Bunny Bits
Hello and welcome
back yet 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 Two
of the Orange Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with the Orange Sinister Bunny on the
back are shuffled into your Draw Pile which should already contain
Blue, Yellow, Red and Violet cards.
The large card
with a Pink Timid Bunny on the back is the Weil's Pawn Shop Starter
Card. Place the Weil's Pawn Shop Starter Card face up and next
to the other market cards that you are already familiar with
(namely Kaballa's Market and Rooney's Weapons Emporium). The
six colored Pawns that came with this Booster Deck will be sold
from Weil's Pawn Shop so you may want to place them near the
Weil's Pawn Shop Starter Card.
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Card
Specifics
Weil's
Pawn Shop (a third Killer Bunnies market): All players may buy supplies
during their turn at Weil's Pawn Shop if the market is open.
Cards exist that either change the prices at Weil's or close
the market altogether. At the start of the game, however, Weil's
Pawn Shop is indeed open. Also, a player does not need a bunny
card down to purchase items at Weil's.
The two items
that a player may purchase at Weil's Pawn Shop are colored Pawns
and bunnies. First, let's talk about the Pawns. When a player
buys a colored Pawn from Weil's Pawn Shop it gives him three
advantages in the game:
01) A Pawn can act as
a colored bunny to create a Bunny Triplet and allow the player
to play a second card per turn. For example if a player has 2
Blue bunnies down and the Blue Pawn, he may play two cards per
turn. Please keep in mind that a Pawn itself is not an actual
bunny. If a player has just a Pawn (or Pawns) he may not play
aggressive cards or win the game.
02) A Pawn of a specific
color allows a player to re-roll the die of the same color during
any action in the game. For example, if a player has the Violet
Pawn, and Cyber Bunny attacks one of his bunnies, then he may
re-roll the Violet die to survive Cyber Bunny if the first roll
is too low. Players may only use the Pawn re-roll option for
cards that ask a player to roll a die (or dice) of a specific
color. When using a card that requires more than one die to be
rolled a player may only re-roll the dice which are colored the
same as the Pawns that he owns.
Players do
not have to re-roll any die if they are happy with the first
roll. In our earlier example, if the player rolled high enough
to survive the Cyber Bunny attack, he does not have to (and should
not want to) re-roll the Violet die.
By the way,
in case you are curious, a player that has the Red Timid Bunny
down and Pawns may re-roll dice (the same color as the Pawns)
two times.
03) A Pawn allows a player
to use special P-Cards twice before discarding. Perhaps you have
noticed these P-Cards that have the capital letter P built into
the outside design of the card.
P-Card Legend:
Violet:
Large (and Very Large) Prune Danish
Orange: The Magic (and Incredibly Magic) Fountain
Green: Carrot Top Casino (and Casino Royale)
Yellow: H.E.M.P. & Heavenly Halo Handoff (White Booster
Deck)
Blue: Supplies (and Super Supplies) Surprise
Red: The Mad, Mad (and Monumentally Mad) Donnelaith Bakery
After a P-Card's
first use, place the colored Pawn on top of the card to indicate
that it has indeed been used once. After a P-Card's second use,
discard the card but save the Pawn. A P-Card may be used twice
by a player in the same turn.
Let us not
forget, however, that a player may also purchase bunnies at Weil's
Pawn Shop. During regular play, bunnies will now be discarded
in a separate pile near the Weil's Pawn Shop Starter Card and
will remain face up. Players may purchase any bunny for 10 Dolla
(including Free Agent, Holographic and Specialty bunnies). Bunnies
may not be placed directly into The Bunny Circle but must be
run through the Top and Bottom Run card cycle.
If a player
purchases a bunny from Weil's Pawn Shop he may find himself with
an extra card (more than seven total). If this is the case, the
player must choose and remove any card from his hand and place
it directly into the discard pile before ending his turn.
Cards such
as Supplies Surprise, The Magic Fountain and Day Of The Dead
(Green Booster Deck) will now revive bunnies from Weil's Pawn
Shop. Even if Weil's Pawn Shop closes and players cannot buy
bunnies, the bunny discard pile is always open. Cards that revive
bunnies will always work just as they have in the past.
All bunnies
in the discard pile near Weil's Pawn Shop (as well as all weapons
in the discard pile near Rooney's Weapons Emporium) should be
recombined with the huge discard pile if the players reach the
end of the Draw Pile and need to re-shuffle the cards.
Boomerang:
This
card may be played on any bunny which must roll higher than 13
to survive. If the opponent's bunny survives then he may place
the Boomerang onto one of the player's bunnies (who initially
launched the Boomerang) and back and forth until either the opponent's
or the player's bunny dies. The targeted bunnies on both the
opponent and player's side cannot change during the exchange.
Also, Boomerang is not impeded by a Barrier.
C.O.M.A.:
If
successfully used against an opponent, this weapon will essentially
put a bunny to sleep. Players whose only bunny down is in a C.O.M.A.
may not use any aggressive cards, but may use the bunny to win
the game (since it is still alive). Bunnies in a C.O.M.A. may
still be attacked and killed by an opponent. Red bunnies in a
C.O.M.A. still have their 'special feature' active.
Carrot Top
Royale: This
card may be used by a player or given to an opponent (who must
have a bunny down). If an opponent is given the card then he
must roll the six dice for Carrot Top Royale. If he is successful,
then the opponent has the choice whether or not to roll the seventh
Red die for the Optional Gamble. If a player or opponent tries
the Optional Gamble and is not successful, then he must discard
all of his bunnies and Dolla and return all of his Carrots to
Kaballa's Market.
F-18
Hornet: To
use this card a player must put two of his bunnies down (from
The Bunny Circle) into the Hornet before it can roam. Double
Free Agents, and Specialty Bunny pairs or groups may be used
in the Hornet, however, each counts as a single bunny (card)
down. While these bunnies are away a player may not use any aggressive
cards unless he has other bunnies down in The Bunny Circle. The
Hornet visits the first player counter-clockwise (that has at
least one bunny down) and attacks one of his bunnies. The Hornet
continues visiting only players with bunnies in a counter-clockwise
direction and only attacks one bunny per player before moving
on to the next player. If an opponent survives the attack by
rolling the die, then the Hornet and the bunnies are destroyed.
If an opponent survives the attack using Defense Cards, then
the Hornet and the bunnies are not destroyed. If the Hornet makes
it back to the player who initially launched it, then the weapon
is discarded and the bunnies are returned to The Bunny Circle.
Just like all Roaming Red Run cards, if the Hornet hits a Barrier,
it will reverse it's direction and affect the same player on
two consecutive turns. Barriers strategically placed may prevent
the Hornet from ever returning to the original player.
Free Agent
(or Double Free Agent): Neither
of these cards may be used as a Red, Holographic or Specialty
Bunny.
Halves (and
Halv-Nots): If
coupons are used to make the price for an item at any market
(Kaballa's, Rooney's or Weil's) a half value (maybe 3.5 Dolla),
then a player must round up the cost and pay 4 Dolla. If two
items are purchased for half values (maybe 1.5 and 4.5 Dolla)
then a player may add the halves and pay 6 Dolla.
Plutonium
Radiation: This
card may be played on any bunny which dies immediately. Plutonium
Radiation remains down in The Bunny Circle. Adjacent bunnies
to the Plutonium Radiation continue to die for two more rounds
as it becomes the player's turn
again who initially used the card. After the third round of death
(the initial placement and two more rounds), Plutonium Radiation
is discarded. Bunnies with Lucky Clovers must roll the 20-sided
die and may survive. If a bunny does survive (using Clover or
Defense) it will have to roll or defend again on the next round.
Random Dolla:
When
a player draws the Random Dolla, he must roll the 20-sided die
immediately and spend the amount rolled at any open market. Random
Dolla may not be saved. If no markets are open (or all of the
supplies are gone from an open market), then the player is out
of luck.
Specialty
Bunnies: These
bunnies have no color or type. They are a kind of bunny. A player
may, of course, win the game with one of these bunnies down.
Specialty bunnies come as singles, pairs or groups. If an opponent
attacks and kills a Specialty Bunny then all bunnies in the pair
or group are lost and the card is discarded. When counting for
Roaming Run cards and weapons that affect bunnies many spaces
away, Specialty Bunny cards (singles, pairs or groups) count
as one space. If a player has a pair and a single Specialty Bunny
(or three singles), it will total three, and the player may play
two cards per turn.
Uriel's
Machine: This
card may be used once by a player to counteract any Very Special
card. If the current date is an Equinox or Solstice day, then
the player is allowed to keep and use the opponent's card again.
If you have
access to current and accurate astrological data for the year
in which you are playing the game then, by all means, use it
to determine the precise Equinox and Soltice dates. If you are
in the vast majority of us wee commoners who had to look up the
words Equinox and Solstice in the first place, then simply use
these approximate dates:
Spring Equinox:
March
21st
Summer Solstice: June 21st
Autumn Equinox: September 22nd
Winter Solstice: December 21st
Am
I Missing Something?
If after reading
through the Orange Bunny Bits and playing the cards in your Killer
Bunnies Orange 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.
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And
So Goes The Story...
Hey there folks.
Well the Orange Booster Deck is out which makes our fourth expansion
(so far)! Once again, I am humbly surprised by the success of
the game since it was introduced in the Epsilon format in 2002.
And once again, it is the fans that I want to thank the most
for their support and kindness. Whether I in my home town of
San Diego or traveling the world at gaming conventions your kind
words, compliments and smiles make the journey worth while. As
the Booster Decks have evolved so has the strategy of the game.
It has been great to know that the intensity of the game still
lies with the intensity of the players. Thanks for letting our
lives touch your lives. Take care.
-
Jeffrey Neil Bellinger, Killer Bunnies Creator
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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. 
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), and then the Orange Booster Deck (#05).
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Available
In Stores Now!
Buy This Deck At
The Playroom Entertainment Store!
Created
By Jeffrey Neil Bellinger
Graphic Design by Jonathan Young
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