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 (Lucky 7 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 Two of the Perfectly Pink Bunny Bits.

Getting Started

Unwrap all of the cards. Large cards with a Pink Sinister Bunny on the back are shuffled into your Draw Pile which should already contain Blue, Yellow, Red, Violet, Orange, Green, White and Steel cards. Did you notice that cool Pink dodecahedron die? Some cards (as well as some older cards) will require using the die. These cards will have a capital letter P within a Pink field in the bottom square on the right border. Also, the additional Pink Pawn that came with this Booster Deck will be sold from Weil's Pawn Shop, so you may want to place it near the Weil's Pawn Shop Starter Card with the other Pawns.

Card Specifics

Bingo Flamingo: Bingo Flamingo may be used to steal 5 Carrots from an opponent but only if the numbers of those Carrots form an unbroken chain on the Flamingo's Bingo card. Diagonals do not count.

For example, a player could steal 5 Carrots from an opponent if he had:

The opponent may foil the player's attempt to steal his Carrots by rolling any of the 5 numbers of the Carrots on either the Clear twenty-sided die or the Pink twelve-sided die.

Bingo Boo Boo

We goofed! On Bingo Flamingo (card #527), the number 16 appears twice. The second 16 should be a 17. The error is being corrected on the next printing. Don't toss the incorrect card out -- one day, it may be a valuable collector's item!!

The error is corrected in this version of the Bunny Bits.

Bunny Gras: If a player rolls the Violet, Green and Yellow dice and the numbers are either all the same or consecutive (three numbers in a row numerically), then he may return any number of his Cabbage, Water or Defense cards to their Draw Piles. Next, the player must reshuffle each pile and draw the same number of cards back. The strategy is to return low unit numbers of supplies in the hope of getting back higher unit numbers of the same supplies.

Church Bunny: A player will most likely choose an opponent with a good number of saved SPECIAL (and VERY SPECIAL) cards. The opponent must take all of his saved SPECIAL (and VERY SPECIAL) cards off of the table and place them back into his hand. One at a time, the player chooses a card (by pointing) and asks, "Isn't that Special?" If the card is a SPECIAL (or VERY SPECIAL) card, then the player takes the card and saves it face up on the table for himself. The player is allowed to save all SPECIAL (or VERY SPECIAL) cards that he finds even if they were not initially saved by the opponent. The player continues guessing until he chooses a card that is not a SPECIAL (or VERY SPECIAL). The opponent will then replace all of his remaining SPECIAL (and VERY SPECIAL) cards back on the table that were there before The Church Bunny was played. If the opponent has less than five cards in his hand, then he draws cards immediately.

Instead of the card choosing option described above, a player may use The Church Bunny once to eliminate the Hostile Pentecostal from anywhere in The Bunny Circle. If this option is chosen, then both The Church Bunny and The Hostile Pentecostal are discarded.

Enlisted 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 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.

Enlisted Rank Cards are numbered (E-1 to E-6). E-1 is the lowest rank and E-6 is the highest rank. Although many bunnies in The Bunny Circle may carry a Rank Card, only the highest Enlisted 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 Enlisted 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 the 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 Enlisted ranked bunny may use the special privilege during the turn it was acquired. A player who has the second highest Enlisted ranked bunny is encouraged to kill the bunny with the highest Enlisted 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.

The Highest Enlisted Ranked Bunny card should always be placed on top of the highest Enlisted 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 this choice be seen as disrespectful to any person serving in any branch 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.

Mother Tucker: Mother Tucker can be a very powerful card that may force an opponent to return Carrots to Kaballa's Market. For example, if a player uses Mother Tucker against an opponent, then the opponent must roll all eight twelve-sided dice. If at least two dice show the same number, then the opponent's Carrots are safe. If no doubles are thrown, then the opponent must return a number of Carrots equal to the largest number rolled on the eight dice. If the highest roll was an eleven, then the opponent will choose eleven of his Carrots to return to Kaballa's Market. If for example, an opponent has only five Carrots, then he must return all five and does not need to return more Carrots later in the game. If a player owns Carrot #01 (Tucker), then he may not be targeted with Mother Tucker. Opponents who lose Carrots should feel free to shout the title of this card as loudly as they wish.

Necro Fasci: Necro Fasci may be placed on any bunny in The Bunny Circle. The opponent must first roll the Pink die to determine the range of the weapon. For example, if the Pink die roll is a four, then the target bunny and all bunnies within four spaces are killed. Four spaces are counted around The Bunny Circle on both sides of the target bunny. For this example, nine bunnies in The Bunny Circle are affected. However, if the game is being played within the month of April (the 4th month), then no harm comes to any bunny (since we rolled a four on the Pink die for this example) and Necro Fasci is shuffled back into the Draw Pile.

A player may avoid destruction in a second way. The Zodiac die must also be rolled for Necro Fasci. If the Zodiac roll is the same as the current Zodiac, then once again no harm comes to any bunny and Necro Fasci is shuffled back into the Draw Pile.

Paradise Syndrome: If a player has Paradise Syndrome saved, then all Roaming Red Run cards will skip over the player (or his bunnies) and go directly to the next player (or his bunnies). All Roaming Red Run cards already placed on the player (or his bunnies) are immediately discarded from the game. Paradise Syndrome may only be used to deter Roaming Red Run cards if it is a saved SPECIAL card.

Paradise Syndrome may also be used once (and immediately) to eliminate the Stray Asteroid, but only if the weapon (or its effect) threatens a bunny or bunnies that are owned by the holder of the card. Paradise Syndrome may only be used to eliminate a Stray Asteroid if it is a saved SPECIAL card.

Pink Bunnies: Each of the Pink bunnies has a unique special feature listed conveniently below.
:: 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

Free Agent and Double Free Agent bunnies may not become Pink bunnies.

Here's just a quick note on roll substitution capabilities. When a player has the Pink Timid Bunny, he may roll the Pink die any time that he rolls any other twelve-sided die. The player will then choose which of the two dice he will keep and use. This action may be performed multiple times for cards such as Supplies Surprise or The Magic Fountain. Substitution capabilities are much better than re-roll capabilities because the player has a choice of numbers for every roll. When re-rolling dice, a player must keep the second roll and may not 'go back' to the first.

Pinky Tusca-Hare-O: Pinky Tusca-Hare-O is a Pink bunny. Pinky's unique special feature is her ability to 'jump over' other bunnies. The player who owns Pinky may reposition her anywhere in The Bunny Circle between any two player's turns. This special feature will not allow Pinky to avoid most weapon attacks, but very nicely helps her to avoid Roaming Red Run cards by repositioning herself out of the way before they visit. If Pinky is repositioned into another player's area of The Bunny Circle, then she will belong to the other player. Recall in the Serious Rules (for Serious Players) section of the Blue Bunny Bits (Epsilon Version Three) that a bunny may only be traded once.

Twister: Twister is placed on a single color (or half color) bunny which must roll higher than 14 to survive. Once Twister has targeted a particular color of bunny, it will not target that color of bunny again. For example, if Twister starts on a Green Bunny, then all Green (or half Green) bunnies in The Bunny Circle will no longer be targeted. If Twister starts on an Orange/Violet half color bunny, then all Orange and Violet bunnies (or half color bunnies of those colors) in The Bunny Circle will be skipped.

Since Twister is a Roaming Red Run card, it will move clockwise around The Bunny Circle each round until it reaches its next viable target. A bunny with the Heavenly Halo, as well as Holographic, Specialty and Celebrity bunnies are never viable targets. Free Agent (and Double Free Agent) bunnies may be targeted by Twister, but only if no Violet, Orange, Green, Yellow or Blue bunnies (or half color bunnies) have yet been targeted. This is true because once Twister has targeted any color of bunny listed, a Free Agent may instantly become one of those colors and avoid becoming a viable target. If Twister has no more viable targets in The Bunny Circle, then the storm dissipates and is removed from The Bunny Circle. If Twister is contained within a section of The Bunny Circle by two Barriers, and that section contains no viable targets, then the storm is also discarded.

Vel Crows: Vel Crows may be used once by a player to stop any action of any single card that moves one or more of his bunnies from their place in The Bunny Circle to anywhere else (except the discard pile). It may be used at the start, middle or end of the action of any single card, but must be used before the next card is played.

Viva Las Vegas: To use Viva Las Vegas, a player must first choose an opponent and then choose his stakes. Stakes may be any number of Dolla, Zodiac cards or Mysterious Places cards (Ominous Onyx Booster Deck). For example, a player may choose 8 Dolla and 2 Zodiac cards. Of course the opponent must also have 8 Dolla and 2 Zodiac cards to gamble. The opponent chooses which Zodiac cards (and later which Mysterious Places cards) to gamble and each player takes three twelve-sided dice. At the same time both players start rolling the dice as quickly as they can. All rolls of 7 are put to one side as the rolling continues. The first player to get three 7's is the winner and takes all of the Dolla and all of the Zodiac cards.

Am I Missing Something?

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

The Perfectly Pink Booster Deck is a tribute to all of the men and women serving in the armed forces. As many of you may suspect, many members of our team have spent time with the U. S. Navy (myself included). Reflecting back on those years, I remember long deployments, shore leave, chili-mac, and that horribly unique smell of berthing. But what I remember most was the camaraderie of my shipmates and their professionalism. In the early years, Killer Bunnies was tested by many uniformed folks bored to tears and looking for something to do on the mess decks. To all of the people who serve, to all of the great people that I met along the way, (Jeffrey Beyea, Rick Hudson and Chris Vann) it may be long overdue, but better late than never. Thank you! 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.

Perfectly Pink Main Page

Perfectly Pink 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), and then the Perfectly Pink Booster Deck (#09).

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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.