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 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.

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.

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.

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

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.

Red Main Page

Red 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), and then the Red Booster Deck (#03).

Available In Stores Now!
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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.