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

Hello and welcome back once again to the wonderful world of Killer Bunnies. On behalf of Creative Team Alpha and Playroom Entertainment, we would like to thank you for your purchase and assure you that no actual bunnies were hurt in any way during the creation or production of this game. The Quest for the Magic Carrot is the first of three Killer Bunnies games, and this is edition Epsilon One of the Green Bunny Bits.

Getting Started

Unwrap all of the cards. Large cards with the Green Sinister Bunny on the back are shuffled into your Draw Pile which should already contain Blue, Yellow, Red, Violet and Orange cards.

One card shows the dates and symbols for all twelve zodiac signs. You may need to use this card during the game to determine each player's zodiac sign and the current zodiac sign. This card is not used in play.

The small Zodiac Cards are shuffled and placed off to one side where no one is likely to knock them over. The small Zodiac Cards will not be needed until the end of the game (similar to the small Carrot Cards). Did you notice that extremely cool dodecahedron die with the zodiac symbols on it? Some cards will require using the Zodiac die. These cards will have a capital letter Z in the bottom square on the right border.

Card Specifics

Zodiac Cards: If a player is given a Zodiac Card (large card) during his initial deal at the start of the game or picks one from the Draw Pile during play then the card is immediately placed down and saved. Another card should then be chosen from the Draw Pile. This is very similar to how players save Kaballa Dollas. Many cards will refer to these saved Zodiac Cards during play.

At the end of the game (before The Magic Carrot is revealed) the small deck of Zodiac Cards, hidden away at the start of the game, is inspected. The player holding the large Zodiac Card that matches the small Zodiac Card at the bottom of the deck (the Winning Zodiac) is awarded the following special privileges:

01) The player holding the Winning Zodiac may move one bunny down in The Bunny Circle from any one player to any other player.

This move may effectively eliminate a player from reaching the final draw of The Magic Carrot (if he has only one bunny down at the end of the game). On the other hand, it may allow a player with no bunny down a chance to win.

02) If the Winning Zodiac is the player's zodiac sign or the current zodiac sign then the player may also take any three Carrots from the opponent with the most Carrots.

If two or more opponents have the same amount of Carrots then those players must roll one die each and the low roller must donate all three Carrots.

03) If the Winning Zodiac is both the players zodiac sign and the current zodiac sign, then the player may take all (well, almost all) of the Carrots from his opponents. Each opponent that had at least one Carrot will be left with only one Carrot.

It is possible that at the end of the game no player is holding the Winning Zodiac. If this is the case, then the game simply continues by revealing The Magic Carrot using the small deck of Carrot Cards.

Each Zodiac Card shows not only the beginning and end dates for it's sign but the name of the zodiac sign that appears previously and afterwards. Also, note that each Zodiac Card has a type or category namely Air, Earth, Fire or Water. These zodiac types are indicated in the upper left corner of the card by the icons Cloud, Planet, Flame and Waves respectfully.

During the game any player that has three consecutive Zodiac Cards down (by date) or all three Zodiac Cards of the same type (Air, Earth, Fire or Water) may play two cards per turn.

Zodiac Cards may be used to feed the 'kitty' while playing The Mystery Urn card.

Community Carrot: This is a Play Immediately card, but it is goods instead of bad! This card allows each player (that has at least one Zodiac Card down) to choose a Carrot from Kaballa's Market. The player who drew Community Carrot chooses first and then Carrots are drawn by each player clockwise. If the market runs out of Carrots before every player gets to choose then the rest are out of luck and the game is over. It is rare (but possible) for the game to end using Communty Carrot and for no player to have a bunny. If this should happen, all players pretend to have a bunny. The Zodiac Card is not drawn and the Magic Carrot is revealed.

Day Of The Dead: When using this card each of the six dice may be rolled up to three times. If three sixes (minimum) are rolled then the player receives three bunnies back from the dead (the discard pile). The bunnies must match the color of the dice with the sixes. For example, if a player rolls sixes on the Yellow, Orange and Blue dice then he may revive a Yellow, Orange and Blue bunny if they exist in the discard pile. If only one or two of the colors are present in the discard pile then a player may revive just one or two bunnies. Half color bunnies may be revived as well provided that the color matches on at least one side. Free Agent, Holographic and Specialty bunnies may not be revived using this card. The maximum number of bunnies that a player may receive is three (if he can roll three sixes). Extra sixes may give a player more color choices but not more bunnies.

Half Color Bunnies: Theest additions to the bunny family are half color bunnies. These bunnies may be used to form Bunny Triplets (three matching bunnies) by their type or either of their colors. If a half color bunny is given the Bunny Booster it becomes Red only. If a half color bunny is the victim of a Random Paintball Assault then it will become a full color bunny (determined by the roll of the dice).

Fingercuffs: This card may be placed between any two adjacent bunnies in The Bunny Circle to connect their fate. If one bunny dies, then both bunnies die. Bunnies connected by Fingercuffs share the Heavenly Halo, Clovers, Bunny Booster, CDC Containment Suit, and Rank. Bunnies separated by a Barrier may not be joined. Any object (bunny, Barrier or The Djarnak) placed between two bunnies joined by Fingercuffs breaks the connection. Fingercuffs is then discarded.

LA Tape Worm: The LA stands for Los Angeles.

Leif Carrotson: When a player gives this card to an opponent, all of the opponent's bunnies that are down (in The Bunny Circle) are taken on board Leif's ship and moved to the next player clockwise. That player rolls the three dice (Violet, Black and Red). If the Red is the highest roll, then the player is allowed to take (and keep) one of the bunnies and immediately place it down in The Bunny Circle. If the Violet is the highest roll, then all of the bunnies stay on board and continue to roam. If the Black is the highest roll, then the player chooses one bunny to throw overboard (and into the discard pile). Since Leif Carrotson is a Roaming Red Run card, the ship will move to the next player clockwise once every round. When the ship is empty (no bunnies left) Leif Carrotson is discarded.

Operation: Spoilsport: This card may be used once by a player to avenge only his own bunny (or bunnies). Any consequence of death suffered by the player's bunny (or bunnies) will also befall the opponent's bunny (or bunnies). For example, let's suppose that an opponent kills a player's bunny with a Leviathan. The player may use Operation: Spoilsport and automatically kill one of the opponent's bunnies. The player must, however, use Operation: Spoilsport before the next player starts his turn. Another example may be if the opponent uses the Sea Whiz Mount on the player and kills three of his bunnies, then the player may immediately use Operation: Spoilsport to kill three of the opponent's bunnies. (Or up to three if the opponent doesn't have that many.)

Precession: This card allows a player to roll all seven 12-sided dice (and the Zodiac die) as many times as the numerical value of the current month. For example, if it is currently July then the player will get to roll the dice seven times (since July is the seventh month). After each roll, if the Zodiac die shows either the player's zodiac sign or the current zodiac sign and the numbers 2, 1, 6 and 10 appear on at least one die each, then the player will receive all of the remaining Zodiac cards from the Draw Pile. While rolling for Precession, a player may not save a die roll from one attempt to the next. All dice must be rolled for each attempt. Since the current 'age' in the zodiac is Pisces, any player rolling this symbol during any attempt will win Precession automatically. Should you still be playing Killer Bunnies in the year 2060, the automatic win zodiac symbol will change to Aquarius.

Please note that the exact date for the 'Dawning of the Age of Aquarius' has been debated by just about everyone from Bauval to Hancock to the 5th Dimension. So please accept 2060 as our 'best bunny guess' (and our never-ending attempt to be witty in our instruction book) but surely not as a deadline for you, your life or anyone elses. Thanks!

Snowball: Snowball melts (is discarded) if it hits a Barrier.

7th Whisk: This weapon is a bit different than the others. To survive 7th Whisk an opponent must avoid rolling a one on all seven dice. A Defense Card of level seven or higher is needed to eliminate this weapon.

Wheel's Chocolate: This card allows a player to roll the dice and to pick the top three cards from the Draw Pile that have the same color back as the die with the highest number. If two or more dice are equally high then the player may choose three of each color from the Draw Pile. A player must use all Play Immediately cards and save all Kaballa Dolla and Zodiac Cards. If the player has more than seven cards total (counting the Top and Bottom Run cards), then he must discard any surplus cards of his choice before ending his turn.

Am I Missing Something?

If after reading through the Green Bunny Bits and playing the cards in your Killer Bunnies Green Booster Deck you are asking yourself this question, then chances are you're absolutely right!

Many cards in Killer Bunnies and the Quest for the Magic Carrot refer to other cards that have not been printed yet. But don't worry. All this means is that we have planned ahead. Creative Team Alpha would like to guarantee to you that these 'unseen' cards will indeed be seen in future Booster Decks. The same is true for some of the fancy dice as well.

And So Goes The Story...

Hey there folks. Well hold onto your hats because the fifth Killer Bunnies Booster Deck is here. It's lean, it's mean and this time it's Green! No matter where my travels take me in the gaming world I am always asked, "How do you come up with ideas?" Well, while sipping coffee and thumbing a Star Ledger at the Quick Stop in Leonardo I took a minute to check out the Horoscope section and it got me to thinking. In order for Killer Bunnies to continue to work it has to change and grow in directions. Our direction for the Green Booster Deck will include the zodiac signs. And wow, did this take a bit of research. I want to thank all of the fans that took the time to send me information, opinions and ideas for cards. You folks have been great. Also a hearty thanks to everyone out there that has stuck with Killer Bunnies and made it a success. Take care.

- Jeffrey Neil Bellinger, Killer Bunnies Creator

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.

Green Main Page

Green Card List

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

The Blue Starter Deck is first (#01), followed by the Yellow Booster Deck (#02), the Red Booster Deck (#03), the Violet Booster Deck (#04), the Orange Booster Deck (#05), and then the Green Booster Deck (#06).

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.