Bunny Bits
Hello and welcome
back (hex-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 in 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 Stainless Steel Bunny Bits.
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Getting
Started
Unwrap all
of the cards. Large cards with the Steel Sinister Bunny on the
back are shuffled into your Draw Pile which should already contain
Blue, Yellow, Red, Violet, Orange, Green and White cards.
The small Cabbage,
Water and Defense Cards are shuffled into their respective piles.
Did you notice the half Cabbage and half Water cards? These may
come in handy when used in conjunction with the card titled M.R.E.
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Card
Specifics
Super Bunnies:
Super
Bunnies give a player three advantages in the game:
01) The player with a Super
Bunny down in The Bunny Circle may automatically play two cards
per turn.
02) When a Super Bunny
is attacked with a Weapon card, the player may roll the 20-sided
die regardless of the weapon level. Even though this has no advantage
if the weapon level is 13 or higher, it is a great advantage
for weapon levels 01 through 12.
03) When a Super Bunny
is placed down, all bunnies in The Bunny Circle that are the
same color (or half color) as the Super Bunny are immediately
eliminated (unless they are carrying The Heavenly Halo). Until
the Super Bunny itself is eliminated, no bunny of the same color
(or half color) can survive in The Bunny Circle.
Once a Super
Bunny has been eliminated, it cannot be purchased from Weil's
Pawn Shop nor can it brought back into the game for any reason
using any card. In addition, Super Bunnies cannot be cloned,
boosted or paintballed.
Dated Weapons:
The
weapon level for a Dated Weapon is the same as the numerical
day of the month when the game is being played. For example,
if a player uses a Dated Weapon on Valentine's Day, then the
weapon level is 14 (since Valentine's Day is always on the 14th
of February). All Dated Weapons require the defending player
to roll both the 12 and 20-sided die and to add them together
for the final total.
Dated Weapons
may be purchased from Rooney's Weapons Emporium for an amount
of Dolla equal to the numerical day of the month. No bunny belonging
to a player born on the 17th of any month can be attacked using
a Dated Weapon.
Hostile
Pentecostal: Since
it is a Roaming Red Run card, Hostile Pentecostal will attack
one bunny per round of play (traveling in a clockwise direction).
Any bunny attacked must roll higher than 15 on the 20-sided die
to survive. Hostile Pentecostal can attack the same bunny more
than once during it's time in The Bunny Circle. When Hostile
Pentecostal encounters a Barrier, it will change direction and
could easily attack the same bunny twice (on consecutive turns).
If Hostile
Pentecostal kills all of the bunnies in The Bunny Circle, it
remains (dormant) until another bunny is placed down, then Hostile
Pentecostal continues to kill. Hostile Pentecostal itself may
be attacked and (hopefully) eliminated using any Weapon card.
The player who launched Hostile Pentecostal rolls for it's defense
against a Weapon card even if the same player also launched the
weapon. Hostile Pentecostal is not a weapon and cannot be subjugated
by using Clovers or Defense Cards.
Pentecostal
Permutations: Suppose
that our fictional player Carol launches Hostile Pentecostal.
Naturally she would place it on an opponent's bunny, and that
opponent would roll the 20-sided die according to the card. The
opponent's bunny will either survive (aw!) or die (yeah!). But
now instead of discarding Hostile Pentecostal, 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).
Hostile Pentecostal remains on top of the bunny and attacks again
(once every round of play) at the end of Carol's turn. This cycle
continues until the Hostile Pentecostal is eliminated.
Here's how
you should handle an attack on Hostile Pentecostal. During play,
Hostile Pentecostal will be waiting on top of a bunny. A player
may direct a Weapon card onto Hostile Pentecostal, or he may
choose to attack the bunny underneath. If the weapon is designed
to attack a single bunny, then it can be used against either
Hostile Pentecostal or the bunny underneath, but not both. If
the weapon is a range weapon (such as Miniature Black Hole or
Anti-Matter Raisins), then both Hostile Pentecostal and the bunny
underneath are affected equally (whether they were the direct
target or within the weapon's range). If the weapon wanders from
one bunny to another (such as Snowball or The Ebola Virus), then
Hostile Pentecostal will roll before the bunny underneath.
By the way,
you may notice a resemblance of Hostile Pentecostal to an earlier
card (Cyber Bunny). If Cyber Bunny still has you a bit confused,
then perhaps the rules for Hostile Pentecostal will help to clear
things up.
Japanese
Rabbit Trap: Japanese
Rabbit Trap may be given to any player and allows Roaming Red
Run cards to enter his space in The Bunny Circle but not to leave.
In this sense it acts as though there were two (uni-directional)
Barriers surrounding the player's bunnies that allow Roaming
Red Run cards to enter but not to leave a player's space. Japanese
Rabbit Trap is discarded immediately when all of the opponent's
bunnies have been traded off or eliminated from The Bunny Circle.
After Japanese Rabbit Trap is discarded, all Roaming Red Run
cards continue around The Bunny Circle.
To move a bunny
out of harm's way, a player may give one of his bunnies to another
player in exchange for another item (such as a Carrot). No item
(bunny in The Bunny Circle, saved Special (or Very Special) card,
Pawn, Zodiac or Mysterious Place card may be traded more than
once during a single game. If the player "loans" a
bunny to a friend, then the friend must return a different bunny.
Neutronium
Barrier: A
Neutronium Barrier may be placed between any two adjacent players
and stops weapons that affect adjacent bunnies. Roaming Red Run
cards that contact a Neutronium Barrier are eliminated (and placed
in the discard pile). The Neutronium Barrier remains in place
after eliminating a Roaming Red Run card.
In the past,
more than one Barrier could be placed between any two adjacent
players. This is still true. However, now it is important to
neatly place the two (or more) Barrier cards side by side between
the players. This becomes important when a Roaming Red Run card
encounters the barriers. By placing the cards neatly side by
side, players will be able to determine if a Roaming Red Run
will encounter a (regular) Barrier and change direction or a
Neutronium Barrier and be eliminated.
1943 &
Straight Up: For
each of these cards, the player may roll each die up to three
times. This means that if you get a 'good' roll on one die you
can put it aside and re-roll the rest. Players must keep track
of how many times they have rolled each die (three is the maximum).
Once a die is re-rolled you may not 'go back' and keep a previous
value.
Pumpkin
Ridge: This
card may be used once by a player to attack any opponent's bunny
which must roll higher than 13 to survive. If the bunny does
survive, then the opponent must roll the Zodiac die. If the symbol
rolled on the Zodiac die is the birth sign of any of the other
players, then the opponent must target one of their bunnies with
Pumpkin Ridge. If two or more players have the same birth sign,
then the opponent may choose which player's bunny to target.
If no player has the birth symbol rolled, then the weapon is
discarded. Pumpkin Ridge will continue until either a bunny dies
or the Zodiac roll does not correspond to any of the player's
birth symbol.
Triple Or
Trouble!: If
the player loses his Dolla, then it is placed in the discard
pile. If a player wins, then he may take Dolla from the discard
pile (if available). If there is not enough Dolla in the discard
pile, then the player is simply out of luck.
Ultimate
Pawn Power: The
player that keeps this card down (and saved) may (at the start
of their turn only) discard any one undesired card (from their
five-card hand) that has the same back color as any owned Pawn.
For example, if a player owns the Red and Yellow Pawns, then
at the start of each turn he may discard any one card with a
Red or Yellow back. Of course if the player likes all of his
cards, then he does not have to discard anything. Also, if he
has no Red or Yellow cards, then nothing will happen either.
White cards can never be discarded since technically there is
no White Pawn.
If the player
does discard a card, then a replacement is immediately drawn
from the Draw Pile and the player continues his turn. If at any
time the player has no bunnies down in The Bunny Circle, then
Ultimate Pawn Power must be discarded immediately.
Weapon
Reducer: Weapon
Reducer may be used once by a player to reduce any weapon level
by the amount rolled. All weapon ranges remain unchanged. For
example, let's say that a player uses Earthquake on an opponent's
bunny. He plays Weapon Reducer immediately (because Weapon Reducer
is a Very Special this is allowed) and rolls a four. The target
bunny must now only roll higher than 06 to survive and the adjacent
bunnies must roll higher than 05 to survive. The weapon decreases
it's level (from 10 to 06) but not it's range.
Remember that
Defense Cards are used to eliminate the effects of a weapon (for
a single player) based solely on the original weapon level. The
player in the example above must still use 10 Defense Units to
protect his bunnies against Earthquake even though Weapon Reducer
changed the weapon level to 06 (or any other value).
If Weapon Reducer
lowers the weapon level below 01, then it would not be necessary
for a player to roll the die (or dice) at all.
Where
No Bunny Has Gone Before: When
a bunny is taken from a player using this card it belongs to
no one until any player rolls a 12 on any die while playing any
card. If the game should end before a player rolls a 12, then
the bunny is discarded. A bunny that is taken retains any associated
cards such as Clover or Rank (Perfectly Pink and Wacky Khaki
Booster Decks). A bunny with a pending Feed The Bunny will die
one full round after it was taken since there is no food in space.
Am
I Missing Something?
If after reading
through the Stainless Steel Bunny Bits and playing the cards
in your Killer Bunnies Stainless Steel 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.
Although we haven't quite run out of colors yet (pretty soon
though) my decision to name this Booster Deck after Stainless
Steel is really a tribute to uniqueness. If you have been playing
Killer Bunnies for awhile I'm sure you've heard someone say,
"The guy who invented this game must be unique." Truth
be told, I've heard quite a few other adjectives (weird, bizarre,
deranged), but let's just stick with unique for now. I have always
tried to be a little different. For instance, I laugh out loud,
I carry two dollar bills, I love my Macintosh, I watched Spacerangers
(all 4 episodes), I stick up for the underdog and I drive a DeLorean.
I like being different because, quite simply if you never stand
out, then you'll never be outstanding. Think about it. 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), the Orange Booster Deck (#05), the Green Booster Deck
(#06), the Twilight White Booster Deck (#07), and then the Stainless
Steel Booster Deck (#08).
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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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