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