::
A player
may buy supplies from the market before he starts his turn or
anytime before his turn is over.
::
A player
may play any number of saved SPECIAL cards during his turn. Saved
SPECIAL cards may be played before the player starts his turn
or anytime before his turn is over.
::
If
a player has a Bunny Triplet and is allowed to play two cards
per turn, he must:
1) Play his first card.
2) Draw a replacement card.
3) Play his second card.
4) Draw another replacement card.
The player's
turn is over after the second card is replaced.
POSITIONING
OF BUNNIES
::
Players
may place bunnies anywhere they wish in The Bunny Circle as they
are flipped into play or revived from the discard pile. For example
if a player has two bunnies in The Bunny Circle, then a bunny
may be placed to the left, right or in between the two already
down.
::
A player
may not, however, reposition bunnies that are already down in
The Bunny Circle (perhaps in the hopes of avoiding a Roaming
Red Run card).
RESHUFFLING
::
If
you get to the end of the Draw Pile and the game has not finished,
then simply reshuffle all of the large cards from the discard
pile and start again. Supply cards such as Cabbage and Water
may not be reshuffled and reused.
REVIVING
BUNNIES
::
Both
The Magic Fountain and Supplies Surprise cards allow a player
to revive a bunny. This bunny can only be chosen from the discard
pile. If there are no bunnies in the discard pile, then you are
out of luck.
::
Bunnies
that are revived using The Magic Fountain and Supplies Surprise
cards may go directly down into The Bunny Circle.
ROAMING
RED RUN CARDS
::
Any
card that has a Red RUN printed in the top window is a Roaming
Red Run card. So far, there are two: Cyber Bunny and The Ebola
Virus.
::
Here's
how Roaming Red Run cards are different: suppose that a fictional
player named Carol launches Cyber Bunny. Naturally she would
place it on an opponent's bunny and that opponent would roll
the Violet die according to the card. The opponent's bunny will
either survive (yeah!) or die (aw!). But now instead of discarding
Cyber Bunny, it is placed on top of the next adjacent bunny clockwise
in The Bunny Circle (the two cards actually share the same space
in The Bunny Circle). Cyber Bunny remains on top of the bunny
and attacks again each time it is the end of Carol's turn (that's
once every round of play). This cycle continues until the Roaming
Red Run card is eliminated.
TRADING
::
Trading
may only occur during either of the player's turns that are involved
in the trade.
::
Any
player may trade: Cabbage, Water, Dolla, saved SPECIAL cards,
saved VERY SPECIAL cards, Carrots or bunnies in The Bunny Circle
in any amounts agreed on by the players.
::
Any
player may trade cards from his five-card hand on a one-to-one
basis. All players must have five cards in their hand at the
end of the trade.
::
Cards
in the TOP RUN or BOTTOM RUN position can never be traded.
::
Players
may only give their Cabbage or Water to another player out of
turn when that player needs to feed any bunny immediately.
Facts
About The Cards
AREA
51
::
An
Area 51 card is used to abduct a bunny from The Bunny Circle.
An abducted bunny is placed off to the side and out of play until
another bunny is abducted using another Area 51 card. If this
occurs, then the first bunny is returned to its owner.
::
If
an abducted bunny has any cards associated with it such as Clover,
the Containment Suit, a Feed The Bunny card, The Trojan Bunny
or The Ebola Virus, then those cards are immediately discarded.
::
If
the bunny that is abducted has Cyber Bunny on top of it, then
the bunny goes with the aliens and Cyber Bunny moves on to the
next target in The Bunny Circle. All Roaming Red Run cards will
work this way in the future.
::
A player
with an abducted bunny and no other bunny in The Bunny Circle
may not play any cards with a Pink rectangular box on the left
border of the card (including Choose A Carrot cards).
::
An
abducted bunny cannot count towards a Bunny Triplet because it
is not in The Bunny Circle.
::
At
the end of the game, a player with only an abducted bunny may
still win the game (since the bunny is still alive).
BAD
KARMA
::
The
Bad Karma card is given to a player, not a particular bunny.
::
Bad
Karma forces a player to launch his next weapon at one of his
own bunnies. If the player has a Weapon card in either the TOP
or BOTTOM RUN position, then he must play the Weapon card on
one of his own bunnies (he may not discard it).
::
If
a player flips a Weapon card and has no bunny in The Bunny Circle,
then the weapon is discarded (of course) but the Bad Karma remains.
::
Bad
Karma will remain with the player until he launches a Weapon
card at one of his own bunnies. In this situation, having the
Kitchen Whisk in your five-card hand can be very helpful!
BAKER
STREET
::
Baker
Street may be used by a player with at least one bunny in The
Bunny Circle. It is given to an opponent who loses his next turn
of play. The opponent may or may not have a bunny of his own
in The Bunny Circle (it does not matter).
BUG
OFF AND NOAH'S FLOOD
::
These
SPECIAL cards are a bit different from the rest. A player may
use the card Bug Off to immediately eliminate an attack of either
the Maggots or the Roaches from an opponent, but only if the
card has been saved first. Similarly, a player may use the card
Noah's Flood to immediately eliminate an attack of either the
Drought or the Flame Thrower from an opponent, but only if the
card has been saved first.
::
Unlike
VERY SPECIAL cards, Bug Off and Noah's Flood may not be used
to save other player's bunnies from harm. These cards are for
the exclusive use of the player who has them saved.
CABBAGE
CARDS AND WATER CARDS (the small decks)
::
The
Cabbage Cards are not all the same. There are 1, 2, 5 and 10
Cabbage units per card
::
The
market sells Cabbage Cards, not Cabbage units. Hopefully you
will be lucky and get the 10 Cabbage Card for your money, but
most likely you will get a few 1 Cabbage Cards as well. The same
is true for Water Cards.
CARROT
THIEF
::
Carrot
Thief allows a player to steal one (and only one) Carrot. If
a player rolls a six on the Orange die, then he may take Carrot
#06 from an opponent or from the market. It does not mean to
steal six Carrots.
::
The
Violet Booster Deck includes a twenty-sided die. At such a time
when you add a twenty-sided die to your game, players may choose
to roll either the Orange or twenty-sided die for the Carrot
Thief card.
CARROT
TOP CASINO AND THE MAD, MAD DONNELAITH BAKERY
::
To
use either of these cards, a player must have a bunny in The
Bunny Circle because they both have a Pink rectangular box on
the left border.
::
To
use either of these cards, a player must first choose the bunny
that will take the risk. This 'target' bunny can be one of his
own or an opponent's bunny.
::
If
the consequence for a bunny is to feed, then it must be done
immediately. An opponent with no Cabbage or Water saved will
not have the opportunity to buy supplies from the market since
it will not be his turn.
::
You
will have to use the Orange die to play The Mad, Mad Donnelaith
Bakery. The Red die will be included in the Red Booster Deck.
CHOOSE
A CARROT
::
These
cards are used to get Carrots from the market regardless of whether
it is open or closed. The more Carrots that a player collects,
the better his chances are of winning the game.
::
All
Choose A Carrot card rules refer to single, double (and later
triple) Carrot choosing.
CLOVERS
AND CONTAINMENT SUIT
::
More
than one Clover (or set of Clovers) card may be given to a single
bunny in The Bunny Circle.
::
Once
assigned to a bunny, associated cards such as Clovers and the
Containment Suit cannot be moved to another bunny.
::
If
a bunny in The Bunny Circle is killed, then the bunny and all
of its associated cards are discarded.
::
If
a Clover card is flipped but a player has no bunny in The Bunny
Circle of his own, then he may discard the card or place it on
an opponent's bunny (just to be nice).
CYBER
BUNNY
::
Since
it is a Roaming Red Run card, Cyber Bunny attacks one bunny per
round of play. Cyber Bunny travels in a clockwise direction and
any bunny attacked must roll higher than 9 to survive.
::
Cyber
Bunny can attack the same bunny more than once during its time
in The Bunny Circle.
::
If
Cyber Bunny is alone in The Bunny Circle (or a portion of The
Bunny Circle separated by Barriers) with no viable targets, then
it is discarded. A bunny with The Heavenly Halo would be an example
of a non-viable target since it cannot be killed by Cyber Bunny.
Barriers will be introduced in the Red Booster Deck.
::
Cyber
Bunny skips all non-viable targets in The Bunny Circle.
::
Keep
in mind that Cyber Bunny is not a bunny, it is an alien enhanced
killing machine.
::
Cyber
Bunny cannot be abducted by the Beyea Aliens. They are the ones
who sent him to Earth in the first place.
::
Also
keep in mind that Cyber Bunny is not a weapon and cannot be subjugated
by Clovers.
::
Cyber
Bunny itself may be attacked and eliminated using any Weapon
card.
::
During
play, Cyber Bunny will be waiting on top of a bunny (it's next
intended target). If a weapon is designed to attack a single
bunny, then a player may direct it onto Cyber Bunny, or the bunny
underneath, but not both. If the weapon is a range weapon (such
as Miniature Black Hole or Sea Whiz Mount), then both Cyber Bunny
and the bunny underneath are effected equally (whether they were
the direct target of the weapon or within the weapon's range).
The player who launched Cyber Bunny initially will roll for its
defense against a Weapon card.
DOUBLE
NO TROUBLE
::
Double
No Trouble allows a player to double the amount of KABALLA DOLLA
that he has saved at the time that the card is played. Borrowing
Dolla from other players to double is not allowed.
::
If
you have 5 Dolla when the card is played, then you will receive
another 5 Dolla from the discard pile. If the discard pile does
not have the Dolla available, then you may take 5 Dolla worth
of items from the market. If the market is closed, then you are
out of luck.
EBOLA
VIRUS
::
Since
it is a Roaming Red Run card, The Ebola Virus infects one bunny
per round of play. The Ebola Virus travels in a counter-clockwise
direction and any bunny infected must roll higher than 11 to
survive.
::
If
a bunny survives The Ebola Virus once, then it cannot be infected
again for the entire game (it is no longer a viable target).
::
The
Ebola Virus skips all non-viable targets in The Bunny Circle.
::
If
there are no bunnies for The Ebola Virus to infect, or the only
bunnies left in The Bunny Circle are isolated by Barriers, then
it is removed from the game.
::
If
the bunny carrying The Ebola Virus is killed during play, then
both the bunny and The Ebola Virus are removed from the game.
::
If
the bunny carrying The Ebola Virus is abducted by aliens, then
The Ebola Virus is removed from the game. This is the only Roaming
Red Run card that can be removed from the game by using an Area
51 card.
FEED
THE BUNNY
::
When
using a Feed The Bunny card, a player places it on an opponent's
bunny in The Bunny Circle. The opponent will need to get the
Cabbage and Water to Feed The Bunny by the end of his next turn.
The amounts of Cabbage and Water that the player will need are
listed on each Feed The Bunny card. During the opponent's turn
he may buy the Cabbage and Water from the market (if he has KABALLA
DOLLAs), or he may try to make deals with the other players to
get the supplies that he needs. If the bunny is not fed by the
end of the opponent's turn, then it dies and is removed from
The Bunny Circle.
::
A player
with a pending Feed The Bunny card on his only bunny is still
able to play an Aggressive card on his turn since the bunny does
not need to feed until the end of its turn.
::
More
than one Feed The Bunny card may be placed on any bunny in The
Bunny Circle.
FREE
AGENT BUNNIES
::
A Free
Agent bunny may become a bunny of any kind and any color (except
Red). The identity of the bunny may change at any time during
play as the need arises. Free Agent bunnies make forming a Bunny
Triplet much easier.
GORGE
THE BUNNY
::
All
of the rules for the Gorge The Bunny card are the same as the
rules for the Feed The Bunny cards. The name was changed to emphasize
the amounts of Cabbage and Water needed (Wow, 10 of each!).
HEAVENLY
HALO
::
The
Heavenly Halo card, by itself, is not a bunny.
::
The
Heavenly Halo may be placed on any bunny. When placed on a bunny,
The Heavenly Halo protects it from all harm (Weapons), hunger
(Feed or Gorge The Bunny), Misfortune (Terrible) and abduction
(Area 51).
::
Once
assigned to a bunny, The Heavenly Halo cannot be moved to another
bunny. If the bunny with The Heavenly Halo changes owners, then
the Halo goes with it.
::
A bunny
with The Heavenly Halo may change owners when a player uses:
Defector Detector, Bunny Block Bid, or Poverty Poker.
::
If
a player's only bunny has The Heavenly Halo, then he may not
play any Aggressive cards (cards that have a Pink rectangular
box on the left border). Remember that Choose A Carrot cards
are not Aggressive cards even though they have the Pink rectangular
box.
::
If
a player runs The Heavenly Halo card but has no bunny in The
Bunny Circle, then he may discard the card or place it on an
opponent's bunny (just to be extraordinarily nice).
KABALLA'S
MARKET
::
A player
may buy supplies anytime during his turn from Kaballa's Market
(if the market is open).
::
The
supplies that are sold at the market are Cabbage and Water, which
are used by a player to Feed The Bunny, and Carrots which are
used to win the game.
::
A player
does not need a bunny in The Bunny Circle to buy supplies from
Kaballa's Market (including Carrots).
::
Kaballa's
Market is open at the start of the game. RUN cards exist that
either change the prices at Kaballa's Market or close the market.
The market does not need to be closed first to change the prices
using a Kaballa's Market card.
::
Carrot
Top Casino, The Mad, Mad Donnelaith Bakery and Supplies Surprise
will not pay off in Cabbage, Water or Carrots if the market is
closed.
::
Free
Cabbage and/or Water cards cannot be used if the market is closed.
However, since they are SPECIAL cards, they can be saved and
used when the market is opened again.
::
Carrot
Thief and Choose A Carrot cards may always be used even if the
market is closed. Let's face it, a good thief would know how
to break into the market after hours.
LARGE
PRUNE DANISH
::
A Large
Prune Danish may be used once to feed any one bunny any amounts
of Cabbage and Water whether the amounts needed are from a single
or several pending Feed The Bunny cards.
MAGIC
FOUNTAIN
::
The
Magic Fountain allows a player to attempt to bring bunnies back
from the dead (the discard pile). For example, let's pretend
that our fictional player Carol wants to use The Magic Fountain
card. She will not need a bunny in The Bunny Circle since there
is no Pink rectangular box on this card. First, Carol will choose
her lucky number which is 4. Next, Carol will roll the five dice
(Violet, Orange, Green, Yellow and Blue). If a 4 is rolled on
any of the dice, then Carol may take any bunny from the discard
pile and place it directly into The Bunny Circle.
::
Usually,
a player uses The Magic Fountain to revive bunnies for themselves.
However, if Carol wanted to, she could place that bunny anywhere
in The Bunny Circle perhaps giving it to a friend.
::
If
Carol rolled two 4's, then she could have taken two bunnies from
the discard, and so on.
MINILITH
::
A player
will have to put The Minilith card through the BOTTOM and TOP
RUN card cycle and save it before he can use this card.
::
The
Minilith card is discarded immediately if at any time the player
has no bunnies in The Bunny Circle.
::
The
Minilith doubles the range and Weapon Level of any weapon used.
Single target weapons will affect the two adjacent bunnies as
well as the target bunny.
::
Doubling
the Weapon Level may make it nearly impossible for an opponent
to survive a weapon. For example, if a player with The Minilith
card saved plays the Flame Thrower (Weapon Level 08), then all
three bunnies effected would need to roll higher than 16 on a
twelve-sided die to survive which is not possible. Unless some
of those bunnies have some major (and we mean major) Clovers,
they will all be killed.
::
A player
may not choose which weapons will be affected. If a player has
The Minilith saved, then all of the weapons that he uses will
be affected. A player may, however, discard The Minilith at any
time during his turn.
POVERTY
POKER
::
Poverty
Poker allows a player to force his opponents to gamble for any
number of objects. These objects can be Cabbage, Water, Carrots,
Dolla, or Bunnies. Later on, booster decks will introduce other
objects such as: Defense Units, Pawns, Zodiac cards, and Mysterious
Places cards.
::
The
player who uses Poverty Poker must decide what the 'stakes' will
be for the gamble. For example, let's pretend that our fictional
player Carol decided to play Poverty Poker for 2 KABALLA DOLLAs
and 1 Carrot. That would mean that all opponents with at least
2 KABALLA DOLLAs and 1 Carrot must play. All players involved
in the gamble will roll one of the dice, and the high roller
will receive all of the KABALLA DOLLAs and all of the Carrots.
Of course Carol must participate in her own gamble.
::
If
the player's stakes include a bunny and an opponent's only bunny
has The Heavenly Halo, then he must risk the bunny.
::
The
player who is using Poverty Poker may roll one of the dice a
second time if his number was not the highest roll.
::
If
two players tie for the highest roll, then both players must
roll one of the dice again (and keep rolling) until the tie is
broken.
ROCK
BOTTOM
::
If
a player wishes to use Rock Bottom, then he must have no Cabbage
to get Cabbage from an opponent, and no Water to get Water from
an opponent. A player may get both supplies if he starts with
no Cabbage and no Water.
::
Cabbage
and Water are measured by the units printed on each of the cards.
To find the total amount of Cabbage or Water, an opponent must
add all of the units on all of his cards.
::
The
opponent with the greatest amount of Cabbage gives the player
(who is using Rock Bottom) half of his Cabbage, and the opponent
with the greatest amount of Water gives the player half of his
Water.
::
If
there is a tie and two or more opponents have the same number
of Cabbage or Water, then the player may decide from which opponent
he will take the supplies.
::
If
the opponent has an odd number of Cabbage or Water, then he will
keep the extra unit for himself.
ROONEY'S
REUSABLES
::
Rooney's
Reusables allows a player to use the same Weapon card twice during
one turn of play.
::
If
the weapon is The Trojan Bunny or The Ebola Virus, then the player
may re-use the weapon immediately after it is removed from play
(which could be many turns away). It is possible that this could
happen during another player's turn.
::
Remember
that Cyber Bunny is not a weapon, and therefore cannot be re-used.
ROONEY'S
WEAPON EXCHANGE
::
To
use this card a player must first have at least one Weapon card
in his five-card hand, and second he must choose an opponent.
The opponent must show the player all of the Weapon cards that
he is holding in his five-card hand (if he has any). The player
may exchange any Weapon card in his hand for any Weapon card
in his opponent's hand. So those folks who like to brag about
having the Nuclear Warhead may want to consider keeping that
information to themselves!
::
If
the player that the opponent chooses has no Weapon cards in his
five-card hand, then the player is out of luck.
::
This
card also allows a player to exchange a Weapon card with Rooney.
Rooney will be along in the Red Booster Deck.
RUSSIAN
ROULETTE
::
Each
player gets to choose which of his bunnies will participate.
If a player's only bunny has The Heavenly Halo, then he may not
participate since the bunny cannot be harmed.
::
The
player who is using Russian Roulette may roll one of the dice
a second time if his number was the lowest roll.
::
If
two players tie for the lowest roll, then both players must roll
one of the dice again (and keep rolling) until the tie is broken.
SUPPLIES
SURPRISE
::
If
two (or more) dice are tied for the lowest roll, then the player
will receive both (or all) of the supplies.
SUNNY
DAY
::
Sunny
Day may be used to cancel all pending Feed The Bunny cards for
all bunnies in The Bunny Circle at once. Sunny Day can also be
used to immediately eliminate The Ebola Virus from The Bunny
Circle (which can be a really good thing).
::
Sunny
Day may be exchanged once per game for The White Stuff. The White
Stuff is a VERY SPECIAL card that will appear in the Twilight
White Booster Deck.
TROJAN
BUNNY
::
The
Trojan Bunny may be placed on any opponent's bunny and explodes
after the opponent who owns that bunny launches any weapon. Until
the opponent launches a weapon, The Trojan Bunny will simply
remain dormant on the target bunny. The opponent may choose to
discard Weapon cards already in the TOP or BOTTOM RUN position
to avoid the explosion. If The Trojan Bunny does explode, then
the bunny and adjacent bunnies must roll higher than 10 to survive.
::
If
the bunny with The Trojan Bunny card placed on it is killed by
other means (or abducted by the Beyea Aliens), then The Trojan
Bunny card is removed from the game.
WEAPONS
::
When
using a Weapon card, a player places it on an opponent's bunny
in The Bunny Circle. The opponent must immediately roll the Black
die. If the opponent does not roll higher than the Weapon Level
on the card, then his bunny dies and is removed from The Bunny
Circle.
Strategies
And Suggestions
PRIMARY
AND SECONDARY
::
The
primary strategies of the game are to collect as many Carrots
as possible and to keep at least one bunny alive in The Bunny
Circle.
::
A secondary
strategy of the game is to eliminate your opponent's bunnies.
No matter how many Carrots they have collected during the game,
or how many KABALLA DOLLA they have, your opponents cannot win
if they do not have a bunny in The Bunny Circle at the end of
the game.
::
Another
secondary strategy of the game is to keep as much KABALLA DOLLA
as possible for yourself. At the end of the game, players who
do not have a bunny in The Bunny Circle must give their Carrots
to the player with the most KABALLA DOLLA. Having some KABALLA
DOLLA handy is a good idea for claiming Carrots at the end of
the game or for keeping Carrots if an opponent uses The Weil's
Freshness Center card.
BUNNY-LESS??!!
Hey! What can
I do if I do not have a bunny at the start of the game? Being
bunny-less at the start of the game is a bummer, but it is not
the end of the world. Here are five things that you can do when
you start the game without a bunny card:
01) Run all of your SPECIAL
and VERY SPECIAL cards through the BOTTOM and TOP RUN card cycle
and save them. When your opponents see these cards they will
know that you are building up a good group of defensive cards.
Hopefully, your opponents will become intimidated and leave you
alone.
02) Use cards that do not require a bunny (no Pink rectangular
box on the left border).
03) Waste weaker cards such as lower level Weapon cards
or Feed The Bunny cards that ask for smaller amounts of Cabbage
and Water.
04) Trade a valuable card in your hand to an opponent
for a bunny card. Let's face it, if you don't have a bunny, someone
else is bound to have one (maybe more). Perhaps you will have
a few Choose A Carrot cards in your hand and may decide that
parting with one is worth getting a bunny card. Bunnies and Carrots
are equally valued in the game.
05) Just wait. The game has 27 bunnies (including the
two Free Agent bunny cards) as well as cards that will revive
bunnies. Eventually the 'bunny light' will shine on you.
CASINO
AND BAKERY TIMING
::
If
a player has two bunnies in The Bunny Circle and one of them
has The Heavenly Halo, then we suggest using the Halo bunny as
the target for either a Carrot Top Casino or Mad, Mad Donnelaith
Bakery card. Here's why: a bunny with the Halo cannot die and
will not need to feed if a bad roll of the dice should occur.
::
If
you have a pending Feed The Bunny card on one of your bunnies
and no good chance that you will be able to feed it, then you
should use that bunny to play either a Carrot Top Casino or Mad,
Mad Donnelaith Bakery card. Since the bunny is going to die at
the end of your turn anyway, why not use it to try to win some
supplies?
MONOPOLY
::
Buying
all of the Cabbage or Water from the market is a good way to
control the game. It will give you a monopoly on the supplies.
The Half Price Coupon card, combined with Low prices at the market
can make this an easy task with a minimal amount of KABALLA DOLLA.
A player hoarding Cabbage or Water may re-sell it for as many
KABALLA DOLLAs as he wishes, or demand other favors or items
in trade from his opponents.
MORE
THAN ONE BUNNY
::
Try
to keep more than one bunny in The Bunny Circle. After all, the
name of the game is Killer Bunnies so it is only reasonable to
predict that your bunnies will die from time to time. Also, try
to keep one bunny card in your hand and play it towards the end
of the game (maybe when there are only a few Carrots left). This
will give you a better chance of having a bunny in The Bunny
Circle at the end of the game.
BAD
BUY
::
It
is a bad idea to buy the last Carrot from the market if you do
not have a bunny in The Bunny Circle. Here's Why: the game will
immediately be over and you will not be allowed to keep the Carrot
anyway with no bunny in The Bunny Circle.
MORE
BEES
::
Don't
be so bent on destruction. A little negotiating may yield a profit
for both sides. For example, let's say that you have the Maggots
card and you are ready to play it on your opponent. You probably
feel good because he has a total of 14 Cabbage and you have none.
Perhaps he has been ruthless to you the entire game and you can't
wait to get even. Instead of eliminating all of his Cabbage,
why not ask for half. He may be willing to give up 7 Cabbage
to save his other 7 Cabbage and let's face it, you'll end up
with 7 Cabbage of your own rather than nothing! You can attract
more bees with sweet talk than with sour threats.
WHEELING
AND DEALING
::
The
following practices are highly encouraged during a game of Killer
Bunnies: wheeling, dealing, bribery, whining, begging, threatening,
extortion, blackmail, groveling and non-violent demonstrations
of physical prowess. The game is all about human interactions
and responses, so feel free to express yourself and manipulate
others (if you can).
Serious
Rules
(for
serious players)
RULE
#01 :: The One Trade Rule: Players
may only trade a bunny (in The Bunny Circle), a saved SPECIAL
card, or a saved VERY SPECIAL card once during the game. Later
on with the addition of booster decks we will add Pawns, saved
Zodiac cards and saved Mysterious Places cards to the list. A
trade is when two players decide to make a deal and exchange
cards, supplies or favors.
During the
game, a bunny (in The Bunny Circle), a saved SPECIAL card or
a saved VERY SPECIAL card may be moved using another card. For
example, the Carrot Thief card may allow a player to steal Carrot
#02 (Abu), but this does not constitute a trade. The player who
stole this Carrot may still trade it in the future to another
player (assuming it was not traded earlier in the game).
The best way
to explain the logic of The One Trade Rule is to suppose that
it didn't exist. If that were the case, then players might help
each other out by 'passing' a bunny (in The Bunny Circle) from
player to player so that all players may play all of their cards.
We did not intend for the game to be played in that way. Besides
making the game far too easy, it also makes for a rather boring
scenario.
Trades between
two players may only take place during one of the players' turns
and not while other players are taking their turns. By limiting
trading to a specific player's turn, the game will move along
more swiftly and players will avoid cumbersome and time-consuming
negotiations.
RULE
#02 :: The Broken Contact Rule: Once
a card is placed down on the table and you break contact with
it you cannot retract it. Just like in chess.
RULE
#03 :: The Card For Card Rule: Any
player may trade cards from his five-card hand to any other player
during either of the player's turns. However, trades must be
'Card For Card' so that no player has an extra card in his hand
or is short a card after the trade.
Bunnies (in
The Bunny Circle), saved SPECIAL cards or saved VERY SPECIAL
cards may be traded in any amounts agreed to by the players.
Again, trades may only occur during either of the player's turns.
Remember that
the TOP and BOTTOM RUN cards, once placed in position, may not
be moved or traded.
RULE
#04 :: The Hexascrewup Rule:
Any player found to have an extra card in his hand (six instead
of five) during play must allow the opponent who spotted the
discrepancy to choose a card (at random) from the player's hand
to be discarded. In addition, the player who had the extra card
will lose his next turn and return one of his Carrots to the
market (if he has one).
Later on with
the addition of booster decks, a six-card hand situation may
occur after purchasing a weapon or bunny if the player was shortsighted
and drew a card before his purchase.
RULE
#05 :: No Exchanges: Once
the last Carrot has been chosen or purchased from the market
the game is over. The player who took the last Carrot does not
draw a card, all pending Feed The Bunny cards are discarded,
and no trades or exchanges may be made between any players.
RULE
#06 :: The Tie To The High Rule: As
you know, Carrots may be forfeited at the end of a game by a
player with no bunny in The Bunny Circle. If two or more players
have the same amount of KABALLA DOLLA, then the player holding
the card (in his five-card hand) with the highest Identification
Number (located on the bottom of each card) will receive the
Carrots.
RULE
#07 :: Fantastic Flo: The
player who owns Carrot #04 (Flo) is entitled to one free feeding
per game. You may have noticed that Flo is holding a Large Prune
Danish. If Flo should be lost or traded to another player during
the same game, then a second free feeding is not permitted.
RULE
#08 :: The Two Twelve Rule: The
person who was born closest to February 12th goes first, and
then play continues clockwise. That is just one of Creative Team
Alpha's little quirk dates on the calendar. If two or more players
were born equally close to February 12th, then whoever has the
oldest living grandmother will go first (that's always fun).
Am
I Missing Something?
In case you
think that you might be missing cards in your Killer Bunnies
Blue Starter Deck, let us put your mind at ease. Quite a few
cards in the game refer to other cards that appear in the booster
decks. Creative Team Alpha has planned ahead and woven all of
the cards from all of the booster decks together to form one
really super game. We guarantee to you that these 'unseen' cards,
objects and dice will indeed be seen eventually so keep an eye
out.
Questions
As we mentioned
earlier, questions always seem to arise that cannot be resolved
by a careful inspection of the instruction book. If that should
happen then please feel free to write
to us.
We'll help
you to clear up any discrepancies that you are having. Our staff
is on call 24 hours a day and 365 days a year. Realistically
it's more like 8 hours a day and 5 days a week but it sounded
so cool to say it the other way. Ok bottom line: we answer all
of our e-mails!
DISCLAIMER
All characters
and events in this game - even those based on real people or
characters as parody - are entirely fictional. Any resemblance
to actual living persons is purely coincidental or is strictly
for the purpose of satire. No actual bunnies were harmed in the
making of this game or will be harmed by playing it.
In the great
tradition of the United States military, all players in the game
are referred to in the male gender. We are in no way negating
or ignoring the vital importance of women in gaming and frankly,
in our lives as both the mothers who bore us and the wives that
support us. Absolutely no offense is meant or should be implied
on any level of our menial XY existence, it was simply easier
to compose the rules using only one gender reference. So please
ladies, don't get angry or hit us.
 
Refer
to the Card Chart to see the order of card expansion.
The
Blue Starter Deck is first (Deck #01), followed by the Yellow
Booster Deck (Deck #02), included free in the Blue Starter Deck.
|
|
Available
In Stores Now!
Buy This Deck At
The Playroom Entertainment Store!
Created
By Jeffrey Neil Bellinger
Graphic Design by Jonathan Young
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