Bunny Bits
Hello and welcome
back (perhaps for the final time) 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 Ominous Onyx Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with an Onyx Sinister Bunny on the
back are shuffled into your Draw Pile which should already contain
Blue, Yellow, Red, Violet, Orange, Green, White, Steel, Pink
and Khaki cards.
The small Mysterious
Place Cards are shuffled and placed off to one side where no
one is likely to knock them over. The small Mysterious Place
Cards will not be needed until the end of the game (similar to
the small Carrot and Zodiac Cards). Did you notice that extremely
cool Yellow Ball (with a Red Stripe)? It will be held and used
by players as they draw large Mysterious Place cards during play.
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Card
Information
Celebrity
Bunnies: These
bunnies have no color or type. They are a new kind of bunny.
A player may, of course, win the game with one of these bunnies
down. Celebrity bunnies come as singles, pairs or groups. If
an opponent attacks and kills a Celebrity Bunny, then all bunnies
in the pair or group are lost and the card is discarded. When
counting for Roaming Red Run cards and weapons that affect bunnies
many spaces away, Celebrity Bunny cards (singles, pairs or groups)
count as one space. If a player has a pair and a single Celebrity
Bunny (or three singles), then they will form a Celebrity Bunny
Triplet, and the player may play two cards per turn. A Celebrity
Bunny group is automatically a Bunny Triplet. Celebrity bunnies
can not be combined with Specialty bunnies, single color bunnies
or half color bunnies to form Bunny Triplets.
Extra Super
Bunnies: Extra
Super Bunnies give a player the advantages of Super Bunnies and
all of the unique features of either the Red or Pink bunnies.
Lets review the advantages of Super Bunnies first:
:: The player with an
Extra Super Bunny down in The Bunny Circle may automatically
play two cards per turn.
:: When an Extra Super
Bunny is attacked with a Weapon card (levels 01 through 12) the
player may roll the 20-sided die regardless of the weapon level.
:: When an Extra Super
Bunny is placed down, all bunnies in The Bunny Circle that are
the same color (or half color) as the Extra Super Bunny are immediately
eliminated (unless they are carrying The Heavenly Halo). Until
the Extra Super Bunny itself is eliminated, no bunny of the same
color (or half color) can survive in The Bunny Circle.
Once an Extra
Super Bunny has been eliminated, it cannot be purchased from
Weils Pawn Shop nor can it brought back into the game for any
reason using any card. In addition, Extra Super Bunnies cannot
be cloned, boosted, paintballed or eliminated by the No Supe
For You card.
Next, lets
review the special features for Red and Pink bunnies:
Red Bunnies:
:: Red Congenial Bunny - has 3 Cabbage & 3 Water
:: Red Gleeful Bunny - has 3 Dolla
:: Red Lumbering Bunny - has 3 Clover
:: Red Sinister Bunny - has a Bounce Back Force Field
:: Red Timid Bunny - has re-roll capabilities
Pink Bunnies:
:: Pink Congenial Bunny - has 5 Cabbage and 5 Water
:: Pink Gleeful Bunny - has 5 Dolla
:: Pink Lumbering Bunny - has 5 Clover
:: Pink Sinister Bunny - has a Bounce Away Force Field
:: Pink Timid Bunny - has roll substitution capabilities
Gender Weapons:
Gender
Weapons come in four categories determined by the words "Guy"
(male) and "Gal" (female). If the first word is Guy,
then the player using the card must be male. If the second word
is Gal, then the opponent must be female. If you have a Gender
Weapon in your hand that you cannot play, then you may either
trade it to another player or run it through the TOP and BOTTOM
RUN card cycle and discard it. Players may declare themselves
male or female at the start of the game if they wish to choose
their gender.
Gender Weapons
that are reversed, bounced back or otherwise redirected by a
player must still follow the gender restrictions. For example,
if Dave plays a Guy/Gal weapon on one of Carols bunnies, she
cannot use Reversal Of Fortune to send it back to Dave since
she is not a Guy. If a Red Sinister (with a Bounce Back Force
Field) is unsuccessfully attacked with a Gender Weapon, then
it would only return to one of the attackers bunnies if the gender
conditions were satisfied.
Mysterious
Place Cards: If
a player is given a Mysterious Place 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 and Zodiac cards.
Many new cards will refer to these saved Mysterious Place cards
during play.
After the initial deal,
and once game play begins, any player who draws a Mysterious
Place card will receive control of the Yellow Ball. The Yellow
Ball will always be placed on top of the last Mysterious Place
card that was drawn. The player who has control of the Yellow
Ball may control the destiny of any card played by any opponent
that has a Yellow Ball in the picture. The opponent must play
the card first, then the player may redirect it to any other
player or the discard. Control of the Yellow Ball will always
reside with the player who drew the last Mysterious Place card.
At the end
of the game (before the Winning Zodiac is revealed), the small
deck of Mysterious Place Cards, hidden away at the start of the
game, is inspected. The player holding the Mysterious Place card
that matches the small Mysterious Place Card at the bottom of
the deck is allowed to steal all saved Zodiac cards of any one
type (Air, Earth, Fire, Water) from any opponent(s).
It is possible
that at the end of the game no player is holding the matching
Mysterious Place card. If this is the case, then the game simply
continues by revealing the Winning Zodiac using the small deck
of Zodiac Cards.
Mysterious
Place cards may be used to feed the kitty while playing The Mystery
Urn card.
Rank Cards:
The
Ominous Onyx Booster Deck includes the last three Enlisted (Chiefs)
Rank Cards and the last three Officer (Admirals) Rank Cards.
Even though the Chiefs are wearing Khaki colors, they are still
Enlisted ranks. Check the sides of the cards (either Blue or
Khaki) and the letters on the cards (either E or O) to determine
the rank category. Lets review what to do with 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 a
player draws a Rank Card and has no bunnies of his own, then
he must place the Rank Card under an opponents 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.
Enlisted Rank Cards
are numbered (E-1 to E-9). E-1 is the lowest rank and E-9 is
the highest rank. Officer Rank Cards are numbered (O-1 to O-9).
O-1 (pronounced oh-one) is the lowest rank and O-9 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 (HERB) and the highest Officer ranked bunny (HORB)
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 both the player who owns the highest Enlisted
ranked bunny (HERB) and the highest Officer ranked bunny (HORB)
is the ability to play an extra card directly from their five-card
hand each turn. The card may be played at the start, middle or
end of the players 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 players may use or save it. Players who
obtain either the (HERB) or the (HORB) may use the special privilege
during the turn it was acquired. The same player may own both
the (HERB) and the (HORB) which would allow him to play two cards
directly from his hand each turn.
The Highest
Enlisted Ranked Bunny card and the Highest Officer Ranked Bunny
card should always be placed on top of the (HERB) and the (HORB)
to denote which player will receive the special privilege. Card
stands may be used to keep these cards in place.
Recall that
if any bunnies in The Bunny Circle have Officer ranks, then the
player who owns the (HERB) must ask the permission of the player
who owns the (HORB) to use the special privilege. If the player
who owns the (HORB) replies in the negative, then the player
who owns the (HERB) loses the special privilege for one round
of play. The player who owns the (HERB) may ask permission each
round of play, but the decision to allow him the special privilege
or not lies with the player who owns the (HORB) at the time.
The player
who has President Ficus in The Bunny Circle may supercede the
decision of the player with the (HORB) and allow the player with
the (HERB) to play the extra card when requested. The player
who has President Ficus may prevent the players with the (HERB)
and the (HORB) from playing their extra cards if he wishes.
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.
Unique Bunnies
(The Strange Ones): Seven
unique bunnies have been introduced into the game. Some are new
for the Ominous Onyx Booster Deck while others were introduced
earlier. All of these bunnies have a particular color and each
has unique features. Here is a quick reference guide:
:: Holographic Bunny (Red) - Can only be killed by certain
weapons.
:: Dago Bunny (Green) - Protects Kinder Bunnies.
:: Pinky Tusca-Hare-O (Pink) - Can change positions in
The Bunny Circle.
:: Lonely Ranger (Blue) - A Roaming Red Run card.
:: Ambassador Bunny (Violet) - Placed in an opponents
area in The Bunny Circle.
:: Brundle Bunny (Orange) - Safe from weapons but feeds
more.
:: Bunny Detroit (Yellow) - Can only be directly targeted
by a Mom.
Vouchers:
When
you first open your new Ominous Onyx Booster Deck, you will notice
a piece of cardboard with 6 Cabbage, 6 Water and 6 Dolla voucher
punch-outs printed on the front. Punch out the shapes and leave
the vouchers near the Kaballas Market Starter Card.
Sometimes during
the game (especially at the start of the game) players may need
change from Kaballas Market of either Cabbage, Water or Dolla
and no change is available in the discard piles. If this should
happen, players may now take vouchers from Kaballas Market to
make it easier to remember how much the market owes them. Remember
that vouchers of Cabbage or Water units cannot be purchased from
Kaballas Market if Cabbage or Water cards run out. Players should
return their vouchers to the market for real Cabbage units, Water
units and Dolla cards as soon as they become available in the
discard piles.
Card
Specifics
Alliteration
Situation: Allows
a player to retrieve any card from the discard pile that has
a title beginning with the same letter as the players first name.
If the title of a card has more than one word, then a player
will have to match the first letter of the first word. The card
retrieved must be used immediately, therefore if a player retrieves
a SPECIAL or VERY SPECIAL card from the discard, he may not save
it.
Ambassador
Bunny: A
Violet bunny that is owned by one player but is placed in another
players area in The Bunny Circle. The bunny is owned exclusively
by the first player and does not allow the host player to use
the bunny to play Pink Box cards. At the end of the game, Ambassador
Bunny may be used by the first player to win the game.
Arctic Caribou:
May
be used once by a player to freeze any opponents food supply.
Cabbage or Water may not be used by the opponent to Feed The
Bunny or to trade with other players. The opponents Cabbage and
Water may not be taken for any reason by cards such as Drought,
Maggots or Rock Bottom. Arctic Caribou is removed from the game
once the opponent kills any bunny in The Bunny Circle or in space.
Awesome
Recruiter: May
be used once by a player to assign all Rank cards in the discard
pile to any bunnies in The Bunny Circle. Not all Rank cards in
the discard have to be used if there are not enough bunnies in
The Bunny Circle. No Rank card already assigned to a bunny may
be removed or exchanged.
Beauty On
Duty: May
be used once by a player to move any Rank card assigned to any
bunny in The Bunny Circle to any female Kinder bunny. The female
Kinder Bunnies are easy to spot because they are wearing bows.
Bunny Budd:
May
be used once by a player to sacrifice one of his Yellow (or half
Yellow) Enlisted ranked bunnies to eliminate any Officer ranked
bunny in The Bunny Circle. Both bunnies are discarded.
Bunny Bunker:
May
be used once by a player to protect any one bunny from the effects
of a range weapon such as the Nuclear Warhead. The bunny cannot
be the direct target of the weapon or attached to the direct
target using Fingercuffs. May be used at any time!
Bunny
Detroit: A
Yellow bunny that can only be directly targeted with an aggressive
card (a card with a Pink rectangular box) by a player who is
a Mom. Bunny Detroit may fall victim to a Terrible Misfortune
or may be killed by range weapons or Roaming Red Run cards provided
that he was not the direct target.
Bunny Tax: May be given to any
player who must pay 2 Dolla each to keep his bunnies alive or
discard them. All bunnies belonging to the player in The Bunny
Circle and in space are taxed. Any bunny that cannot be paid
for is discarded.
Echo Valley
2-6809: The
player will receive the saved Mysterious Place card of his choice
from any opponent if he can roll the last five digits of his
phone number. If a player has more than one phone number, then
he must declare which number he is attempting to roll before
he begins. On the twelve-sided dice, a roll of 10 equals a 0
and rolls of 11 or 12 do not count as any number.
Fifth
Element: Allows
a player to receive any one bunny in The Bunny Circle, single
saved Zodiac card or single Mysterious Place card that has a
5 in the card identification number from any of his opponents
if at least one 5 is rolled. If at least five 5s are rolled,
then the player receives all of the bunnies in The Bunny Circle,
saved Zodiac cards and saved Mysterious Place cards that have
a 5 in the card identification number. The Kinder Bunnies ten-sided
dice may be used for this card as well.
Follow The
Queen: The
Queen goes to the player with the saved Mysterious Place card
numbered the same as the die roll. When a player owns the Queen,
none of his bunnies may be attacked directly using an Aggressive
card (a card with a Pink rectangular box). The Queen moves each
time the Violet die is rolled to the player who owns the Mysterious
Place card that matches the number rolled. The Queen waits in
the center of the table if no player has the Mysterious Place
card that matches the number rolled.
While waiting
in the center of the table only, the Queen may be attacked using
any single target weapon and any player may roll for her outcome.
If the attack is successful, then the Queen is removed from the
game. The Queen may not carry any modification cards such as
Clover or Rank.
Identity
Crisis: May
be used once to force all players whose Zodiac sign is the same
as the one rolled to switch positions at the game table exchanging
all of their possessions with another player. This may happen
to more than two players. For example, if three Scorpios are
at the table and a Scorpio symbol is rolled, then all three would
have to get up, abandon all of their possessions, and move to
the next Scorpio's position at the table in the direction of
play. Identity Crisis may be stopped by The Magic Spatula. If
only one player has the Zodiac sign rolled, then no switching
occurs.
Incriminating
Photos: The
player that has this card saved may control the special privilege
(extra) card played every round by the opponent who has the highest
Officer ranked bunny. The player chooses which card in the opponent's
five-card hand to use and how to use it. The opponent can be
forced to discard the card, play it against another opponent
or even against himself! Every round of play (during the opponent's
turn) the player may use his Incriminating Photos. If at any
time the player has no bunnies down in The Bunny Circle, then
this card is discarded.
Matrixing:
The
player borrows the Blue and Red Pawns from the game, hides one
of the Pawns in his left hand and challenges an opponent for
possession of any one of his bunnies in The Bunny Circle. The
opponent must choose whether the player is holding either the
Blue Pawn or the Red Pawn. If correct, then the opponent keeps
his bunny. If incorrect, then the player takes the bunny and
places it anywhere in The Bunny Circle. Remember to return the
Blue and Red Pawns when you have finished.
Much More:
May
be given to any player that has Much More Cabbage, Water, Carrots,
Zodiac cards, Mysterious Places cards or bunnies than all of
the other players. We define Much More as more than twice the
amount of any opponent. Each of the items (Cabbage, Water, Carrots,
Zodiac cards, Mysterious Place cards and bunnies) must be evaluated
separately. This player must distribute his possessions equally
amongst himself and the other players. We define equally as meaning
that each player will receive one item before any player gets
a second of the same item.
For example,
lets pretend that Carol has been found to have Much More Cabbage
(9) and Much More Water (3) than all of her three opponents.
If this is true, then Carol must distribute her 9 Cabbage units
amongst four players (herself included). All four players will
receive 2 unit of Cabbage first and one player will get an extra
unit. Carol is allowed to choose which player will receive the
extra unit of Cabbage and she will most likely keep it for herself.
Carol must also distribute her 3 units of Water. She may keep
1 unit of Water for herself and give the other 2 units away to
different players. One player (most likely the person who gave
Carol the Much More card) will not receive a Water unit.
My Big Fat
Bunny Wedding: May
be placed on any player who must share half of his Carrots with
his spouse. If there is an odd number of Carrots, then the spouse
gets the extra (naturally). To avoid confusion during play, announce
your spouse at the start of the game.
O
- 75:
All players must reveal one card from their five-card hand. The
player whose card has the highest identification number (located
at the bottom right corner of each card) may exchange it for
a Carrot from Kaballas Market (if the market is open). If the
player takes a Carrot, then their revealed card is discarded
and a replacement card is drawn immediately from the Draw Pile.
Pawn Star: May be used once to
force the player with the most Pawns to give them all away to
other players. If two (or more) players have the same amount
of Pawns, then they must both (all) give them away to other players
(not each other). If no other players exist, then return all
of the Pawns to Weils Pawn Shop.
President
Ficus:
May be placed in The Bunny Circle and attacked in any way that
a bunny is attacked (and killed) including weapons and Terrible
Misfortune. The player with the highest Officer ranked bunny
must ask permission from the player with the President to play
an extra card. The President can supercede the highest Officer
ranked bunnys decision to allow (or not allow) the highest Enlisted
ranked bunny to play an extra card.
Just before
the Magic Carrot is revealed, the player with the President can
order all bunnies with a Rank card in The Bunny Circle into the
discard. Also, the President is not a bunny and therefore cannot
be used to play Aggressive cards (cards with a Pink rectangular
box) or to win the game.
Rerun: May be used once by
a player to place any one of his bunnies from The Bunny Circle
back into his hand and to discard any unwanted card. When bunnies
are Rerun, they lose all of their modifications such as Clover
or Rank. May be used between any two players turns!
Rue The
Day: Recall
that the player who drew the last Mysterious Place card receives
the Yellow Ball (with the Red Stripe) and has may control the
destiny of any card played by any opponent that has a Yellow
Ball in the picture. Rue The Day may be used to stop the commandeering
of a Yellow Ball card if either die (or both dice combined) total
todays date. In addition, Rue The Day may also be used to stop
a Switch-A-Roo. Switch-A-Roo is stopped without any die (or dice)
rolls. May be used at any time!
Strawberry
Fields: May
be used once by a player to change any saved Danish to a Strawberry
Tart which may only be used to feed Red, half Red or Pink bunnies.
We recommend placing Strawberry Fields under the saved Danish
(Large Prune, Very Large Prune or Mini) to keep track of its
status.
Time Worf:
May
be used once to force all players to move their TOP RUN card
to the next player clockwise and their BOTTOM RUN card to the
next player counter-clockwise. If the player decides to use Time
Worf right away, he must first slide his BOTTOM RUN card into
the TOP RUN card position and replace his BOTTOM RUN card.
Two Fish
In A Tank:
May be played on any saved Mysterious Place card and travels
counter-clockwise around The Bunny Circle visiting Mysterious
Place cards in ascending numerical order. For example, if Two
Fish start on Mysterious Place card #03, then they would move
to Mysterious Place card #04 on the next turn. If no player had
Mysterious Place card #04 saved, then Two Fish would move to
Mysterious Place card #05 and so on. Once Mysterious Place card
#12 is visited, Two Fish will start over with Mysterious Place
card #01.
When
visited, each Mysterious Place card is destroyed (discarded)
unless the player can roll the number of the Mysterious Place
on either the Blue or twenty-sided die, then Two Fish are destroyed
(discarded). The player who must roll to protect his Mysterious
Place card may choose which die to roll. As they travel around
The Bunny Circle, Two Fish destroy any Barriers that they encounter
between players but are destroyed themselves by Neutronium Barriers.
If at any time no player has a Mysterious Place card saved, then
Two Fish are discarded.
Zener Diode:
May
be placed on any Roaming Red Run card currently roaming and prevents
the card from changing direction when it encounters a Barrier.
The Zener Diode and Roaming Red Run cards will remain dormant
to one side of a Barrier until the Barrier is either moved or
eliminated from the game. Zener Diode does not prevent a Roaming
Red Run from being destroyed by a Neutronium Barrier.
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And
So Goes The Story...
As we reach
the twilight time of the game, my many thanks go out to all of
those folks who helped to create Killer Bunnies. That includes
the friends, testers, artists, graphic designers, publishers
and of course the fans and their numerous (sometimes endless)
e-mails and suggestions. These are my final words for the game
Killer Bunnies and the Quest for the Magic Carrot. And as the
quest draws to a close a new and exciting journey begins. The
Journey To Jupiter that is and that's where the Killer Bunnies
are heading next.
And while I'm
here, let me say one more thing; to all of the people who went
to enormous lengths to describe to me in great detail that inventing
games was an unforgivably colossal waste of time, let me leave
you with this: I hope you're enjoying your crow! For the rest
of you, and on a more serious note, let me share this thought:
with hard work, persistence, tenacity and a great attitude you
most certainly can make your dreams come true (just like Laverne
and Shirley)! One person can make a difference and that one person
can be you. Take care everyone, I'll see you around the solar
system!
-
Jeffrey Neil Bellinger, Killer Bunnies Creator
P.S. What penguins,
what are you talking about?!?!
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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), the Green Booster Deck
(#06), the Twilight White Booster Deck (#07), the Stainless Steel
Booster Deck (#08), the Perfectly Pink Booster Deck (#09), the
Wacky Khaki Booster Deck (#10), and then the Ominous Onyx Booster
Deck (#11).
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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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