Bunny Bits
Hello and welcome
back once again to the wonderful world of Killer Bunnies. On
behalf of Creative Team Alpha and Playroom Entertainment, we
would like to thank you for your purchase and assure you that
no actual bunnies were hurt in any way during the creation or
production of this game. The Quest for the Magic Carrot is the
first of three Killer Bunnies games, and this is edition Epsilon
One of the Green Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with the Green Sinister Bunny on the
back are shuffled into your Draw Pile which should already contain
Blue, Yellow, Red, Violet and Orange cards.
One card shows
the dates and symbols for all twelve zodiac signs. You may need
to use this card during the game to determine each player's zodiac
sign and the current zodiac sign. This card is not used in play.
The small Zodiac
Cards are shuffled and placed off to one side where no one is
likely to knock them over. The small Zodiac Cards will not be
needed until the end of the game (similar to the small Carrot
Cards). Did you notice that extremely cool dodecahedron die with
the zodiac symbols on it? Some cards will require using the Zodiac
die. These cards will have a capital letter Z in the bottom square
on the right border.
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Card
Specifics
Zodiac
Cards: If a player is given a Zodiac Card (large card) during
his initial deal at the start of the game or picks one from the
Draw Pile during play then the card is immediately placed down
and saved. Another card should then be chosen from the Draw Pile.
This is very similar to how players save Kaballa Dollas. Many
cards will refer to these saved Zodiac Cards during play.
At the end
of the game (before The Magic Carrot is revealed) the small deck
of Zodiac Cards, hidden away at the start of the game, is inspected.
The player holding the large Zodiac Card that matches the small
Zodiac Card at the bottom of the deck (the Winning Zodiac) is
awarded the following special privileges:
01) The player holding
the Winning Zodiac may move one bunny down in The Bunny Circle
from any one player to any other player.
This move may
effectively eliminate a player from reaching the final draw of
The Magic Carrot (if he has only one bunny down at the end of
the game). On the other hand, it may allow a player with no bunny
down a chance to win.
02) If the Winning Zodiac
is the player's zodiac sign or the current zodiac sign then the
player may also take any three Carrots from the opponent with
the most Carrots.
If two or more
opponents have the same amount of Carrots then those players
must roll one die each and the low roller must donate all three
Carrots.
03) If the Winning Zodiac
is both the players zodiac sign and the current zodiac sign,
then the player may take all (well, almost all) of the Carrots
from his opponents. Each opponent that had at least one Carrot
will be left with only one Carrot.
It is possible
that at the end of the game no player is holding the Winning
Zodiac. If this is the case, then the game simply continues by
revealing The Magic Carrot using the small deck of Carrot Cards.
Each Zodiac
Card shows not only the beginning and end dates for it's sign
but the name of the zodiac sign that appears previously and afterwards.
Also, note that each Zodiac Card has a type or category namely
Air, Earth, Fire or Water. These zodiac types are indicated in
the upper left corner of the card by the icons Cloud, Planet,
Flame and Waves respectfully.
During the
game any player that has three consecutive Zodiac Cards down
(by date) or all three Zodiac Cards of the same type (Air, Earth,
Fire or Water) may play two cards per turn.
Zodiac Cards
may be used to feed the 'kitty' while playing The Mystery Urn
card.
Community
Carrot: This
is a Play Immediately card, but it is goods instead of bad! This
card allows each player (that has at least one Zodiac Card down)
to choose a Carrot from Kaballa's Market. The player who drew
Community Carrot chooses first and then Carrots are drawn by
each player clockwise. If the market runs out of Carrots before
every player gets to choose then the rest are out of luck and
the game is over. It is rare (but possible) for the game to end
using Communty Carrot and for no player to have a bunny. If this
should happen, all players pretend to have a bunny. The Zodiac
Card is not drawn and the Magic Carrot is revealed.
Day
Of The Dead: When using this card each of the six dice may
be rolled up to three times. If three sixes (minimum) are rolled
then the player receives three bunnies back from the dead (the
discard pile). The bunnies must match the color of the dice with
the sixes. For example, if a player rolls sixes on the Yellow,
Orange and Blue dice then he may revive a Yellow, Orange and
Blue bunny if they exist in the discard pile. If only one or
two of the colors are present in the discard pile then a player
may revive just one or two bunnies. Half color bunnies may be
revived as well provided that the color matches on at least one
side. Free Agent, Holographic and Specialty bunnies may not be
revived using this card. The maximum number of bunnies that a
player may receive is three (if he can roll three sixes). Extra
sixes may give a player more color choices but not more bunnies.
Half Color
Bunnies: Theest
additions to the bunny family are half color bunnies. These bunnies
may be used to form Bunny Triplets (three matching bunnies) by
their type or either of their colors. If a half color bunny is
given the Bunny Booster it becomes Red only. If a half color
bunny is the victim of a Random Paintball Assault then it will
become a full color bunny (determined by the roll of the dice).
Fingercuffs:
This card may be placed between any two adjacent bunnies
in The Bunny Circle to connect their fate. If one bunny dies,
then both bunnies die. Bunnies connected by Fingercuffs share
the Heavenly Halo, Clovers, Bunny Booster, CDC Containment Suit,
and Rank. Bunnies separated by a Barrier may not be joined. Any
object (bunny, Barrier or The Djarnak) placed between two bunnies
joined by Fingercuffs breaks the connection. Fingercuffs is then
discarded.
LA Tape
Worm: The
LA stands for Los Angeles.
Leif
Carrotson: When a player gives this card to an opponent,
all of the opponent's bunnies that are down (in The Bunny Circle)
are taken on board Leif's ship and moved to the next player clockwise.
That player rolls the three dice (Violet, Black and Red). If
the Red is the highest roll, then the player is allowed to take
(and keep) one of the bunnies and immediately place it down in
The Bunny Circle. If the Violet is the highest roll, then all
of the bunnies stay on board and continue to roam. If the Black
is the highest roll, then the player chooses one bunny to throw
overboard (and into the discard pile). Since Leif Carrotson is
a Roaming Red Run card, the ship will move to the next player
clockwise once every round. When the ship is empty (no bunnies
left) Leif Carrotson is discarded.
Operation:
Spoilsport: This
card may be used once by a player to avenge only his own bunny
(or bunnies). Any consequence of death suffered by the player's
bunny (or bunnies) will also befall the opponent's bunny (or
bunnies). For example, let's suppose that an opponent kills a
player's bunny with a Leviathan. The player may use Operation:
Spoilsport and automatically kill one of the opponent's bunnies.
The player must, however, use Operation: Spoilsport before the
next player starts his turn. Another example may be if the opponent
uses the Sea Whiz Mount on the player and kills three of his
bunnies, then the player may immediately use Operation: Spoilsport
to kill three of the opponent's bunnies. (Or up to three if the
opponent doesn't have that many.)
Precession:
This
card allows a player to roll all seven 12-sided dice (and the
Zodiac die) as many times as the numerical value of the current
month. For example, if it is currently July then the player will
get to roll the dice seven times (since July is the seventh month).
After each roll, if the Zodiac die shows either the player's
zodiac sign or the current zodiac sign and the numbers 2, 1,
6 and 10 appear on at least one die each, then the player will
receive all of the remaining Zodiac cards from the Draw Pile.
While rolling for Precession, a player may not save a die roll
from one attempt to the next. All dice must be rolled for each
attempt. Since the current 'age' in the zodiac is Pisces, any
player rolling this symbol during any attempt will win Precession
automatically. Should you still be playing Killer Bunnies in
the year 2060, the automatic win zodiac symbol will change to
Aquarius.
Please note
that the exact date for the 'Dawning of the Age of Aquarius'
has been debated by just about everyone from Bauval to Hancock
to the 5th Dimension. So please accept 2060 as our 'best bunny
guess' (and our never-ending attempt to be witty in our instruction
book) but surely not as a deadline for you, your life or anyone
elses. Thanks!
Snowball:
Snowball
melts (is discarded) if it hits a Barrier.
7th
Whisk: This weapon is a bit different than the others. To
survive 7th Whisk an opponent must avoid rolling a one on all
seven dice. A Defense Card of level seven or higher is needed
to eliminate this weapon.
Wheel's
Chocolate: This
card allows a player to roll the dice and to pick the top three
cards from the Draw Pile that have the same color back as the
die with the highest number. If two or more dice are equally
high then the player may choose three of each color from the
Draw Pile. A player must use all Play Immediately cards and save
all Kaballa Dolla and Zodiac Cards. If the player has more than
seven cards total (counting the Top and Bottom Run cards), then
he must discard any surplus cards of his choice before ending
his turn.
Am
I Missing Something?
If after reading
through the Green Bunny Bits and playing the cards in your Killer
Bunnies Green Booster Deck you are asking yourself this question,
then chances are you're absolutely right!
Many cards
in Killer Bunnies and the Quest for the Magic Carrot refer to
other cards that have not been printed yet. But don't worry.
All this means is that we have planned ahead. Creative Team Alpha
would like to guarantee to you that these 'unseen' cards will
indeed be seen in future Booster Decks. The same is true for
some of the fancy dice as well.
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And
So Goes The Story...
Hey there folks.
Well hold onto your hats because the fifth Killer Bunnies Booster
Deck is here. It's lean, it's mean and this time it's Green!
No matter where my travels take me in the gaming world I am always
asked, "How do you come up with ideas?" Well, while
sipping coffee and thumbing a Star Ledger at the Quick Stop in
Leonardo I took a minute to check out the Horoscope section and
it got me to thinking. In order for Killer Bunnies to continue
to work it has to change and grow in directions. Our direction
for the Green Booster Deck will include the zodiac signs. And
wow, did this take a bit of research. I want to thank all of
the fans that took the time to send me information, opinions
and ideas for cards. You folks have been great. Also a hearty
thanks to everyone out there that has stuck with Killer Bunnies
and made it a success. Take care.
-
Jeffrey Neil Bellinger, Killer Bunnies Creator
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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 (#01), followed by the Yellow Booster
Deck (#02), the Red Booster Deck (#03), the Violet Booster Deck
(#04), the Orange Booster Deck (#05), and then the Green Booster
Deck (#06).
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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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