Blue Starter Deck

Yellow Booster Deck

Red Booster Deck

Violet Booster Deck

Orange Booster Deck

Green Booster Deck

Twilight White Booster Deck

Stainless Steel Booster Deck

Perfectly Pink Booster Deck

Wacky Khaki Booster Deck

Ominous Onyx Booster Deck


Bunny Blanks

Omega Series Cards

Psi Series Cards


Teaching Killer Bunnies

Killer Bunnies T-Shirts

Mixing In KinderBunnies

Bunny Bits

VERSION EPSILON 3 :: 0001 :: UPDATE 07/25/2005

More Card Information

PLAY IMMEDIATELY CARDS

:: If a player draws a PLAY IMMEDIATELY (Terrible Misfortune) card during play, then he must stop the game, announce that he has the card and kill one of his own bunnies in The Bunny Circle.

:: If a player draws a PLAY IMMEDIATELY card but has no bunny in The Bunny Circle, then he must place the card on an opponent's bunny in The Bunny Circle causing it to die (and be discarded). This is also true if the player's only bunny in The Bunny Circle is protected by The Heavenly Halo.

RUN CARDS

:: To play a RUN card, a player must first place it down in the BOTTOM RUN position, then slide it to the TOP RUN position, and finally flip and play the card. All RUN cards work this way.

:: If your RUN card has a Pink rectangular box on the left border, then you must have a bunny in The Bunny Circle to use the card.

:: If your RUN card has a Pink rectangular box on the left border and you do not have a bunny in The Bunny Circle, then you must discard the card. Remember, RUN cards may not be saved.

SPECIAL CARDS

:: There are two ways to play a SPECIAL card:

1) You may play a SPECIAL card the same way that you would play a RUN card by placing it in the BOTTOM RUN position, sliding it to the TOP RUN position and flipping it over. When you flip over a SPECIAL card you may either play the card or save the card:

a) SPECIAL cards may be played the same way as RUN cards are played. Don't forget that if there is a Pink rectangular box on the left border of the card, then you will need a bunny in The Bunny Circle to play the card.
b) SPECIAL cards may be saved by placing them off to the side with your KABALLA DOLLA cards.

2) You may play a SPECIAL card directly from your hand instead of flipping your TOP RUN card. Don't forget that if there is a Pink rectangular box on the left border of the card, then you will need a bunny in The Bunny Circle to play the card.

:: SPECIAL cards may be discarded directly from your hand as a turn.

:: SPECIAL cards may not be saved directly from your hand to the table as a turn. SPECIAL cards must go through the BOTTOM RUN card and TOP RUN card cycle if you wish to save them.

:: A player can use any number of saved SPECIAL cards during his turn in additional to his regular play.

VERY SPECIAL CARDS

:: All of the rules for SPECIAL cards are the same for VERY SPECIAL cards with one difference. The difference between a SPECIAL card and a VERY SPECIAL card is that a SPECIAL card may only be played during a player's turn whereas a VERY SPECIAL card may be played during any player's turn.

:: Playing a saved VERY SPECIAL card does not count as a player's turn. Playing a VERY SPECIAL card directly from your hand does not count as a player's turn either.

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:

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 leaves the TOP and BOTTOM RUN cards in place.

:: A round is completed when every player has had one turn.

ADJACENT

:: The phrase 'Adjacent players' on a card refers both to the player sitting to the left of you and the player sitting to the right of you.

:: The phrase 'Adjacent bunnies' means the bunny placed directly to the left and the bunny placed directly to the right of the 'target' bunny in The Bunny Circle. These bunnies may belong to the same player or to different players.

:: 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 or different players.

AGGRESSIVE CARDS

:: All cards that have a Pink rectangular box on the left border of the card are considered to be Aggressive cards with the exception of Choose A Carrot (any amount of Carrots) cards.

BUNNY TRIPLETS

:: If a player has three bunnies in The Bunny Circle that are the same color (Blue, Green, Orange, Violet or Yellow) or the same kind (Congenial, Gleeful, Lumbering, Sinister or Timid), then he may play an additional card per turn. This is called a Bunny Triplet.


:: If the Bunny Triplet is established with the first card of a player's turn, then the player may play a second card during the same turn.

:: Additional Bunny Triplets do not allow a player to play more cards per turn.

:: When a player has a Bunny Triplet and is allowed to play two cards per turn he must play one card first, draw a replacement card, and then play the second card. Here's why: suppose a player uses his first card and then draws a replacement card that kills one of his bunnies (maybe a Terrible Misfortune). It is possible that he will no longer have a Bunny Triplet and therefore, not be allowed to play the second card.

DISCARDED SUPPLIES

:: When Cabbage and Water are used to Feed The Bunny, they are put into a discard pile on your table. When the Cabbage and Water supplies run out, the cards in the discard pile are not used again.

FACE UP

:: All of a player's saved cards (Dolla, Cabbage, Water, Carrots, SPECIAL, and VERY SPECIAL) must be placed on the table face up so that everyone can see them.

GAME LENGTH

:: If your game of Killer Bunnies is running too long, then try starting the game by giving each player a Carrot (or two) from Kaballa's Market.

:: If your game of Killer Bunnies is ending too quickly, then try removing a few Choose A Carrot cards from the Draw Pile.

JOINING LATE / LEAVING EARLY

:: Players may join the game at anytime by sitting directly to the left of the oldest player and taking seven cards from the draw pile. Any PLAY IMMEDIATELY cards that are drawn by the player are discarded without being used. The player places his TOP and BOTTOM RUN cards down and play continues from where it had previously stopped.

:: If a player must leave the game early, then he must return his Carrots to Kaballa's Market, discard his Cabbage, Water and seven playing cards. Players leaving the game may not give away their Carrots, Dolla or supplies to players still in the game.

MAKING CHANGE

:: If a player needs change in KABALLA DOLLA, Cabbage or Water, then he may take it from the discard piles. For example, if a player needed to Feed The Bunny 4 Cabbage and the only card that he had saved was a 5 Cabbage Card, then he would pay with the 5 and take a 1 Cabbage Card in return from the Cabbage Card discard pile.

:: If the right amounts of Cabbage (or Water) change do not exist in the discard piles, then keep track of what the game 'owes' you on a small pad of paper and take the change when it becomes available. The same is true for KABALLA DOLLAs.

ORDER OF OPERATIONS

:: A player's turn is over when he has flipped his TOP RUN card (or played a SPECIAL card directly from his five-card hand) and has replaced the card so that he once again has 5 cards in his hand and 2 cards down on the table.

:: A player may buy supplies from the market before he starts his turn or anytime before his turn is over.

:: A player may play any number of saved SPECIAL cards during his turn. Saved SPECIAL cards may be played before the player starts his turn or anytime before his turn is over.

:: If a player has a Bunny Triplet and is allowed to play two cards per turn, he must:

1) Play his first card.
2) Draw a replacement card.
3) Play his second card.
4) Draw another replacement card.

The player's turn is over after the second card is replaced.

POSITIONING OF BUNNIES

:: Players may place bunnies anywhere they wish in The Bunny Circle as they are flipped into play or revived from the discard pile. For example if a player has two bunnies in The Bunny Circle, then a bunny may be placed to the left, right or in between the two already down.
:: A player may not, however, reposition bunnies that are already down in The Bunny Circle (perhaps in the hopes of avoiding a Roaming Red Run card).

RESHUFFLING

:: If you get to the end of the Draw Pile and the game has not finished, then simply reshuffle all of the large cards from the discard pile and start again. Supply cards such as Cabbage and Water may not be reshuffled and reused.

REVIVING BUNNIES

:: Both The Magic Fountain and Supplies Surprise cards allow a player to revive a bunny. This bunny can only be chosen from the discard pile. If there are no bunnies in the discard pile, then you are out of luck.

:: Bunnies that are revived using The Magic Fountain and Supplies Surprise cards may go directly down into The Bunny Circle.

ROAMING RED RUN CARDS

:: Any card that has a Red RUN printed in the top window is a Roaming Red Run card. So far, there are two: Cyber Bunny and The Ebola Virus.

:: Here's how Roaming Red Run cards are different: suppose that a fictional player named Carol launches Cyber Bunny. Naturally she would place it on an opponent's bunny and that opponent would roll the Violet die according to the card. The opponent's bunny will either survive (yeah!) or die (aw!). But now instead of discarding Cyber Bunny, it is placed on top of the next adjacent bunny clockwise in The Bunny Circle (the two cards actually share the same space in The Bunny Circle). Cyber Bunny remains on top of the bunny and attacks again each time it is the end of Carol's turn (that's once every round of play). This cycle continues until the Roaming Red Run card is eliminated.

TRADING

:: Trading may only occur during either of the player's turns that are involved in the trade.

:: Any player may trade: Cabbage, Water, Dolla, saved SPECIAL cards, saved VERY SPECIAL cards, Carrots or bunnies in The Bunny Circle in any amounts agreed on by the players.

:: Any player may trade cards from his five-card hand on a one-to-one basis. All players must have five cards in their hand at the end of the trade.

:: Cards in the TOP RUN or BOTTOM RUN position can never be traded.

:: Players may only give their Cabbage or Water to another player out of turn when that player needs to feed any bunny immediately.


Facts About The Cards

AREA 51

:: An Area 51 card is used to abduct a bunny from The Bunny Circle. An abducted bunny is placed off to the side and out of play until another bunny is abducted using another Area 51 card. If this occurs, then the first bunny is returned to its owner.

:: If an abducted bunny has any cards associated with it such as Clover, the Containment Suit, a Feed The Bunny card, The Trojan Bunny or The Ebola Virus, then those cards are immediately discarded.

:: If the bunny that is abducted has Cyber Bunny on top of it, then the bunny goes with the aliens and Cyber Bunny moves on to the next target in The Bunny Circle. All Roaming Red Run cards will work this way in the future.

:: A player with an abducted bunny and no other bunny in The Bunny Circle may not play any cards with a Pink rectangular box on the left border of the card (including Choose A Carrot cards).

:: An abducted bunny cannot count towards a Bunny Triplet because it is not in The Bunny Circle.

:: At the end of the game, a player with only an abducted bunny may still win the game (since the bunny is still alive).

BAD KARMA

:: The Bad Karma card is given to a player, not a particular bunny.

:: Bad Karma forces a player to launch his next weapon at one of his own bunnies. If the player has a Weapon card in either the TOP or BOTTOM RUN position, then he must play the Weapon card on one of his own bunnies (he may not discard it).

:: If a player flips a Weapon card and has no bunny in The Bunny Circle, then the weapon is discarded (of course) but the Bad Karma remains.

:: Bad Karma will remain with the player until he launches a Weapon card at one of his own bunnies. In this situation, having the Kitchen Whisk in your five-card hand can be very helpful!

BAKER STREET

:: Baker Street may be used by a player with at least one bunny in The Bunny Circle. It is given to an opponent who loses his next turn of play. The opponent may or may not have a bunny of his own in The Bunny Circle (it does not matter).

BUG OFF AND NOAH'S FLOOD

:: These SPECIAL cards are a bit different from the rest. A player may use the card Bug Off to immediately eliminate an attack of either the Maggots or the Roaches from an opponent, but only if the card has been saved first. Similarly, a player may use the card Noah's Flood to immediately eliminate an attack of either the Drought or the Flame Thrower from an opponent, but only if the card has been saved first.

:: Unlike VERY SPECIAL cards, Bug Off and Noah's Flood may not be used to save other player's bunnies from harm. These cards are for the exclusive use of the player who has them saved.

CABBAGE CARDS AND WATER CARDS (the small decks)

:: The Cabbage Cards are not all the same. There are 1, 2, 5 and 10 Cabbage units per card

:: The market sells Cabbage Cards, not Cabbage units. Hopefully you will be lucky and get the 10 Cabbage Card for your money, but most likely you will get a few 1 Cabbage Cards as well. The same is true for Water Cards.

CARROT THIEF

:: Carrot Thief allows a player to steal one (and only one) Carrot. If a player rolls a six on the Orange die, then he may take Carrot #06 from an opponent or from the market. It does not mean to steal six Carrots.

:: The Violet Booster Deck includes a twenty-sided die. At such a time when you add a twenty-sided die to your game, players may choose to roll either the Orange or twenty-sided die for the Carrot Thief card.

CARROT TOP CASINO AND THE MAD, MAD DONNELAITH BAKERY

:: To use either of these cards, a player must have a bunny in The Bunny Circle because they both have a Pink rectangular box on the left border.

:: To use either of these cards, a player must first choose the bunny that will take the risk. This 'target' bunny can be one of his own or an opponent's bunny.

:: If the consequence for a bunny is to feed, then it must be done immediately. An opponent with no Cabbage or Water saved will not have the opportunity to buy supplies from the market since it will not be his turn.

:: You will have to use the Orange die to play The Mad, Mad Donnelaith Bakery. The Red die will be included in the Red Booster Deck.

CHOOSE A CARROT

:: These cards are used to get Carrots from the market regardless of whether it is open or closed. The more Carrots that a player collects, the better his chances are of winning the game.

:: All Choose A Carrot card rules refer to single, double (and later triple) Carrot choosing.

CLOVERS AND CONTAINMENT SUIT

:: More than one Clover (or set of Clovers) card may be given to a single bunny in The Bunny Circle.

:: Once assigned to a bunny, associated cards such as Clovers and the Containment Suit cannot be moved to another bunny.

:: If a bunny in The Bunny Circle is killed, then the bunny and all of its associated cards are discarded.

:: If a Clover card is flipped but a player has no bunny in The Bunny Circle of his own, then he may discard the card or place it on an opponent's bunny (just to be nice).

CYBER BUNNY

:: Since it is a Roaming Red Run card, Cyber Bunny attacks one bunny per round of play. Cyber Bunny travels in a clockwise direction and any bunny attacked must roll higher than 9 to survive.

:: Cyber Bunny can attack the same bunny more than once during its time in The Bunny Circle.

:: If Cyber Bunny is alone in The Bunny Circle (or a portion of The Bunny Circle separated by Barriers) with no viable targets, then it is discarded. A bunny with The Heavenly Halo would be an example of a non-viable target since it cannot be killed by Cyber Bunny. Barriers will be introduced in the Red Booster Deck.

:: Cyber Bunny skips all non-viable targets in The Bunny Circle.

:: Keep in mind that Cyber Bunny is not a bunny, it is an alien enhanced killing machine.

:: Cyber Bunny cannot be abducted by the Beyea Aliens. They are the ones who sent him to Earth in the first place.

:: Also keep in mind that Cyber Bunny is not a weapon and cannot be subjugated by Clovers.

:: Cyber Bunny itself may be attacked and eliminated using any Weapon card.

:: During play, Cyber Bunny will be waiting on top of a bunny (it's next intended target). If a weapon is designed to attack a single bunny, then a player may direct it onto Cyber Bunny, or the bunny underneath, but not both. If the weapon is a range weapon (such as Miniature Black Hole or Sea Whiz Mount), then both Cyber Bunny and the bunny underneath are effected equally (whether they were the direct target of the weapon or within the weapon's range). The player who launched Cyber Bunny initially will roll for its defense against a Weapon card.

DOUBLE NO TROUBLE

:: Double No Trouble allows a player to double the amount of KABALLA DOLLA that he has saved at the time that the card is played. Borrowing Dolla from other players to double is not allowed.

:: If you have 5 Dolla when the card is played, then you will receive another 5 Dolla from the discard pile. If the discard pile does not have the Dolla available, then you may take 5 Dolla worth of items from the market. If the market is closed, then you are out of luck.

EBOLA VIRUS

:: Since it is a Roaming Red Run card, The Ebola Virus infects one bunny per round of play. The Ebola Virus travels in a counter-clockwise direction and any bunny infected must roll higher than 11 to survive.

:: If a bunny survives The Ebola Virus once, then it cannot be infected again for the entire game (it is no longer a viable target).

:: The Ebola Virus skips all non-viable targets in The Bunny Circle.

:: If there are no bunnies for The Ebola Virus to infect, or the only bunnies left in The Bunny Circle are isolated by Barriers, then it is removed from the game.

:: If the bunny carrying The Ebola Virus is killed during play, then both the bunny and The Ebola Virus are removed from the game.

:: If the bunny carrying The Ebola Virus is abducted by aliens, then The Ebola Virus is removed from the game. This is the only Roaming Red Run card that can be removed from the game by using an Area 51 card.

FEED THE BUNNY

:: When using a Feed The Bunny card, a player places it on an opponent's bunny in The Bunny Circle. The opponent will need to get the Cabbage and Water to Feed The Bunny by the end of his next turn. The amounts of Cabbage and Water that the player will need are listed on each Feed The Bunny card. During the opponent's turn he may buy the Cabbage and Water from the market (if he has KABALLA DOLLAs), or he may try to make deals with the other players to get the supplies that he needs. If the bunny is not fed by the end of the opponent's turn, then it dies and is removed from The Bunny Circle.

:: A player with a pending Feed The Bunny card on his only bunny is still able to play an Aggressive card on his turn since the bunny does not need to feed until the end of its turn.

:: More than one Feed The Bunny card may be placed on any bunny in The Bunny Circle.

FREE AGENT BUNNIES

:: A Free Agent bunny may become a bunny of any kind and any color (except Red). The identity of the bunny may change at any time during play as the need arises. Free Agent bunnies make forming a Bunny Triplet much easier.

GORGE THE BUNNY

:: All of the rules for the Gorge The Bunny card are the same as the rules for the Feed The Bunny cards. The name was changed to emphasize the amounts of Cabbage and Water needed (Wow, 10 of each!).

HEAVENLY HALO

:: The Heavenly Halo card, by itself, is not a bunny.

:: The Heavenly Halo may be placed on any bunny. When placed on a bunny, The Heavenly Halo protects it from all harm (Weapons), hunger (Feed or Gorge The Bunny), Misfortune (Terrible) and abduction (Area 51).

:: Once assigned to a bunny, The Heavenly Halo cannot be moved to another bunny. If the bunny with The Heavenly Halo changes owners, then the Halo goes with it.

:: A bunny with The Heavenly Halo may change owners when a player uses: Defector Detector, Bunny Block Bid, or Poverty Poker.

:: If a player's only bunny has The Heavenly Halo, then he may not play any Aggressive cards (cards that have a Pink rectangular box on the left border). Remember that Choose A Carrot cards are not Aggressive cards even though they have the Pink rectangular box.

:: If a player runs The Heavenly Halo card but has no bunny in The Bunny Circle, then he may discard the card or place it on an opponent's bunny (just to be extraordinarily nice).

KABALLA'S MARKET

:: A player may buy supplies anytime during his turn from Kaballa's Market (if the market is open).

:: The supplies that are sold at the market are Cabbage and Water, which are used by a player to Feed The Bunny, and Carrots which are used to win the game.

:: A player does not need a bunny in The Bunny Circle to buy supplies from Kaballa's Market (including Carrots).

:: Kaballa's Market is open at the start of the game. RUN cards exist that either change the prices at Kaballa's Market or close the market. The market does not need to be closed first to change the prices using a Kaballa's Market card.

:: Carrot Top Casino, The Mad, Mad Donnelaith Bakery and Supplies Surprise will not pay off in Cabbage, Water or Carrots if the market is closed.

:: Free Cabbage and/or Water cards cannot be used if the market is closed. However, since they are SPECIAL cards, they can be saved and used when the market is opened again.

:: Carrot Thief and Choose A Carrot cards may always be used even if the market is closed. Let's face it, a good thief would know how to break into the market after hours.

LARGE PRUNE DANISH

:: A Large Prune Danish may be used once to feed any one bunny any amounts of Cabbage and Water whether the amounts needed are from a single or several pending Feed The Bunny cards.

MAGIC FOUNTAIN

:: The Magic Fountain allows a player to attempt to bring bunnies back from the dead (the discard pile). For example, let's pretend that our fictional player Carol wants to use The Magic Fountain card. She will not need a bunny in The Bunny Circle since there is no Pink rectangular box on this card. First, Carol will choose her lucky number which is 4. Next, Carol will roll the five dice (Violet, Orange, Green, Yellow and Blue). If a 4 is rolled on any of the dice, then Carol may take any bunny from the discard pile and place it directly into The Bunny Circle.

:: Usually, a player uses The Magic Fountain to revive bunnies for themselves. However, if Carol wanted to, she could place that bunny anywhere in The Bunny Circle perhaps giving it to a friend.

:: If Carol rolled two 4's, then she could have taken two bunnies from the discard, and so on.

MINILITH

:: A player will have to put The Minilith card through the BOTTOM and TOP RUN card cycle and save it before he can use this card.

:: The Minilith card is discarded immediately if at any time the player has no bunnies in The Bunny Circle.

:: The Minilith doubles the range and Weapon Level of any weapon used. Single target weapons will affect the two adjacent bunnies as well as the target bunny.

:: Doubling the Weapon Level may make it nearly impossible for an opponent to survive a weapon. For example, if a player with The Minilith card saved plays the Flame Thrower (Weapon Level 08), then all three bunnies effected would need to roll higher than 16 on a twelve-sided die to survive which is not possible. Unless some of those bunnies have some major (and we mean major) Clovers, they will all be killed.

:: A player may not choose which weapons will be affected. If a player has The Minilith saved, then all of the weapons that he uses will be affected. A player may, however, discard The Minilith at any time during his turn.

POVERTY POKER

:: Poverty Poker allows a player to force his opponents to gamble for any number of objects. These objects can be Cabbage, Water, Carrots, Dolla, or Bunnies. Later on, booster decks will introduce other objects such as: Defense Units, Pawns, Zodiac cards, and Mysterious Places cards.

:: The player who uses Poverty Poker must decide what the 'stakes' will be for the gamble. For example, let's pretend that our fictional player Carol decided to play Poverty Poker for 2 KABALLA DOLLAs and 1 Carrot. That would mean that all opponents with at least 2 KABALLA DOLLAs and 1 Carrot must play. All players involved in the gamble will roll one of the dice, and the high roller will receive all of the KABALLA DOLLAs and all of the Carrots. Of course Carol must participate in her own gamble.

:: If the player's stakes include a bunny and an opponent's only bunny has The Heavenly Halo, then he must risk the bunny.

:: The player who is using Poverty Poker may roll one of the dice a second time if his number was not the highest roll.

:: If two players tie for the highest roll, then both players must roll one of the dice again (and keep rolling) until the tie is broken.

ROCK BOTTOM

:: If a player wishes to use Rock Bottom, then he must have no Cabbage to get Cabbage from an opponent, and no Water to get Water from an opponent. A player may get both supplies if he starts with no Cabbage and no Water.

:: Cabbage and Water are measured by the units printed on each of the cards. To find the total amount of Cabbage or Water, an opponent must add all of the units on all of his cards.

:: The opponent with the greatest amount of Cabbage gives the player (who is using Rock Bottom) half of his Cabbage, and the opponent with the greatest amount of Water gives the player half of his Water.

:: If there is a tie and two or more opponents have the same number of Cabbage or Water, then the player may decide from which opponent he will take the supplies.

:: If the opponent has an odd number of Cabbage or Water, then he will keep the extra unit for himself.

ROONEY'S REUSABLES

:: Rooney's Reusables allows a player to use the same Weapon card twice during one turn of play.

:: If the weapon is The Trojan Bunny or The Ebola Virus, then the player may re-use the weapon immediately after it is removed from play (which could be many turns away). It is possible that this could happen during another player's turn.

:: Remember that Cyber Bunny is not a weapon, and therefore cannot be re-used.

ROONEY'S WEAPON EXCHANGE

:: To use this card a player must first have at least one Weapon card in his five-card hand, and second he must choose an opponent. The opponent must show the player all of the Weapon cards that he is holding in his five-card hand (if he has any). The player may exchange any Weapon card in his hand for any Weapon card in his opponent's hand. So those folks who like to brag about having the Nuclear Warhead may want to consider keeping that information to themselves!

:: If the player that the opponent chooses has no Weapon cards in his five-card hand, then the player is out of luck.

:: This card also allows a player to exchange a Weapon card with Rooney. Rooney will be along in the Red Booster Deck.

RUSSIAN ROULETTE

:: Each player gets to choose which of his bunnies will participate. If a player's only bunny has The Heavenly Halo, then he may not participate since the bunny cannot be harmed.

:: The player who is using Russian Roulette may roll one of the dice a second time if his number was the lowest roll.

:: If two players tie for the lowest roll, then both players must roll one of the dice again (and keep rolling) until the tie is broken.

SUPPLIES SURPRISE

:: If two (or more) dice are tied for the lowest roll, then the player will receive both (or all) of the supplies.

SUNNY DAY

:: Sunny Day may be used to cancel all pending Feed The Bunny cards for all bunnies in The Bunny Circle at once. Sunny Day can also be used to immediately eliminate The Ebola Virus from The Bunny Circle (which can be a really good thing).

:: Sunny Day may be exchanged once per game for The White Stuff. The White Stuff is a VERY SPECIAL card that will appear in the Twilight White Booster Deck.

TROJAN BUNNY

:: The Trojan Bunny may be placed on any opponent's bunny and explodes after the opponent who owns that bunny launches any weapon. Until the opponent launches a weapon, The Trojan Bunny will simply remain dormant on the target bunny. The opponent may choose to discard Weapon cards already in the TOP or BOTTOM RUN position to avoid the explosion. If The Trojan Bunny does explode, then the bunny and adjacent bunnies must roll higher than 10 to survive.

:: If the bunny with The Trojan Bunny card placed on it is killed by other means (or abducted by the Beyea Aliens), then The Trojan Bunny card is removed from the game.

WEAPONS

:: When using a Weapon card, a player places it on an opponent's bunny in The Bunny Circle. The opponent must immediately roll the Black die. If the opponent does not roll higher than the Weapon Level on the card, then his bunny dies and is removed from The Bunny Circle.

Strategies And Suggestions

PRIMARY AND SECONDARY

:: The primary strategies of the game are to collect as many Carrots as possible and to keep at least one bunny alive in The Bunny Circle.

:: A secondary strategy of the game is to eliminate your opponent's bunnies. No matter how many Carrots they have collected during the game, or how many KABALLA DOLLA they have, your opponents cannot win if they do not have a bunny in The Bunny Circle at the end of the game.

:: Another secondary strategy of the game is to keep as much KABALLA DOLLA as possible for yourself. At the end of the game, players who do not have a bunny in The Bunny Circle must give their Carrots to the player with the most KABALLA DOLLA. Having some KABALLA DOLLA handy is a good idea for claiming Carrots at the end of the game or for keeping Carrots if an opponent uses The Weil's Freshness Center card.

BUNNY-LESS??!!

Hey! What can I do if I do not have a bunny at the start of the game? Being bunny-less at the start of the game is a bummer, but it is not the end of the world. Here are five things that you can do when you start the game without a bunny card:

01) Run all of your SPECIAL and VERY SPECIAL cards through the BOTTOM and TOP RUN card cycle and save them. When your opponents see these cards they will know that you are building up a good group of defensive cards. Hopefully, your opponents will become intimidated and leave you alone.
02) Use cards that do not require a bunny (no Pink rectangular box on the left border).
03) Waste weaker cards such as lower level Weapon cards or Feed The Bunny cards that ask for smaller amounts of Cabbage and Water.
04) Trade a valuable card in your hand to an opponent for a bunny card. Let's face it, if you don't have a bunny, someone else is bound to have one (maybe more). Perhaps you will have a few Choose A Carrot cards in your hand and may decide that parting with one is worth getting a bunny card. Bunnies and Carrots are equally valued in the game.
05) Just wait. The game has 27 bunnies (including the two Free Agent bunny cards) as well as cards that will revive bunnies. Eventually the 'bunny light' will shine on you.

CASINO AND BAKERY TIMING

:: If a player has two bunnies in The Bunny Circle and one of them has The Heavenly Halo, then we suggest using the Halo bunny as the target for either a Carrot Top Casino or Mad, Mad Donnelaith Bakery card. Here's why: a bunny with the Halo cannot die and will not need to feed if a bad roll of the dice should occur.

:: If you have a pending Feed The Bunny card on one of your bunnies and no good chance that you will be able to feed it, then you should use that bunny to play either a Carrot Top Casino or Mad, Mad Donnelaith Bakery card. Since the bunny is going to die at the end of your turn anyway, why not use it to try to win some supplies?

MONOPOLY

:: Buying all of the Cabbage or Water from the market is a good way to control the game. It will give you a monopoly on the supplies. The Half Price Coupon card, combined with Low prices at the market can make this an easy task with a minimal amount of KABALLA DOLLA. A player hoarding Cabbage or Water may re-sell it for as many KABALLA DOLLAs as he wishes, or demand other favors or items in trade from his opponents.

MORE THAN ONE BUNNY

:: Try to keep more than one bunny in The Bunny Circle. After all, the name of the game is Killer Bunnies so it is only reasonable to predict that your bunnies will die from time to time. Also, try to keep one bunny card in your hand and play it towards the end of the game (maybe when there are only a few Carrots left). This will give you a better chance of having a bunny in The Bunny Circle at the end of the game.

BAD BUY

:: It is a bad idea to buy the last Carrot from the market if you do not have a bunny in The Bunny Circle. Here's Why: the game will immediately be over and you will not be allowed to keep the Carrot anyway with no bunny in The Bunny Circle.

MORE BEES

:: Don't be so bent on destruction. A little negotiating may yield a profit for both sides. For example, let's say that you have the Maggots card and you are ready to play it on your opponent. You probably feel good because he has a total of 14 Cabbage and you have none. Perhaps he has been ruthless to you the entire game and you can't wait to get even. Instead of eliminating all of his Cabbage, why not ask for half. He may be willing to give up 7 Cabbage to save his other 7 Cabbage and let's face it, you'll end up with 7 Cabbage of your own rather than nothing! You can attract more bees with sweet talk than with sour threats.

WHEELING AND DEALING

:: The following practices are highly encouraged during a game of Killer Bunnies: wheeling, dealing, bribery, whining, begging, threatening, extortion, blackmail, groveling and non-violent demonstrations of physical prowess. The game is all about human interactions and responses, so feel free to express yourself and manipulate others (if you can).

Serious Rules
(for serious players)

RULE #01 :: The One Trade Rule: Players may only trade a bunny (in The Bunny Circle), a saved SPECIAL card, or a saved VERY SPECIAL card once during the game. Later on with the addition of booster decks we will add Pawns, saved Zodiac cards and saved Mysterious Places cards to the list. A trade is when two players decide to make a deal and exchange cards, supplies or favors.

During the game, a bunny (in The Bunny Circle), a saved SPECIAL card or a saved VERY SPECIAL card may be moved using another card. For example, the Carrot Thief card may allow a player to steal Carrot #02 (Abu), but this does not constitute a trade. The player who stole this Carrot may still trade it in the future to another player (assuming it was not traded earlier in the game).

The best way to explain the logic of The One Trade Rule is to suppose that it didn't exist. If that were the case, then players might help each other out by 'passing' a bunny (in The Bunny Circle) from player to player so that all players may play all of their cards. We did not intend for the game to be played in that way. Besides making the game far too easy, it also makes for a rather boring scenario.

Trades between two players may only take place during one of the players' turns and not while other players are taking their turns. By limiting trading to a specific player's turn, the game will move along more swiftly and players will avoid cumbersome and time-consuming negotiations.

RULE #02 :: The Broken Contact Rule: Once a card is placed down on the table and you break contact with it you cannot retract it. Just like in chess.

RULE #03 :: The Card For Card Rule: Any player may trade cards from his five-card hand to any other player during either of the player's turns. However, trades must be 'Card For Card' so that no player has an extra card in his hand or is short a card after the trade.

Bunnies (in The Bunny Circle), saved SPECIAL cards or saved VERY SPECIAL cards may be traded in any amounts agreed to by the players. Again, trades may only occur during either of the player's turns.

Remember that the TOP and BOTTOM RUN cards, once placed in position, may not be moved or traded.

RULE #04 :: The Hexascrewup Rule: Any player found to have an extra card in his hand (six instead of five) during play must allow the opponent who spotted the discrepancy to choose a card (at random) from the player's hand to be discarded. In addition, the player who had the extra card will lose his next turn and return one of his Carrots to the market (if he has one).

Later on with the addition of booster decks, a six-card hand situation may occur after purchasing a weapon or bunny if the player was shortsighted and drew a card before his purchase.

RULE #05 :: No Exchanges: Once the last Carrot has been chosen or purchased from the market the game is over. The player who took the last Carrot does not draw a card, all pending Feed The Bunny cards are discarded, and no trades or exchanges may be made between any players.

RULE #06 :: The Tie To The High Rule: As you know, Carrots may be forfeited at the end of a game by a player with no bunny in The Bunny Circle. If two or more players have the same amount of KABALLA DOLLA, then the player holding the card (in his five-card hand) with the highest Identification Number (located on the bottom of each card) will receive the Carrots.

RULE #07 :: Fantastic Flo: The player who owns Carrot #04 (Flo) is entitled to one free feeding per game. You may have noticed that Flo is holding a Large Prune Danish. If Flo should be lost or traded to another player during the same game, then a second free feeding is not permitted.

RULE #08 :: The Two Twelve Rule: The person who was born closest to February 12th goes first, and then play continues clockwise. That is just one of Creative Team Alpha's little quirk dates on the calendar. If two or more players were born equally close to February 12th, then whoever has the oldest living grandmother will go first (that's always fun).

Am I Missing Something?

In case you think that you might be missing cards in your Killer Bunnies Blue Starter Deck, let us put your mind at ease. Quite a few cards in the game refer to other cards that appear in the booster decks. Creative Team Alpha has planned ahead and woven all of the cards from all of the booster decks together to form one really super game. We guarantee to you that these 'unseen' cards, objects and dice will indeed be seen eventually so keep an eye out.

Questions

As we mentioned earlier, questions always seem to arise that cannot be resolved by a careful inspection of the instruction book. If that should happen then please feel free to write to us.

We'll help you to clear up any discrepancies that you are having. Our staff is on call 24 hours a day and 365 days a year. Realistically it's more like 8 hours a day and 5 days a week but it sounded so cool to say it the other way. Ok bottom line: we answer all of our e-mails!

DISCLAIMER

All characters and events in this game - even those based on real people or characters as parody - are entirely fictional. Any resemblance to actual living persons is purely coincidental or is strictly for the purpose of satire. No actual bunnies were harmed in the making of this game or will be harmed by playing it.

In the great tradition of the United States military, all players in the game are referred to in the male gender. We are in no way negating or ignoring the vital importance of women in gaming and frankly, in our lives as both the mothers who bore us and the wives that support us. Absolutely no offense is meant or should be implied on any level of our menial XY existence, it was simply easier to compose the rules using only one gender reference. So please ladies, don't get angry or hit us.

Killer Bunnies Game Instructions

Blue/Yellow Main Page

Blue/Yellow Card List

Refer to the Card Chart to see the order of card expansion.

The Blue Starter Deck is first (Deck #01), followed by the Yellow Booster Deck (Deck #02), included free in the Blue Starter Deck.

Available In Stores Now!
Buy This Deck At The Playroom Entertainment Store!


Created By Jeffrey Neil Bellinger
Graphic Design by Jonathan Young
(c) Copyright 2002-2008 Playroom Entertainment. All rights reserved. Playroom Entertainment and the Playroom Entertainment logo are trademarks of Playroom Entertainment. Killer Bunnies, KinderBunnies and all respective logos are trademarks of Jeffrey Neil Bellinger, used under license.