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Psi
Series Cards
The first four
Psi cards are available through the Bunny
Blanks. Other Psi cards are distributed at conventions, bunny
promotions and special bunny events.
Some cards
are distributed when you buy your game through Playroom Entertainment
or from select retailers. Make sure to ask for one, since supplies
are limited.
Spider
Bunny
Psi
01 (Blue Kite)
:: OUT
OF PRINT
:: May
be used once to eliminate either Carrot Thief, Pilfer The Pawn,
Zodiac Thief, Pumpkin Ridge or Pinch Your Place. Or may be used
once to keep one player's bunnies in place during a Shockwave.
May be used at any time!
Bunny Bits
:: If
Spider Bunny is used for a Psi card play (Non-Matching Colors),
then a player may either use the card immediately or save the
card down on the table directly from his hand.
Bunny
Eye For The Carrot Guy
Psi
02 (Yellow Arrow)
:: OUT
OF PRINT
:: Roll
the dice. The player who is wearing the most clothing of the
highest color rolled may Choose A Carrot.
Bunny Bits
:: Undergarments
count as clothing!
If two (or
more) die colors are tied for the highest, then give one Carrot
to each player who is wearing the most clothing for each color.
This may, of course, be the same player who would then receive
both Carrots.
The player
who uses this card may re-roll any one die that he wishes. This
re-roll is in addition to any other re-roll capabilities that
he may have.
If the highest
color rolled is not worn by any of the players, then no one receives
a Carrot.
Most times,
players can easily decide who is wearing the most clothing of
a particular color. However, if there seems to be two (or more)
players wearing the same amounts, then have each player roll
a die and the player with the highest roll will Choose A Carrot.
Shazbot!
Psi
03 (Violet Arrow)
:: May
be used on any player. The player must return one Carrot to Kaballa's
Market for each curse (or naughty) word that he speaks during
the game. A player may pay 10 Dolla to remove this card.
Bunny Bits
:: A
curse (or naughty) word can only be defined by the people playing
the game. Since words change from group to group, country to
country and language to language, it is impossible to provide
a list or these words. Each group will have to decide for itself
which words are not allowed.
The word Shazbot
is a 'safe' word, and may therefore be used freely during play
as a substitute for all curse (or naughty) words.
A player's
payment of 10 Dolla to remove the card must be placed in the
discard pile.
After
Darkness
Psi
04 (Green Kite) ::
May
be used once by a player to eliminate any 50/50 Weapon at any
time after sunset or before sunrise. May be used at any time
(during the game)!
Bunny Bits
:: Players
are encouraged to check official sunset and sunrise times for
the location in which they are playing.
If After Darkness
is used for a Psi card play (Non-Matching Colors), then a player
may either use the card immediately or save the card down on
the table directly from his hand.
Pucker
Up
Psi
05 (Red Kite) ::
All
opponents roll a 12-sided die. The opponent who rolled the lowest
number must either kiss the player or give up one Carrot, Zodiac
and Mysterious Place.
Bunny Bits
:: The
opponent who rolled the lowest number on the twelve-sided die
may choose to kiss or not to kiss. If several opponents roll
the same lowest numbers, then they must each choose whether to
kiss the player or give him one Carrot, Zodiac and Mysterious
Place.
Before the
roll, the player must state exactly what kind of kiss he wants
(and where). This will make it easier for all of the players
in the game to decide whether or not the opponent's kiss is 'valid'.
If an opponent
chooses not to kiss, then he will choose which Carrot, Zodiac
and Mysterious Place to give to the player. An opponent who does
not have all three items must give only one of each of the items
that he can.
If the opponent
agrees to kiss and the player 'backs out', then the player must
give the opponent two Carrots, Zodiacs and Mysterious Places.
Hitchbunny's
Guide
Psi
06 (Orange Arrow) ::
Roll
all of the dice. For every combination of a 4 and a 2 the player
may take any card with the planet Jupiter from the discard and
use it immediately.
Bunny Bits
:: A
player will roll all of the twelve-sided dice available in his
game and also the five ten-sided dice from the Kinder Bunnies
game (if the player has added this to his game).
Any die roll
of a 4 and a 2 may be used to retrieve any one card from the
discard that features a picture of the planet Jupiter (either
in full or partially). Each die may only be combined once.
These 'Jupiter'
cards must be used immediately if they are RUN cards. If the
cards are SPECIAL (or VERY SPECIAL), then they may be used immediately
or saved.
Dr.
Xavi-Hare
Psi 07 (Blue Arrow)
:: May
be used once by a player to predict who will launch the next
weapon and who will choose the next Carrot. If correct, the player
will control the target bunny for the weapon and take the Carrot
for himself.
Bunny Bits
:: The
player must write down the name of the player who he believes
will launch the next weapon. (That player may be himself.) A
valid weapon launch must target a bunny. A weapon that is revealed
and discarded does not count as a weapon launch. A weapon that
is revealed and eliminated (perhaps by the Magic Spatula) before
a bunny can be targeted does not count as a weapon launch.
In order for
a player to launch a weapon, he must have a bunny in The Bunny
Circle, reveal a weapon card and announce a target. At this time
if the player choose the correct opponent, then he may move the
weapon from the target bunny to any other bunny. The player may
also discard the weapon if he wishes. Weapon cards that are revealed
and discarded or weapon cards that are revealed by players without
bunnies in The Bunny Circle cannot count as a launched weapon.
The player
must also write down the name of the player who he believes will
choose the next Carrot from Kaballa's Market. (That player may
be himself.) A valid Carrot choosing is any card that allows
a player to choose from available Carrots at Kaballa's Market
(such as Choose A Carrot cards and Supplies Surprise just to
name a few). Cards such as Carrot Thief do not allow a player
to choose which Carrot he will receive and are not valid. The
last Carrot taken (or purchased) from Kaballa's Market is not
valid either since no choice was made by a player.
If the player
made the correct prediction, then he may take the Carrot for
himself.
Keep in mind
that if the player himself is the first person to launch a weapon
or to choose a Carrot, then no advantage is earned with this
card.
Meteor
Rocks
Psi
08 (Yellow Kite) ::
May
be placed on any Super Bunny in The Bunny Circle which loses
all of its 'special features' and becomes a regular bunny of
the same color.
Bunny Bits
:: A
player will place this card underneath a Super (or Extra Super)
Bunny in The Bunny Circle to remind all players that it is has
become a regular bunny. The special features that are lost are:
1) Eliminating all other
bunnies of the same color (or half color) from The Bunny Circle.
2) Automatically playing
two cards each turn.
3) Rolling the 20-sided
die for weapons with levels (01 12).
4) All Red and Pink 'special
features'
A bunny that
is abducted by the Beyea aliens (Area 51 or Mothership) will
have the Meteor Rocks card removed and discarded. If the bunny
returns to The Bunny Circle, then it will be a Super Bunny again.
Bunnies
The Gathering
Psi 10 (Green Arrow)
::
May be used once by a player to 'pat' six bunnies in The Bunny
Circle (one each of the six colors shown). The player must 'un-pat'
one bunny at the start of each turn until they are all back.
Patted bunnies may not play Aggressive cards.
Bunny Bits
:: Bunnies
The Gathering may be used once by a player to pat up to six bunnies
in The Bunny Circle (one of each color - Violet, Red, Blue, Orange,
Green and Yellow). To pat a bunny, simply turn the card 45 degrees
counter-clockwise. The player must un-pat one bunny at the start
of each of his turns until they are all back in position. Patted
bunnies may not play Aggressive cards, but may be attacked and
killed.
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The
Psi Series Rules
Two icon windows
have been added to the left border of each Psi Series card. The
top one is called an Arrow and the bottom one is called a Kite.
Please note that both Arrows and Kites are lit in one of six
different colors: Violet, Orange, Green, Yellow, Blue or Red.
All cards may
be played individually as traditional Killer Bunnies cards. However,
when played in combination, Psi cards have some interesting characteristics:
Non-Matching
Colors: If
a player has any Arrow and any Kite Psi card (either saved or
in his hand), then he may stop play between any two player's
turns, show his opponents his Psi cards, and use one or both
of the Psi cards in play. Any Psi cards that are in the TOP RUN
or BOTTOM RUN positions may not be used in this way.
Matching
Colors: If
a player has an Arrow and a Kite Psi card with matching colors
(either saved or in his hand), then he may again stop play between
any two player's turns. This time, however, the player may move
all of the bunnies (or half color bunnies) in The Bunny Circle
that match the color of the Arrow and Kite to any player that
he wishes. For example, the Blue Arrow and Blue Kite Psi cards
may be used by a player to move all Blue (and half Blue) bunnies
in The Bunny Circle. The player must discard both Psi cards without
using them further. Once again, any Psi cards that are in the
TOP RUN or BOTTOM RUN positions may not be used in this way.
If a player
uses a Psi card out of his hand (either in a Non-Matching Colors
or Matching Colors play), then he must immediately replace the
card with a card from the Draw Pile.
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Created
By Jeffrey Neil Bellinger
Graphic Design by Jonathan Young
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