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 yet 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 Two of the Orange Bunny Bits.

Getting Started

Unwrap all of the cards. Large cards with the Orange Sinister Bunny on the back are shuffled into your Draw Pile which should already contain Blue, Yellow, Red and Violet cards.

The large card with a Pink Timid Bunny on the back is the Weil's Pawn Shop Starter Card. Place the Weil's Pawn Shop Starter Card face up and next to the other market cards that you are already familiar with (namely Kaballa's Market and Rooney's Weapons Emporium). The six colored Pawns that came with this Booster Deck will be sold from Weil's Pawn Shop so you may want to place them near the Weil's Pawn Shop Starter Card.

Card Specifics

Weil's Pawn Shop (a third Killer Bunnies market): All players may buy supplies during their turn at Weil's Pawn Shop if the market is open. Cards exist that either change the prices at Weil's or close the market altogether. At the start of the game, however, Weil's Pawn Shop is indeed open. Also, a player does not need a bunny card down to purchase items at Weil's.

The two items that a player may purchase at Weil's Pawn Shop are colored Pawns and bunnies. First, let's talk about the Pawns. When a player buys a colored Pawn from Weil's Pawn Shop it gives him three advantages in the game:

01) A Pawn can act as a colored bunny to create a Bunny Triplet and allow the player to play a second card per turn. For example if a player has 2 Blue bunnies down and the Blue Pawn, he may play two cards per turn. Please keep in mind that a Pawn itself is not an actual bunny. If a player has just a Pawn (or Pawns) he may not play aggressive cards or win the game.

02) A Pawn of a specific color allows a player to re-roll the die of the same color during any action in the game. For example, if a player has the Violet Pawn, and Cyber Bunny attacks one of his bunnies, then he may re-roll the Violet die to survive Cyber Bunny if the first roll is too low. Players may only use the Pawn re-roll option for cards that ask a player to roll a die (or dice) of a specific color. When using a card that requires more than one die to be rolled a player may only re-roll the dice which are colored the same as the Pawns that he owns.

Players do not have to re-roll any die if they are happy with the first roll. In our earlier example, if the player rolled high enough to survive the Cyber Bunny attack, he does not have to (and should not want to) re-roll the Violet die.

By the way, in case you are curious, a player that has the Red Timid Bunny down and Pawns may re-roll dice (the same color as the Pawns) two times.

03) A Pawn allows a player to use special P-Cards twice before discarding. Perhaps you have noticed these P-Cards that have the capital letter P built into the outside design of the card.

P-Card Legend:
Violet
: Large (and Very Large) Prune Danish
Orange: The Magic (and Incredibly Magic) Fountain
Green: Carrot Top Casino (and Casino Royale)
Yellow: H.E.M.P. & Heavenly Halo Handoff (White Booster Deck)
Blue: Supplies (and Super Supplies) Surprise
Red: The Mad, Mad (and Monumentally Mad) Donnelaith Bakery

After a P-Card's first use, place the colored Pawn on top of the card to indicate that it has indeed been used once. After a P-Card's second use, discard the card but save the Pawn. A P-Card may be used twice by a player in the same turn.

Let us not forget, however, that a player may also purchase bunnies at Weil's Pawn Shop. During regular play, bunnies will now be discarded in a separate pile near the Weil's Pawn Shop Starter Card and will remain face up. Players may purchase any bunny for 10 Dolla (including Free Agent, Holographic and Specialty bunnies). Bunnies may not be placed directly into The Bunny Circle but must be run through the Top and Bottom Run card cycle.

If a player purchases a bunny from Weil's Pawn Shop he may find himself with an extra card (more than seven total). If this is the case, the player must choose and remove any card from his hand and place it directly into the discard pile before ending his turn.

Cards such as Supplies Surprise, The Magic Fountain and Day Of The Dead (Green Booster Deck) will now revive bunnies from Weil's Pawn Shop. Even if Weil's Pawn Shop closes and players cannot buy bunnies, the bunny discard pile is always open. Cards that revive bunnies will always work just as they have in the past.

All bunnies in the discard pile near Weil's Pawn Shop (as well as all weapons in the discard pile near Rooney's Weapons Emporium) should be recombined with the huge discard pile if the players reach the end of the Draw Pile and need to re-shuffle the cards.

Boomerang: This card may be played on any bunny which must roll higher than 13 to survive. If the opponent's bunny survives then he may place the Boomerang onto one of the player's bunnies (who initially launched the Boomerang) and back and forth until either the opponent's or the player's bunny dies. The targeted bunnies on both the opponent and player's side cannot change during the exchange. Also, Boomerang is not impeded by a Barrier.

C.O.M.A.: If successfully used against an opponent, this weapon will essentially put a bunny to sleep. Players whose only bunny down is in a C.O.M.A. may not use any aggressive cards, but may use the bunny to win the game (since it is still alive). Bunnies in a C.O.M.A. may still be attacked and killed by an opponent. Red bunnies in a C.O.M.A. still have their 'special feature' active.

Carrot Top Royale: This card may be used by a player or given to an opponent (who must have a bunny down). If an opponent is given the card then he must roll the six dice for Carrot Top Royale. If he is successful, then the opponent has the choice whether or not to roll the seventh Red die for the Optional Gamble. If a player or opponent tries the Optional Gamble and is not successful, then he must discard all of his bunnies and Dolla and return all of his Carrots to Kaballa's Market.

F-18 Hornet: To use this card a player must put two of his bunnies down (from The Bunny Circle) into the Hornet before it can roam. Double Free Agents, and Specialty Bunny pairs or groups may be used in the Hornet, however, each counts as a single bunny (card) down. While these bunnies are away a player may not use any aggressive cards unless he has other bunnies down in The Bunny Circle. The Hornet visits the first player counter-clockwise (that has at least one bunny down) and attacks one of his bunnies. The Hornet continues visiting only players with bunnies in a counter-clockwise direction and only attacks one bunny per player before moving on to the next player. If an opponent survives the attack by rolling the die, then the Hornet and the bunnies are destroyed. If an opponent survives the attack using Defense Cards, then the Hornet and the bunnies are not destroyed. If the Hornet makes it back to the player who initially launched it, then the weapon is discarded and the bunnies are returned to The Bunny Circle. Just like all Roaming Red Run cards, if the Hornet hits a Barrier, it will reverse it's direction and affect the same player on two consecutive turns. Barriers strategically placed may prevent the Hornet from ever returning to the original player.

Free Agent (or Double Free Agent): Neither of these cards may be used as a Red, Holographic or Specialty Bunny.

Halves (and Halv-Nots): If coupons are used to make the price for an item at any market (Kaballa's, Rooney's or Weil's) a half value (maybe 3.5 Dolla), then a player must round up the cost and pay 4 Dolla. If two items are purchased for half values (maybe 1.5 and 4.5 Dolla) then a player may add the halves and pay 6 Dolla.

Plutonium Radiation: This card may be played on any bunny which dies immediately. Plutonium Radiation remains down in The Bunny Circle. Adjacent bunnies to the Plutonium Radiation continue to die for two more rounds as it becomes the player's turn
again who initially used the card. After the third round of death (the initial placement and two more rounds), Plutonium Radiation is discarded. Bunnies with Lucky Clovers must roll the 20-sided die and may survive. If a bunny does survive (using Clover or Defense) it will have to roll or defend again on the next round.

Random Dolla: When a player draws the Random Dolla, he must roll the 20-sided die immediately and spend the amount rolled at any open market. Random Dolla may not be saved. If no markets are open (or all of the supplies are gone from an open market), then the player is out of luck.

Specialty Bunnies: These bunnies have no color or type. They are a kind of bunny. A player may, of course, win the game with one of these bunnies down. Specialty bunnies come as singles, pairs or groups. If an opponent attacks and kills a Specialty Bunny then all bunnies in the pair or group are lost and the card is discarded. When counting for Roaming Run cards and weapons that affect bunnies many spaces away, Specialty Bunny cards (singles, pairs or groups) count as one space. If a player has a pair and a single Specialty Bunny (or three singles), it will total three, and the player may play two cards per turn.

Uriel's Machine: This card may be used once by a player to counteract any Very Special card. If the current date is an Equinox or Solstice day, then the player is allowed to keep and use the opponent's card again.

If you have access to current and accurate astrological data for the year in which you are playing the game then, by all means, use it to determine the precise Equinox and Soltice dates. If you are in the vast majority of us wee commoners who had to look up the words Equinox and Solstice in the first place, then simply use these approximate dates:

Spring Equinox: March 21st
Summer Solstice: June 21st
Autumn Equinox: September 22nd
Winter Solstice: December 21st

Am I Missing Something?

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

Hey there folks. Well the Orange Booster Deck is out which makes our fourth expansion (so far)! Once again, I am humbly surprised by the success of the game since it was introduced in the Epsilon format in 2002. And once again, it is the fans that I want to thank the most for their support and kindness. Whether I in my home town of San Diego or traveling the world at gaming conventions your kind words, compliments and smiles make the journey worth while. As the Booster Decks have evolved so has the strategy of the game. It has been great to know that the intensity of the game still lies with the intensity of the players. Thanks for letting our lives touch your lives. 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.

Orange Main Page

Orange 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), and then the Orange Booster Deck (#05).

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.