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 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.

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.

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.

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

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.

Twilight White Main Page

Twilight White 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), and then the Twilight White Booster Deck (#07).

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.