Bunny Bits
Hello and welcome
back again and again (fifth time!) 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 Twilight White Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with the White Sinister Bunny on the
back are shuffled into your Draw Pile which should already contain
Blue, Yellow, Red, Violet, Orange and Green cards.
Did you notice
that ghostly White dodecahedron die? It will be used exclusively
by the player who draws the card titled The White Stuff. Also,
the two additional 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 with the other colored
Pawns.
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Card
Specifics
Pawns:
The Black Pawn allows a player to re-roll the Black die during
any action in the game. Remember that a player never has to re-roll
any die if he is happy with his first roll. Also, a player with
the Black Pawn may use special Black P-Cards twice before discarding.
Both 50/50 Weapons are Black P-Cards (Anode Anomaly and Dueling
Grandmothers).
The White Pawn
may also be purchased from Weil's Pawn Shop and declared any
single color. The player must make this decision right away and
the color is not allowed to change. If the White Pawn is returned
to Weil's Pawn Shop during play (perhaps during a Pawn Recall),
then the next person to purchase the Pawn may choose a color.
When a player
owns the White Pawn, it is now possible for him to have two Pawns
of the same color. For example, if a player owns the Orange Pawn
and the White Pawn (which he has declared Orange) then he may
re-roll the Orange die twice, use cards such as the Magic Fountain
(an Orange P-Card) three times, and need only one Orange bunny
in The Bunny Circle to play two cards per turn.
Ang-Strung
Tennis Racket:
The strings on the Tennis Racket are only an angstrom thick.
An angstrom is about the width of an atom (very small). This
has a 'net' effect (tee hee) of slicing up any object that it
encounters. This information is not needed to play Ang-Strung
Tennis Racket (it's simply a Level 18 weapon) we just thought
that you would like to know what we had in mind.
Blue Angels:
This
card is designed to be used once to eliminate either the Sea
Whiz Mount, Clumsy Congenial, Anti-Missile, Boomerang, Flying
Fritters (Stainless Steel Booster Deck), Vampire Bats (Perfectly
Pink Booster Deck) or Bunny Dearest (Ominous Onyx Booster Deck).
However, the card may be used over and over again if the player
holding it also has the Blue Pawn. If that is the case, then
after Blue Angels is played it is simply saved off to the side
with a player's other saved Specials (or Very Specials) and used
again when needed. If the player loses or trades the Blue Pawn,
then he may use Blue Angels one more time before discarding it.
Calcite
Conundrum: When this card is played, it allows a player to
start and maintain a second set of Top and Bottom Run cards from
his seven-card hand. The player lays down a second Top and Bottom
Run card right next to his first. The player's bunny (or bunnies)
are used to play both sets of cards.
As play continues
(either clockwise or counter-clockwise) the player plays the
Top Run card of his first set of cards (and the Bottom Run if
he has a Bunny Triplet), finishes using his first set of cards
and then moves on to his second set of cards. After playing the
second set of cards, the player's turn is over.
This player
will keep four cards down and three cards in his hand at all
times. If at any time the player has no bunnies down in The Bunny
Circle, then all seven of his cards are immediately replaced
with cards from the Draw Pile and normal play begins again for
that player with seven cards.
Cloning:
This
card may be used once by a player to clone any of his single
color bunnies. A player cannot clone Free Agent, Specialty, Double
Free Agent, Half Color, Super, or Celebrity bunnies. The same
player must own both of the bunnies (the original and the clone)
and keep them adjacent to each other in The Bunny Circle. The
Cloning card is used to denote the cloned bunny. If the original
bunny is abducted, moved, traded or killed, then the clone will
die. If the original bunny changes color (perhaps due to a Random
Paintball Assault), then the clone will change color as well.
The original bunny and the clone do not share The Heavenly Halo,
Clovers, Containment Suit, or Rank. If the clone is given The
Heavenly Halo, then it can survive independently of the original
bunny.
Defense
Card Suspender: Defense
Card Suspender may be used once by a player to suspend the use
of Defense Cards for one round of play. For example, let's say
Carol wants to land a big weapon on an opponent's bunny (which
is fun), but Carol knows that the opponent has Defense Cards
(darn). Here's what Carol should do: first, Carol should play
the Defense Card Suspender so that her opponent cannot use his
Defense Cards (tee hee); and second, she should launch the weapon.
No player will be allowed to use a Defense Card until Carol's
next turn (after one full round of play has gone by).
50/50
Weapons: When a player places a 50/50 Weapon on an opponent's
bunny, the opponent must guess which of two dice he will roll
higher. If the opponent guesses correctly, then his bunny will
survive. If the opponent guesses incorrectly, then his bunny
will perish. If the same number appears on both dice, then the
opponent must roll both dice again. Players with Pawns that match
the die colors may re-roll bad results.
50/50 Weapons
may not be purchased from Rooney's Weapons Emporium for any price.
Also, players may not use Defense Cards to eliminate 50/50 Weapons.
Weapon Booster or Weapon Reducer (Stainless Steel Booster Deck)
cannot be used to change a 50/50 Weapon.
Forever
Fed: The player that keeps this card down (and saved) will
have, "No Need To Feed!". Forever Fed keeps all of
a single player's bunnies from needing Cabbage or Water for any
reason. If at any time the player has no bunnies down in The
Bunny Circle, then Forever Fed must be discarded immediately.
Half Color
Bunnies: The
extremely popular half color bunnies are back! These bunnies
may be used to form Bunny Triplets (three matching bunnies) by
their type or either of their colors. If a half color bunny is
given the Bunny Booster it becomes Red only. If a half color
bunny is the victim of a Random Paintball Assault, then it will
become a full color bunny (determined by the roll of the dice).
Mob Hit:
To
use this weapon, a player places Mob Hit on an opponent's bunny.
The other players are then asked to donate Dolla to increase
the weapon level. The final weapon level is equal to the amount
of Dolla donated by all of the players. Although the opponent
is asked to roll the 12-sided die to defend against Mob Hit,
the weapon level does not have to stop at 12 and may reach any
level with generous donations. The opponent may use Defense Cards
(to save his bunny) that are equal to the weapon level reached
by the other player's donations. After the weapon has been used,
the Dolla is given to Kaballa (discarded). Mob Hit may not be
purchased from Rooney's Weapons Emporium for any price.
O.R.P.:
O.R.P. may be used on any player and roams the board counter-clockwise.
Since O.R.P. is a Roaming Red Run card, it will visit one player
(per round) who must roll the dice. The die with the lowest number
is the supply that the player loses (in it's entirety). For example
if a player's lowest roll is on the Green die, then he will lose
all of his Cabbage. If a player's lowest roll is on the Red die,
then he will have to return all of his Pawns (to Weil's Pawn
Shop). If two dice are tied for the lowest roll, then the player
will lose both supplies.
Use the legend
below (or the very cool balloons on the card) to determine which
supply corresponds to which color:
:: Violet - Bunnies (to the
discard pile near Weil's Pawn Shop)
:: Orange - Carrots (to Kaballa's Market)
:: Green - Cabbage (to the discard pile)
:: Yellow - Dolla (to the discard pile)
:: Blue - Water (to the discard pile)
:: Black - Defense (to the discard pile)
:: Red - Pawns (to Weil's Pawn Shop)
If the number
on the 20-sided die is the lowest roll, then the O.R.P. dies
(and is discarded). The O.R.P. will skip any player who has at
least one Zodiac card saved.
Psychic
Waves: Before
playing Psychic Waves on any opponent's bunny, the player must
secretly write down one of the six symbols (Circle, Triangle,
Square, Cross, Wavy Lines or Bunny Head) on a piece of paper
hidden from all of the other players.
The opponent
whose bunny was hit by Psychic Waves tries to guess the symbol
chosen by the player. If he guesses incorrectly, then the bunny
dies (Clover bunnies may survive) and Psychic Waves is placed
on the next bunny clockwise in The Bunny Circle. This cycle continues
up to five times or until the correct symbol is guessed. Obviously
as Psychic Waves continues, it becomes easier to guess the symbol
with fewer choices. Please note that the entire card is played
during one player's turn (this is not a Roaming Red Run card),
and that no Barrier can stop Psychic Waves (not even a Neutronium
Barrier).
Shockwave:
Shockwave
may be placed between any two players. Shockwave pushes all of
the bunnies of the two players (between which it was placed)
to the next adjacent player away
from the Shockwave. This occurs on both sides of the card. Bunnies
pushed against a Barrier are squished (and discarded).
Signs Of
Portent: When
a player uses Signs Of Portent, he must first roll the Zodiac
die. Next, he may flip over cards from the small Zodiac Card
deck (starting from the top) and work his way down to the card
that matches the Zodiac symbol he rolled. All players are allowed
to see the revealed Zodiac Cards.
Weapon Booster:
Weapon
Booster may be used once by a player to boost any weapon level
by the amount rolled. All weapon ranges remain unchanged. For
example, let's say that a player uses the Sea Whiz Mount on an
opponent's bunny. He plays Weapon Booster immediately (since
Weapon Booster is a Very Special, this is allowed) and rolls
a one. The target bunny must now roll higher than 11 to survive
and the adjacent bunnies must roll higher than 10 to survive.
The weapon increases its level (from 10 to 11) but not its 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. A
player with 10 Defense Units could protect his bunnies against
the Sea Whiz even if Weapon Booster changed the weapon level
to 11 (or any other value).
If Weapon Booster
raises the weapon level beyond the maximum roll of the die (and
the bunny has no Clovers), then it may be impossible for a player
to roll a high enough number to avoid having his bunny die.
The
White Stuff: The player that keeps this card down (and saved)
has exclusive use of the White 12-sided die. The White die may
be rolled and substituted for the roll of any other 12-sided
die (except the Zodiac die because that really doesn't make any
sense). For example, the player with The White Stuff has a bunny
in The Bunny Circle that is given Random FTB. The player rolls
the Green, Blue and White dice. The value on the White die may
be substituted for either the roll on the Green die or the roll
on the Blue die. If the roll of the White die is low, then this
substitution can certainly come in handy in this example.
The White die
may not be rolled (and used) more than once per any card consequence.
Also, neither the Red Timid Bunny nor the White Pawn will allow
a re-roll of the White die.
Am
I Missing Something?
If after reading
through the Twilight White Bunny Bits and playing the cards in
your Killer Bunnies Twilight White 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...
Hey there folks.
I have to tell you that the title of this Booster Deck was almost
Stark White. But we surveyed a bunch of fans and Twilight White
won. Besides it would have been difficult to illustrate 'Stark'
anything on the card backs and still remain a family game! As
many of you already know, Killer Bunnies is a tribute to all
of the things that I have loved throughout my life from media
fads through television and movies and now finally to family.
I would like to dedicate the Twilight White Booster Deck to my
two grandmothers Esther Reiter and Betty Bellinger for all of
their love and support in the early years of my life. 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), and then the Twilight White Booster Deck (#07).
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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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