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 (hex-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 in 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 Stainless Steel Bunny Bits.

Getting Started

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

The small Cabbage, Water and Defense Cards are shuffled into their respective piles. Did you notice the half Cabbage and half Water cards? These may come in handy when used in conjunction with the card titled M.R.E.

Card Specifics

Super Bunnies: Super Bunnies give a player three advantages in the game:

01) The player with a Super Bunny down in The Bunny Circle may automatically play two cards per turn.

02) When a Super Bunny is attacked with a Weapon card, the player may roll the 20-sided die regardless of the weapon level. Even though this has no advantage if the weapon level is 13 or higher, it is a great advantage for weapon levels 01 through 12.

03) When a Super Bunny is placed down, all bunnies in The Bunny Circle that are the same color (or half color) as the Super Bunny are immediately eliminated (unless they are carrying The Heavenly Halo). Until the Super Bunny itself is eliminated, no bunny of the same color (or half color) can survive in The Bunny Circle.

Once a Super Bunny has been eliminated, it cannot be purchased from Weil's Pawn Shop nor can it brought back into the game for any reason using any card. In addition, Super Bunnies cannot be cloned, boosted or paintballed.

Dated Weapons: The weapon level for a Dated Weapon is the same as the numerical day of the month when the game is being played. For example, if a player uses a Dated Weapon on Valentine's Day, then the weapon level is 14 (since Valentine's Day is always on the 14th of February). All Dated Weapons require the defending player to roll both the 12 and 20-sided die and to add them together for the final total.

Dated Weapons may be purchased from Rooney's Weapons Emporium for an amount of Dolla equal to the numerical day of the month. No bunny belonging to a player born on the 17th of any month can be attacked using a Dated Weapon.

Hostile Pentecostal: Since it is a Roaming Red Run card, Hostile Pentecostal will attack one bunny per round of play (traveling in a clockwise direction). Any bunny attacked must roll higher than 15 on the 20-sided die to survive. Hostile Pentecostal can attack the same bunny more than once during it's time in The Bunny Circle. When Hostile Pentecostal encounters a Barrier, it will change direction and could easily attack the same bunny twice (on consecutive turns).

If Hostile Pentecostal kills all of the bunnies in The Bunny Circle, it remains (dormant) until another bunny is placed down, then Hostile Pentecostal continues to kill. Hostile Pentecostal itself may be attacked and (hopefully) eliminated using any Weapon card. The player who launched Hostile Pentecostal rolls for it's defense against a Weapon card even if the same player also launched the weapon. Hostile Pentecostal is not a weapon and cannot be subjugated by using Clovers or Defense Cards.

Pentecostal Permutations: Suppose that our fictional player Carol launches Hostile Pentecostal. Naturally she would place it on an opponent's bunny, and that opponent would roll the 20-sided die according to the card. The opponent's bunny will either survive (aw!) or die (yeah!). But now instead of discarding Hostile Pentecostal, it is placed on top of the next adjacent bunny clockwise in The Bunny Circle (the two cards actually share the same space in The Bunny Circle). Hostile Pentecostal remains on top of the bunny and attacks again (once every round of play) at the end of Carol's turn. This cycle continues until the Hostile Pentecostal is eliminated.

Here's how you should handle an attack on Hostile Pentecostal. During play, Hostile Pentecostal will be waiting on top of a bunny. A player may direct a Weapon card onto Hostile Pentecostal, or he may choose to attack the bunny underneath. If the weapon is designed to attack a single bunny, then it can be used against either Hostile Pentecostal or the bunny underneath, but not both. If the weapon is a range weapon (such as Miniature Black Hole or Anti-Matter Raisins), then both Hostile Pentecostal and the bunny underneath are affected equally (whether they were the direct target or within the weapon's range). If the weapon wanders from one bunny to another (such as Snowball or The Ebola Virus), then Hostile Pentecostal will roll before the bunny underneath.

By the way, you may notice a resemblance of Hostile Pentecostal to an earlier card (Cyber Bunny). If Cyber Bunny still has you a bit confused, then perhaps the rules for Hostile Pentecostal will help to clear things up.

Japanese Rabbit Trap: Japanese Rabbit Trap may be given to any player and allows Roaming Red Run cards to enter his space in The Bunny Circle but not to leave. In this sense it acts as though there were two (uni-directional) Barriers surrounding the player's bunnies that allow Roaming Red Run cards to enter but not to leave a player's space. Japanese Rabbit Trap is discarded immediately when all of the opponent's bunnies have been traded off or eliminated from The Bunny Circle. After Japanese Rabbit Trap is discarded, all Roaming Red Run cards continue around The Bunny Circle.

To move a bunny out of harm's way, a player may give one of his bunnies to another player in exchange for another item (such as a Carrot). No item (bunny in The Bunny Circle, saved Special (or Very Special) card, Pawn, Zodiac or Mysterious Place card may be traded more than once during a single game. If the player "loans" a bunny to a friend, then the friend must return a different bunny.

Neutronium Barrier: A Neutronium Barrier may be placed between any two adjacent players and stops weapons that affect adjacent bunnies. Roaming Red Run cards that contact a Neutronium Barrier are eliminated (and placed in the discard pile). The Neutronium Barrier remains in place after eliminating a Roaming Red Run card.

In the past, more than one Barrier could be placed between any two adjacent players. This is still true. However, now it is important to neatly place the two (or more) Barrier cards side by side between the players. This becomes important when a Roaming Red Run card encounters the barriers. By placing the cards neatly side by side, players will be able to determine if a Roaming Red Run will encounter a (regular) Barrier and change direction or a Neutronium Barrier and be eliminated.

1943 & Straight Up: For each of these cards, the player may roll each die up to three times. This means that if you get a 'good' roll on one die you can put it aside and re-roll the rest. Players must keep track of how many times they have rolled each die (three is the maximum). Once a die is re-rolled you may not 'go back' and keep a previous value.

Pumpkin Ridge: This card may be used once by a player to attack any opponent's bunny which must roll higher than 13 to survive. If the bunny does survive, then the opponent must roll the Zodiac die. If the symbol rolled on the Zodiac die is the birth sign of any of the other players, then the opponent must target one of their bunnies with Pumpkin Ridge. If two or more players have the same birth sign, then the opponent may choose which player's bunny to target. If no player has the birth symbol rolled, then the weapon is discarded. Pumpkin Ridge will continue until either a bunny dies or the Zodiac roll does not correspond to any of the player's birth symbol.

Triple Or Trouble!: If the player loses his Dolla, then it is placed in the discard pile. If a player wins, then he may take Dolla from the discard pile (if available). If there is not enough Dolla in the discard pile, then the player is simply out of luck.

Ultimate Pawn Power: The player that keeps this card down (and saved) may (at the start of their turn only) discard any one undesired card (from their five-card hand) that has the same back color as any owned Pawn. For example, if a player owns the Red and Yellow Pawns, then at the start of each turn he may discard any one card with a Red or Yellow back. Of course if the player likes all of his cards, then he does not have to discard anything. Also, if he has no Red or Yellow cards, then nothing will happen either. White cards can never be discarded since technically there is no White Pawn.

If the player does discard a card, then a replacement is immediately drawn from the Draw Pile and the player continues his turn. If at any time the player has no bunnies down in The Bunny Circle, then Ultimate Pawn Power must be discarded immediately.

Weapon Reducer: Weapon Reducer may be used once by a player to reduce any weapon level by the amount rolled. All weapon ranges remain unchanged. For example, let's say that a player uses Earthquake on an opponent's bunny. He plays Weapon Reducer immediately (because Weapon Reducer is a Very Special this is allowed) and rolls a four. The target bunny must now only roll higher than 06 to survive and the adjacent bunnies must roll higher than 05 to survive. The weapon decreases it's level (from 10 to 06) but not it's range.

Remember that Defense Cards are used to eliminate the effects of a weapon (for a single player) based solely on the original weapon level. The player in the example above must still use 10 Defense Units to protect his bunnies against Earthquake even though Weapon Reducer changed the weapon level to 06 (or any other value).

If Weapon Reducer lowers the weapon level below 01, then it would not be necessary for a player to roll the die (or dice) at all.

Where No Bunny Has Gone Before: When a bunny is taken from a player using this card it belongs to no one until any player rolls a 12 on any die while playing any card. If the game should end before a player rolls a 12, then the bunny is discarded. A bunny that is taken retains any associated cards such as Clover or Rank (Perfectly Pink and Wacky Khaki Booster Decks). A bunny with a pending Feed The Bunny will die one full round after it was taken since there is no food in space.

Am I Missing Something?

If after reading through the Stainless Steel Bunny Bits and playing the cards in your Killer Bunnies Stainless Steel 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. Although we haven't quite run out of colors yet (pretty soon though) my decision to name this Booster Deck after Stainless Steel is really a tribute to uniqueness. If you have been playing Killer Bunnies for awhile I'm sure you've heard someone say, "The guy who invented this game must be unique." Truth be told, I've heard quite a few other adjectives (weird, bizarre, deranged), but let's just stick with unique for now. I have always tried to be a little different. For instance, I laugh out loud, I carry two dollar bills, I love my Macintosh, I watched Spacerangers (all 4 episodes), I stick up for the underdog and I drive a DeLorean. I like being different because, quite simply if you never stand out, then you'll never be outstanding. Think about it. 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.

Stainless Steel Main Page

Stainless Steel 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), and then the Stainless Steel Booster Deck (#08).

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.