Tournament Bunny Bits

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:

a) Flip and play the TOP RUN card.
b) Flip and discard the TOP RUN card if the player cannot use it, or does not wish to use it.
c) Flip and save the TOP RUN card, but only if it is a RESOURCE, SPECIAL or VERY SPECIAL card.
d) 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. Players take their turns one at a time, and in a clockwise direction.

Adjacent

The phrase ‘adjacent players’ on a card refers to both the player sitting to the left of you and the player sitting to the right of you. In a two-player game, this will be the same player on both sides.

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 phrase ‘adjacent cities’ means the city placed directly to the left and the city placed directly to the right of the ‘target’ city in The Center Circle. These cities may belong to the same player or to different players.

Aggressive Cards

All cards that have a Pink Rectangular Box on the left border of the card require a player to have a bunny in The Bunny Circle and are considered to be Aggressive.

Card Identification

The Card Identification is actually two letters and two numbers and is located at the bottom left and the bottom right corners of each card respectively. Therefore, each Card Identification is: Letter/Letter/Number/Number

Face Up

All of a player’s saved cards (RESOURCE, SPECIAL and VERY SPECIAL cards) must be placed on the table face up so that everyone can see them.

Hexascrewup

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 subtract (-5) Civ Points from his d20 die.

In Play

Any creature in play refers to a creature either in The Bunny Circle or in a structure in The Center Circle.

Once Per Turn

The phrase once per turn on a card refers to the player of the card and the player’s turn. An event that occurs once per turn means that the event will occur once each time that it is the player’s turn, but will not occur during other players’ turns.

Player And Opponent

When card text refers to the player, it means the person who is playing the card. When card text refers to an opponent (or opponents), it means all of the other people (not the player) who are playing the game.

Heroes vs. Villains

Positioning Of Creatures And Structures

Players may place creatures (such as bunnies) anywhere they wish in The Bunny Circle as they are acquired (flipped into play, traded with other players, stolen from other players, or revived from their 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 there. A player may not, however, reposition his creatures that are already in The Bunny Circle.

Players may place structures (such as cities) anywhere they wish in The Center Circle as they are acquired (flipped into play, traded with other players, stolen from other players or revived from their Discard Pile). A player may not, however, reposition his structures that are already in The Center Circle.

Rectangular Boxes

Heroes vs. VillainsA Pink Rectangular Box on the left border of the card requires a player to have a bunny in The Bunny Circle to use the card.

A Pink Rectangular Box with a bunny in a circle is found only on some Special cards and requires a player to maintain a bunny in The Bunny Circle to keep the Special card saved. If, at any time, the player does not have a bunny in The Bunny Circle, then all of his saved Special cards with this symbol must be immediately discarded.

A Green Rectangular Box on the left border of the card requires a player to have a city in The Center Circle to use the card.

Shuffling

Each time that a player adds cards to or removes cards from his Draw Pile, he must shuffle it thoroughly and allow an opponent to cut his Draw Pile deck. An opponent cutting a player’s Draw Pile deck must leave no less than 5 cards on both the top and bottom of the cut (unless, of course, the player’s Draw Pile has less than 10 cards).

Symbols

Many of the cards have one of six Symbols. The Symbols are: Triangle, Rectangle, Spiral, Ellipse, Star and Cross. These Symbols are used for various reasons in the Killer Bunnies® Odyssey universe.

Killer Bunnies

Targeting

A player may not use a weapon card to directly target his own creature (usually a bunny) in The Bunny Circle or structure (usually a city) in The Center Circle.

A player may use a weapon card to target a creature or a city that he owns if that target is adjacent to the direct target. Many weapons as well as Super Bunny cards in the Killer Bunnies® Odyssey universe will target adjacent creatures or structures (see Death Stalker). If, however, an adjacent target (creature or structure) which he owns is destroyed, the player will not receive any Civ Points since he is responsible for his own creature’s or structure’s demise.

A player may target his own creatures or structures with an Aggressive card that is not a weapon card. If the creature or structure is destroyed, the player still does not receive any Civ Points since, once again, he is responsible for his own creature’s or structure’s demise.

Trading (One-Trade Rule)

Trading may only occur during either of the players’ turns that are involved in the trade, and not while other players are taking their turns.

Any player may trade: saved RESOURCE cards, saved SPECIAL cards, saved VERY SPECIAL cards, creatures in The Bunny Circle or structures in The Center Circle (along with all of its occupants) in any amounts agreed upon by the players.

All cards in play may only be traded once during the game. This One-Trade Rule prevents players that are in league with each other from simply ‘passing’ valuable cards (such as saved RESOURCE cards) from one to another throughout the game. If a particular card specifically tells a player to move a card from one player to another player, then this does not constitute a trade. Players may use tokens of their choice to keep track of cards that have already been traded.

Any player may trade cards from his five-card hand with an opponent on a one-to-one basis so that no player has an extra card in his hand, or is short a card, after the trade. All players must have five cards in their hand at the end of the trade. Cards traded from a player’s hand may be traded more than once (since they are not yet in play). No player may be forced to trade any of his cards unless specifically told to do so by a card in play.

Cards in the TOP RUN and BOTTOM RUN positions can never be traded.

Card Icon Legend

Heroes vs. Villains

CLICK IMAGE TO ENLARGE

Playing Certain Cards

Heroes vs. Villains

Playing A Bunny

To play a bunny, a player must run it through the BOTTOM RUN and TOP RUN card cycle (because it is a RUN card).  When the card is flipped up, a player will have to make sure that he has enough RESOURCE cards saved to pay for the Card Cost.  The bunny may be placed anywhere in The Bunny Circle, but most players will keep the bunny for themselves and place it into their area of The Bunny Circle.

HERO AND VILLAIN SUPER BUNNY CARDS

Any one player may have only Hero or Villain Super Bunny cards in play at any one time, but not both.  A single deck may, however, contain both Hero and Villain Super Bunny cards.

Hero and Villain Super Bunny cards each have different and unique abilities that will enhance game play and give a player an advantage.  All Super Bunny cards have a point value of 5.

If a player has at least one bunny (any type of bunny) in The Bunny Circle, then he may play any card that has a Pink Rectangular Box on the left border.

KEEPING SCORE

All bunnies in play have a point value that adds to a player’s Total Civ Point score.

Heroes vs. Villains

Playing A City

To play a city, a player must run it through the BOTTOM RUN and TOP RUN card cycle (because it is a RUN card).  When the card is flipped up, a player will have to make sure that he has enough RESOURCE cards saved to pay for the Card Cost.  The city may be placed anywhere in The Center Circle, but most players will keep the city for themselves and place it into their area of The Center Circle.

When a player places a city in The Center Circle he must put at least one bunny occupant into the city to own the city and claim the points.  A player may put more than one bunny occupant into a city; however, the total point value of the bunny occupants cannot exceed the point value of the city.  For example, a 10 point city may only hold bunnies with a combined point value of 10 or less.

A city that takes damage may not hold as many bunnies as it did before.  For example, a city with a point value of 8 may hold bunnies with a combined point value of 8.  However, a city with a point value of 8 and 3 points of damage may only hold bunnies with a combined point value of 5 or less.

A player may add a bunny occupant to a city at any time during his turn.  Players may not, however, move bunnies from one city to another, or return bunnies from cities back to The Bunny Circle (unless the city has an Exit Strategy City Modifier card).

If a player has at least one city in The Center Circle, then he may play any card that has a Green Rectangular Box on the left border

KEEPING SCORE

All cities (and their occupants) have a point value that adds to a player’s Total Civ Point score.

ABANDONED CITIES

A city is abandoned if it has no bunny occupants.  A city may become abandoned if the last bunny occupant of a city is forced to move, or perhaps the city takes damage points that kills the last bunny occupant, but doesn’t quite destroy the city.  No player may claim the point value of an abandoned city.

An abandoned city remains in place in The Center Circle and may still be targeted with a City Weapon by any player.  If the city is destroyed, then the player who launched the City Weapon adds the point value of the city to the Civ Points on his d20 die.

Any abandoned city may be claimed by a player with at least one bunny in The Bunny Circle during his turn only.  By putting a bunny into an abandoned city, a player claims the city and may reposition it into his area of The Center Circle.  Of course the player must still make sure that the point value of the bunny does not exceed the point value of the city (minus any damage).

Heroes vs. Villains

Playing A Ground Weapon

To play a Ground Weapon, a player must run it through the BOTTOM RUN and TOP RUN card cycle (because it is a RUN card).  When the card is flipped up, a player will have to make sure that he has enough RESOURCE cards saved to pay for the Card Cost of the Ground Weapon, and that he has a bunny in The Bunny Circle (all Ground Weapon cards have a Pink Rectangular Box on the left border).

Next, place the Ground Weapon on any opponent’s bunny in The Bunny Circle.  Players may not directly target their own creatures in The Bunny Circle.  The opponent who owns the creature must roll his d12 die immediately to defend against the Ground Weapon.

KEEPING SCORE

If the opponent rolls the same number or higher than the weapon level, then no damage is taken and the Ground Weapon is placed in the player’s Discard Pile.

If the opponent rolls lower than the weapon level, then the damage to the opponent’s bunny will be the difference between what he rolled on the d12 die and the level of the weapon.  The damage to the bunny is recorded using the Scoring Squares.

If the damage to the bunny reaches the same number or greater than the point value of the bunny, then the bunny is killed (placed in the opponent’s Discard Pile) and the last player who was responsible for the damage adds the point value of the bunny to the Civ Points on his d20 die.

Heroes vs. Villains

Playing A City Weapon

To play a City Weapon, a player must run it through the BOTTOM RUN and TOP RUN card cycle (because it is a RUN card).  When the card is flipped up, a player will have to make sure that he has enough RESOURCE cards saved to pay for the Card Cost of the City Weapon, and that he has both a bunny in The Bunny Circle (all City Weapon cards have a Pink Rectangular Box on the left border) and a city in The Center Circle (all City Weapon cards have a Green Rectangular Box on the left border as well).

Next, place the City Weapon on any opponent’s city in The Center Circle.  Players may not directly target their own cities in The Center Circle.  The opponent who owns the city must roll his d12 die immediately to defend against the City Weapon.

KEEPING SCORE

If the opponent rolls the same number or higher than the weapon level, then no damage is taken and the City Weapon is placed in the player’s Discard Pile.

If the opponent rolls lower than the weapon level, then the damage to the opponent’s city will be the difference between what he rolled on the d12 die and the level of the weapon.  The damage to the city is recorded using the Scoring Squares.

If the damage to the city lowers its point value below the total value of its bunny occupants, then the opponent must choose which bunny occupant(s) to sacrifice (discard).  Recall that the point value of the bunny occupants cannot exceed the point value of the city (minus any damage).  The player adds the point value of the sacrificed bunny occupant(s) to the Civ Points on his d20 die.

It is possible for the point value of the city to fall low enough that all of the bunny occupants inside have died and yet the city has not been destroyed.  If this is the case, then the city is considered abandoned.

If the damage to the city reaches the same number or greater than the point value of the city, then the city is destroyed (placed in the opponent’s Discard Pile) and the last player who was responsible for the damage adds the point value of the city and its bunny occupants to the Civ Points on his d20 die.

Heroes vs. Villains

Playing A City Modifier

Players may have noticed that all city cards are horizontal.  Players may also have noticed that all City Modifier cards (such as an Exit Strategy card) are also horizontal so that they may easily be placed under a city in The Center Circle.  If a player flips up a City Modifier card from his TOP RUN position and has no city in The Center Circle, then he may either place the City Modifier card under an opponent’s city or simply discard the card.

Card Cost Information

Keeping Track of Card Cost

The Card Cost to play any card is shown by small colorful hexagon icons that are located on the right side of the top window of each card.  The payment for the Card Cost is a player’s saved RESOURCE cards.

To keep track of how many saved RESOURCE cards a player has used in one round of play, he may simply slide them off to one side.

Heroes vs. Villains

For example, if a Fan Bunnies card has a cost of two Technology RESOURCE cards, then the player must have two Technology RESOURCE cards saved before he can play the card.  If the player already has five Technology RESOURCE cards saved, then after he plays the Fan Bunnies card his saved RESOURCE cards will look like this:

The player still has three Technology RESOURCE cards to use for the remainder of the round.

Additionally, if the player wanted to play a saved SPECIAL card during his turn (or a VERY SPECIAL card during another player’s turn), then he only has three Technology RESOURCE cards at his disposal.  If this is not enough to ‘pay’ for the Card Cost of the additional card(s) that he wishes to play, then he may not play the cards.

All of a player’s saved RESOURCE cards reset at the start of the player’s turn and are available for use once per round of play.

All of a player’s saved RESOURCE cards reset at the start of the player’s turn and are available for use once per round of play.  This fact is so important, that we printed it twice!

Our player from the previous example will have five Technology RESOURCE cards to use at the start of his next round of play.

White RESOURCE Card Cost

A White RESOURCE Card Cost (no design in the hexagon) can be ‘paid’ with any type of saved RESOURCE card.  At first glance a White RESOURCE Card Cost may not seem to make any sense.  For example, if a player’s deck has only Technology RESOURCE cards, and the card that he wants to play requires one White RESOURCE and two Technology RESOURCE Card Cost, then he will pay three Technology RESOURCE Card Cost anyway.  So why are there two different types (White and Blue) of Card Cost?

The White RESOURCE Card Cost makes more sense in decks that are created using more than one type of RESOURCE card.  If that is the case, then a White RESOURCE Card Cost is easier to pay than a specific type of RESOURCE Card Cost.  Players often start to build their own more dyanmic decks after just a few rounds of play with cards that require many different types of Card Cost.

Universal (White) RESOURCE card

The Universal (White) RESOURCE card may be used to ‘pay’ for any type of RESOURCE Card Cost (not just a White Resource Card Cost).  The Universal RESOURCE card is essentially a Wild Card for RESOURCE.

Substituting RESOURCE Card Cost

In decks that contain cards with more than one type of RESOURCE Card Cost (custom constructed decks), players may burn (discard) any type of RESOURCE card as a substitution for a specific type of RESOURCE Card Cost.

For example, if a player had two saved Land RESOURCE cards and wanted to play a card with one Crops RESOURCE Card Cost, he may do so, but he would have to discard one of his saved Land RESOURCE cards at the end of his turn.  The disadvantage of this situation is that discarded RESOURCE cards are placed directly into a player’s Discard Pile and may not be used again by the player in future rounds of play.

Heroes vs. VillainsBurning RESOURCE Card Cost

An X across a White RESOURCE Card Cost requires a player to discard any one of his saved RESOURCE cards of any type (player’s choice).

Heroes vs. Villains

For example, all cities require a player to burn (discard) any two of his saved RESOURCE cards.

Not enough saved RESOURCE cards to pay for Card Cost?

If all of the cards in a player’s hand have a high Card Cost and he does not have enough saved RESOURCE cards to play any of them, then the player may have to run a few of those cards through the TOP RUN and BOTTOM RUN card cycle and burn (discard) them without playing them.

Sometimes other card conditions such as the Pink or Green Rectangular box cannot be met and again, a player may have to burn (discard) a few cards.  This is not unusual, especially at the beginning of a game, until a player has had a chance to build up a supply of saved RESOURCE cards.

Total Civ Point Score

To find his Total Civ Point score, a player must add the Civ Points on his d20 die, the Civ Points of the creatures that he has in the Bunny Circle, and the Civ Points of the structures (and their occupants) that he has in The Center Circle.

Killer BunniesCiv Point Counter (the d20 die)

When the Civ Point score on a player’s d20 die reaches 21, he simply places the d20 die on top of (+20) Scoring Square and resets the d20 die back to 1 to represent the 21 Civ Points.

If a player’s Civ Point score on his d20 die drops below 1, then he will automatically lose the game.

Reshuffling Your Draw Pile

If a player runs out of cards during play and needs to re-shuffle his Draw Pile, then he must subtract (-10) Civ Points from his d20 die score.  If the player does not have at least 11 Civ Points on his d20 die, then he will automatically lose the game.

Facts About The Cards

EX01-04: Yang or Yin Bunny
A player may add (+1) to the level of any weapon that he launches if he owns both a Yang Bunny and a Yin Bunny of the same color adjacent to each other in The Bunny Circle (a Yang Yin Bunny pair).  The player must own both bunnies to form the pair.  Players with multiple Yang Yin Bunny pairs may boost weapons more  than one level (even above level 12!), however, each Yang Bunny  or Yin Bunny may only be paired once on any particular turn.  For example, a Yang Bunny with a Yin Bunny on either side may not be paired twice.

EB09-10: Redeux
Once each turn, the player with Redeux in  play may burn (discard) two of his Technology Resource cards to retrieve any weapon card from his Discard Pile and to place it back into his hand.  Since the player will now have an extra card, the opponent on the player’s left must randomly choose a card from the player’s hand and place it into the player’s  Discard Pile.

EB11-12: Suzie Shadows
The player with Suzie Shadows in play may burn (discard) any one of his Resource cards to remove Suzie Shadows from play at the end of any of his turns and to return her back into play (in any position in The Bunny Circle) at the start of his next turn.  When removed from the game, Suzie Shadows cannot be targeted by an Aggressive card (a card with a Pink Rectangular Box on the left border).  Any modifier cards or Scoring Squares remain with Suzie Shadows.

EX29: Construction Crew
Construction Crew may be used once by a player to roll the d12 die.  The number rolled is the total maximum number of points of damage (negative Scoring Squares) that may be removed from any combination of the player’s cities in The Center Circle.  For example, a roll of 7 may remove 2 points of damage from one city and 5 points of damage from another city.

EX33: Ground Weapon Runner
Rose’s Laser Cannon,  Choking Coffee Beans, Twisted Sisters

Ground Weapon Runner may be placed on  any creature in The Bunny Circle and attacks the creature as a Level 6 weapon.  The player who owns the creature must roll the d12 die.  Possible damage to the creature and Civ  Point scoring for a Ground Weapon Runner are calculated in the same way that it would be for a Ground Weapon.  The difference is that a Ground Weapon Runner itself takes damage when the defensive roll is higher than 6 using the same subtraction method to calculate the damage.  For example, if the player rolls an 8 on his d12 die, then the Ground Weapon Runner would take (-2) damage.  Players may use the Scoring Squares to note the point value damage of a Ground Weapon Runner.

Ground Weapon Runner continues to visit creatures around The Bunny Circle until it has taken at least (-6) damage.  Once a Ground Weapon Runner has taken at least (-6) damage, then it is immediately discarded.  The player must choose which direction (clockwise or counter-clockwise) that Ground Weapon Runner will travel around The Bunny Circle when it is first placed on its initial target creature.  A Ground Weapon Runner is completed in a single player’s turn.

EX35: Exit Strategy – City Modifier
Super Scooter, Corn Truck Shuck, Tunnel Out

An Exit Strategy may be placed under any city in The City Circle and allows the player who owns the city to move any of its bunny occupants out of the city and back to The Bunny Circle at the start of any of his turns.

EX57-60: Universal (White) Resource
Universal Resource cards may be used as any one Resource  card of any type (Elementals, Energy, Technology, Animals, Crops, Land or Cosmic).  For Tournament Play, all Universal Resource cards must be declared a single type by the player before beginning the game.

 

 

© 2017 Ultra PRO International LLC.
Killer Bunnies is a trademark of Jeffrey Neil Bellinger, used under license.
All rights reserved.

 

 Playroom Entertainment 

Killer Bunnies
is published by
Playroom
Entertainment.

 

Created by
Jeffrey Neil Bellinger
Graphic Design by
Jonathan Young