QUEST Psi Promo Cards
Killer Bunnies and the Quest for the Magic Carrot
The first four Psi cards are available through the Bunny Blanks. Other Psi cards are distributed at conventions, bunny promotions and special bunny events. Some cards are distributed when you buy your game through Playroom Entertainment or from select retailers. Make sure to ask for one, since supplies are limited.
UPDATE: Omega cards are now available in the Chocolate Booster Deck!
Psi 01, Blue Kite (OUT OF PRINT): May be used once to eliminate either Carrot Thief, Pilfer The Pawn, Zodiac Thief, Pumpkin Ridge or Pinch Your Place. Or may be used once to keep one player’s bunnies in place during a Shockwave. May be used at any time!
Bunny Bits: If Spider Bunny is used for a Psi card play (Non-Matching Colors), then a player may either use the card immediately or save the card down on the table directly from his hand.
Bunny Eye For The Carrot Guy
Psi 02, Yellow Arrow (OUT OF PRINT): Roll the dice. The player who is wearing the most clothing of the highest color rolled may Choose A Carrot.
Bunny Bits: Undergarments count as clothing!
If two (or more) die colors are tied for the highest, then give one Carrot to each player who is wearing the most clothing for each color. This may, of course, be the same player who would then receive both Carrots.
The player who uses this card may re-roll any one die that he wishes. This re-roll is in addition to any other re-roll capabilities that he may have.
If the highest color rolled is not worn by any of the players, then no one receives a Carrot.
Most times, players can easily decide who is wearing the most clothing of a particular color. However, if there seems to be two (or more) players wearing the same amounts, then have each player roll a die and the player with the highest roll will Choose A Carrot.
Psi 03, Violet Arrow: May be used on any player. The player must return one Carrot to Kaballa’s Market for each curse (or naughty) word that he speaks during the game. A player may pay 10 Dolla to remove this card.
Bunny Bits: A curse (or naughty) word can only be defined by the people playing the game. Since words change from group to group, country to country and language to language, it is impossible to provide a list or these words. Each group will have to decide for itself which words are not allowed.
The word Shazbot is a ’safe’ word, and may therefore be used freely during play as a substitute for all curse (or naughty) words.
A player’s payment of 10 Dolla to remove the card must be placed in the discard pile.
Psi 04, Green Kite: May be used once by a player to eliminate any 50/50 Weapon at any time after sunset or before sunrise. May be used at any time (during the game)!
Bunny Bits: Players are encouraged to check official sunset and sunrise times for the location in which they are playing.
If After Darkness is used for a Psi card play (Non-Matching Colors), then a player may either use the card immediately or save the card down on the table directly from his hand.
Psi 05, Red Kite: All opponents roll a 12-sided die. The opponent who rolled the lowest number must either kiss the player or give up one Carrot, Zodiac and Mysterious Place.
Bunny Bits: The opponent who rolled the lowest number on the twelve-sided die may choose to kiss or not to kiss. If several opponents roll the same lowest numbers, then they must each choose whether to kiss the player or give him one Carrot, Zodiac and Mysterious Place.
Before the roll, the player must state exactly what kind of kiss he wants (and where). This will make it easier for all of the players in the game to decide whether or not the opponent’s kiss is ‘valid’.
If an opponent chooses not to kiss, then he will choose which Carrot, Zodiac and Mysterious Place to give to the player. An opponent who does not have all three items must give only one of each of the items that he can.
If the opponent agrees to kiss and the player ‘backs out’, then the player must give the opponent two Carrots, Zodiacs and Mysterious Places.
Psi 06, Orange Arrow: Roll all of the dice. For every combination of a 4 and a 2 the player may take any card with the planet Jupiter from the discard and use it immediately.
Bunny Bits: A player will roll all of the twelve-sided dice available in his game and also the five ten-sided dice from the Kinder Bunnies game (if the player has added this to his game).
Any die roll of a 4 and a 2 may be used to retrieve any one card from the discard that features a picture of the planet Jupiter (either in full or partially). Each die may only be combined once.
These ‘Jupiter’ cards must be used immediately if they are RUN cards. If the cards are SPECIAL (or VERY SPECIAL), then they may be used immediately or saved.
Psi 07, Blue Arrow: May be used once by a player to predict who will launch the next weapon and who will choose the next Carrot. If correct, the player will control the target bunny for the weapon and take the Carrot for himself.
Bunny Bits: The player must write down the name of the player who he believes will launch the next weapon. (That player may be himself.) A valid weapon launch must target a bunny. A weapon that is revealed and discarded does not count as a weapon launch. A weapon that is revealed and eliminated (perhaps by the Magic Spatula) before a bunny can be targeted does not count as a weapon launch.
In order for a player to launch a weapon, he must have a bunny in The Bunny Circle, reveal a weapon card and announce a target. At this time if the player choose the correct opponent, then he may move the weapon from the target bunny to any other bunny. The player may also discard the weapon if he wishes. Weapon cards that are revealed and discarded or weapon cards that are revealed by players without bunnies in The Bunny Circle cannot count as a launched weapon.
The player must also write down the name of the player who he believes will choose the next Carrot from Kaballa’s Market. (That player may be himself.) A valid Carrot choosing is any card that allows a player to choose from available Carrots at Kaballa’s Market (such as Choose A Carrot cards and Supplies Surprise just to name a few). Cards such as Carrot Thief do not allow a player to choose which Carrot he will receive and are not valid. The last Carrot taken (or purchased) from Kaballa’s Market is not valid either since no choice was made by a player.
If the player made the correct prediction, then he may take the Carrot for himself.
Keep in mind that if the player himself is the first person to launch a weapon or to choose a Carrot, then no advantage is earned with this card.
Psi 08, Yellow Kite: May be placed on any Super Bunny in The Bunny Circle which loses all of its ’special features’ and becomes a regular bunny of the same color.
Bunny Bits: A player will place this card underneath a Super (or Extra Super) Bunny in The Bunny Circle to remind all players that it is has become a regular bunny. The special features that are lost are:
1) Eliminating all other bunnies of the same color (or half color) from The Bunny Circle.
2) Automatically playing two cards each turn.
3) Rolling the 20-sided die for weapons with levels (01 – 12).
4) All Red and Pink ’special features’
A bunny that is abducted by the Beyea aliens (Area 51 or Mothership) will have the Meteor Rocks card removed and discarded. If the bunny returns to The Bunny Circle, then it will be a Super Bunny again.
Horton Hates A Who
Psi 09, Red Arrow: Horton Hates A Who may be given to any player who must give an opponent one of his Carrots every time that he says the word, “Who”. Horton Hates A Who is discarded if or when the player has given each of his opponents one Carrot. The player may pay 10 Dolla to remove this card.
Bunnies The Gathering
Psi 10, Green Arrow: May be used once by a player to ‘pat’ six bunnies in The Bunny Circle (one each of the six colors shown). The player must ‘un-pat’ one bunny at the start of each turn until they are all back. Patted bunnies may not play Aggressive cards.
Bunny Bits: Bunnies The Gathering may be used once by a player to pat up to six bunnies in The Bunny Circle (one of each color – Violet, Red, Blue, Orange, Green and Yellow). To pat a bunny, simply turn the card 45 degrees counter-clockwise. The player must un-pat one bunny at the start of each of his turns until they are all back in position. Patted bunnies may not play Aggressive cards, but may be attacked and killed.
Psi 11, Violet Kite: May be used once by a player to discard his entire five-card hand and replace it with any five Weapon cards from Rooney’s Weapons Emporium.
Bunny Bits: Indiana Clones may not be used if Rooney’s Weapons Emporium is closed.
Psi 12, Orange Kite: The player with this card saved may control all Psi cards used by any opponents. If at any time the player has no bunnies in The Bunny Circle then Psi Corps is discarded.
Bunny Bits: If the player denies the use of a Run Psi card to an opponent, then the opponent must discard it. If the player denies the use of a saved Special or Very Special Psi card to an opponent, then the opponent may keep the card and try again on his next turn.
If Psi Corps is used for a Psi card play (Non-Matching Colors), then a player may use the card immediately or save the card directly from his five-card hand if he has at least one bunny in The Bunny Circle.
If at any time the player has no bunnies in The Bunny Circle, then Psi Corps is discarded immediately. Players cannot save this Special without a bunny in The Bunny Circle.
The Psi Series Rules
Two icon windows have been added to the left border of each Psi Series card. The top one is called an Arrow and the bottom one is called a Kite. Please note that both Arrows and Kites are lit in one of six different colors: Violet, Orange, Green, Yellow, Blue or Red.
All cards may be played individually as traditional Killer Bunnies cards. However, when played in combination, Psi cards have some interesting characteristics:
Non-Matching Colors: If a player has any Arrow and any Kite Psi card (either saved or in his hand), then he may stop play between any two player’s turns, show his opponents his Psi cards, and use one or both of the Psi cards in play. Any Psi cards that are in the TOP RUN or BOTTOM RUN positions may not be used in this way.
Matching Colors: If a player has an Arrow and a Kite Psi card with matching colors (either saved or in his hand), then he may again stop play between any two player’s turns. This time, however, the player may move all of the bunnies (or half color bunnies) in The Bunny Circle that match the color of the Arrow and Kite to any player that he wishes. For example, the Blue Arrow and Blue Kite Psi cards may be used by a player to move all Blue (and half Blue) bunnies in The Bunny Circle. The player must discard both Psi cards without using them further. Once again, any Psi cards that are in the TOP RUN or BOTTOM RUN positions may not be used in this way.
If a player uses a Psi card out of his hand (either in a Non-Matching Colors or Matching Colors play), then he must immediately replace the card with a card from the Draw Pile.