Blue Starter Deck Bunny Bits
More Card Information
COSMIC CASH CARDS
- If a player draws a COSMIC CASH card during play, then he must place it face up on the table in front of him and immediately draw another card. COSMIC CASH cards act as the ‘Bunny Money’ in the game and are used to purchase items at Zumdish’s Intergalactic Department Store (ZIDS).
PLAY IMMEDIATELY CARDS
- If a player draws a PLAY IMMEDIATELY (usually Cosmic Calamity) card during play, then he must stop the game, announce that he has the card, and follow the instructions on the card. This usually involves sacrificing a bunny (either in The Bunny Circle or in space) or a ship (either saved or in space).
- If a player draws a PLAY IMMEDIATELY card but does not have the item that he is asked to sacrifice, then he must give the card to an opponent who does. The player chooses which opponent, and which item will be sacrificed (discarded).
- 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 are used this way.
- If a player’s RUN card has a Pink rectangular button on the left border, then he must have a bunny in The Bunny Circle to use the card.
- If a player’s RUN card has a Blue rectangular button on the left border, then he must have a bunny in space to use the card.
- If a player’s RUN card has a Pink or Blue rectangular button on the left border and he cannot use the card (the player has no bunny in The Bunny Circle or the player has no ship in space), then he must discard the card. Remember that RUN cards can not be saved.
- There are two ways to play a SPECIAL card:
01) A player may play a SPECIAL card the same way that he 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 a player flips over a SPECIAL card he may either play the card or save the card:
a) SPECIAL cards may be played the same way as RUN cards are played.
b) SPECIAL cards may be saved by placing them face up and off to the side (the same as players do for the COSMIC CASH cards).
02) A player may play a SPECIAL card directly from his hand instead of flipping his TOP RUN card.
- Please do not forget that if there is a Pink rectangular button on the left border of the card, then a player will need a bunny in The Bunny Circle to play the card. Also, if there is a Blue rectangular button on the left border of the card, then a player will need a bunny in space to play the card.
- SPECIAL cards may be discarded directly from a player’s hand as a turn.
- SPECIAL cards may not be saved directly from a player’s hand as a turn. SPECIAL cards must go through the BOTTOM RUN card and TOP RUN card cycle if a player wishes to save them.
- A player can use any number of saved SPECIAL cards during his turn in addition to his regular turn.
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.
A TURN, A ROUND
- Players take their turns one at a time clockwise from the first player. During a turn, each player must play a card (Ground Play), and may move his ships in space (Space Play).
- Cards are played in one of four ways. The four options are:
01) Flip and play the TOP RUN card.
02) Flip and discard the TOP RUN card if you cannot or do not wish to use it.
03) Flip and save the TOP RUN card but only if it is a SPECIAL or VERY SPECIAL card.
04) Play a SPECIAL card directly from your five-card hand. This will leave the TOP and BOTTOM RUN cards in place.
- A player may chose any of the four options listed above but must always pick a replacement card from the Draw Pile, replace his BOTTOM RUN card (if needed), and check to make sure that he has five cards in his hand and two cards down on the table.
- After a card is played (Ground Play), a player may launch ships from Earth and move each one of his ships in space.
- After each player has had one turn, all Beyea Aliens (if any exist in space) will get a chance to move and possibly attack. The Beyea Aliens always take their turn last in a round.
- A round is completed when all players have had a turn (Ground and Space Play), the Beyea Aliens have had their turn, and all of the planets have been moved in their orbits.
- The phrase ‘adjacent players’ on a card will always refer to the two players sitting on either side of the player reading the card. In a two-player game, ‘adjacent players’ would be the same player.
- When referring to ships in space, the word ‘adjacent ship’ means any ship on a hex space that touches the hex space of the attacking ship.
- The phrase ‘adjacent bunnies’ on a card refers to 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.
- 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 to different players.
- All cards that have a Pink rectangular button on the left border of the card are considered to be Aggressive cards. To use these cards, players will need a bunny in The Bunny Circle.
- All cards that have a Blue rectangular button on the left border of the card are also considered to be aggressive cards. To use these cards, players will need a bunny in space.
BUNNY IN SPACE
- The phrase ‘a bunny in space’ means that a player must own a ship that is in space with at least one bunny on board. A bunny cannot be in space without a ship.
- If a player has three bunnies down (either in The Bunny Circle, in space, or a combination of both) that are the same color (Blue, Green, Orange, Violet or Yellow), or the same kind (Commander, Engineer, Guardian, Security or Technician), then he may play an additional card and move his ships a second time each 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, and move his ships a second time during the same turn.
- Additional Bunny Triplets do not allow a player to play more than two cards per turn, or to move their ships more than twice.
- When a player has a Bunny Triplet he must play one card first, draw a replacement card, and replace his BOTTOM RUN card (if needed). Next, he may move his ships in space. Finally, he may play a second card, and move his ships a second time. In summary, a Bunny Triplet is played: card > ships > card > ships.
- If a player loses his Bunny Triplet during the first ‘card » ships’ cycle of his turn, then he must forfeit his second ‘card > ships’ cycle until the Bunny Triplet is restored.
BUNNY TRIPLET (SHIP BATTLES)
- When a player achieves a Bunny Triplet, he may move each of his ships twice during his turn. Both of the ship movements allow each of the player’s ships to engage in battle (with a maximum of three flee movements each). Any ship may target only one other ship for battle during a ship movement. However, during the second ship movement, a player’s ship may target the same ship that was attacked during the first movement, or it may target a different ship for battle.
CASH TIES FOR CARROTS
- Large Carrot Cards may be forfeited at the end of the game by a player with no bunny alive in space to a player who does have a bunny alive in space and the most COSMIC CASH. If two or more players have the same amount of COSMIC CASH, then the player holding the card (in his five-card hand) with the highest Identification Number (located at the bottom left of each card) will receive the Carrots.
- The coordinate system is a way to locate any hex space ‘address’ on the board. Many times during play, an object (perhaps a ship or a marker) will need to be placed on the board using the coordinate system. To accomplish this task, the d10 (Green) die is rolled first to determine which sector of space to place the object, 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. Each set of three coordinates is a unique hex space on the board.
DESTRUCTIBLE AND INDESTRUCTIBLE
- All ships are destructible. Carrot and Minilith markers are indestructible. If two ships materialize (due to a coordinate system placement) on the same hex space, then both are destroyed. If a ship and a Carrot or Minilith marker materialize on the same hex space, then only the marker survives. If two markers materialize on the same hex space, then they both share the hex space.
- The game supplies include five fancy dice. Shorthand is often used to refer to the dice. For example, a d06 die has 6 sides and a d12 die has 12 sides. In this game, all of the dice have different colors and a different number of sides.
- Some of the cards will require a player to use one or more of the dice. Colored rectangular buttons appear on the right border of cards that require one or more of the dice to be used.
- The d10 (Green) die is numbered 0 through 9. For our game, we consider the 0 to be a 10.
- Sometimes a Red, Black or Pink rectangular button will appear on the right border of a card. For now, simply ignore these buttons.
DIRECT LINE OF FIRE
- A direct line of fire is any of the six directions from the center of a hex space outwards towards other hex spaces.
- When Cabbage, Water and Oxygen are used to Feed or Sustain The Bunny, they are put into a discard pile on your table. When the Cabbage, Water and Oxygen supplies run out, the cards in the discard pile are not used again.
- Any two ships on adjacent hex spaces may transfer markers or bunnies from one ship to another if the players who own the ships mutually agree.
- Empty ships’ markers may be claimed by the first player to dock.
- Two ships that are owned by the same player may dock as well.
- If all of the bunnies on board a ship have been killed, then the ship is considered empty, and no player owns the ship. The first player to dock with an empty ship (using a ship of his own), may transfer a bunny on board and claim the ship.
- A player may completely abandon his own ship, and transfer all of his bunnies and markers into an empty ship.
- An empty ship may automatically be destroyed by any adjacent ship (with at least one bunny on board). Any markers that were on board the empty ship remain on the hex space, and may immediately be claimed by the other ship.
- No player may destroy his own ship by flying it onto a restricted space unless specifically ordered to do so by a card (HAL 900). Also, ships may not run into each other to cause damage or destruction.
- All of a player’s saved cards (Cash, Cabbage, Water, Oxygen, Carrots, SPECIAL and VERY SPECIAL) must be placed on the table face up so that all of the players can see them.
GAME PLAY PRIVILEGES
- Players enjoy the following Game Play Privileges on their turn ONLY:
a) Buying supplies from ZIDS.
b) Initiating card trades.
c) Using a saved SPECIAL card (these include Ship Weapons).
d) Initiating an attack in space against an opponent’s ship or an aliens’ ship.
e) Picking up markers (of any kind) in space.
f) Depositing Carrot markers on Jupiter and exchanging them for Large Carrot Cards.
g) Returning to Earth.
- Even if a second player is engaged in battle with the current player, he may not enjoy any of the Game Play Privileges listed above until it is his turn.
JOINING LATE / LEAVING EARLY
- Players may join the game 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 new player are discarded without being used. The new player places his TOP RUN 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 space by replacing the Carrot markers using the coordinate system. All supply cards are discarded as well as his seven-card hand. If any of the player’s ships in space had markers on board, then leave the markers on the hex spaces and remove the ships. In the spirit of fair play, players leaving the game may not give away their cards (Carrots, Cash, bunnies, ships or supplies) to other players still in the game.
- During the game a ship may chose to pick up the Minilith marker. The Minilith marker gives the ship a great advantage, however, players are cautioned to be wary. A ship carrying the Minilith marker is often the target for opponents’ attacks.
- All die rolls for the ship carrying the Minilith marker may be flipped 180 degrees. For example, suppose that a player has a ship that is currently holding the Minilith marker. The ship is allowed to roll the d12 (Yellow) die for movement, but only rolls a 02. The player has the option to turn the die over (180 degrees) to the other side, and use the number that appears on the opposite face instead. In this case, the roll becomes a 10!
- The die flip option may be used for the ship’s Movement, Laser and Shield only.
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), has replaced the card so that he once again has five cards in his hand and two cards down on the table, and has had a chance to move his ships in space.
- A player may buy supplies from ZIDS before he starts his turn, or anytime before his turn is completed.
- A player may play any number of saved SPECIAL or VERY SPECIAL cards during his turn. Saved SPECIAL cards may be played before the player starts his turn, or anytime before his turn is completed.
< P > CARDS
- The five cards (DNA Resequencing, Fluffy Prune Muffin, Mean Green Bean, Newport News and Space Supplies) all have a small rectangular button on the left border of the card with the letter < P > on it. For now, simply ignore this button.
PICKING UP AND PLACING DOWN MARKERS
- Any time that a player’s ship is on a hex space adjacent to a marker (Carrot or Minilith), he may pick it up, but only if it is the player’s turn. The player then places the marker on the ship card that he has saved in his play area.
- To place a marker back into space, a player must simply leave it on a hex space as he moves his ship away.
- No ship may land on a Plant space. For now, the Plant spaces have no other use.
PLAYER VS. OPPONENT
- The phrase ‘the player’ usually refers to the person who played the card being used. The phrase ‘the opponent’ usually refers to any other person who did not play the card being used. In all contexts, there is only one ‘player’, but there may be many ‘opponents’.
POSITIONING OF BUNNIES
- Players may place bunnies anywhere they wish in The Bunny Circle as they are flipped into play from the TOP RUN position. 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 that are already down.
- A player may not reposition bunnies that are already down in The Bunny Circle.
- Bunnies that are flipped into play may not be placed into ships that are in space. A player may add bunnies to a ship in space by first returning the ship to Earth, or by using cards such as DNA Resequencing.
- A few of the cards require players to know the first few Prime Numbers. Prime Numbers are interesting in mathematics because they only have two factors (the number 1 and themselves). The first 10 Prime Numbers are: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29
- Players may purchase supplies (Cabbage, Water and Oxygen) from ZIDS during their turn only. There are cards that change the prices for the supplies, or that close the store altogether. These cards take affect as soon as they are played by placing them on top of the ZIDS Starter Card.
- A few of the cards may ask players to roll for a Random Location on the board. Use the d10 (Green) die, and match the number rolled to the location using the list below:
- Any time that a ship lands on a Random Location space it must come to a complete stop. Any extra spaces awarded by the ship’s Movement roll must be forfeited.
- Any player may regenerate (remove) one Hit marker from each of his ships at the start of his turn.
- If the last card has been taken from the Draw Pile before the game ends, then simply reshuffle all of the large cards from the discard pile, and start again with a new Draw Pile.
- Supply cards such as Cabbage, Water and Oxygen may not be reshuffled.
- Ships may not land on restricted spaces. Restricted spaces include: the Game Logo, Asteroids, Space Station Deep Dish 5, Comet Shelley, Plants, The Sun or WGLP (Weird Gravity LaGrange Points). The four WGLP spaces are located between Jupiter and each of its four moons.
- If players are placing (or replacing) markers on the board using the coordinate system and a restricted space is chosen, then simply roll for another space.
RETURNING TO EARTH
- To return to Earth, a ship must simply land on the Earth marker on the board. When this happens the ship card once again becomes a saved SPECIAL card and all of the bunnies on board the ship are returned to The Bunny Circle. The ship stand is removed from the board.
- There are four advantages to returning to Earth:
01) The bunnies on board the ship may be placed in any positions in The Bunny Circle.
02) A player may launch the ship again during his next turn with more (or less) bunnies on board.
03) Any Beyea Aliens’ ships that were locked onto the ship are redirected to the next closest ship.
04) No ship still in space may attack a ship on the ground.
- There is one disadvantage to returning to Earth:
01) All markers being carried by the ship must be placed back into space using the coordinate system.
- If a player returns a ship to Earth, then he must wait until his next turn (one round of play later) to launch the ship again. This is true even if the player has a Bunny Triplet.
- Regeneration of a damaged ship continues at the same rate when the ship is on the ground (one Hit marker removed at the start of the player’s turn).
- If a bunny with a pending Sustain The Bunny returns to Earth, then it will not need to pay its Oxygen cost. It will, however, still need to pay its Cabbage and Water costs by the end of its turn.
- If a ship lands on Mars, Jupiter or any of Jupiter’s moons, it may remain in orbit (so to speak) and ‘ride’ these markers around the board when the planets are moved at the end of a round.
SAME TURN SHIP LAUNCH
- A ship card (SPECIAL card) may be played directly from a player’s hand, but only if he intends to launch the ship during the same turn.
- Shadow spaces help guide players by showing the path of a planet in its orbit around The Sun. These spaces are not considered restricted spaces, therefore, markers and ships may land there.
- A Carrot or Minilith marker left on a shadow space is ‘picked up’ by a passing planet and remains with the planet until claimed by a player. A passing planet will, however, destroy any ship left on a shadow space.
- All Ship Weapons are SPECIAL cards that may be saved by players. These cards are not assigned to any ship in particular. A player may use any saved Ship Weapon card from any of his ships in space during his turn only.
- Twice in the game players are encouraged to remember the Three Max rule:
a) Each player is allowed to own ships in space (Three Max).
b) For each battle, each ship is allowed flee movements (Three Max).
- Trading cards between players may only occur during either of the player’s turns that are involved in the trade.
- Any player may trade: Cabbage, Water, Oxygen, Cash, saved SPECIAL cards, saved VERY SPECIAL cards, Large Carrot Cards, ships (in space or on the ground), or bunnies in The Bunny Circle in any amounts agreed on by the players involved.
- Large Carrot Cards, bunnies, ships, SPECIAL cards, and VERY SPECIAL cards that are in play or saved may only be traded from one player to another once during the game. Use the Traded markers to note a card that has already been traded once.
- 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.
- A player’s cards in the TOP RUN and BOTTOM RUN positions can never be traded.
- Bunnies and markers in ships may not be traded. Bunnies and markers may, however, be transferred from one ship to another if the ships are on adjacent hex spaces (see Docking).
- During the game set up players will notice 10 Cabbage, 10 Water, 10 Oxygen and 10 Cash cardboard vouchers. Place these near the ZIDS Starter Card.
- Sometimes during the game (especially at the start of the game) players may need change of Cabbage, Water, Oxygen or Cash, and no change is available yet in the discard piles. If this should happen, players may take vouchers to make it easier to remember how much the store ‘owes’ them. Please remember that vouchers of Cabbage, Water and Oxygen units cannot be purchased from the store if Cabbage, Water and Oxygen cards run out.
- Players should return their vouchers to the store for real Cabbage, Water, Oxygen and Cash units as soon as they become available in the discard piles.
- The four WGLP (Weird Gravity LaGrange Points) are considered restricted spaces. Ships may not travel to a WGLP. If a ship is placed on a WGLP (perhaps by a Wormhole), then it is destroyed. Markers that are placed on a WGLP will stay in place and travel with the Jupiter system until they are claimed by a ship.
- Ships may land on the shadows of a WGLP. However, any ship left on a WGLP will be destroyed by the Jupiter system when it arrives at (covers) the WGLP hex space. Any markers left on the shadows of a WGLP will stay in place and travel with the Jupiter system once it arrives.
- When a player gives a card to an opponent in hopes of harming his bunnies (Ground Weapons, Mean Green Bean or Random Movement), the opponent must roll the die (or dice) indicated on the card. When a player uses a card himself (Newport News, Aolus 14 Umbra or Quantum Hop), regardless of its effect on his opponents, he must roll the die (or dice).
- Outside the orbit of Earth, players will see symbols on the board that represent the twelve Zodiac regions. The card Age Of Aquarius makes use of the Aquarius symbol. The Zodiac spaces are not considered restricted spaces. Markers and ships may be placed on Zodiac spaces.
Facts About The Cards
AGE OF AQUARIUS
- The player with this Special card saved may play any one additional card directly from his five-card hand each turn if any of the following conditions are met:
a) Mars and Jupiter are aligned. This means that the hex spaces where both the Mars and Jupiter markers are located are in a direct line of fire with The Sun.
b) The player has a ship in space in any of the three Aquarius spaces.
c) The current date is between January 20th and February 18th.
AOLUS 14 UMBRA
- Aolus 14 Umbra may be used at any time by a player to sabotage the launch of any ship (including Beyea Aliens). If a Prime Number is rolled on the d16 (Blue) die, then the ship is destroyed. Sabotage may, however, backfire. The unlucky number for the player is 14. If a 14 is rolled, then the player loses a ship in space, and a bunny in The Bunny Circle.
- If a player rolls a 14 and has more than one ship in space or more than one bunny in The Bunny Circle, then he may choose which ship and which bunny to sacrifice.
- May be used at any time!
- In case you were curious, the initials that precede each ship name stand for Bunny Space Ship.
- When a player decides to play a Beyea Aliens card, he must first roll the d10 (Green) die to determine a Random Location where the aliens’ ship will enter the game.
- Next, a target ship must be determined. Whichever player’s ship is closest to the aliens’ ship will be their first target. If no player has a ship in space yet, then the aliens’ ship will remain on the Random Location where they entered the game, and ‘lock on’ to the first ship that launches from Earth. If two players’ ships are equally distant from the aliens’ ship, then both players roll the same die and the low roller gets the lock.
- The aliens’ ship will always move after the last player in the round has completed his turn, but before the planets move in their orbits. Each aliens’ ship’s power (for Movement, Laser and Shield) is determined by their Annoyance Factor (06, 08 or 10). If more than one aliens’ ship is deployed, then move them one at a time in ascending order (starting with the lowest Annoyance Factor and working up to the highest).
- More than one aliens’ ship may be locked onto the same player’s ship at the same time.
- The individual who played the Beyea Aliens card will save the card in his playing area, and will be in charge of moving the aliens’ ship. Keep in mind, however, that no player ‘owns’ the aliens.
- An aliens’ ship will move in the same way as the player’s ships move, but must move directly towards the target ship avoiding all restricted spaces, markers and other ships. An aliens’ ship will avoidshadow spaces if planets are due to arrive soon. The Beyea Aliens are smart aliens.
- When an aliens’ ship moves, it will head directly towards its target ship even if other player’s shipsmove closer.
- If the aliens’ ship lands on a hex space adjacent to the target ship, it will attack. Aliens’ ships attack using the same rules as the player’s ships, however, aliens never use the flee option. Even if they are greatly outgunned, an aliens’ ship will never flee and will always pursue the target ship. An aliens’ ship is destroyed after it receives a third Hit marker in battle (the same as player’s ships).
- The target ship may be able to outrun an aliens’ ship. However, an aliens’ ship will continue to pursue the target ship during the next round. The attack from an aliens’ ship is over when one of three situations occur:
01) The aliens’ ship is destroyed by the target ship. If this is the case, then simply remove the aliens’ ship from the board, and put the large Beyea Aliens card in the discard pile.
02) The aliens’ ship destroys the target ship. If this is the case, then the aliens’ ship will lock on to the next closest player’s ship that will become the new target ship (starting on the next turn).
03) The aliens’ ship’s ‘lock’ on the target ship is broken. The target lock may be broken in one of two ways:
a) The target ship returns to Earth, and is no longer in space.
b) Another ship attacks the aliens’ ship. If this should happen, then the aliens’ ship will lock on to the attacking ship, and it will become the new target ship.
- Players should keep in mind that an aliens’ ship may lock on to a ship that is owned by the player who was responsible for launching them. An aliens’ ship will continue to attack ships in space until it is destroyed.
- In case you were curious, the name of the aliens is pronounced as if it were the first two letters of the alphabet in opposite order. That would be: Bee – Ay!
- A Bunninator may be placed on any opponent’s ship in space from any adjacent ship, and attacks all of the bunnies on board the opponent’s ship (one at a time). If the opponent has more than one bunny on board his ship, then he may choose the order in which the bunnies will confront the Bunninator. If any bunny can roll higher than the Bunninator’s number on the same die as the bunny’s color, then the Bunninator is eliminated. An eliminated Bunninator is removed from the ship and placed in the discard pile.
- If a bunny rolls the same number or a lower number than the Bunninator’s number on the same die as the bunny’s color, then the bunny is eliminated.
- A Blue bunny has the best chance of defeating any Bunninator invader because a player may roll the d16 (Blue) die. A Violet bunny can never defeat a Bunninator (unless it has Charmed Quarks). A Directorate Bunny may roll any of the five dice with the d16 (Blue) die being the most logical choice.
- If any invading Bunninator destroys all of the bunnies on board a ship, then the ship is considered empty, and the Bunninator remains on board. Any player that wishes to take control of the ship must first dock (move to an adjacent hex space), and then send a bunny on board to defeat the Bunninator. The Bunninator will attack all new bunny arrivals to an empty ship immediately.
- A Carrotton Torpedo may be played from any ship towards any opponent’s (or aliens’) ship in a direct line of fire. A player’s ship may be far away from an opponent’s ship and still launch a Carrotton Torpedo. The player must make sure, however, that no restricted spaces are between his ship and the opponent’s ship.
- Almost all Carrotton Torpedoes have multiple warheads (more than one die is rolled). Players must roll one die at a time starting with the d06 (Violet) die. An opponent that rolls lower than the player’s die roll number receives one Hit marker on his ship. Remember, any ship that receives a third Hit marker is destroyed and removed from the board. Opponents roll the same die that they would to defend their ship in battle (see Dice Power).
- If a player destroys an opponent’s ship before the last die is rolled, then the remaining warheads (die rolls) are forfeited unless another ship is coincidentally in a direct line of fire once the first ship is removed. If that is the case, then the second ship must roll against the remaining warheads.
- Charmed Quarks come alone or in groups (01, 02, 03 or 04), and may be placed under any bunny in The Bunny Circle or any bunny in a ship in space.
- If Charmed Quarks are on a bunny in The Bunny Circle, then they increase the strength of a die roll for that bunny against any Ground Weapon. If Charmed Quarks are on a bunny in a ship in space, then they increase the strength of a die roll for that bunny against any Bunninator. In either case, the increase in the roll is the number of Charmed Quarks on the card.
- Players may place more than one Charmed Quarks card on a bunny.
- DNA Resequencing allows a player to choose any two numbers in the range from (01-30) and roll the dice. The number of correct rolls is the number of bunnies that a player revives from the discard pile.
- The largest number to appear on any of the dice is 16, so choosing numbers that are larger than 16 would not make very much sense. Our suggestion is to choose numbers between 01 and 06.
- Any bunnies that a player receives may be placed directly into The Bunny Circle or on board any of his ships in space. If a player places a bunny on board of an empty ship, then he will own the ship as well.
- If the discard pile does not have any (or enough) bunnies, then the player is out of luck. Players are encouraged to check the discard pile before rolling.
- A Directorate Bunny may be used by a player as a bunny of any color (except Red). Players may change the color of a Directorate Bunny as often as they like, and at any time during the game.
- Directorate Bunnies may not be used as a type of bunny, Specialty or Celebrity bunny.
- Dwarf Deathstar may be played on any bunny in The Bunny Circle which dies instantly. All bunnies within two spaces are also killed. Bunnies with Charmed Quarks may survive the Dwarf Deathstar. For example, if a bunny had two Charmed Quarks, then it may roll an 11 or 12 against the Deathstar and still survive.
FEED THE BUNNY
- When a player places a Feed The Bunny card on an opponent’s bunny in The Bunny Circle, the opponent has until the end of his next turn to pay the amounts of Cabbage and Water listed on the card, or else the bunny will die (be discarded).
- Remember that a player may purchase Cabbage and Water from ZIDS (on his turn only) if he has Cash, and the store is open.
- Amounts of Cabbage and Water that were paid to Feed The Bunny are placed face up near the Draw Piles for the supply cards to form discard piles.
FLAX ENERGY NET
- The Flax Energy Net may be played from any ship in space to any adjacent ship. The Flax Energy Net immobilizes the opponent’s ship for up to six rounds of play. The opponent determines the number of rounds by rolling the d06 (Violet) die. For example, if the opponent rolls a 03, then he may not move his ship during any of his next three turns.
- While in the Flax Energy Net, the ship may not move, fire lasers, dock or be directly attacked by an opponent. The ship may, however, fall victim to a Self Destruct or be destroyed by a replaced marker or ship.
- The Flax Energy Net breaks an aliens’ ship’s target lock.
- At the end of the game, a player’s ship caught in the Flax Energy Net is still considered a ship in space. If a player’s only ship is in the Flax Energy Net when the game ends, he can still win the game.
- Players may roll each die up to four times. If at least four dice roll the number 04 (or numbers that contain a 4, such as 14), then the player may spend up to 40 Cosmic Cash at any open store. For now, the only store available is ZIDS. If all stores are closed, then the player is out of luck, and may not save the Cosmic Cash for later use.
- When an opponent places a Ground Weapon card on a player’s bunny in The Bunny Circle, the player must roll the d12 (Yellow) die right away to see if the bunny survives.
- The HAL 900 may be played from any ship in space to any adjacent ship. The HAL 900 causes the onboard computer to malfunction and sends the opponent’s ship towards The Sun. The opponent determines the number of spaces that the ship will move towards The Sun each turn by rolling the d10 (Green) die. For example, if the opponent rolls a 05, then he must move his ship five spaces directly towards The Sun on his next turn. Each time it is the opponent’s turn, he must roll the die again, and move the ship towards The Sun until it is destroyed.
- The opponent must move his ship directly towards The Sun, avoiding all restricted spaces, markers and other ships.
- The HAL 900 only controls the ship’s movement. The ship may fire lasers, defend attacks with shields, dock to take bunnies off the ship, or launch a Carrotton Torpedo. The ship may not flee during a battle.
LONG RANGE TRANSPORTER
- Long Range Transporter may be used once by a player to transport markers or bunnies from any one of his ships to any other ship in a direct line of fire. Any amount of markers or bunnies may be transported, but only once.
- Transportation to and from an opponent’s ship must be consensual.
MAGGOTS, DROUGHT AND HULL BREACH
- These cards may be given to any player who immediately loses all of his Cabbage, Water or Oxygen. The player must return all vouchers to ZIDS as well.
- Martian Misanthrope may be used once by a player to move the unclaimed Carrot marker that is farthest from the Mars marker to the Mars marker. Players may need to count hex spaces to see which Carrot marker is farthest away from Mars. If two Carrot markers are equally distant from Mars, then both of them are moved to Mars.
- Carrot markers on Mars ride the planet when it moves in its orbit at the end of each round.
- Newport News allows a player to choose any two numbers in the range from (01-30), and roll the dice. The number of correct rolls is the number of ships that a player reclaims from the discard pile.
- The largest number to appear on any of the dice is 16, so choosing numbers that are larger than 16 would not make very much sense. Our suggestion is to choose numbers between 01 and 06.
- Any ships that a player receives must become saved Special cards. Players may, if they wish, launch these ships on the same turn that they were received.
- If the discard pile does not have any (or enough) ships, then the player is out of luck. Players are encouraged to check the discard pile before rolling.
- Certain cards such as Charmed Quarks and Ship Modifications, once assigned, may not be removed and switched to another bunny or ship unless specifically told to do so by another card.
PLACE THE MINILITH
- Use the coordinate system to place (or replace) the Minilith marker on the board. If the Minilith marker is already in play (either in space or on board a ship), then this card will re-place the marker onto a new hex space.
- Quantum Hop may be used once by a player to move any of his own ships directly to another hex space. First, roll the d06 (Violet) die to determine the direction of the hop. Next, roll the d06 (Violet) die again to determine the number of hex spaces away where the ship will reappear. The d06 direction legend is located next to the Game Logo in Sector 01.
- Players are urged to remember that during a Quantum Hop, their ship does not ‘travel’ from one hex space to another, but instead it simply disappears from one hex space and reappears on another hex space. If that ‘new’ hex space is restricted, occupied by a marker, or off the edge of the board, then the ship will be destroyed. If the hex space is occupied by another ship, then both ships will be destroyed. Quantum Hop is a very, very risky procedure!
- If a ship carrying markers is destroyed during a Quantum Hop, then replace the markers one at a time using the coordinate system.
- A player may use Quantum Hop at any time during three circumstances:
01) A player may Quantum Hop his ship during his turn in hopes of moving into a better position, or moving out of a bad one.
02) A player may Quantum Hop his ship after defending the first of possibly multiple warheads from a Carrotton Torpedo in hopes of ‘getting out of the way’ for the remaining warheads.
03) A player may Quantum Hop his ship during a ship battle instead of either fighting or fleeing. If the two ships that were engaged in battle are no longer on adjacent hex spaces after the Quantum Hop, then the ship battle ends and the other player is not allowed a pursue move.
- May be used at any time!
- Random Movement may be played on any ship in space which must move in a direction determined by the d06 (Violet) die, and a distance determined by the d12 (Yellow) die. If the ship encounters a restricted space, board edge, marker, or another ship on the way to its final destination hex space, then it will be destroyed. If the ship runs into another ship, then both ships will be destroyed. The d06 direction legend is located next to the Game Logo in Sector 01.
- If a ship carrying markers is destroyed during a Random Movement by encountering a restricted space, board edge, marker, or another ship, then place any markers that were on board the ship on the last hex space that the ship occupied before it was destroyed.
- All players with at least one ship in space must roll the d16 (Blue) die. The low roller loses a ship. The player that runs the card may roll a second time if his first roll was not favorable. If the low roller has more than one ship in space, then he may chose which ship to sacrifice.
- Self Destruct may be used once by a player to destroy any one of his own ships in space, and every ship (including aliens) within a radius determined by the die roll. A roll of 01 destroys only the player’s ship.
- Any markers that were on board a doomed ship will remain on the hex space where the ship was destroyed. Any markers within the blast radius of the ship remain in place.
- All eight Ship Weapon cards are Special cards. In order for players to use Ship Weapons during the Space Play portion of their turns, these cards need to be saved. To save any Special card, simply run it through the Top and Bottom Run card cycle. Since saved Special cards may be played in any amounts during any portion of a player’s turn, this will make all of the Ship Weapons readily available.
- Ship Weapons that are saved may be played from any one of a player’s ships in space.
- Space Cadet must be used by (or given to) a first time player if one exists. A first time player is a person who is playing the game for the first time. The player may take any saved Special or Very Special card from each adjacent player.
- If no first time player exists, then the person who played the card may take any one saved Special or Very Special card from either adjacent player (not both).
- If more than one first time player exists, then the card holder may choose which of them will receive the Space Cadet.
- When a player retrieves a Ground Weapon, a Ship Weapon, a bunny or a ship by using a Space Supplies card, he must place the card into his hand. Often, this will result in a surplus card, therefore the player may discard any unwanted card from his hand into the discard pile. At the end of his turn, the player must have five cards in his hand and two cards down.
SUSTAIN THE BUNNY
- Sustain The Bunny cards work the same way as Feed The Bunny cards except that they are placed on bunnies in ships in space, and they contain an Oxygen cost as well as the Cabbage and Water costs.
ULTRA-VIOLET SCREENING, RAIN DANCE AND PRESSURE SEAL
- These three Special cards are each used to stop other somewhat nasty cards from being played. These cards must, however, be saved Special cards if players are to use them immediately. Although these cards are not quite Very Special cards, players may use them during an opponent’s turn, but only to defend themselves against a direct attack by the specific cards mentioned in their text.
- A White ship may be used by a player as a ship of any color (except Red or Pink). Players may change the color of a White ship as often as they like and at any time during the game.
- White ships may not be used as Specialty ships.
- Wormhole may be played on any ship in space and relocates that ship to the same hex space coordinates in a randomly chosen sector.
- For example, if a player’s ship were attacked with the Wormhole, he would first note his hex space address on the board (let’s say 01-05-11), and then he would roll the d10 (Green) die. If he rolled an 08, then he would move his ship directly to the hex space (08-05-11), which is the same position that the ship was in before, but in a different sector. For now, a roll of 10 on the Green die is re-rolled since there is no Sector 10.
- If the ship appears on a restricted space, then it is destroyed, and any markers it was carrying are replaced on the board one at a time using the coordinate system. If the ship appears on a hex space that is already occupied by another ship, then both ships are destroyed, and all markers that were on board those ships will remain on the doomed hex space.
- DELUXE EDITION
- Blue Starter Deck
- Red Booster
- Violet Booster
- Orange Booster
- Green Booster
- Twilight White Booster
- Stainless Steel Booster
- Perfectly Pink Booster
- Wacky Khaki Booster
- Ominous Onyx Booster
- Chocolate Booster
- » Omega Promo Cards
- » Psi Promo Cards
- » Nu Promo Cards
- » Theta Promo Cards
- » Phi Promo Cards
- HEROES vs. VILLAINS