bunny bits - Killer Bunnies

bunny bits - Killer Bunnies
and the Conquest of the Magic Carrot
BUNNY BITS
Table of Contents
BUNNY BITS
More Card Information . . . . . . . . . . . . . . . . . . . . . . . . . 3
Game Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Card Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Facts About The Cards . . . . . . . . . . . . . . . . . . . . . . . 12
Mixmaster . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Strategies And Suggestions . . . . . . . . . . . . . . . . . 22
Serious Rules (For Serious Players) . . . . . . . . . 24
Am I Missing Something?. . . . . . . . . . . . . . . . . . . . . 28
Questions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
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.
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.
2
More Card Information
PLAY IMMEDIATELY CARDS
• If a player draws a PLAY IMMEDIATELY (Terrible Misfortune) card
during play, then he must stop the game, announce that he has the
card, and kill one of his own bunnies in The Bunny Circle.
• If a player draws a PLAY IMMEDIATELY card but has no bunny in
The Bunny Circle, then he must place the card on an opponent’s
bunny in The Bunny Circle causing it to die (discarded). This is also
true if the player’s only bunny in The Bunny Circle is protected by
Angel Wings.
RUN CARDS
• To play a RUN card, a player must first place it down in the BOTTOM
RUN position, then slide it to the TOP RUN position, and finally flip and
play the card. All RUN cards work this way.
• If your RUN card has a Pink rectangular box on the left border, then
you must have a bunny in The Bunny Circle to use the card.
• If your RUN card has a Pink rectangular box on the left border, and
you do not have a bunny in The Bunny Circle, then you must discard
the card. Remember, RUN cards may not be saved.
SPECIAL CARDS
• There are two ways to play a SPECIAL card:
1) You may play a SPECIAL card the same way that you would play
a RUN card by placing it in the BOTTOM RUN position, sliding it to
the TOP RUN position and flipping it over. When you flip over a
SPECIAL card you may either play the card or save the card:
a) SPECIAL cards may be played the same way that RUN cards
are played. Don’t forget that if there is a Pink rectangular box
on the left border of the card, then you will need a bunny in The
Bunny Circle to play the card.
b) SPECIAL cards may be saved by placing them off to the side with your KABALLA
DOLLA and METAL cards.
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2) You may play a SPECIAL card directly from your hand instead of flipping your TOP RUN
card. Don’t forget that if there is a Pink rectangular box on the left border of the card, then
you will need a bunny in The Bunny Circle to play the card.
• SPECIAL cards may be discarded directly from your hand as a turn.
• SPECIAL cards may not be saved directly from your hand to the table as a turn. SPECIAL cards
must go through the BOTTOM RUN card and TOP RUN card cycle if you wish to save them.
• A player can use any number of saved SPECIAL cards during his turn in addition to his
regular play.
VERY SPECIAL CARDS
• All of the rules for SPECIAL cards are the same for VERY SPECIAL
cards with one difference. The difference between a SPECIAL card
and a VERY SPECIAL card is that a SPECIAL card may only be played
during a player’s turn whereas a VERY SPECIAL card may be played
during any player’s turn.
• Playing a saved VERY SPECIAL card does not count as a player’s
turn. Playing a VERY SPECIAL card directly from your hand does
not count as a player’s turn either.
METAL CARDS
• If a player draws a METAL card during play, then he must save the
card (face up) and draw another card immediately.
• METAL cards may be exchanged (bought or sold) by a player at
Morden’s Metals Exchange for KABALLA DOLLA during his turn
only. The current Exchange Rates for KABALLA DOLLA of the three
metals are the latest numbers rolled on the three 6-sided dice (Gold,
Silver and Copper). (For more details on Exchange Rates, please
see Morden’s Metals Exchange in the Bunny Bits).
• If a player wishes to exchange a METAL card at Morden’s Metals
Exchange and the right amount of KABALLA DOLLA do not exist in the Discard Pile, then
players may take Vouchers from Kaballa’s Market Two to make it easier to remember how
much the market owes them.
4
Game Mechanics
A TURN, A ROUND
• During a turn, each player may play a single card in one of four ways. The four options are:
1) Flip and play the TOP RUN card.
2) Flip and discard the TOP RUN card if you cannot, or do not wish to use it.
3) Flip and save the TOP RUN card, but only if it is a SPECIAL or VERY SPECIAL card.
4) Play a SPECIAL card directly from your five-card hand. This leaves the TOP and BOTTOM
RUN cards in place.
• A round is completed when every player has had one turn.
ADJACENT
• The phrase “adjacent players” on a card refers both to the player sitting to the left of you and
the player sitting to the right of you.
• The phrase “adjacent bunnies” means the bunny placed directly to the left and the bunny
placed directly to the right of the target bunny in The Bunny Circle. These bunnies may belong
to the same player or to different players.
THE BUNNY CIRCLE
2 SPACES AWAY
Milk
Card
and the Conquest of the Magic Carrot
2 SPACES AWAY
ADJACENT
(OR ONE
SPACE AWAY)
TARGET
BUNNY
ADJACENT
(OR ONE
SPACE AWAY)
• Bunnies any number of spaces away refers to bunnies on both the left and right side of the
target bunny in The Bunny Circle. Again, these bunnies may belong to the same player or
different players.
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AGGRESSIVE CARDS
• All cards that have a Pink rectangular box on the left border of the card are considered to be
Aggressive cards with the exception of Choose A Carrot (any amount of Carrots) cards.
BLUE HYPNOTIC
BLUE SPIFFY
BLUE LUDICROUS
BLUE HYPNOTIC
YELLOW HYPNOTIC
GREEN HYPNOTIC
BUNNY TRIPLETS
• If a player has three bunnies in The Bunny Circle that are the same color (Blue, Green, Orange,
Violet or Yellow) or the same kind (Evil, Hypnotic, Ludicrous, Spiffy and Truculent), then he
may play an additional card per turn. This is called a Bunny Triplet.
• If the Bunny Triplet is established with the first card of a player’s turn, then the player may play
a second card during the same turn.
• Additional Bunny Triplets do not allow a player to play more than two cards per turn.
• When a player has a Bunny Triplet and is allowed to play two cards per turn he must play one
card first, draw a replacement card, and then play the second card. Here’s why: suppose a
player uses his first card and then draws a replacement card (maybe a Terrible Misfortune) that
kills one of his bunnies. It is possible that he will no longer have a Bunny Triplet and therefore,
not be allowed to play the second card.
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DISCARDED SUPPLIES
• When Radish Cards and Milk Cards are used to Feed The Bunny, they are put face up into a
Discard Pile on your table. When all of the Radish Cards and Milk Cards have been drawn, the
cards in the Discard Pile may not be reshuffled and used again.
FACE UP
• All of a player’s saved cards (KABALLA DOLLA, METAL, Radish, Milk, Carrots, SPECIAL, and
VERY SPECIAL) must be placed on the table face up so that everyone can see them.
GAME LENGTH
• If your game of Killer Bunnies® is running too long, then try starting the game by giving each
player a Carrot (or two) from Kaballa’s Market Two.
• If your game of Killer Bunnies® is ending too quickly, then try removing a few Choose A Carrot
cards from the Draw Pile.
JOINING LATE / LEAVING EARLY
• Players may join a game of Killer Bunnies® Conquest at any time by sitting directly to the left of
the oldest player and taking seven cards from the Draw Pile. Any PLAY IMMEDIATELY cards
that are drawn by the player are discarded without being used. The player places his TOP and
BOTTOM RUN cards down, and play continues from where it had previously stopped.
• If a player must leave the game early, then he must return his Carrots to Kaballa’s Market Two,
discard his Radish Cards, Milk Cards and seven playing cards. Players leaving the game may
not give away their Carrots, KABALLA DOLLA, METAL, saved SPECIAL or VERY SPECIAL
cards, or supplies to players that are still in the game.
MAKING CHANGE
• If a player needs change in KABALLA DOLLA, Radish Units or Milk Units, then he may take it
from the Discard Piles. For example, if a player needed to Feed The Bunny 4 Radish Units and
the only card that he had saved was a 5 Units Radish Card, then he would pay with the 5 Units
card and take a 1 Unit Radish Card in return from the Radish Card Discard Pile.
• If you are making change and the right amounts of Radish Units, Milk Units or KABALLA DOLLA do
not exist in any of the discard piles, nor with the Vouchers, then keep track of what the game ‘owes’
you on a small pad of paper and take the correct change when it becomes available.
MODIFIER CARDS
• Any card that has a Bunny Modifier under the card title is a Modifier card. So far, there are
three types of Modifier cards: Angel Wings, Lucky Horseshoe (any amount) and Tranny Nanny.
• Modifier cards may be placed under any bunny in The Bunny Circle. Once assigned, they may
not be moved to another bunny. More than one Modifier card may be placed under a single
bunny in The Bunny Circle.
• If a Modifier card is flipped over as the Top Run card, but a player does not have a bunny in
The Bunny Circle, then he may either discard the Modifier card, or place it under any
opponent’s bunny in The Bunny Circle.
• If a bunny in The Bunny Circle is killed (discarded), then all of its Modifier cards are discarded
as well.
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MODULO 10
• Adding numbers Modulo 10 means to add the numbers together, but only to pay attention to
the last digit. For example, if the two dice total 8, then the number is just 8. If the two dice total
17, then the number is just 7.
ORDER OF OPERATIONS
• A player’s turn is over when he has flipped his TOP RUN card (or played a SPECIAL card
directly from his five-card hand), and has replaced the card so that he once again has five
cards in his hand and two cards down on the table.
• A player may buy supplies from the market or exchange METAL cards before he starts his turn,
or anytime before his turn is over.
• A player may play any number of saved SPECIAL cards during his turn. Saved SPECIAL
cards may be played before the player starts his turn, or anytime before his turn is over.
• All Metal dice may be re-rolled by a player at the end of any of his turns during which he
received a Carrot.
• If a player has a Bunny Triplet, allowing him to play two cards per turn, then he must:
1) Play his first card.
2) Draw a replacement card.
3) Play his second card.
4) Draw another replacement card.
The player’s turn is over after the second card is replaced.
TO THE LEFT
OPTION
IN BETWEEN
OPTION
TO THE RIGHT
OPTION
POSITIONING OF BUNNIES
• Players may place bunnies anywhere they wish in The Bunny Circle as they are flipped into play or
revived from the Discard Pile. For example if a player has two bunnies in The Bunny Circle, then a
new bunny may be placed to the left, right or in between the two bunnies already down.
• A player may not, however, reposition bunnies that are already down in The Bunny Circle.
RESHUFFLING
• If you get to the end of the Draw Pile and the game has not finished, then simply reshuffle all of
the large cards from the Discard Pile and start again. Supply cards such as Radish Cards and
Milk Cards may not be reshuffled and reused.
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REVIVING BUNNIES
• Both Blue Plate Special and Zoetic Zoology cards allow a player to revive a bunny. This bunny
can only be chosen from the Discard Pile. If there are no bunnies in the Discard Pile, then the
player is out of luck.
• Bunnies that are revived using Blue Plate Special and Zoetic Zoology cards may go directly into
The Bunny Circle.
ROAMING RED RUN CARDS
• Any card that has a Red RUN printed in the top window is a Roaming Red Run card. The first
Roaming Red Run card is Dragon Of Doom.
• Roaming Red Run cards are played differently than regular RUN cards because they may
remain in play for many rounds. For example, suppose that a fictional player named Carol
launches Dragon Of Doom. Naturally she would place it on an opponent’s bunny, and that
opponent would have to roll the Violet 12-sided die according to the rules on the card. The
opponent’s bunny will either survive and stay in The Bunny Circle, or die and be discarded.
After the first play however, Dragon Of Doom is not discarded. Instead, it is placed on top of
the next adjacent bunny clockwise in The Bunny Circle (the two cards will actually share the
same space in The Bunny Circle). Dragon Of Doom remains on top of this bunny and attacks
again at the end of Carol’s turn (one round of play later). Dragon Of Doom will move from
bunny to bunny and continue to attack once per round of play always at the end of Carol’s
turn. It is possible that Dragon Of Doom may, eventually, attack one of Carol’s own bunnies!
This cycle continues until the Roaming Red Run card is eliminated or no viable bunny targets
are available.
TRADING
• Trading may only occur during either of the player’s turns that are involved in the trade.
• Any player may trade: Radish Cards, Milk Cards, KABALLA DOLLA, METAL saved SPECIAL
cards, saved VERY SPECIAL cards, Carrots or bunnies in The Bunny Circle in any amounts
agreed upon by the players.
• Any player may trade cards from his five-card hand on a one-to-one basis. All players must
have five cards in their hand at the end of the trade.
• Cards in the TOP RUN or BOTTOM RUN position can never be traded.
VOUCHERS
• Place the Radish, Milk and Dolla Vouchers near the Kaballa’s Market Two Starter Card.
• Sometimes during the game (especially at the start of the game), players may need change
from Kaballa’s Market Two and no change is available in the Discard Piles. If this should
happen, players may take Vouchers from Kaballa’s Market Two to make it easier to remember
how much the market owes them.
• Remember that Vouchers of Radish or Milk Units cannot be purchased from Kaballa’s Market
Two if Radish or Milk Cards run out.
• Vouchers may always be used as actual Radish Units, Milk Units and Dolla throughout the
game, however, players should return their Vouchers to Kaballa’s Market Two for real Radish
Units, Milk Units and Dolla as soon as they become available in the Discard Piles.
9
Card Mechanics
RADISH CARDS AND MILK CARDS (the small decks)
• The small Radish Cards are not all the same. There are 1, 2, 5 and 10 Radish Units per card.
The market sells Radish Cards, not Radish Units. Hopefully you will be lucky and get the 10
Units Radish Card for your money, but most likely you will get a few 1 Unit Radish Cards as
well. The same is true for the small Milk Cards.
CHOOSE A CARROT
• Choose A Carrot cards are used by players to take Carrots from Kaballa’s Market Two, whether it is
open or closed. All Choose A Carrot card rules refer to single and double Carrot choosing.
• When all of the Carrots are taken from Kaballa’s Market Two the game is over and The Magic
(or winning) Carrot is revealed.
FEED THE BUNNY
• When using a Feed The Bunny card, a player places it on any opponent’s
bunny in The Bunny Circle. The opponent will need the Radish Units
and Milk Units to Feed The Bunny by the end of his next turn. The
amount of Radish Units and Milk Units that the player will need are
listed on each Feed The Bunny card. During the opponent’s turn, he
may buy Radish Cards and Milk Cards from Kaballa’s Market Two (if he
has some Kaballa Dolla), or he may try to make deals with the other players to get the supplies
that he needs. If the bunny is not fed by the end of the opponent’s turn, then it dies and is
removed from The Bunny Circle (discarded).
• A player with a pending Feed The Bunny card on his only bunny is still able to play an
Aggressive card on his turn since the bunny does not need to feed until the end of its turn.
• More than one Feed The Bunny card may be placed on any bunny in The Bunny Circle.
KABALLA’S MARKET TWO
• Any player may buy supplies anytime during his turn from Kaballa’s
Market Two (if the market is open). The supplies that are sold at the
market are: Radish Cards and Milk Cards (which are used by a player
to Feed The Bunny), and Carrots (which are used by a player to win the
game). A player does not need a bunny in The Bunny Circle to buy
supplies from Kaballa’s Market Two.
• Kaballa’s Market Two is open at the start of the game. RUN cards exist that either change the
prices at Kaballa’s Market Two, or close the market. The market does not need to be closed
first to change the prices using a Kaballa’s Market Two card. New prices are listed on these
cards.
• Cards such as Bizarre Baccarat and Blue Plate Special will not reward Radish Cards, Milk
Cards or Carrots if the market is closed. Free Radish or Free Milk cards cannot be used if the
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market is closed. However, since Free Radish and Free Milk cards are Special cards, they can
be saved and used when the market is opened again.
• Choose A Carrot cards may always be used even if the market is closed.
LUCKY HORSESHOE CARDS
• Lucky Horseshoe cards may be placed under any bunny in The Bunny
Circle. Lucky Horseshoe lowers the level of any weapon by the number
indicated on the card. For example, if a bunny with a Lucky Horseshoe
Double card under it is attacked by Grabthar’s Hammer (Weapon Level 9),
then the player will only need to roll higher than 7 to survive.
• More than one Lucky Horseshoe card may be placed under a single bunny in
The Bunny Circle.
MORDEN’S METALS EXCHANGE
• At the start of the game, the three 6-sided dice (Gold, Silver and
Copper) are rolled. The numbers rolled set the Exchange Rate for the
three metals.
• A player may exchange (buy or sell) METAL cards anytime during his
turn from Morden’s Metals Exchange for KABALLA DOLLA. KABALLA
DOLLA is taken from the Discard Pile by any player exchanging METAL cards.
Dolla Vouchers are taken from Kaballa’s Market Two if no KABALLA DOLLA exist in the
Discard Pile.
• All METAL cards sold to Morden’s Metals Exchange are kept face up next to the Morden’s
Metals Exchange Starter Card. Players may only buy the METAL cards that are available at
Morden’s Metals Exchange.
• All Metal dice may be re-rolled by a player at the end of any of his turns during which he
received a Carrot. Carrots are considered received if the player bought the Carrot from a
market or used a card (such as Choose A Carrot) to acquire it. Trading Carrots with other
players does not give a player the privilege to re-roll the Metal dice.
• A player may not exchange METAL cards during the same turn once he has rolled the Metal
dice. The new Exchange Rate will be available starting with the next player.
• Cards exist that double the value of certain metals at Morden’s Metals Exchange. If played,
place the doubling card on top of the Morden’s Metals Exchange Starter Card. More than one
doubling card may be used at the same time to modify the Exchange Rate.
WEAPONS
• When using a Weapon card, a player places it on any opponent’s bunny in The Bunny Circle.
The opponent must immediately roll the Black 12-sided die. If the opponent does not roll
higher than the weapon level on the card, then his bunny dies and is removed from The
Bunny Circle (discarded).
11
Facts About The Cards
RUN CARDS (Blue Deck)
0816: CLUBBIN’ BABY SEALS
• Clubbin’ Baby Seals may be placed on any bunny in The Bunny Circle which must roll higher
than 10 on the Black 12-sided die to survive. Adjacent bunnies to the target bunny in The
Bunny Circle must roll higher than 9 on the Black 12-sided die to survive.
0818: TRASH COMPACTOR
• Trash Compactor may be placed on any bunny in The Bunny Circle which dies immediately.
All bunnies within two spaces of the target bunny in The Bunny Circle are also killed.
Horseshoe bunnies (bunnies with Horseshoe cards underneath them) may survive since
Horseshoe cards lower the level of an attacking weapon.
0819: ANGEL WINGS
• Angel Wings may be placed under any bunny in The Bunny Circle. Once
assigned to a bunny, Angel Wings cannot be moved to another bunny.
If the bunny with Angel Wings changes owners, then the Angel Wings
card goes with it. If a player runs the Angel Wings card but has no
bunny in The Bunny Circle, then he may either place it on any opponent’s
bunny in The Bunny Circle or simply discard the card.
• Angel Wings is a Modifier card, and by itself is not a bunny. Angel Wings protects any one
bunny from all harm (Weapons), hunger (Feed The Bunny), misfortune (Terrible) and abduction
(Area 51). A bunny with Angel Wings may, however, defect, be auctioned, be exchanged or
gambled (Texas Let Go).
• If a player’s only bunny has Angel Wings, then he may not play any Aggressive cards (cards
that have a Pink rectangular box). Remember that Choose A Carrot cards are not Aggressive
cards even though they have the Pink rectangular box.
0820: 0821: 0904: AREA 51
• Area 51 may be placed on any bunny in The Bunny Circle which is
abducted by the Beyea Aliens and taken to the planet Jupiter. The
bunny is returned when another is taken. An abducted bunny is placed
off to the side and out of play until another bunny is abducted using
another Area 51 card. If this occurs, then the first bunny is returned to
its owner.
• If an abducted bunny has any Bunny Modifier cards (such as Horseshoe or
Tranny Nanny), or a pending card (such as a Feed The Bunny card), then those cards are
immediately discarded.
• If the bunny that is abducted has Dragon Of Doom on top of it, then the bunny goes away with the
Beyea Aliens and Dragon Of Doom moves on to the next viable bunny target in The Bunny Circle.
• A player with an abducted bunny and no other bunny in The Bunny Circle may not play any
Aggressive cards (cards that have a Pink rectangular box) including a Choose A Carrot card.
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An abducted bunny cannot count towards a Bunny Triplet because it is not in The Bunny Circle.
At the end of the game, a player with only an abducted bunny may still win the game (since the
bunny is still alive).
0822: BAMBOOZLED BLACKSMITH
• Bamboozled Blacksmith may be used once by a player to remove all Horseshoe cards from
any one bunny in The Bunny Circle. An Odd roll of the Green 12-sided die allows the player to
keep the Horseshoe cards and either to place them under any bunny (or bunnies if more than
one Horseshoe card is taken) in The Bunny Circle or simply to discard them. An Even roll of
the Green 12-sided die forces the player to discard the Horseshoe cards.
0823: CARROT LOTTERY
• Carrot Lottery may be used once by all players to purchase numbers (1 - 12) for 1 Dolla each.
Starting with the player, and moving in the direction of play, each player may purchase as many
of the numbers as they wish. No two players can purchase the same number. Next, the player
will roll the Orange 12-sided die. If the number rolled was purchased by a player, then he may
choose a Carrot from Kaballa’s Market Two.
0824: DEEP SLEEP NINE
• Deep Sleep Nine may be used once by a player with at least one bunny in The Bunny Circle,
however, the opponent may or may not have a bunny of his own in The Bunny Circle.
0825: DRAGON OF DOOM
• Since it is a Roaming Red Run card, Dragon Of Doom will attack one
bunny per round of play (traveling in a clockwise direction) in The
Bunny Circle. Any bunny attacked must roll higher than 9 on the Violet
12-sided die to survive. Dragon Of Doom is not a weapon and cannot
be subjugated by using Horseshoe cards or Defense Cards (Red Booster
Deck).
• After the attack, Dragon Of Doom moves to the next viable bunny target and
waits until the next round of play. Dragon Of Doom can attack the same bunny more than once
during its time in The Bunny Circle. When Dragon Of Doom encounters a Barrier (Red Booster
Deck), it will change direction and could easily attack the same bunny twice (on consecutive turns).
• Dragon Of Doom itself may be attacked and eliminated using any Weapon card. The player
who launched Dragon Of Doom rolls for its defense against a Weapon card even if the same
player also launched the weapon. During play, Dragon Of Doom will be waiting on top of a
bunny (the next viable bunny target). If a weapon is designed to attack a single bunny, then a
player may direct it onto Dragon Of Doom, or the bunny underneath, but not both. If the
weapon is a range weapon (such as Googol Plexing or Terminators), then both Dragon Of
Doom and the bunny underneath are affected equally (whether they were the direct target of
the weapon or within the weapon’s range).
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• If Dragon Of Doom has no viable bunny targets left in The Bunny Circle, then it is discarded. A
bunny with Angel Wings would be an example of a non-viable bunny target since it cannot be
killed by Dragon Of Doom. If Dragon Of Doom is confined to an area of The Bunny Circle by
two or more Barriers (Red Booster Deck) and cannot reach a viable bunny target on the other
side, then it is removed (discarded).
0826: 0908: FREE AGENT
• Free Agent bunny may be used by a player as any bunny of any kind (Evil, Hypnotic,
Ludicrous, Spiffy and Truculent) and any color (except Red or Pink – Red or Perfectly Pink
Booster Deck). The identity of the bunny may change at any time during play as the need
arises. Free Agent bunnies make forming a Bunny Triplet much easier. Free Agent bunnies
cannot become Specialty bunnies (Violet Booster Deck) or Celebrity bunnies (Ominous Onyx
Booster Deck).
0832: SOUR HOUR
• Sour Hour may be used once to force any one player to immediately lose all of his Milk Units.
The player also loses any Milk Vouchers that he may have been saving.
0833: STARVING SNAILS
• Starving Snails may be used once to force any one player to immediately lose all of his Radish
Units. The player also loses any Radish Vouchers that he may have been saving.
0834: TEXAS LET GO
• Texas Let Go allows a player to force his opponents to gamble for any
number of items. These items can be Radish Units, Milk Units, Carrots,
Dolla, Metal cards or bunnies. Later on, booster decks will introduce
other items such as: Defense Units, Pawns, Zodiac cards, and Mysterious
Place cards.
• The player who uses Texas Let Go must decide what the stakes will be
for the gamble. Everyone who can play must play. For example, let’s pretend that a fictional
player Carol decided to play Texas Let Go for 2 Kaballa Dolla and 1 Carrot. Each player with at
least 2 Kaballa Dolla and 1 Carrot must play. All players involved in the gamble roll any one of
the 12-sided dice. The highest roller takes all of the Kaballa Dolla and all of the Carrots. Of
course Carol must participate in her own gamble.
• The player who played Texas Let Go may re-roll the die if he does not like his first roll. If two
players tie for the highest roll, then both players must roll the 12-sided die again (and keep
rolling) until the tie is broken.
• If the stakes involve a Carrot or a bunny, then each opponent may choose which Carrot or
bunny to risk. If the player’s stakes include a bunny and an opponent’s only bunny has Angel
Wings, then he must risk the bunny.
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SPECIAL CARDS (Blue Deck)
0837: 0838: BIZARRE BACCARAT
• To use Bizarre Baccarat, a player must have a bunny in The Bunny
Circle because it is an Aggressive card (cards that have a Pink
rectangular box). Bizarre Baccarat may be placed on any bunny in
The Bunny Circle. The player must choose the bunny that will take the
risk for the card. This target bunny can be one of his own bunnies or any
opponent’s bunny in The Bunny Circle. The owner of the target bunny rolls
the two 12-sided dice (Orange and Green), adds the numbers (Modulo 10), and either reaps
the reward of the card or suffers the consequence:
6-7-8-9 = Choose a Carrot from Kaballa’s Market Two and one Metal card from Morden’s
Metal Exchange. If Morden’s Metals Exchange has no Metal cards to offer, then the player
is out of luck.
4-5 = Feed the bunny 1 Radish Unit and 1 Milk Unit!
2-3 = Pay any one Metal card to Morden’s Metal Exchange. If the player cannot pay one
Metal card to Morden’s Metals Exchange, then the bunny is discarded.
0-1 = The bunny gets a one-way ride into the desert by the Casino bosses (discarded)!
• If the consequence for a bunny is to feed, then it must be done immediately. An opponent with
no saved Radish Units or saved Milk Units will not have the opportunity to buy supplies from
Kaballa’s Market Two since it will not be his turn.
0839: 0840: BLUE PLATE SPECIAL
• Blue Plate Special may be used once by a player to roll the five 12-sided dice (Violet,
Orange, Green, Yellow and Blue). The color die that has the lowest roll is the supply taken
by the player. If two or more dice roll the lowest number, then the player may take more than
one supply.
Violet 12-sided die = Take a bunny from the Discard Pile.
Orange 12-sided die = Take a Carrot from Kaballa’s Market Two.
Green 12-sided die = Take a Radish Card from Kaballa’s Market Two.
Yellow 12-sided die = Take a Metal card from Morden’s Metals Exchange.
Blue 12-sided die = Take a Milk Card from Kaballa’s Market Two.
• Carrots, Radish Cards and Milk Cards are taken from Kaballa’s Market Two (if the market is
open). Bunnies are taken from the Discard Pile, and Metal cards are taken from Morden’s
Metals Exchange if they are available.
0841: 0842: CHOCOLATE ECLAIR
• Chocolate Eclair may be used once by a player to feed the bunny.
Any one bunny is fed any amounts of Radish Units and Milk Units
whether the amounts needed are from a single or several pending
Feed The Bunny cards.
• Or Chocolate Eclair may be used immediately by a player to eliminate
a Whiner Senator vote (Red Booster Deck). This card must be a saved
Special to be used immediately.
15
0843: FREE MILK
• Free Milk may be used once by a player to take two Milk Cards from Kaballa’s Market Two.
Free Milk may not be used if Kaballa’s Market Two is closed.
0844: FREE RADISH
• Free Radish may be used once by a player to take two Radish Cards from Kaballa’s Market
Two. Free Radish may not be used if Kaballa’s Market Two is closed.
0845: GUARANTEE AT THREE
• Guarantee At Three may be used by a player to pay or receive 3 Dolla
for every Metal card at Morden’s Metals Exchange regardless of the
current Exchange Rate. Guarantee At Three can be used to buy or
sell as many Metal cards as a player wishes during one turn only.
0846: 0847: LEMON SQUEEZIE
• Lemon Squeezie may be used once by a player to roll the Yellow 12-sided die and to take the
same number of cards from the Draw Pile as the number rolled. The player may keep the best
cards and discard the rest. The player must keep only seven cards (five cards in his hand and
two cards down).
• Or Lemon Squeezie may be used immediately by a player to eliminate a Shiner Senator
vote (Red Booster Deck). This card must be a saved Special to be used
immediately.
0848: 0849: ZOETIC ZOOLOGY
• The Zoetic Zoology may be used once by a player to choose a number
(1-12) and to roll the five 12-sided dice (Violet, Orange, Green, Yellow
and Blue). The number of correct rolls is the number of bunnies that the
player may revive from the Discard Pile and immediately place anywhere
in The Bunny Circle.
• For example, let’s pretend that a fictional player Carol wants to use
The Zoetic Zoology card. She will not need a bunny in The Bunny Circle since this is not an
Aggressive card (no Pink rectangular box on this card). First, Carol will choose her lucky
number which is 4. Next, Carol will roll the five 12-sided dice. If a 4 is rolled on any of the dice,
then Carol may take any bunny from the Discard Pile and place it anywhere in The Bunny
Circle. If Carol rolls two 4s, then she may take two bunnies from the Discard Pile.
16
VERY SPECIAL CARDS (Blue Deck)
0850: BUNNY STEW
• Bunny Stew may be used once by a player to feed any bunny with a pending Feed The Bunny
card with one of his own bunnies in The Bunny Circle. The Feed The Bunny card and the
bunny sacrificed are immediately discarded. May be used at any time!
0851: NIGHT AT THE ROXBUNNY
• Night At The Roxbunny may be used once by a player to roll the two
12-sided dice (Violet and Blue) and to increase (if two Odd rolls show
on the dice) or decrease (if two Even rolls show on the dice) the level
of any weapon being played by the number on either of the dice rolled.
The player must choose which of the two dice to use. If one Odd and one
Even number are rolled, then there is no change to the level of the weapon.
May be used at any time!
RUN CARDS (Yellow Booster Deck)
0901: TERMINATORS
• Terminators may be placed on any bunny in The Bunny Circle which
must roll higher than 10 on the Black 12-sided die to survive. Adjacent
bunnies to the target bunny in The Bunny Circle must roll higher than 9
on the Black 12-sided die to survive.
0902: GOOGOL PLEXING
• Googol Plexing may be placed on any bunny in The Bunny Circle which must roll 12 on the
Black 12-sided die to survive. Adjacent bunnies to the target bunny must roll higher than 10 on
the Black 12-sided die to survive, bunnies two spaces away in The Bunny Circle must roll
higher than 9 on the Black 12-sided die to survive and so on until all bunnies in The Bunny
Circle have rolled.
0903: CLUE CAST
• Clue Cast may be placed on any bunny in The Bunny Circle which dies immediately. All
bunnies within three spaces of the target bunny in The Bunny Circle are also killed. Horseshoe
bunnies (bunnies with Horseshoe cards underneath them) may survive since Horseshoe cards
lower the level of an attacking weapon.
0906: DEAD ZONE
• Dead Zone may be used once by a player and given to any opponent who must sacrifice any
one of his bunnies in The Bunny Circle before he may play an Aggressive card. Dead Zone
may be given to an opponent who has no bunnies. Dead Zone remains with the opponent until
he sacrifices (discards) one of his bunnies from The Bunny Circle.
17
0907: DOE SI DOE
• Doe Si Doe may be used once to force all players to rotate one of their bunnies in The Bunny
Circle to the next participating player counter-clockwise. Each player may choose which of his
bunnies to rotate. Players without bunnies in The Bunny Circle do not participate.
0909: HECKLERS
• Hecklers may be used once by a player to force any one opponent to
either pay 2 Dolla each (to the discard) or to return a Carrot to Kaballa’s
Market Two (even if the market is closed) for each Run card in his
five-card hand. For example, if the opponent had three Run cards in
his five-card hand but only 5 Dolla saved, then he could pay for two
Carrots (a total of 4 Dolla) and would have to choose which Carrot to
return to Kaballa’s Market Two.
0914: OLYMPIC WINNER
• Olympic Winner may be used once by a player to discard any one of his saved Metal cards,
add 20 to each of the numbers rolled on the two 12-sided dice (Orange and Green), and steal
the Carrots with those numbers from either Kaballa or any opponents. For example, if a player
rolls a 6 on the Orange 12-sided die and an 11 on the Green 12-sided die, then he may steal
Carrot #26 (Bee) and Carrot #31 (Wendi) from the opponent, or opponents who own the
Carrots, or from Kaballa’s Market Two.
0915: SLIGHT OF HAND
• Slight Of Hand may be used once by a player to rearrange the positions of any one player’s
bunnies in The Bunny Circle. Any bunny that has it’s position changed must remain the
property of the initial owner.
0916: SQUISH KEBAB
• Squish Kebab may be placed on any bunny in The Bunny Circle.
The player rolls the Yellow 12-sided die and the two bunnies the same
number of spaces away (on both sides) in The Bunny Circle as the
number rolled are immediately killed.
0917: TRANNY NANNY
• Tranny Nanny may be placed under any bunny and always makes sure that it has enough food
to eat. No Feed The Bunny card affects this bunny. Tranny Nanny remains under the bunny
while it is alive.
18
SPECIAL CARDS (Yellow Booster Deck)
0918: BEEFED UP PRODUCTION
• Beefed Up Production may be used once by a player to eliminate the Angry Beet Farmer or to
counteract the Sour Hour before losing all of his Milk Units. This card must be a saved Special
to be used immediately. Remember, to save a Special card, a player must run it through the
Bottom and Top Run card cycle.
• Unlike Very Special cards, Beefed Up Production may not be used to save other players’
bunnies from harm. This card is for the exclusive use of the player who has it saved.
0919: FREE RADISH AND MILK
• Free Radish And Milk may be used once by a player to take one Radish Card and one
Milk Card from Kaballa’s Market Two. Free Radish And Milk may not be used if Kaballa’s
Market Two is closed.
0921: SHELL REPEL
• Shell Repel may be used once by a player to eliminate the Gremlins or to counteract the
Starving Snails before losing all of his Radish Units. This card must be a saved Special to be
used immediately. Remember, to save a Special card, a player must run it through the Bottom
and Top Run card cycle.
• Unlike Very Special cards, Shell Repel may not be used to save other players’ bunnies from
harm. This card is for the exclusive use of the player who has it saved.
0922: SUSPENDED ANIMATION
• Suspended Animation may be used once by a player to place any one of his bunnies from The
Bunny Circle off to the side and to return it to The Bunny Circle just before the Magic Carrot is
revealed. While off to the side, the bunny may not be attacked, made to feed, or be abducted
by any opponent. A player with only this bunny may not play Aggressive cards.
VERY SPECIAL CARDS (Yellow Deck)
0925: RAISIN HELL
• Raisin Hell may be used once by a player to immediately force any
one opponent to discard all of the weapon cards in his five-card hand
and those being played during the current turn. The opponent must
immediately draw new cards from the Draw Pile. May be used at
any time!
0926: STAR 69
• Star 69 may be used once by a player to redirect any Feed The Bunny card placed on any bunny
in The Bunny Circle onto any other bunny in The Bunny Circle. May be used at any time!
19
Mixmaster
If you are a fan of both Killer Bunnies® Quest and Killer Bunnies® Conquest, then this is your lucky
day! These games are completely compatible. You can mix Killer Bunnies® Quest and Killer
Bunnies® Conquest and play them together, regardless of how many Booster Decks are in your
game collection.
MIXED GAME SET UP
• Place the Kaballa’s Market Starter Card, Cabbage Cards, Water Cards and dice close to
their counterparts for Conquest. Sure, you have twice as many dice as you’ll need, but if it
bothers you, then leave one set behind in the Quest box. Mix the small Carrot Cards from
Quest into the same pile as the small Carrot Cards from Conquest. Shuffle all of the large
cards together mixing your Quest cards in with your Conquest cards.
RADISH
CARDS
WATER
CARDS
CABBAGE
CARDS
MILK
CARDS
6-SIDED
DICE
12-SIDED
DICE
Milk
Card
and the Conquest of the Magic Carrot
MORDEN’S
METALS EXCHANGE
STARTER CARD
CARROT
CARDS
Mix Quest
& Conquest
Together
20
KABALLA’S
MARKET
STARTER CARD
KABALLA’S
MARKET TWO
STARTER CARD
DRAW PILE
(Blue and
Yellow Cards)
Mix Quest
& Conquest
Together
• Only the Cabbage Cards and Water Cards may be purchased from Kaballa’s Market and
the Radish Cards and Milk Cards may only be purchased from Kaballa’s Market Two, but
the Carrots are all grouped together and any Carrot may be acquired from either market by
purchasing, choosing, taking or as instructed by any Quest or Conquest card. It is possible
that one market will close while another remains open. However, as long as one of the
markets is open, you will be able to acquire any of the Carrots.
FACTS ABOUT THE CARDS
• Lucky Clovers and Lucky Horseshoes are both Bunny Modifiers. Since
there is no limit to the number of Bunny Modifiers that may be added
to any one bunny in The Bunny Circle, Lucky Clovers and Lucky
Horseshoes may be placed under the same bunny and their powers
of reduction would be accumulative. For example, if our fictional
player Carol had a bunny with a Lucky Clover Single and a Lucky
Horseshoe Double placed underneath it, then any weapon attacking this
bunny would be reduced by three!
• Forming Bunny Triplets will still follow the literal interpretation on the cards: “Players that
have three bunnies in The Bunny Circle of the same color or kind may play two cards per
turn.” However, since bunnies from both Killer Bunnies® Quest and Killer Bunnies®
Conquest come in the same colors, players will be allowed to mix bunnies from either game
together. For example, an Orange Evil Bunny, and an Orange Spiffy Bunny may be
combined with an Orange Sinister Bunny to form a Bunny Triplet.
• Free Agent cards state: “May be used by a player as any bunny
of any kind and any color (except Red or Pink).” Players may once
again follow a literal interpretation of this card. Any Free Agent card
(from either Killer Bunnies® Quest or Killer Bunnies® Conquest) may
represent any of the bunnies from Quest (Congenial, Gleeful,
Lumbering, Sinister or Timid) or Conquest (Evil, Hypnotic, Ludicrous,
Spiffy or Truculent) regardless of which bunnies were used to illustrate
the card.
• If your Killer Bunnies® Quest collection includes Pawns (Orange Booster Deck), then the
P-Cards from Conquest (Bizarre Baccarat, Blue Plate Special, Chocolate Eclair, Lemon
Squeezie and Zoetic Zoology) may also be played a second time by any player who owns
the Pawn of the same color.
• If your Killer Bunnies® Quest collection includes Zodiac Cards (Green
Booster Deck), or Mysterious Place Cards (Ominous Onyx Booster
Deck), then players will have to resolve these cards in the same
manner as they are done in Killer Bunnies® Quest before revealing
the Magic Carrot at the end of the game.
21
Strategies And Suggestions
PRIMARY AND SECONDARY
• The primary strategies of the game are to collect as many Carrots as possible and to keep at
least one bunny alive in The Bunny Circle.
• A secondary strategy of the game is to eliminate your opponents’ bunnies from The Bunny
Circle. No matter how many Carrots they have collected during the game, or how many
Kaballa Dolla they have, your opponents cannot win if they do not have a bunny in The Bunny
Circle at the end of the game.
• Another secondary strategy of the game is to keep as much Kaballa Dolla saved as possible.
At the end of the game, players who do not have a bunny in The Bunny Circle must give their
Carrots to the player with the most Kaballa Dolla. Having some Kaballa Dolla handy is a good
idea for claiming Carrots at the end of the game or for keeping Carrots if an opponent uses the
Hecklers card.
BUNNY-LESS??!!
Hey! What can I do if I do not have a bunny at the start of
the game? Being bunny-less at the start of the game is a
bummer, but it is not the end of the world. Here are five things
that you can do when you start the game without a bunny card:
1) Run all of your Special and Very Special cards through the Bottom
and Top Run card cycle and save them. When your opponents see
these cards they will know that you are building up a good group of
defensive cards. Hopefully, your opponents will become intimidated and leave you alone.
2) Use cards that do not require a bunny (no Pink rectangular box on the left border).
3) Waste weaker cards such as lower level Weapon cards or Feed The Bunny cards that ask
for smaller amounts of Radish Units and Milk Units.
4) Trade a valuable card in your hand to an opponent for a bunny card. Let’s face it: if you
don’t have a bunny, someone else is bound to have one (maybe more). Perhaps you will
have a few Choose A Carrot cards in your hand and may decide that parting with one is
worth getting a bunny card. Bunnies and Carrots are equally valued in the game.
5) Just wait. The game has twenty-seven bunnies (including the two Free Agent bunny cards)
as well as cards that will revive bunnies. Eventually, fate will intervene and you will draw a
bunny card.
BIZARRE BACCARAT TIMING
• If a player has two bunnies in The Bunny Circle and one of them has Angel Wings, then we
suggest using the Angel Wings bunny as the target for a Bizarre Baccarat card. Here’s why:
a bunny with Angel Wings cannot die and will not need to feed if a bad roll of the dice should
occur.
• If you have a pending Feed The Bunny card on one of your bunnies and no good chance that
you will be able to feed it, then you should use that bunny to play a Bizarre Baccarat card.
Since the bunny is going to die at the end of your turn anyway, why not use it to try to win
some supplies?
22
MONOPOLY
• Buying all of the Radish Cards or Milk Cards from the market is a good way to control the
game. It will give you a monopoly on the supplies. Low prices at the market can make this an
easy task with a minimal amount of Kaballa Dolla. A player hoarding Radish Units or Milk Units
may re-sell them for as many Kaballa Dolla as he wishes, or demand other favors or items in
trade from his opponents.
MORE THAN ONE BUNNY
• Try to keep more than one bunny in The Bunny Circle. After all, the name of the game is Killer
Bunnies® so it is only reasonable to predict that your bunnies will die from time to time. Also, try
to keep one bunny card in your hand and play it towards the end of the game (maybe when
there are only a few Carrots left). This will give you a better chance of having a bunny in The
Bunny Circle at the end of the game.
BAD BUY
• It is a bad idea to buy the last Carrot from the market if you do not have
a bunny in The Bunny Circle. Here’s why: the game will immediately
be over and you will not be allowed to keep the Carrot anyway with no
bunny in The Bunny Circle.
MORE BEES
• Don’t be so bent on destruction. A little negotiating may yield a profit for both sides. For
example, let’s say that you have the Starving Snails card and you are ready to play it on your
opponent. You probably feel good because he has a total of 14 Radish Units and you have
none. Perhaps he has been ruthless to you the entire game and you can’t wait to get even.
Instead of eliminating all of his Radish Units, why not ask for half? He may be willing to give
you 7 Radish Units to save his other 7 Radish Units. Let’s face it: you’ll end up with 7 Radish
Units of your own rather than nothing! You can attract more bees with sweet talk than with
sour threats.
WHEELING AND DEALING
• The following practices are highly encouraged during a game of Killer Bunnies® : wheeling,
dealing, bribery, whining, begging, threatening, extortion, blackmail, groveling and non-violent
demonstrations of physical prowess. The game is all about human interactions and responses,
so feel free to express yourself and manipulate others (if you can).
BEFORE IT’S TOO LATE
• Metal cards have no value while they are saved, so players who see that there are just a few
Carrots left are encouraged to exchange them for Kaballa Dolla before it’s too late. Here’s why:
At the end of the game, the player with the most Kaballa Dolla saved will take the Carrots from
players who do not have at least one bunny in The Bunny Circle.
23
Serious Rules
( FOR SERIOUS PLAYERS )
RULE #1
The One Trade Rule
• Players may only trade a bunny in The Bunny Circle, a saved Special
card, a saved Very Special card or a Carrot once during the game.
Later on, with the addition of booster decks, we will add Pawns, saved
Zodiac cards and saved Mysterious Place cards to the list. A trade is
when two players decide to make a deal and exchange cards, supplies
or favors.
• During the game, a bunny in The Bunny Circle, a saved Special card, a saved Very Special
card or a Carrot may be moved using another card. For example, the Olympic Winner card
may allow a player to steal Carrot #22 (Adam), but this does not constitute a trade. The player
who stole this Carrot may still trade it in the future to another player (assuming it was not traded
earlier in the game).
• The best way to explain the logic of The One Trade Rule is to suppose that it didn’t exist. If that
were the case, then players might help each other out by passing a bunny in The Bunny Circle
from player to player so that all players may play all of their cards. We did not intend for the
game to be played in that way. Besides making the game far too easy, it also makes for a
rather boring scenario.
• Trades between two players may only take place during one of the players’ turns and not while
other players are taking their turns. By limiting trading to a specific player’s turn, the game will
move along more swiftly, and players will avoid cumbersome and time-consuming negotiations.
RULE #2
The Broken Contact Rule
• Once a card is placed down on the table and you break contact with it, you cannot retract it.
Just like in chess.
RULE #3
The Card For Card Rule
• Any player may trade cards from his five-card hand to any other player
during either of the player’s turns. However, trades must be card for
card so that no player has an extra card in his hand or is short a card
after the trade.
• Bunnies in The Bunny Circle, saved Special cards, saved Very Special cards
or Carrots may be traded in any amounts agreed to by the players. Again, trades may only
occur during either of the player’s turns.
• Remember that the Top and Bottom Run cards, once placed in position, may not be moved
or traded.
24
RULE #4
The Hex-a-screwup Rule
• Any player found to have an extra card in his hand (six instead of five) during play must allow
the opponent who spotted the discrepancy to choose a card (at random) from the player’s hand
to be discarded. In addition, the player who had the extra card will lose his next turn and return
one of his Carrots to the market (if he has one).
RULE #5
No Exchanges
• Once the last Carrot has been chosen or purchased from Kaballa’s
Market Two the game is over. The player who took the last Carrot does
not draw a card, all pending Feed The Bunny cards are discarded, and no
trades or exchanges may be made between any players.
RULE #6
The Tie To The High Rule
• As you know, Carrots may be forfeited at the end of a game by a player with no bunny in The
Bunny Circle. If two or more players have the same amount of Kaballa Dolla, then the player
holding the card (in his five-card hand) with the highest Card Identification Number (located on
the bottom of each card) will take the Carrots.
RULE #7
Awesome Anthony
• The player who owns Carrot #24 (Anthony) is entitled to one free feeding per game. You may
have noticed that Anthony is holding a Chocolate Eclair. If Anthony should be lost or traded to
another player during the same game, then a second free feeding is not permitted.
RULE #8
The Two Twelve Rule
• The person who was born closest to February 12th goes first, and then play continues
clockwise. That is just one of Creative Team Alpha’s little quirk dates on the calendar. If two or
more players were born equally close to February 12th, then whoever has the oldest living
grandmother will go first.
25
Am I Missing Something?
In case you think that you might be missing cards in your Killer Bunnies® Blue Starter Deck, let
us put your mind at ease. Quite a few cards in the game refer to other cards that appear in the
booster decks. Creative Team Alpha has planned ahead and woven all of the cards from all of
the booster decks together to form one really super game. We guarantee to you that these
‘unseen’ cards, objects and dice will indeed be seen eventually so keep an eye out.
Questions
As we mentioned earlier, questions always seem to arise that cannot be resolved by a careful
inspection of the Game Instructions and Bunny Bits. If that should happen, then please feel free
to write to us through the website at:
www.killerbunnies.com
© 2011 PLAYROOM ENTERTAINMENT. ALL RIGHTS RESERVED.
Playroom Entertainment and the Playroom Entertainment logo are trademarks of Playroom Entertainment.
Killer Bunnies and all respective logos and images are trademarks of Jeffrey Neil Bellinger, used under license.
PLAYROOM ENTERTAINMENT 14431 Ventura Blvd., Suite 888, Sherman Oaks, CA 91423 USA
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