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

Nu Series Cards


Teaching Killer Bunnies

Killer Bunnies T-Shirts

Mixing In KinderBunnies

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.

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.

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.

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?!?!

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.

Ominous Onyx Main Page

Ominous Onyx 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), the Wacky Khaki Booster Deck (#10), and then the Ominous Onyx Booster Deck (#11).

Available In Stores Now!
Buy This Deck At The Playroom Entertainment Store!


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.