Blue Starter Deck

Yellow Booster Deck

Red Booster Deck

Violet Booster Deck

Orange Booster Deck

Green Booster Deck

Twilight White Booster Deck

Stainless Steel Booster Deck

Perfectly Pink Booster Deck

Wacky Khaki Booster Deck

Ominous Onyx Booster Deck


Bunny Blanks

Omega Series Cards

Psi Series Cards


Teaching Killer Bunnies

Killer Bunnies T-Shirts

Bunny Bits

Hello and welcome back (Crazy 8 times!) to the wonderful world of Killer Bunnies. 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 Wacky Khaki Bunny Bits.

Getting Started

Unwrap all of the cards. Large cards with a Khaki Sinister Bunny on the back are shuffled into your Draw Pile which should already contain Blue, Yellow, Red, Violet, Orange, Green, White, Steel and Pink cards. Stack the colored Chips near the Kaballa's Market Starter Card. You will need them to play the card Quantum Chromodynamic Pulse and may find them useful for other situations in the game. For example, colored Chips may be used to indicate when bunnies (or Pawns) change color or to keep track of colors visited by Twister.

Card Specifics

Army Of The 12 Bunnies: The Army may be played on any bunny in The Bunny Circle which must roll higher than the current hour to survive. All players are encouraged to use an AM/PM system of time measurement to determine the hour of play (from 01 to 12). Regardless of the outcome of the first bunny's roll, the Army is moved to the next bunny clockwise and the hour number is lowered by one. The next bunny must roll the die immediately. The cycle continues until the number is zero or no more bunnies can be reached in The Bunny Circle. When the cycle is completed, the Army is removed from the game.

Since the Army is not a Roaming Red Run card, the entire cycle is performed during one player's turn. Also, if the Army encounters a Barrier (or Neutronium Barrier), then it is immediately removed from the game. Since the Army is not a weapon, Clovers can not lower its effect and Defense cards can not be used to stop an attack.

B-Flat: Players must remove their front door key from any chain or ring before playing B-Flat. When all players are ready, a countdown from three will begin the contest. Players may balance their keys on any edge.

Better Bunny Booster: Better Bunny Booster may be used to change any color bunny into a Pink bunny. Bunnies that become Pink will inherit the 'special feature' for that type of Pink bunny. Better Bunny Booster may only be played on single (or half) color Congenial, Gleeful, Lumbering, Sinister, and Timid bunnies but not on Free Agent, Holographic, Specialty, Double Free Agent or Celebrity bunnies. Bunny Booster and Better Bunny Booster may not occupy the same bunny at the same time.

Bunny Dearest: Bunny Dearest may only be placed on a single color bunny (no half color bunnies). The player must roll higher than the numerical value of the current month using the same color die as the bunny to survive. For example, if a player placed Bunny Dearest on a Violet Timid Bunny during the month of September (the 9th month), then the opponent would have to roll higher than 9 on the Violet die for the bunny to survive. If the player had the Violet Pawn, then he would be entitled to a re-roll of the Violet die. The Super Congenial (a Violet bunny) would also have to roll higher than 9 on the Violet die to survive. The opponent may not use Roll-A-Lution to improve his chances since the twenty-sided die has no color.

In addition to the initial attack, all other bunnies in The Bunny Circle of the same color (or half color) as the target bunny must also roll. To continue our example, all other Violet bunnies (or half Violet bunnies) in The Bunny Circle would also have to roll higher than 9 on the Violet die to survive. Since Bunny Dearest is not a weapon, Clovers can not lower its effect and Defense cards can not be used to stop an attack.

Bunnymooners: A Bunnymooner is a person who has been playing Killer Bunnies for less than a year. If the player who used the card is not a Bunnymooner, then he must give the card to the first Bunnymooner in the current direction of play. If no person playing the game is a Bunnymooner, then the player who used the card may Choose A Carrot either from Kaballa's Market or from an opponent. If Kaballa's Market is closed, then the Carrot may only be taken from an opponent.

Dated Feed The Bunny: The amount of Cabbage and Water that a bunny must feed is the same as the last digit of the day of the month when the game is being played. For example, if a player uses a Dated Feed The Bunny on Valentine's Day, then the amount of Cabbage or Water that the opponent will need to feed will be 4 (since Valentine's Day is always on the 14th of February). Any bunny belonging to a player born on the 17th of any month must double the amounts needed to Feed The Bunny.

Ice Nine: Ice Nine may be given to any player who must keep the card until he plays any other card that requires the roll of one or more numbered dice. When this other card is played, all rolls of any die or dice will all have a value of 9. For example, if an opponent gives a player Ice Nine, then a great strategy for that player would be to play the card Supplies Surprise. Since all five dice must be 9's, the player would receive all five supplies (Cabbage, Water, Dolla, Carrot and a bunny). Ice Nine is discarded after one use.

Joint Custody: When Joint Custody is played it is placed under an opponent's bunny. Joint Custody allows a player to share privileges of the bunny. Therefore, a player can have no bunnies in The Bunny Circle, but if he has Joint Custody of an opponent's bunny, then he will still be allowed to play cards with a Pink rectangular box such as weapons and Choose A Carrot. Joint Custody is discarded when the bunny is moved to another player, traded, abducted, or killed.

A player with Joint Custody of an opponent's bunny is not the owner of the bunny. Therefore, any card that affects a player's bunny (or bunnies) will not affect the bunny in Joint Custody.

Locked In: Locked In may be used once by a player to force any opponent to play his TOP and BOTTOM RUN cards on his next turn or turns. All cards that can be used must be used even if the consequences are bad and the only viable targets belong to the opponent. If SPECIAL and VERY SPECIAL cards can not be used at the time of play, then they must be discarded.

Lonely Ranger: The Lonely Ranger is a Blue bunny. The Lonely Ranger is also a Roaming Red Run card which means that he will move to a player every round of play in a counter-clockwise direction. As the player receives The Lonely Ranger, he may place him in any position among his bunnies in The Bunny Circle.

Like all Roaming Red Run cards, The Lonely Ranger will move at the end of the turn of the player who introduced him to The Bunny Circle. Also, The Lonely Ranger changes direction when encountering a Barrier and is discarded if he encounters a Neutronium Barrier.

Mad Bunny Disease: Mad Bunny Disease may be given to any player whose bunnies all become infected. The player must return one Carrot to Kaballa's Market at the start of each of his turns while he has Mad Bunny Disease. If the player adds bunnies to The Bunny Circle, then they will also become infected. To discard Mad Bunny Disease, the player must first eliminate all of his bunnies from The Bunny Circle. A player with Mad Bunny Disease is encouraged to eliminate his own bunnies as quickly as possible to avoid losing too many Carrots.

If a bunny is traded to another player or changes owners in The Bunny Circle, then all of the other player's bunnies will also become infected with Mad Bunny Disease. In that case, more than one player's bunnies can be infected with Mad Bunny Disease. Once a player has returned all of his Carrots, he will still have to eliminate all of his bunnies from The Bunny Circle before he can discard Mad Bunny Disease.

A bunny that is abducted by the Beyea Aliens is returned free of Mad Bunny Disease. A bunny that is abducted by any other card will still have Mad Bunny Disease and may spread it to other players' bunnies. Any two bunnies that share the Fingercuffs will also share Mad Bunny Disease. Sunny Day may be used once to eliminate Mad Bunny Disease from all bunnies in The Bunny Circle.

Officer Rank Cards: When a player draws a Rank Card from the Draw Pile he must immediately place it under any bunny in The Bunny Circle. Most likely a player will want to assign that Rank to one of his own bunnies. A bunny that is carrying The Heavenly Halo may not carry a Rank. If the player draws a Rank Card and has no bunnies of his own, then he must place the Rank Card under an opponent's bunny. If there are no bunnies in The Bunny Circle, then the Rank Card is discarded.

If a player is given a Rank Card during the initial deal at the start of the game, then he must discard it. Another card should then be chosen from the Draw Pile.

Officer Rank Cards are numbered (O-1 to O-6). O-1 (pronounced oh-one) is the lowest rank and O-6 is the highest rank. Although many bunnies in The Bunny Circle may carry a Rank Card (either Enlisted or Officer), only the highest Enlisted ranked bunny and the highest Officer ranked bunny will be given a special privilege.

If a player picks a Rank Card and wishes to place it under a bunny that already has a Rank Card he may, but only if he owns the bunny. The other Rank Card must then be placed under another bunny. If no other bunny exists in The Bunny Circle, then the Rank Card must be discarded. A player may not remove a Rank Card from a bunny except when Rank Cards are being exchanged as described above. If a bunny is abducted by the Beyea Aliens or dies, then its Rank Card is discarded.

The special privilege awarded to the player who owns the highest Officer ranked bunny is the ability to play an extra card directly from his five-card hand each turn. The card may be played at the start, middle or end of a player's turn. If the card is a RUN card, then the player may use or discard it. If the card is a SPECIAL (or VERY SPECIAL) card, then the player may use or save it. A player who obtains the highest Officer ranked bunny may use the special privilege during the turn it was acquired. A player who has the second highest Officer ranked bunny is encouraged to kill the bunny with the highest Officer rank so that he may obtain the special privilege for himself. Of course it's always a good idea to keep an eye on the player with the next lowest ranked bunny.

Recall that the special privilege was also given to the player who owns the highest Enlisted ranked bunny (Perfectly Pink Booster Deck). This privilege still exists with one minor rule change. If any bunnies in The Bunny Circle have Officer ranks, then the player who owns the highest Enlisted ranked bunny must ask the permission of the player who owns the highest Officer ranked bunny to use the special privilege. If the player who owns the highest Officer ranked bunny replies in the negative, then the player who owns the highest Enlisted ranked bunny loses the special privilege for one round of play. The player who owns the highest Enlisted ranked bunny may ask permission each round of play, but the decision to allow him the special privilege or not lies solely with the player who owns the highest Officer ranked bunny at the time.

If at any time, no bunnies with Officer ranks are in The Bunny Circle, then the player who owns the highest Enlisted ranked bunny may use the special privilege without asking anyone's permission.

The Highest Officer Ranked Bunny card should always be placed on top of the highest Officer ranked bunny to denote which player gets the special privilege and to act as a bulls-eye. A card stand is provided to keep the card in place.

Creative Team Alpha has chosen to use Naval ranks for our game. In no way should our choice be seen as disrespectful to any of the other branches of the military. We simply chose what we know best personally. We salute all members of our military regardless of where they serve: Air, Sea or Land.

Thirty Helens: No person named Helen or who has the letters H-E-L-E-N (yes, you'll need two Es) anywhere in their full name may be directly targeted by the weapon taken.

Truth Or Hare: A player may give Truth Or Hare to any opponent who must state the title of his TOP RUN card. Four possible outcomes exist:

a) The opponent is telling the truth and the player believes him.
b) The opponent is telling a lie and the player does not believe him.
c) The opponent is telling the truth and the player does not believe him.
d) The opponent is telling a lie and the player believes him.

For outcome (a) and outcome (b), the player has guessed correctly and is rewarded by taking one of the opponent's bunnies in The Bunny Circle. The player is allowed to choose which of the opponent's bunnies to take.

For outcome (c) and outcome (d), the player has guessed incorrectly and the opponent is rewarded by receiving one of the player's bunnies from The Bunny Circle. The player is allowed to choose which of his bunnies to give to the opponent.

Truth Or Hare may not be played on an opponent whose TOP RUN card is face up due to a Selective Disclosure.

Venus Cycle: A player using Venus Cycle must roll all 8 twelve-sided dice. If at least one 8 is rolled, then the player may Choose A Carrot from Kaballa's Market (unless the market is closed). More than one roll of 8 does not allow a player to choose more than one Carrot. If the current year is 2009, 2017, 2025, or any 8th year thereafter, then the player may Choose 4 Carrots.

Am I Missing Something?

If after reading through the Wacky Khaki Bunny Bits and playing the cards in your Killer Bunnies Wacky Khaki 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.

And So Goes The Story...

When I first started Killer Bunnies, I never in my life imagined it would go this far. Of course I am happily surprised and extremely grateful (I don't want to give myself Bad Karma)! But even more important than the games are the outstanding people that I have met and worked with along the way. One example is my friend David Zurell. Da3ve coined the name for this Booster Deck (Wacky), posed for Kinder Carrot D, and has been extremely helpful over the last three years in game design and testing. Thanks again to all the wonderful fans. Take care!

- Jeffrey Neil Bellinger, Killer Bunnies Creator

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.

Wacky Khaki Main Page

Wacky Khaki Card List

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), the Green Booster Deck (#06), the Twilight White Booster Deck (#07), the Stainless Steel Booster Deck (#08), the Perfectly Pink Booster Deck (#09), and then the Wacky Khaki Booster Deck (#10).

Available In Stores Now!
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Created By Jeffrey Neil Bellinger
Graphic Design by Jonathan Young
(c) Copyright 2002-2008 Playroom Entertainment. All rights reserved. Playroom Entertainment and the Playroom Entertainment logo are trademarks of Playroom Entertainment. Killer Bunnies, KinderBunnies and all respective logos are trademarks of Jeffrey Neil Bellinger, used under license.