Bunny Bits
Hello and welcome
back to the wonderful world of Killer Bunnies. 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 Red Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with the Red Sinister Bunny on the
back are shuffled into the Draw Pile which should already contain
Blue and Yellow cards. Large cards with a Pink Timid Bunny on
the back are either Carrots or the Rooney's Weapons Emporium
Starter Card. Add the Carrots to the twelve already for sale
at Kaballa's Market. Place the Rooney's Weapons Emporium Starter
Card face up next to the Kaballa's Market Starter Card.
The small Cabbage,
Water and Carrot Cards are shuffled into their respective piles.
The Defense Cards are shuffled and placed face down near the
Rooney's Weapons Emporium Starter Card. Did you notice that cool
Red dodecahedron die? Did you know that the word dodecahedron
means 12-sided? Don't feel bad, we had no idea what the shape
was called so we had to look it up. Either way, some cards (as
well as some older cards) will require using the die. These cards
will have a Red square lit on the right border of the card seventh
box down.
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Card
Specifics
Rooney's
Weapons Emporium (a second Killer Bunnies market): All players may buy
supplies during their turn at Rooney's Weapons Emporium if the
market is open. Cards exist that either change the prices at
Rooney's or close the market altogether. At the start of the
game, however, Rooney's Weapons Emporium is indeed open. Also,
a player does not need a bunny card down to purchase items from
Rooney's.
The two items
a player may purchase at Rooney's Weapons Emporium are used weapons
and Defense Cards. During regular play, Weapon cards will now
be discarded in a separate pile near the Rooney's Weapons Emporium
Starter Card and will remain face up. Players may purchase any
used weapon for an amount in Dolla equal to the Weapon Level.
Weapons may not be used right away but must be run through the
Bottom and Top Run card cycle.
Players may
also purchase Defense Cards. These are used to eliminate the
effect of a weapon for a particular player. Defense Card units
must match or exceed the level of the weapon that a player wishes
to eliminate. For example a Weapon Level 07 may simply be eliminated
by a Defense Card with 7 units. A Weapon Level 08 may be eliminated
by Defense Cards that add up to or exceed 8 units. A player may
not receive "change" from the Defense Card pile. Once
Defense Cards have been used they are discarded and may not be
sold and used again. Defense Cards may only be used before a
player rolls for the weapon.
When a player
uses Defense Cards against a multi-target weapon (like the Nuclear
Warhead for example) all of the bunnies belonging to that player
are protected. Adjacent players may still be affected by the
weapon. Defense Cards protect only one players' bunnies from
harm. Adjacent players may, if they have the ability, use their
own Defense Cards against a multi-target weapon. Any player may
use a Defense Card at any time either for himself or another
player.
Weapons may
be increased in strength by a card such as The Minilith or diminished
in strength due to range which is the case with the Miniature
Black Hole. Regardless of any modification or circumstance, weapons
can only be eliminated using Defense Cards that match or exceed
their original value.
Barrier: A Barrier may be placed
between any two players and stops weapons that affect adjacent
bunnies (like the Sea Whiz Mount, Nuclear Warhead, Stray Asteroid,
Quite Irascible Diffractable Cheese Balls, etc.). Barrier reverses
the direction of Roaming (Red) Run cards (for example: Cyber
Bunny, The Ebola Virus and Cruise Missile Prime). This means
that a bunny next to a Barrier will be affected by a Roaming
Run card on consecutive turns (first as it passes the bunny and
then after it is reversed by a Barrier). A Barrier will cause
any Roaming Run card to move in the opposite direction after
it is reversed. More than one Barrier may be placed between the
same two players.
Bunny To
The Future:
Bunny To The Future may only be used before a player rolls for
a weapon attack. The bunny returns at the beginning of the player's
third turn after the bunny had originally departed.
Dude,
Where's My Carrot?:
This card tests a player's memory capacity. When a player uses
Dude Where's My Carrot?, all of the large Carrot cards held by
the players, as well as those still at Kaballa's Market, are
turned face down (quickly would be our suggestion). The Red die
is rolled and if the player can say who owns the Carrot with
the same number, then he will take the Carrot from the opponent
or Kaballa. A wrong guess forces the player to return one of
his Carrots to Kaballa's Market. Therefore, it is necessary for
a player to have a Carrot to play this card.
Notice that
the "T" die box is also indicated. This is for the
20-sided die which will come in the next (Violet) Booster Deck.
Once you have this die, a player may use Dude, Where's My Carrot?
to try for two Carrots.
If a player
does not have one (or two) Carrots to chance, or if he is not
feeling particularly lucky, he may wish to force an opponent
to attempt the Dude, Where's My Carrot? challenge. The opponent
must already have one (or two) Carrots to risk because a wrong
guess by the opponent will mean that he will lose one (or two)
of his Carrots.
Everyone
Feed The Bunny:
When this card is played, each opponent that has at least one
bunny must feed. If an opponent has more than one bunny, then
the opponent may choose which bunny to feed. Here's a suggestion:
if you have the Red Congenial Bunny, Holographic Bunny or a bunny
with The Heavenly Halo, then choose one of these bunnies since
they do not need to feed.
Holographic
Bunny: The Holographic Bunny is a Red bunny but is not technically
alive. If a player has only this bunny down at the end of the
game, he unfortunately cannot win. That's the bads. However,
since Holographic Bunny is not alive it does not need to feed.
That's the goods. Also, Holographic Bunny can only be harmed
by: Laser Gun, Nuclear Warhead, Miniature Black Hole, Quite Irascible
Diffractable Cheese Balls, Bittersweet Chocolate Covered Anti-Matter
Raisins, Plutonium (in any form), Psychic Waves and Sharks WFLB.
The Holographic Bunny may be transformed into a live bunny by
using the Ancient Star Rod (available in the Violet Booster Deck).
Regardless of whether the bunny is Holographic or it becomes
alive by using the Ancient Star Rod, it is a Red bunny and can
be used to form a Bunny Triplet with other Red bunnies.
The Mystery
Urn:
The player holding The Mystery Urn rolls the Violet die. If the
roll is 12, then The Mystery Urn activity is over and no one
wins anything. (At this point usually everyone yawns.) If, however,
the roll is not 12, then the next player clockwise must roll
higher than the highest roll so far. If that does not happen,
then that player must donate either a bunny or a Carrot to the
'kitty'. The 'kitty' is simply a pile of bunnies and/or Carrots
collected during The Mystery Urn activity, which will eventually
be awarded to the winner.
Play continues
clockwise. Each player who has at least one bunny or one Carrot
must play. If a player gives up his last bunny or Carrot, then
he is out and cannot win the 'kitty'. The first player to roll
a 12 wins the 'kitty', however the player who started The Mystery
Urn gets a final chance to roll a 12 and win instead. If all
players have lost all of their bunnies and Carrots then no player
will win. The 'kitty' bunnies are discarded, and the Carrots
are returned to Kaballa's Market.
Rainbo: Rainbo may be given
to any player who must roll the dice. All bunnies in The Bunny
Circle that are the same color (or half color) as the lowest
die rolled are killed instantly. If Black is the lowest die rolled
then all bunnies down must die. Players (or groups of players)
that are isolated by a Barrier on both sides are protected.
Red Bunnies: Each of the Red bunnies
has a unique special feature listed conveniently below.
:: Red Congenial Bunny - has 3 Cabbage & 3 Water
:: Red Gleeful Bunny - has 3 Dolla
:: Red Lumbering Bunny - has 3 Clover
:: Red Sinister Bunny - has a Bounce Back Force Field
:: Red Timid Bunny - has re-roll capabilities
Here's just
a quick note on re-roll capabilities. When a player has the Red
Timid Bunny, he may re-roll any action that involves dice. For
example, suppose that a player has the Red Timid Bunny down and
plays The Mad, Mad Donnelaith Bakery card. The player rolls the
Red die and (let's say in our example) gets a crummy roll. The
player may re-roll the Red die, but it is a bit of a gamble.
The player must use whichever number is rolled the second time
whether it is better or worse than the first roll. If a player
is using a card that uses many dice (Rainbo for instance), then
he may re-roll any of the dice he chooses and in the order in
which he chooses.
Carrot Exchange: In order to use this
card against an opponent, that player must have at least two
Carrots. Carrot Exchange cannot be used for a 'one to one' exchange.
All exchange cards follow this rule.
Zep
Tepi:
This is the first Play Immediately card that is goods instead
of bad! This card allows a First Time player to take a saved
Special or Very Special card from each adjacent player. If the
player who picked the card is not a First Time player, then he
must give the card to the first First Time player counter-clockwise
from him. If no one at the table is a First Time player, then
the player who drew the card may use it himself.
Am
I Missing Something?
If after reading
through the Red Bunny Bits and playing the cards in your Killer
Bunnies Red 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.
So what do you think of the Red Booster Deck? Do you like it?
We sure do. All of the members of Creative Team Alpha have worked
long and hard to bring you the latest Killer Bunnies installment.
But it is you folks, the fans, that I would like to thank personally.
Your letters, suggestions and support over the years has been
nothing less than inspiring to us all. I've always believed that
gaming is a social event. The best part of gaming is getting
to know more about yourself and the friends with whom you spend
the time. Thanks for allowing our family to be part of your family.
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), and then the Red Booster Deck (#03).
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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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