JUPITER Game Instructions
Written by Killer Bunnies
Friday, 5 March 2010 02:07
Hello everyone. Welcome to the far-out universe of Killer Bunnies and the Journey to Jupiter. 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 harmed in any way during the creation or production of this game. The Journey to Jupiter is the second Killer Bunnies adventure and this is edition Gamma One of the instructions.
How The Game Works
The primary strategy of the Journey to Jupiter is to keep as many bunnies alive while trying to eliminate your opponents’ bunnies (both on the ground and in space). Players must have at least one bunny alive (in space) at the end of the game to win.
The secondary strategy of the game is to explore the solar system by launching your bunnies into space in ships. Once in space, the bunnies collect Carrot markers and journey to the planet Jupiter (hence the game’s title).
A player owns any Carrot that he brings to the planet Jupiter, and at the end of the game when all Carrots have been claimed, the Magic (or winning) Carrot is revealed. Logically, the more Carrots a player owns, the better his chances will be of owning the Magic Carrot and winning the game.
A QUICK NOTE FOR QUEST FANS
Folks who have played the first Killer Bunnies game, the Quest for the Magic Carrot, will find many aspects of this game familiar. In general, everything that happens on the ground will seem familiar while everything that happens in space will be new. In this game, far more will happen in space than on the ground so please read the entire instructions book carefully.
This icon will alert you when it is time to make a decision.
This system was established to help players to tailor their gaming experience to their individual tastes. During the game, players will need to make five decisions concerning game play. These decisions will affect how quickly and intensely the game will play. All Decision Time stops will offer players three choices:
Quickie: the fastest and easiest game
Casual: average play
Tournament: the longest and most intense game
We suggest all of the Quickie options for beginning players although players may ‘pick and choose’ from the options offered in any combination that they please. Players are, however, encouraged to make all five decisions before they start their first game. The chart at the end of the instructions book will help players to keep track of their game play decisions.
Unpacking The Game
STEP #01: SORTING
Unwrap all of the cards (large and small). You will see that there are four different kinds of small cards: Carrot Cards, Cabbage Cards, Water Cards and Oxygen Cards. You will also see that there are four different kinds of large cards: Blue (Deck 01), Yellow (Deck 02), Orange and Gray.
DECISION TIME A: HOW MANY CARROTS
You have quickly arrived at your first decision concerning game play. How many Carrots will you use in your game?
Quickie: 4 carrots
Casual: 6 Carrots
Tournament: 8 Carrots
If you have chosen to play with only 4 or 6 Carrots, then remove the extra Carrots from both the small and Large Carrot Card piles. For example, a Quickie choice would leave Carrots #01 – #04 in both the small and Large Carrot Card piles while removing Carrots #05 – #08 from both piles.
STEP #02: SHUFFLING
Shuffle each small deck of cards separately and place them face down on your table. Next, shuffle the Blue and Yellow large cards together thoroughly and place them face down on your table too. This will be the Draw Pile for the game. The Large Carrot Cards remain face up in numerical order.
STEP #03: CARD SET UP
The remaining card (Gray) is the Starter Card for Zumdish’s Intergalactic Department Store (or ZIDS for short). Place this card face up with the piles of small Cabbage, Water and Oxygen cards nearby. These are the supply cards. You can see prices on the ZIDS card for the supply cards so these should stay together. The details about purchasing supplies will come a bit later in the instructions.
The small Carrot Cards will not be used until the end of the game. Set them off the table in a place where no one is likely to look at them or knock them over.
Players will choose the Large Carrot Cards during the game as they bring their Carrot markers to Jupiter. For now, stack the Large Carrot Cards face-up near ZIDS.
The game also comes with five fancy dice. We will use these dice during game play, but for now they can sit next to the Draw Pile.
Your table should look something like this.
STEP #04: CREATING SPACE
As you have probably discovered, the game comes with nine space sectors. Set these up as seen in the diagram. The sectors are numbered and the orbits of the planets are fairly circular to make set up and play easier.
STEP #05: BUILDING THE FLEET
As you have also probably discovered, the game comes with twenty ship tokens and stands. Create the fleet of ships by placing each ship token into a clear stand. Seventeen of these ships are for the bunnies, and three of the ships represent the deadly Beyea Aliens. You may line up the ships neatly if you wish near the Draw Pile, or store them in the game box during play.
STEP #06: MARKERS
You will probably notice a number of small cardboard markers in the game. There are three planet markers: Earth, Mars and Jupiter (along with its four moons). There is also one marker for the Minilith and eight Carrot markers. Match the number of Carrot markers you will use in the game to the number of Carrots you have chosen earlier for play (see Decision Time A).
The Hit markers are used when ships in space take battle damage. The Traded markers are used to show when objects have been traded in the game. For now, place all of these markers near the playing board. We will explain a bit more about them later.
STEP #07: TABLE SET UP
This is how your table should look now (roughly) just before game play begins.
During the game, each player will keep seven cards in his possession at all times. Before we start dealing cards however, it would probably be a good idea to take a quick look at the cards that we will use. If you were to look through the Draw Pile of Blue and Yellow cards, you would discover that there are five types of Killer Bunnies cards; COSMIC CASH, PLAY IMMEDIATELY, RUN, SPECIAL and VERY SPECIAL.
All cards have their ‘type’ title printed at the top of the card, and a corresponding round color button in the upper left hand corner.
You may want to leaf through the Draw Pile to see if you can spot each type of card. Just be sure to reshuffle the deck when you are finished looking.
COSMIC CASH CARDS (Round Kahki Button)
COSMIC CASH cards are easy to spot because they have a big number in the center, and act as the ‘Bunny Money’ in the game. COSMIC CASH cards are never kept in a player’s hand. If a player receives a COSMIC CASH card either in the initial deal of cards, or during game play as a replacement card, then he must immediately place the card face up in front of him and draw another card. Players save all COSMIC CASH cards in this way. The more COSMIC CASH cards that a player acquires, the more purchases he can make during the game from ZIDS.
PLAY IMMEDIATELY CARDS (Round Black Button)
PLAY IMMEDIATELY cards are also never kept in a player’s hand. If a player receives a PLAY IMMEDIATELY card in the initial deal of cards, then it is simply discarded and another card is drawn. If a player receives a PLAY IMMEDIATELY card as a replacement card at any time during the game, then he must announce it by stopping the game and following the instructions on the card.
A player may only have the remaining three types of cards in his hand (RUN, SPECIAL and VERY SPECIAL) during play. The mechanics of card play for the game will dictate how each card is used. Phrases like ‘the TOP RUN and BOTTOM RUN positions’ will seem unfamiliar until later in the instructions. Hang in there for now, and we will cover it all before long.
RUN CARDS (Round Red Button)
RUN cards must be played by placing these cards in the TOP RUN and BOTTOM RUN positions.
SPECIAL CARDS (Round Blue Button)
SPECIAL cards may be played by placing these cards in the TOP RUN and BOTTOM RUN positions. The first thing that makes this card ’special’ is that it does not need to be played when it is revealed, it may be saved. A good way to remember this fact is to note that both the word ’save’ and the word ’special’ both start with an ’s’. A double ’s’ means ’save a special’.
SPECIAL cards may also be played directly from a player’s hand instead of flipping over the TOP RUN card during play (you can not do both). The SPECIAL card must be used during the player’s turn. A player cannot save a SPECIAL card if he plays it directly from his hand.
VERY SPECIAL CARDS (Round Violet Button)
VERY SPECIAL cards play exactly the same as SPECIAL cards with one additional feature. A player may use a VERY SPECIAL card during his own turn in addition to playing a RUN or SPECIAL card, or a VERY SPECIAL card may be played during an opponent’s turn.
If a player does use a VERY SPECIAL card during an opponent’s turn, then he must immediately draw a new card from the Draw Pile.
Game Set Up
STEP #01: THE PLANETS
If you look at the game board carefully, you will see shadow images of the planet markers around The Sun that form nearly circular orbits. Place each of the three planet markers on their starting positions on the board. If you think of the board as a clock face, then the starting positions for the planet markers are all at 3 o’clock.
Next, roll the d06 (Violet) die and move the Earth clockwise in its orbit the number of spaces rolled. The d08 (Orange) die is used to move Mars, and finally the d12 (Yellow) die is used to move Jupiter (and its moons). The purpose for this procedure is to ensure that each game of the Journey to Jupiter will begin just a little bit differently.
STEP #02: THE CARROTS
Place the Carrot markers on the board.
DECISION TIME B: HOW TO PLACE THE CARROTS
Quickie: Place one Carrot marker each on the Random Location spaces starting with: Asteroid Cavern, Comet Shelley, Mars (the marker) and Space Station Dish. If you are playing with more than four Carrot markers, then place the remaining markers on any open Random Location spaces.
Casual: In a fair manner, players take turns placing the Carrot markers on any open hex space on the board. An open hex space has only stars.
Tournament: Carrots are placed using the coordinate system of the board. The d10 (Green) die is rolled first to determine which sector of space to place the Carrot marker, the d12 (Yellow) die is rolled next to determine the row within the sector, and the d12 (Yellow) die is rolled again to determine the space within the row. For example, a roll of (01-05-10) places a Carrot marker as shown.
Although this method can take some time, it does ensure a random starting set up for each game.
Spaces with shadows may be used to place Carrot markers in Tournament play. If, however, a Carrot marker lands on a restricted space such as an Asteroid or in The Sun, then simply roll again for another position. Players may become more familiar with the coordinate system by inspecting the Sector One board that shows each space’s ‘address’.
STEP #03: DEALING SEVEN CARDS
Deal each player seven cards from the Draw Pile. Remember that all COSMIC CASH cards must be saved face up on the table and replaced. All PLAY IMMEDIATELY cards must be discarded and replaced as well. It makes no difference which player chooses cards from the Draw Pile first for replacements, but it is very important that each player has seven cards in his hand (RUN, SPECIAL or VERY SPECIAL cards only) before the game begins.
As we begin, please keep in mind that the Journey to Jupiter has two different arenas of play. The first is Ground Play, and the second is Space Play.
During the game, players will always be required to choose which cards from their hand they will play two rounds in advance. This requires a bit of planning on the player’s part, but don’t worry, we will walk you through it.
The first card that you will want to play is a bunny card. You can recognize a bunny card by their names: Commander, Engineer, Guardian, Security and Technician. These five bunnies are also featured on the back of the game box.
DECISION TIME C: THE SEVEN-CARD DEAL
Quickie: Starting from the top of the Draw Pile, flip cards over until bunnies are revealed. Clockwise from the ‘flipper’ each player should be given a bunny in the order they arrive. Also, use the same procedure for ships (there are seventeen ships in the deck). When we get to the Space Play section of the instructions, you will find out why ships are just as important as bunnies. Once each player has a bunny card and a ship card, reshuffle the deck, and deal each player five more cards so that they will each have seven cards.
Casual: Each player is dealt seven cards from the Draw Pile. If any player wishes, he may trade in his entire starting seven-card hand for new cards. This is a one-time only option. All participating players should put their cards back into the Draw Pile, reshuffle and deal themselves seven new cards.
Tournament: Each player is dealt seven cards from the Draw Pile. Each player must play the cards that they are dealt.
THE TOP AND BOTTOM RUN CARDS
Whether the first card you choose is a bunny (highly recommended), SPECIAL card, VERY SPECIAL card, or just a burn card, place it face down on the table in front of you. This will be the first card that you will play. It is called the TOP RUN card.
Next, you will have to choose the second card that you will play. It is also placed face down on the table right below the first card. This is called the BOTTOM RUN card.
THE RECTANGULAR BUTTONS: Left Border
In order to help you to make a good choice for the BOTTOM RUN card, we have to explain those two rectangular buttons that appear on the left border of some cards.
- If a Pink rectangular button is showing on the left border of the card, then the player must have a bunny in play (in The Bunny Circle) before he can use the card. This is the reason why we so strongly suggested that players choose a bunny for their first card (the TOP RUN card). If a player puts a bunny down first, then he will have far more choices of cards to use for his second card down (the BOTTOM RUN card).
- If a Blue rectangular button is showing on the left border of the card, then the player must have a bunny in play (in a ship in space) before he can use the card. We will return to this rule later during Space Play.
THE RECTANGULAR BUTTONS: Right Border
If a card has a small rectangular button (or buttons) showing on the right border of the card, then a player must use the fancy die (or dice) of the same color to play the card.
A BIT OF ADVICE
Here are a few suggestions for players concerning the TOP RUN card.
a) If you were not dealt any bunny cards at all in your first seven-card hand, then play SPECIAL or VERY SPECIAL cards. If you cannot use these cards in play (they have Pink or Blue rectangular buttons), then remember that they can be saved. (A double ’s’ means “save a special”.)
b) If lady luck has frowned on you, and you have no bunny card, SPECIAL card or VERY SPECIAL card in your hand, then you will have to waste (or burn) less valuable cards for a round or two. A bunny will most likely come along soon.
Here are a few suggestions for players concerning the BOTTOM RUN card.
a) If you have a bunny card down first, then try playing a Ground Weapon card. It is used to quickly kill an opponent’s bunny.
b) If you do not have a bunny card down first, then try playing cards that do not have a Pink rectangular button showing. Or, as we suggested before, play SPECIAL cards or VERY SPECIAL cards. Many SPECIAL cards have to do with the Space Play portion of the game. These SPECIAL cards include the ships and Ship Weapons. If a player runs these SPECIAL cards through the TOP RUN and BOTTOM RUN card positions at the start of the game, then he can save them for use later in the game.
SET UP COMPLETE
At this point in time, you should have two cards down on the table in front of you called the TOP RUN and BOTTOM RUN cards. These cards have been obligated for play. You should also be holding five cards in your hand.
Each time that a player’s turn has been completed, he should have two cards down on the table and five cards in his hand.
Determine with a roll of the dice which player will go first.
The first player will play his first card by following these four steps: FLIP, SLIDE, DRAW and REPLACE.
01) Flip over the TOP RUN card.
02) Slide the BOTTOM RUN card up to the TOP RUN card position.
03) Draw a replacement card from the Draw Pile.
04) Replace the BOTTOM RUN card with a card from your hand.
If your TOP RUN card was a bunny, the leave it face up above your TOP RUN and BOTTOM RUN cards.
Each player will take a turn clockwise going through the four steps: FLIP, SLIDE, DRAW and REPLACE. At the end of a few rounds of play, your table may look something like this.
As you can see, all of the bunnies that are ‘in play’ form what we will call The Bunny Circle. The Bunny Circle is where the Ground Play portion of a player’s turn takes place.
During the first round of play almost everyone plays a bunny, if they have one. Players may have as many bunnies in The Bunny Circle as they wish.
Some players have money (COSMIC CASH) saved. All ’saved’ cards are placed off to the side (face up).
After each player has taken his Ground Play turn, he may use his Space Play turn if either of the following conditions is true:
01) The player has at least one bunny in The Bunny Circle, at least one saved ship, and wishes to launch. Remember that ships can be saved because they are SPECIAL cards.
02) The player already has a ship in space to move.
HOW TO LAUNCH A SHIP
If a player has at least one bunny in The Bunny Circle, and at least one saved ship, then he may decide to attempt to launch the ship. The steps for launching a ship are:
01) The player must choose any one of his saved ships.
02) The player must choose how many bunnies from The Bunny Circle to put into the ship. The minimum number of bunnies to place in a ship is one, and there is no maximum number.
03) Place the bunny cards behind the ship card, and place it off to one side as you would any saved card. In our example, we have chosen two bunnies to go into the ship.
04) Find the ship token (and stand) that represents your ship and place it on the Earth marker in space.
05) Determine which Dice Power your ship will use for its Movement, Laser (offense) and Shield (defense). Dice Power is determined by the number of color matches of the ship and the bunnies in the ship.
d06 (Violet) die: no colors matching
d08 (Orange) die: two colors matching
d10 (Green) die: three colors matching
d12 (Yellow) die: four colors matching
d16 (Blue) die: five colors matching
A ship will become more powerful as it’s Dice Power number increases.
DICE POWER EXAMPLES
a) One Blue bunny in a Yellow ship – no colors matching (d06)
b) Two Orange bunnies in a Green ship – two colors matching (d08)
c) One Yellow bunny and one Green bunny in a Yellow ship – two colors matching (d08)
d) Two Violet bunnies and Two Blue bunnies in an Orange ship – two colors matching (twice) but still (d08)
e) Three Green bunnies in a Blue ship – three colors matching (d10)
f) Two Violet bunnies and one Yellow bunny in a Violet ship – three colors matching (d10)
When the player’s ship is on the Earth marker, and he has determined the ship’s Dice Power, then he is ready to launch.
06) Roll the die and move the ship on the board the number of spaces rolled. Each hexagon is one space (a hex space). A player may move in one direction or change directions as he moves the ship. A ship does not need to move all of the spaces that are allotted. The number rolled represents the ‘most’ spaces that a ship may travel.
07) Presumably, a player is moving his ship towards one of the Carrot markers.
Players may launch more than one ship during their turn if the ships and bunnies are available.
A player may own up to three ships in space at any time, and may move each of his ships once during the Space Play portion of his turn.
If a player already has a Ship in space, then he may simply roll the appropriate die and move.
Ships may not move onto a restricted space such as the Game Logo, Asteroids, Space Station Deep Dish 5, Comet Shelley, Plants, or The Sun. Ships may move onto any hex space that is free space (stars only) or a shadow space. Ships may not share a space with other ships.
How A Ship ‘Picks Up’ A Carrot Marker
Any time that a player’s ship is on a hex space adjacent to (next to) a Carrot marker, he may pick it up. The player then places the marker on the ship card that he has saved in his play area. There is no limit to the number of Carrot markers that a player may hold in a ship.
Ships must stop on a hex space adjacent to a marker to pick it up. Any time that a ship stops, the unused spaces that the ship was allotted by a die roll are forfeited. For example, if a ship is five spaces away from a Carrot marker and rolls a 09 for its movement, it may travel four spaces, pick up the Carrot marker, but then cannot continue moving five more spaces.
Having a Carrot marker in your ship is like a temporary ownership of a Large Carrot Card. Remember that a player must bring the Carrot marker to Jupiter before he can choose (own) a Large Carrot Card.
BRINGING A CARROT MARKER TO JUPITER
In order to bring a Carrot marker to Jupiter a player must move his ship to either of the two adjacent spaces to the planet. The spaces between Jupiter and its four moons are restricted, and ships cannot move there.
If a ship successfully travels to either of the two spaces adjacent to Jupiter, then the player may deposit (discard) the Carrot marker and choose a Large Carrot Card of his choice. The player chooses a Large Carrot Card for each Carrot marker that was brought to Jupiter. The discarded Carrot markers are not used again until the next game. If a player wishes, he may also land his ship directly on Jupiter to deposit a Carrot marker.
Once a player owns a Large Carrot Card it is his to keep. However, if a player wishes, he may give away or trade his Large Carrot Cards with any opponent.
A player may use his ships to attack (and hopefully destroy) any opponent’s ships.
Conditions for a space battle are:
01) A player may only attack an opponent’s ship (never one of his own ships).
02) Only two ships may battle at the same time.
03) A ship may only attack one opponent’s ship per move. This means that if a player attacks one ship, and maybe things are not going well, then he cannot decide to attack a different ship during the same move.
04) Two ships must occupy adjacent hex spaces for a ship battle to begin.
HOW TO BATTLE
Only the player currently taking his turn may initiate a battle. Initially, the player’s ship is called the attacker and the opponent’s ship is called the defender.
01) On the same move that the player’s ship arrives on an adjacent hex space to an opponent’s ship, he may begin his attack. The attacker starts by rolling his die (see Die Power). Next, the defender rolls his die (keep in mind that both players may be rolling the same die). If the defender’s roll is greater than or equal to the attacker’s roll, then no damage is taken. If the defender’s roll is less than the attacker’s roll, then one Hit marker is placed on the opponent’s ship card.
02) The opponent now has a choice: To Fight or To Flee
a) Fight: The opponent’s ship becomes the attacker and the player’s ship becomes the defender. The rules for battle are the same. After each ship rolls a die, then the player gets the choice to Fight or Flee. This cycle may continue for a while.
Only a defending ship (sometimes the player’s ship, and sometimes the opponent’s ship) may take damage and be given a Hit marker. Attacking ships never suffer damage.
b) Flee: The opponent rolls his die and may move his ship up to the number of spaces rolled. Contact with the player’s ship will most likely be broken (the two ships will no longer be on adjacent hex spaces). The player has a chance to roll his die and move his ship as well. If the player’s ship can contact the opponent’s ship again, then he may attack again as before. If the player’s ship falls short and does not reach the opponent’s ship, then the battle is over.
In battle, any ship may flee up to three times. After three flee movements, the battle will continue until one ship is destroyed, or the players mutually decide to stop the battle. If battle begins again in the same turn, but with a different ship, then three more flee movements are allowed.
DESTROYING A SHIP
When any ship (player’s or opponent’s) receives its third Hit marker, it is destroyed. If that should happen, then all cards (ship, bunnies, etc) are discarded, and the ship token and stand are removed from the board. All markers that the ship was carrying (usually Carrot markers) remain on the hex space where the ship was destroyed.
Only the current player’s ships may pick up markers. If the current player destroys an opponent’s ship, and markers are left in space, then the player may pick up the markers immediately. Even if it is involved in a battle, an opponent’s ship may not pick up markers since it is not the opponent’s turn.
At the start of a player’s turn, any of his ships with damage may regenerate by discarding one Hit marker each.
Game Play Continues
Each player takes a turn in a clockwise direction by playing a card. Next, each player may move each of his ships in space. We say that a round is over when each player has taken one turn. At the end of each round, each of the three planet markers is moved one space forward (clockwise) in their orbits.
Ending The Game
DECISION TIME D: HOMESTRETCH
Homestretch starts when the last unclaimed Carrot marker (floating freely in space) has been placed into a ship.
Quickie: The game ends when the last Carrot marker is claimed.
Casual: All movement rolls for all ships (including Beyea Aliens) are double the number that is rolled. The game ends when the last Carrot marker is brought to Jupiter.
Tournament: No change in game play. The game ends when the last Carrot marker is brought to Jupiter.
It is important to keep in mind that at the end of the game if a player does not have at least one bunny in space, then he cannot win the game.
It is important to keep in mind that at the end of the game if a player does not have at least one bunny in space, then he cannot win the game. So important in fact, that we printed it twice!
The need to keep at least one bunny alive in space is part of the basic strategy of the Journey to Jupiter. It is why most players try desperately to eliminate their opponent’s ships before the end of the game.
If a player has no bunnies alive in space when the game ends, then he must give all of his Large Carrot Cards to the player who does have at least one bunny alive in space and the most COSMIC CASH saved.
DECISION TIME E: DETERMINING THE WINNER
Quickie: All players add up their points. The player with the highest number of points is the winner. Ties are possible.
a) bunnies (in The Bunny Circle or in ships in space) = 1 point each.
b) ships in space = 2 points each.
c) Carrot markers (still in a ship) = 1 point each.
d) Large Carrot Cards = 2 points each.
In Quickie play, the small Carrot Cards are not used.
Casual: Retrieve the small deck of Carrot Cards that you put aside at the start of the game. The last card in the deck (the bottom card) is the Magic Carrot for this particular game. All players add up their points. The player with the highest number of points is the winner. Ties are possible.
a) Large Carrot Cards = 1 point each.
b) The Magic Carrot = 3 points instead of 1 point.
Tournament: Retrieve the small deck of Carrot Cards that you put aside at the start of the game. The last card in the deck (the bottom card) is the Magic Carrot for this particular game and the player holding the Large Carrot Card with the matching picture is the winner. In Tournament play there is no point system, no tie scores, and always a single winner!
Just for fun, many people choose to go through the small deck of Carrot Cards one card at a time from the top to the bottom. This lets the suspense (and the fun) build. Try it if you like, it’s brilliant!
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