Conquest Blue Bunny Bits

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More Card Information

PLAY IMMEDIATELY CARDS

  • If a player draws a PLAY IMMEDIATELY (Terrible Misfortune) card during play, then he must stop the game, announce that he has the card, and kill one of his own bunnies in The Bunny Circle.
  • If a player draws a PLAY IMMEDIATELY card but has no bunny in The Bunny Circle, then he must place the card on an opponent’s bunny in The Bunny Circle causing it to die (discarded). This is also true if the player’s only bunny in The Bunny Circle is protected by Angel Wings.

RUN CARDS

  • To play a RUN card, a player must first place it down in the BOTTOM RUN position, then slide it to the TOP RUN position, and finally flip and play the card. All RUN cards work this way.
  • If your RUN card has a Pink rectangular box on the left border, then you must have a bunny in The Bunny Circle to use the card.
  • If your RUN card has a Pink rectangular box on the left border, and you do not have a bunny in The Bunny Circle, then you must discard the card. Remember, RUN cards may not be saved.

SPECIAL CARDS

  • There are two ways to play a SPECIAL card:
  1. You may play a SPECIAL card the same way that you would play a RUN card by placing it in the BOTTOM RUN position, sliding it to the TOP RUN position and flipping it over. When you flip over a SPECIAL card you may either play the card or save the card:
    • a) SPECIAL cards may be played the same way that RUN cards are played. Don’t forget that if there is a Pink rectangular box on the left border of the card, then you will need a bunny in The Bunny Circle to play the card.
    • b) SPECIAL cards may be saved by placing them off to the side with your KABALLA DOLLA and METAL cards.
  2. You may play a SPECIAL card directly from your hand instead of flipping your TOP RUN card. Don’t forget that if there is a Pink rectangular box on the left border of the card, then you will need a bunny in The Bunny Circle to play the card.
    • SPECIAL cards may be discarded directly from your hand as a turn.
    • SPECIAL cards may not be saved directly from your hand to the table as a turn. SPECIAL cards must go through the BOTTOM RUN card and TOP RUN card cycle if you wish to save them.
    • A player can use any number of saved SPECIAL cards during his turn in addition to his regular play.

VERY SPECIAL CARDS

  • All of the rules for SPECIAL cards are the same for VERY SPECIAL cards with one difference. The difference between a SPECIAL card and a VERY SPECIAL card is that a SPECIAL card may only be played during a player’s turn whereas a VERY SPECIAL card may be played during any player’s turn.
  • Playing a saved VERY SPECIAL card does not count as a player’s turn. Playing a VERY SPECIAL card directly from your hand does not count as a player’s turn either.

METAL CARDS

  • If a player draws a METAL card during play, then he must save the card (face up) and draw another card immediately.
  • METAL cards may be exchanged (bought or sold) by a player at Morden’s Metals Exchange for KABALLA DOLLA during his turn only. The current Exchange Rates for KABALLA DOLLA of the three metals are the latest numbers rolled on the three 6-sided dice (Gold, Silver and Copper). (For more details on Exchange Rates, please see Morden’s Metals Exchange in the Bunny Bits).
  • If a player wishes to exchange a METAL card at Morden’s Metals Exchange and the right amount of KABALLA DOLLA do not exist in the Discard Pile, then players may take Vouchers from Kaballa’s Market Two to make it easier to remember how much the market owes them.

Game Mechanics

A TURN, A ROUND

  • During a turn, each player may play a single card in one of four ways. The four options are:
      1. Flip and play the TOP RUN card.
      2. Flip and discard the TOP RUN card if you cannot, or do not wish to use it.
      3. Flip and save the TOP RUN card, but only if it is a SPECIAL or VERY SPECIAL card.
      4. Play a SPECIAL card directly from your five-card hand. This leaves the TOP and BOTTOM RUN cards in place.
    • A round is completed when every player has had one turn.

    ADJACENT

    • The phrase “adjacent players” on a card refers both to the player sitting to the left of you and the player sitting to the right of you.
    • The phrase “adjacent bunnies” means the bunny placed directly to the left and the bunny placed directly to the right of the target bunny in The Bunny Circle. These bunnies may belong to the same player or to different players.
    • Bunnies any number of spaces away refers to bunnies on both the left and right side of the target bunny in The Bunny Circle. Again, these bunnies may belong to the same player or different players.

    AGGRESSIVE CARDS

    • All cards that have a Pink rectangular box on the left border of the card are considered to be Aggressive cards with the exception of Choose A Carrot (any amount of Carrots) cards.

    BUNNY TRIPLETS

    • If a player has three bunnies in The Bunny Circle that are the same color (Blue, Green, Orange, Violet or Yellow) or the same kind (Evil, Hypnotic, Ludicrous, Spiffy and Truculent), then he may play an additional card per turn. This is called a Bunny Triplet.
    • If the Bunny Triplet is established with the first card of a player’s turn, then the player may play a second card during the same turn.
    • Additional Bunny Triplets do not allow a player to play more than two cards per turn.
    • When a player has a Bunny Triplet and is allowed to play two cards per turn he must play one card first, draw a replacement card, and then play the second card. Here’s why: suppose a player uses his first card and then draws a replacement card (maybe a Terrible Misfortune) that kills one of his bunnies. It is possible that he will no longer have a Bunny Triplet and therefore, not be allowed to play the second card.

    DISCARDED SUPPLIES

    • When Radish Cards and Milk Cards are used to Feed The Bunny, they are put face up into a Discard Pile on your table. When all of the Radish Cards and Milk Cards have been drawn, the cards in the Discard Pile may not be reshuffled and used again.

    FACE UP

    • All of a player’s saved cards (KABALLA DOLLA, METAL, Radish, Milk, Carrots, SPECIAL, and VERY SPECIAL) must be placed on the table face up so that everyone can see them.

    GAME LENGTH

    • If your game of Killer Bunnies is running too long, then try starting the game by giving each player a Carrot (or two) from Kaballa’s Market Two.
    • If your game of Killer Bunnies is ending too quickly, then try removing a few Choose A Carrot cards from the Draw Pile.

    JOINING LATE / LEAVING EARLY

    • Players may join a game of Killer Bunnies Conquest at any time by sitting directly to the left of the oldest player and taking seven cards from the Draw Pile. Any PLAY IMMEDIATELY cards that are drawn by the player are discarded without being used. The player places his TOP and BOTTOM RUN cards down, and play continues from where it had previously stopped.
    • If a player must leave the game early, then he must return his Carrots to Kaballa’s Market Two, discard his Radish Cards, Milk Cards and seven playing cards. Players leaving the game may not give away their Carrots, KABALLA DOLLA, METAL, saved SPECIAL or VERY SPECIAL cards, or supplies to players that are still in the game.

    MAKING CHANGE

    • If a player needs change in KABALLA DOLLA, Radish Units or Milk Units, then he may take it from the Discard Piles. For example, if a player needed to Feed The Bunny 4 Radish Units and the only card that he had saved was a 5 Units Radish Card, then he would pay with the 5 Units card and take a 1 Unit Radish Card in return from the Radish Card Discard Pile.
    • If you are making change and the right amounts of Radish Units, Milk Units or KABALLA DOLLA do not exist in any of the discard piles, nor with the Vouchers, then keep track of what the game ‘owes’ you on a small pad of paper and take the correct change when it becomes available.

    MODIFIER CARDS

    • Any card that has a Bunny Modifier under the card title is a Modifier card. So far, there are three types of Modifier cards: Angel Wings, Lucky Horseshoe (any amount) and Nanny.
    • Modifier cards may be placed under any bunny in The Bunny Circle. Once assigned, they may not be moved to another bunny. More than one Modifier card may be placed under a single bunny in The Bunny Circle.
    • If a Modifier card is flipped over as the Top Run card, but a player does not have a bunny in The Bunny Circle, then he may either discard the Modifier card, or place it under any opponent’s bunny in The Bunny Circle.
    • If a bunny in The Bunny Circle is killed (discarded), then all of its Modifier cards are discarded as well.

    MODULO 10

    • Adding numbers Modulo 10 means to add the numbers together, but only to pay attention to the last digit. For example, if the two dice total 8, then the number is just 8. If the two dice total 17, then the number is just 7.

    ORDER OF OPERATIONS

    • A player’s turn is over when he has flipped his TOP RUN card (or played a SPECIAL card directly from his five-card hand), and has replaced the card so that he once again has five cards in his hand and two cards down on the table.
    • A player may buy supplies from the market or exchange METAL cards before he starts his turn, or anytime before his turn is over.
    • A player may play any number of saved SPECIAL cards during his turn. Saved SPECIAL cards may be played before the player starts his turn, or anytime before his turn is over.
    • All Metal dice may be re-rolled by a player at the end of any of his turns during which he received a Carrot.
    • If a player has a Bunny Triplet, allowing him to play two cards per turn, then he must:
      1. Play his first card.
      2. Draw a replacement card.
      3. Play his second card.
      4. Draw another replacement card.
    • The player’s turn is over after the second card is replaced.

    POSITIONING OF BUNNIES

    • Players may place bunnies anywhere they wish in The Bunny Circle as they are flipped into play or revived from the Discard Pile. For example if a player has two bunnies in The Bunny Circle, then a new bunny may be placed to the left, right or in between the two bunnies already down.
    • A player may not, however, reposition bunnies that are already down in The Bunny Circle.

    RESHUFFLING

    • If you get to the end of the Draw Pile and the game has not finished, then simply reshuffle all of the large cards from the Discard Pile and start again. Supply cards such as Radish Cards and Milk Cards may not be reshuffled and reused.

    REVIVING BUNNIES

    • Both Blue Plate Special and Zoetic Zoology cards allow a player to revive a bunny. This bunny can only be chosen from the Discard Pile. If there are no bunnies in the Discard Pile, then the player is out of luck.
    • Bunnies that are revived using Blue Plate Special and Zoetic Zoology cards may go directly into The Bunny Circle.

    ROAMING RED RUN CARDS

    • Any card that has a Red RUN printed in the top window is a Roaming Red Run card. The first Roaming Red Run card is Dragon Of Doom.
    • Roaming Red Run cards are played differently than regular RUN cards because they may remain in play for many rounds. For example, suppose that a fictional player named Carol launches Dragon Of Doom. Naturally she would place it on an opponent’s bunny, and that opponent would have to roll the Violet 12-sided die according to the rules on the card. The opponent’s bunny will either survive and stay in The Bunny Circle, or die and be discarded. After the first play however, Dragon Of Doom is not discarded. Instead, it is placed on top of the next adjacent bunny clockwise in The Bunny Circle (the two cards will actually share the same space in The Bunny Circle). Dragon Of Doom remains on top of this bunny and attacks again at the end of Carol’s turn (one round of play later). Dragon Of Doom will move from bunny to bunny and continue to attack once per round of play always at the end of Carol’s turn. It is possible that Dragon Of Doom may, eventually, attack one of Carol’s own bunnies! This cycle continues until the Roaming Red Run card is eliminated or no viable bunny targets are available.

    TRADING

    • Trading may only occur during either of the player’s turns that are involved in the trade.
    • Any player may trade: Radish Cards, Milk Cards, KABALLA DOLLA, METAL saved SPECIAL cards, saved VERY SPECIAL cards, Carrots or bunnies in The Bunny Circle in any amounts agreed upon by the players.
    • Any player may trade cards from his five-card hand on a one-to-one basis. All players must have five cards in their hand at the end of the trade.
    • Cards in the TOP RUN or BOTTOM RUN position can never be traded.

    VOUCHERS

    • Place the Radish, Milk and Dolla Vouchers near the Kaballa’s Market Two Starter Card.
    • Sometimes during the game (especially at the start of the game), players may need change from Kaballa’s Market Two and no change is available in the Discard Piles. If this should happen, players may take Vouchers from Kaballa’s Market Two to make it easier to remember how much the market owes them.
    • Remember that Vouchers of Radish or Milk Units cannot be purchased from Kaballa’s Market Two if Radish or Milk Cards run out.
    • Vouchers may always be used as actual Radish Units, Milk Units and Dolla throughout the game, however, players should return their Vouchers to Kaballa’s Market Two for real Radish Units, Milk Units and Dolla as soon as they become available in the Discard Piles.

    Card Mechanics

    RADISH CARDS AND MILK CARDS (the small decks)

    • The small Radish Cards are not all the same. There are 1, 2, 5 and 10 Radish Units per card. The market sells Radish Cards, not Radish Units. Hopefully you will be lucky and get the 10 Units Radish Card for your money, but most likely you will get a few 1 Unit Radish Cards as well. The same is true for the small Milk Cards.

    CHOOSE A CARROT

    • Choose A Carrot cards are used by players to take Carrots from Kaballa’s Market Two, whether it is open or closed. All Choose A Carrot card rules refer to single and double Carrot choosing.
    • When all of the Carrots are taken from Kaballa’s Market Two the game is over and The Magic (or winning) Carrot is revealed.

    FEED THE BUNNY

    • When using a Feed The Bunny card, a player places it on any opponent’s bunny in The Bunny Circle. The opponent will need the Radish Units and Milk Units to Feed The Bunny by the end of his next turn. The amount of Radish Units and Milk Units that the player will need are listed on each Feed The Bunny card. During the opponent’s turn, he may buy Radish Cards and Milk Cards from Kaballa’s Market Two (if he has some Kaballa Dolla), or he may try to make deals with the other players to get the supplies that he needs. If the bunny is not fed by the end of the opponent’s turn, then it dies and is removed from The Bunny Circle (discarded).
    • A player with a pending Feed The Bunny card on his only bunny is still able to play an Aggressive card on his turn since the bunny does not need to feed until the end of its turn.
    • More than one Feed The Bunny card may be placed on any bunny in The Bunny Circle.

    KABALLA’S MARKET TWO

    • Any player may buy supplies anytime during his turn from Kaballa’s Market Two (if the market is open). The supplies that are sold at the market are: Radish Cards and Milk Cards (which are used by a player to Feed The Bunny), and Carrots (which are used by a player to win the game). A player does not need a bunny in The Bunny Circle to buy supplies from Kaballa’s Market Two.
    • Kaballa’s Market Two is open at the start of the game. RUN cards exist that either change the prices at Kaballa’s Market Two, or close the market. The market does not need to be closed first to change the prices using a Kaballa’s Market Two card. New prices are listed on these cards.
    • Cards such as Bizarre Baccarat and Blue Plate Special will not reward Radish Cards, Milk Cards or Carrots if the market is closed. Free Radish or Free Milk cards cannot be used if the market is closed. However, since Free Radish and Free Milk cards are Special cards, they can be saved and used when the market is opened again.
    • Choose A Carrot cards may always be used even if the market is closed.

    LUCKY HORSESHOE CARDS

    • Lucky Horseshoe cards may be placed under any bunny in The Bunny Circle. Lucky Horseshoe lowers the level of any weapon by the number indicated on the card. For example, if a bunny with a Lucky Horseshoe Double card under it is attacked by Grabthar’s Hammer (Weapon Level 9), then the player will only need to roll higher than 7 to survive.
    • More than one Lucky Horseshoe card may be placed under a single bunny in The Bunny Circle.

    MORDEN’S METALS EXCHANGE

    • At the start of the game, the three 6-sided dice (Gold, Silver and Copper) are rolled. The numbers rolled set the Exchange Rate for the three metals.
    • A player may exchange (buy or sell) METAL cards anytime during his turn from Morden’s Metals Exchange for KABALLA DOLLA. KABALLA DOLLA is taken from the Discard Pile by any player exchanging METAL cards. Dolla Vouchers are taken from Kaballa’s Market Two if no KABALLA DOLLA exist in the Discard Pile.
    • All METAL cards sold to Morden’s Metals Exchange are kept face up next to the Morden’s Metals Exchange Starter Card. Players may only buy the METAL cards that are available at Morden’s Metals Exchange.
    • All Metal dice may be re-rolled by a player at the end of any of his turns during which he received a Carrot. Carrots are considered received if the player bought the Carrot from a market or used a card (such as Choose A Carrot) to acquire it. Trading Carrots with other players does not give a player the privilege to re-roll the Metal dice.
    • A player may not exchange METAL cards during the same turn once he has rolled the Metal dice. The new Exchange Rate will be available starting with the next player.
    • Cards exist that double the value of certain metals at Morden’s Metals Exchange. If played, place the doubling card on top of the Morden’s Metals Exchange Starter Card. More than one doubling card may be used at the same time to modify the Exchange Rate.

    WEAPONS

    • When using a Weapon card, a player places it on any opponent’s bunny in The Bunny Circle. The opponent must immediately roll the Black 12-sided die. If the opponent does not roll higher than the weapon level on the card, then his bunny dies and is removed from The Bunny Circle (discarded).

    Facts About The Cards

    RUN CARDS (Blue Deck)

    0816: CLUBBIN’ BABY SEALS

    • Clubbin’ Baby Seals may be placed on any bunny in The Bunny Circle which must roll higher than 10 on the Black 12-sided die to survive. Adjacent bunnies to the target bunny in The Bunny Circle must roll higher than 9 on the Black 12-sided die to survive.

    0818: TRASH COMPACTOR

    • Trash Compactor may be placed on any bunny in The Bunny Circle which dies immediately. All bunnies within two spaces of the target bunny in The Bunny Circle are also killed. Horseshoe bunnies (bunnies with Horseshoe cards underneath them) may survive since Horseshoe cards lower the level of an attacking weapon.

    0819: ANGEL WINGS

    • Angel Wings may be placed under any bunny in The Bunny Circle. Once assigned to a bunny, Angel Wings cannot be moved to another bunny. If the bunny with Angel Wings changes owners, then the Angel Wings card goes with it. If a player runs the Angel Wings card but has no bunny in The Bunny Circle, then he may either place it on any opponent’s bunny in The Bunny Circle or simply discard the card.
    • Angel Wings is a Modifier card, and by itself is not a bunny. Angel Wings protects any one bunny from all harm (Weapons), hunger (Feed The Bunny), misfortune (Terrible) and abduction (Area 51). A bunny with Angel Wings may, however, defect, be auctioned, be exchanged or gambled (Texas Let Go).
    • If a player’s only bunny has Angel Wings, then he may not play any Aggressive cards (cards that have a Pink rectangular box). Remember that Choose A Carrot cards are not Aggressive cards even though they have the Pink rectangular box.

    0820: 0821: 0904: AREA 51

    • Area 51 may be placed on any bunny in The Bunny Circle which is abducted by the Beyea Aliens and taken to the planet Jupiter. The bunny is returned when another is taken. An abducted bunny is placed off to the side and out of play until another bunny is abducted using another Area 51 card. If this occurs, then the first bunny is returned to its owner.
    • If an abducted bunny has any Bunny Modifier cards (such as Horseshoe or Nanny), or a pending card (such as a Feed The Bunny card), then those cards are immediately discarded.
    • If the bunny that is abducted has Dragon Of Doom on top of it, then the bunny goes away with the Beyea Aliens and Dragon Of Doom moves on to the next viable bunny target in The Bunny Circle.
    • A player with an abducted bunny and no other bunny in The Bunny Circle may not play any Aggressive cards (cards that have a Pink rectangular box) including a Choose A Carrot card.
    • An abducted bunny cannot count towards a Bunny Triplet because it is not in The Bunny Circle. At the end of the game, a player with only an abducted bunny may still win the game (since the bunny is still alive).

    0822: BAMBOOZLED BLACKSMITH

    • Bamboozled Blacksmith may be used once by a player to remove all Horseshoe cards from any one bunny in The Bunny Circle. An Odd roll of the Green 12-sided die allows the player to keep the Horseshoe cards and either to place them under any bunny (or bunnies if more than one Horseshoe card is taken) in The Bunny Circle or simply to discard them. An Even roll of the Green 12-sided die forces the player to discard the Horseshoe cards.

    0823: CARROT LOTTERY

    • Carrot Lottery may be used once by all players to purchase numbers (1 – 12) for 1 Dolla each. Starting with the player, and moving in the direction of play, each player may purchase as many of the numbers as they wish. No two players can purchase the same number. Next, the player will roll the Orange 12-sided die. If the number rolled was purchased by a player, then he may choose a Carrot from Kaballa’s Market Two.

    0824: DEEP SLEEP NINE

    • Deep Sleep Nine may be used once by a player with at least one bunny in The Bunny Circle, however, the opponent may or may not have a bunny of his own in The Bunny Circle.

    0825: DRAGON OF DOOM

    • Since it is a Roaming Red Run card, Dragon Of Doom will attack one bunny per round of play (traveling in a clockwise direction) in The Bunny Circle. Any bunny attacked must roll higher than 9 on the Violet 12-sided die to survive. Dragon Of Doom is not a weapon and cannot be subjugated by using Horseshoe cards or Defense Cards (Red Booster Deck).
    • After the attack, Dragon Of Doom moves to the next viable bunny target and waits until the next round of play. Dragon Of Doom can attack the same bunny more than once during its time in The Bunny Circle. When Dragon Of Doom encounters a Barrier (Red Booster Deck), it will change direction and could easily attack the same bunny twice (on consecutive turns).
    • Dragon Of Doom itself may be attacked and eliminated using any Weapon card. The player who launched Dragon Of Doom rolls for its defense against a Weapon card even if the same player also launched the weapon. During play, Dragon Of Doom will be waiting on top of a bunny (the next viable bunny target). If a weapon is designed to attack a single bunny, then a player may direct it onto Dragon Of Doom, or the bunny underneath, but not both. If the weapon is a range weapon (such as Googol Plexing or Terminators), then both Dragon Of Doom and the bunny underneath are affected equally (whether they were the direct target of the weapon or within the weapon’s range).
    • If Dragon Of Doom has no viable bunny targets left in The Bunny Circle, then it is discarded. A bunny with Angel Wings would be an example of a non-viable bunny target since it cannot be killed by Dragon Of Doom. If Dragon Of Doom is confined to an area of The Bunny Circle by two or more Barriers (Red Booster Deck) and cannot reach a viable bunny target on the other side, then it is removed (discarded).

    0826: 0908: FREE AGENT

    • Free Agent bunny may be used by a player as any bunny of any kind (Evil, Hypnotic, Ludicrous, Spiffy and Truculent) and any color (except Red or Pink – Red Booster Deck or Perfectly Pink Booster Deck). The identity of the bunny may change at any time during play as the need arises. Free Agent bunnies make forming a Bunny Triplet much easier. Free Agent bunnies cannot become Specialty bunnies (Violet Booster Deck) or Celebrity bunnies (Ominous Onyx Booster Deck).

    0832: SOUR HOUR

    • Sour Hour may be used once to force any one player to immediately lose all of his Milk Units. The player also loses any Milk Vouchers that he may have been saving.

    0833: STARVING SNAILS

    • Starving Snails may be used once to force any one player to immediately lose all of his Radish Units. The player also loses any Radish Vouchers that he may have been saving.

    0834: TEXAS LET GO

    • Texas Let Go allows a player to force his opponents to gamble for any number of items. These items can be Radish Units, Milk Units, Carrots, Dolla, Metal cards or bunnies. Later on, booster decks will introduce other items such as: Defense Units, Pawns, Zodiac cards, and Mysterious Place cards.
    • The player who uses Texas Let Go must decide what the stakes will be for the gamble. Everyone who can play must play. For example, let’s pretend that a fictional player Carol decided to play Texas Let Go for 2 Kaballa Dolla and 1 Carrot. Each player with at least 2 Kaballa Dolla and 1 Carrot must play. All players involved in the gamble roll any one of the 12-sided dice. The highest roller takes all of the Kaballa Dolla and all of the Carrots. Of course Carol must participate in her own gamble.
    • The player who played Texas Let Go may re-roll the die if he does not like his first roll. If two players tie for the highest roll, then both players must roll the 12-sided die again (and keep rolling) until the tie is broken.
    • If the stakes involve a Carrot or a bunny, then each opponent may choose which Carrot or bunny to risk. If the player’s stakes include a bunny and an opponent’s only bunny has Angel Wings, then he must risk the bunny.

    SPECIAL CARDS (Blue Deck)

    0837: 0838: BIZARRE BACCARAT

    • To use Bizarre Baccarat, a player must have a bunny in The Bunny Circle because it is an Aggressive card (cards that have a Pink rectangular box). Bizarre Baccarat may be placed on any bunny in The Bunny Circle. The player must choose the bunny that will take the risk for the card. This target bunny can be one of his own bunnies or any opponent’s bunny in The Bunny Circle. The owner of the target bunny rolls the two 12-sided dice (Orange and Green), adds the numbers (Modulo 10), and either reaps the reward of the card or suffers the consequence:
    6-7-8-9 = Choose a Carrot from Kaballa’s Market Two and one Metal card from Morden's Metals Exchange. If Morden’s Metals Exchange has no Metal cards to offer, then the player is out of luck.
    4-5 = Feed the bunny 1 Radish Unit and 1 Milk Unit!
    2-3 = Pay any one Metal card to Morden’s Metal Exchange. If the player cannot pay one Metal card to Morden’s Metals Exchange, then the bunny is discarded.
    0-1 = The bunny gets a one-way ride into the desert by the Casino bosses (discarded)!
      • If the consequence for a bunny is to feed, then it must be done immediately. An opponent with no saved Radish Units or saved Milk Units will not have the opportunity to buy supplies from Kaballa’s Market Two since it will not be his turn.

      0839: 0840: BLUE PLATE SPECIAL

      • Blue Plate Special may be used once by a player to roll the five 12-sided dice (Violet, Orange, Green, Yellow and Blue). The color die that has the lowest roll is the supply taken by the player. If two or more dice roll the lowest number, then the player may take more than one supply.
      Violet 12-sided die = Take a bunny from the Discard Pile.
      Orange 12-sided die = Take a Carrot from Kaballa’s Market Two.
      Green 12-sided die = Take a Radish Card from Kaballa’s Market Two.
      Yellow 12-sided die = Take a Metal card from Morden’s Metals Exchange.
      Blue 12-sided die = Take a Milk Card from Kaballa’s Market Two.
        • Carrots, Radish Cards and Milk Cards are taken from Kaballa’s Market Two (if the market is open). Bunnies are taken from the Discard Pile, and Metal cards are taken from Morden’s Metals Exchange if they are available.

        0841: 0842: CHOCOLATE ECLAIR

        • Chocolate Eclair may be used once by a player to feed the bunny. Any one bunny is fed any amounts of Radish Units and Milk Units whether the amounts needed are from a single or several pending Feed The Bunny cards.
        • Or Chocolate Eclair may be used immediately by a player to eliminate a Whiner Senator vote (Red Booster Deck). This card must be a saved Special to be used immediately.

        0843: FREE MILK

        • Free Milk may be used once by a player to take two Milk Cards from Kaballa’s Market Two. Free Milk may not be used if Kaballa’s Market Two is closed.

        0844: FREE RADISH

        • Free Radish may be used once by a player to take two Radish Cards from Kaballa’s Market Two. Free Radish may not be used if Kaballa’s Market Two is closed.

        0845: GUARANTEE AT THREE

        • Guarantee At Three may be used by a player to pay or receive 3 Dolla for every Metal card at Morden’s Metals Exchange regardless of the current Exchange Rate. Guarantee At Three can be used to buy or sell as many Metal cards as a player wishes during one turn only.

        0846: 0847: LEMON SQUEEZIE

        • Lemon Squeezie may be used once by a player to roll the Yellow 12-sided die and to take the same number of cards from the Draw Pile as the number rolled. The player may keep the best cards and discard the rest. The player must keep only seven cards (five cards in his hand and two cards down).
        • Or Lemon Squeezie may be used immediately by a player to eliminate a Shiner Senator vote (Red Booster Deck). This card must be a saved Special to be used immediately.

        0848: 0849: ZOETIC ZOOLOGY

        • The Zoetic Zoology may be used once by a player to choose a number (1-12) and to roll the five 12-sided dice (Violet, Orange, Green, Yellow and Blue). The number of correct rolls is the number of bunnies that the player may revive from the Discard Pile and immediately place anywhere in The Bunny Circle.
        • For example, let’s pretend that a fictional player Carol wants to use The Zoetic Zoology card. She will not need a bunny in The Bunny Circle since this is not an Aggressive card (no Pink rectangular box on this card). First, Carol will choose her lucky number which is 4. Next, Carol will roll the five 12-sided dice. If a 4 is rolled on any of the dice, then Carol may take any bunny from the Discard Pile and place it anywhere in The Bunny Circle. If Carol rolls two 4s, then she may take two bunnies from the Discard Pile.

        VERY SPECIAL CARDS (Blue Deck)

        0850: BUNNY STEW

        • Bunny Stew may be used once by a player to feed any bunny with a pending Feed The Bunny card with one of his own bunnies in The Bunny Circle. The Feed The Bunny card and the bunny sacrificed are immediately discarded. May be used at any time!

        0851: ​NIGHT AT THE ROXBUNNY

        • Night At The Roxbunny may be used once by a player to roll the two 12-sided dice (Violet and Blue) and to increase (if two Odd rolls show on the dice) or decrease (if two Even rolls show on the dice) the level of any weapon being played by the number on either of the dice rolled. The player must choose which of the two dice to use. If one Odd and one Even number are rolled, then there is no change to the level of the weapon. May be used at any time!

        RUN CARDS (Yellow Booster Deck)

        0901: TERMINATORS

        • Terminators may be placed on any bunny in The Bunny Circle which must roll higher than 10 on the Black 12-sided die to survive. Adjacent bunnies to the target bunny in The Bunny Circle must roll higher than 9 on the Black 12-sided die to survive.

        0902: GOOGOL PLEXING

        • Googol Plexing may be placed on any bunny in The Bunny Circle which must roll 12 on the Black 12-sided die to survive. Adjacent bunnies to the target bunny must roll higher than 10 on the Black 12-sided die to survive, bunnies two spaces away in The Bunny Circle must roll higher than 9 on the Black 12-sided die to survive and so on until all bunnies in The Bunny Circle have rolled.

        0903: CLUE CAST

        • Clue Cast may be placed on any bunny in The Bunny Circle which dies immediately. All bunnies within three spaces of the target bunny in The Bunny Circle are also killed. Horseshoe bunnies (bunnies with Horseshoe cards underneath them) may survive since Horseshoe cards lower the level of an attacking weapon.

        0906: DEAD ZONE

        • Dead Zone may be used once by a player and given to any opponent who must sacrifice any one of his bunnies in The Bunny Circle before he may play an Aggressive card. Dead Zone may be given to an opponent who has no bunnies. Dead Zone remains with the opponent until he sacrifices (discards) one of his bunnies from The Bunny Circle.

        0907: DOE SI DOE

        • Doe Si Doe may be used once to force all players to rotate one of their bunnies in The Bunny Circle to the next participating player counter-clockwise. Each player may choose which of his bunnies to rotate. Players without bunnies in The Bunny Circle do not participate.

        0909: HECKLERS

        • Hecklers may be used once by a player to force any one opponent to either pay 2 Dolla each (to the discard) or to return a Carrot to Kaballa’s Market Two (even if the market is closed) for each Run card in his five-card hand. For example, if the opponent had three Run cards in his five-card hand but only 5 Dolla saved, then he could pay for two Carrots (a total of 4 Dolla) and would have to choose which Carrot to return to Kaballa’s Market Two.

        0914: OLYMPIC WINNER

        • Olympic Winner may be used once by a player to discard any one of his saved Metal cards, add 20 to each of the numbers rolled on the two 12-sided dice (Orange and Green), and steal the Carrots with those numbers from either Kaballa or any opponents. For example, if a player rolls a 6 on the Orange 12-sided die and an 11 on the Green 12-sided die, then he may steal Carrot #26 (Bee) and Carrot #31 (Wendi) from the opponent, or opponents who own the Carrots, or from Kaballa’s Market Two.

        0915: SLIGHT OF HAND

        • Slight Of Hand may be used once by a player to rearrange the positions of any one player’s bunnies in The Bunny Circle. Any bunny that has it’s position changed must remain the property of the initial owner.

        0916: SQUISH KEBAB

        • Squish Kebab may be placed on any bunny in The Bunny Circle. The player rolls the Yellow 12-sided die and the two bunnies the same number of spaces away (on both sides) in The Bunny Circle as the number rolled are immediately killed.

        0917: NANNY

        • Nanny may be placed under any bunny and always makes sure that it has enough food to eat. No Feed The Bunny card affects this bunny. Nanny remains under the bunny while it is alive.

        SPECIAL CARDS (Yellow Booster Deck)

        0917: BEEFED UP PRODUCTION

        • Beefed Up Production may be used once by a player to eliminate the Angry Beet Farmer or to counteract the Sour Hour before losing all of his Milk Units. This card must be a saved Special to be used immediately. Remember, to save a Special card, a player must run it through the Bottom and Top Run card cycle.
        • Unlike Very Special cards, Beefed Up Production may not be used to save other players’ bunnies from harm. This card is for the exclusive use of the player who has it saved.

        0919: FREE RADISH AND MILK

        • Free Radish And Milk may be used once by a player to take one Radish Card and one Milk Card from Kaballa’s Market Two. Free Radish And Milk may not be used if Kaballa’s Market Two is closed.

        0921: SHELL REPEL

        • Shell Repel may be used once by a player to eliminate the Gremlins or to counteract the Starving Snails before losing all of his Radish Units. This card must be a saved Special to be used immediately. Remember, to save a Special card, a player must run it through the Bottom and Top Run card cycle.
        • Unlike Very Special cards, Shell Repel may not be used to save other players’ bunnies from harm. This card is for the exclusive use of the player who has it saved.

        0922: SUSPENDED ANIMATION

        • Suspended Animation may be used once by a player to place any one of his bunnies from The Bunny Circle off to the side and to return it to The Bunny Circle just before the Magic Carrot is revealed. While off to the side, the bunny may not be attacked, made to feed, or be abducted by any opponent. A player with only this bunny may not play Aggressive cards.

        VERY SPECIAL CARDS (Yellow Deck)

        0925: RAISIN HELL

        • Raisin Hell may be used once by a player to immediately force any one opponent to discard all of the weapon cards in his five-card hand and those being played during the current turn. The opponent must immediately draw new cards from the Draw Pile. May be used at any time!

        0926: STAR 69

        • Star 69 may be used once by a player to redirect any Feed The Bunny card placed on any bunny in The Bunny Circle onto any other bunny in The Bunny Circle. May be used at any time!

        Strategies And Suggestions

        PRIMARY AND SECONDARY

        • The primary strategies of the game are to collect as many Carrots as possible and to keep at least one bunny alive in The Bunny Circle.
        • A secondary strategy of the game is to eliminate your opponents’ bunnies from The Bunny Circle. No matter how many Carrots they have collected during the game, or how many Kaballa Dolla they have, your opponents cannot win if they do not have a bunny in The Bunny Circle at the end of the game.
        • Another secondary strategy of the game is to keep as much Kaballa Dolla saved as possible. At the end of the game, players who do not have a bunny in The Bunny Circle must give their Carrots to the player with the most Kaballa Dolla. Having some Kaballa Dolla handy is a good idea for claiming Carrots at the end of the game or for keeping Carrots if an opponent uses the Hecklers card.

        BUNNY-LESS??!!​

        Hey!Hey! What can I do if I do not have a bunny at the start of the game? Being bunny-less at the start of the game is a bummer, but it is not the end of the world. Here are five things that you can do when you start the game without a bunny card:

        1. Run all of your Special and Very Special cards through the Bottom and Top Run card cycle and save them. When your opponents see these cards they will know that you are building up a good group of defensive cards. Hopefully, your opponents will become intimidated and leave you alone.
        2. Use cards that do not require a bunny (no Pink rectangular box on the left border).
        3. Waste weaker cards such as lower level Weapon cards or Feed The Bunny cards that ask for smaller amounts of Radish Units and Milk Units.
        4. Trade a valuable card in your hand to an opponent for a bunny card. Let’s face it: if you don’t have a bunny, someone else is bound to have one (maybe more). Perhaps you will have a few Choose A Carrot cards in your hand and may decide that parting with one is worth getting a bunny card. Bunnies and Carrots are equally valued in the game.
        5. Just wait. The game has twenty-seven bunnies (including the two Free Agent bunny cards) as well as cards that will revive bunnies. Eventually, fate will intervene and you will draw a bunny card.

          BIZARRE BACCARAT TIMING

          • If a player has two bunnies in The Bunny Circle and one of them has Angel Wings, then we suggest using the Angel Wings bunny as the target for a Bizarre Baccarat card. Here’s why: a bunny with Angel Wings cannot die and will not need to feed if a bad roll of the dice should occur.
          • If you have a pending Feed The Bunny card on one of your bunnies and no good chance that you will be able to feed it, then you should use that bunny to play a Bizarre Baccarat card. Since the bunny is going to die at the end of your turn anyway, why not use it to try to win some supplies?

          MONOPOLY

          • Buying all of the Radish Cards or Milk Cards from the market is a good way to control the game. It will give you a monopoly on the supplies. Low prices at the market can make this an easy task with a minimal amount of Kaballa Dolla. A player hoarding Radish Units or Milk Units may re-sell them for as many Kaballa Dolla as he wishes, or demand other favors or items in trade from his opponents.

          MORE THAN ONE BUNNY

          • Try to keep more than one bunny in The Bunny Circle. After all, the name of the game is Killer Bunnies so it is only reasonable to predict that your bunnies will die from time to time. Also, try to keep one bunny card in your hand and play it towards the end of the game (maybe when there are only a few Carrots left). This will give you a better chance of having a bunny in The Bunny Circle at the end of the game.

          BAD BUY

          • It is a bad idea to buy the last Carrot from the market if you do not have a bunny in The Bunny Circle. Here’s why: the game will immediately be over and you will not be allowed to keep the Carrot anyway with no bunny in The Bunny Circle.

          MORE BEES

          • Don’t be so bent on destruction. A little negotiating may yield a profit for both sides. For example, let’s say that you have the Starving Snails card and you are ready to play it on your opponent. You probably feel good because he has a total of 14 Radish Units and you have none. Perhaps he has been ruthless to you the entire game and you can’t wait to get even. Instead of eliminating all of his Radish Units, why not ask for half? He may be willing to give you 7 Radish Units to save his other 7 Radish Units. Let’s face it: you’ll end up with 7 Radish Units of your own rather than nothing! You can attract more bees with sweet talk than with sour threats.

          WHEELING AND DEALING

          • The following practices are highly encouraged during a game of Killer Bunnies: wheeling, dealing, bribery, whining, begging, threatening, extortion, blackmail, groveling and non-violent demonstrations of physical prowess. The game is all about human interactions and responses, so feel free to express yourself and manipulate others (if you can).

          BEFORE IT’S TOO LATE

          • Metal cards have no value while they are saved, so players who see that there are just a few Carrots left are encouraged to exchange them for Kaballa Dolla before it’s too late. Here’s why: At the end of the game, the player with the most Kaballa Dolla saved will take the Carrots from players who do not have at least one bunny in The Bunny Circle.

          Serious Rules (for serious players)

          RULE #1
          The One Trade Rule

          • Players may only trade a bunny in The Bunny Circle, a saved Special card, a saved Very Special card or a Carrot once during the game. Later on, with the addition of booster decks, we will add Pawns, saved Zodiac cards and saved Mysterious Place cards to the list. A trade is when two players decide to make a deal and exchange cards, supplies or favors.
          • During the game, a bunny in The Bunny Circle, a saved Special card, a saved Very Special card or a Carrot may be moved using another card. For example, the Olympic Winner card may allow a player to steal Carrot #22 (Adam), but this does not constitute a trade. The player who stole this Carrot may still trade it in the future to another player (assuming it was not traded earlier in the game).
          • The best way to explain the logic of The One Trade Rule is to suppose that it didn’t exist. If that were the case, then players might help each other out by passing a bunny in The Bunny Circle from player to player so that all players may play all of their cards. We did not intend for the game to be played in that way. Besides making the game far too easy, it also makes for a rather boring scenario.
          • Trades between two players may only take place during one of the players’ turns and not while other players are taking their turns. By limiting trading to a specific player’s turn, the game will move along more swiftly, and players will avoid cumbersome and time-consuming negotiations.

          RULE #2
          The Broken Contact Rule

          • Once a card is placed down on the table and you break contact with it, you cannot retract it. Just like in chess.

          RULE #3
          The Card For Card Rule

          • Any player may trade cards from his five-card hand to any other player during either of the player’s turns. However, trades must be card for card so that no player has an extra card in his hand or is short a card after the trade.
          • Bunnies in The Bunny Circle, saved Special cards, saved Very Special cards or Carrots may be traded in any amounts agreed to by the players. Again, trades may only occur during either of the player’s turns.
          • Remember that the Top and Bottom Run cards, once placed in position, may not be moved or traded.

          RULE #4
          The Hex-a-screwup Rule

          • Any player found to have an extra card in his hand (six instead of five) during play must allow the opponent who spotted the discrepancy to choose a card (at random) from the player’s hand to be discarded. In addition, the player who had the extra card will lose his next turn and return one of his Carrots to the market (if he has one).

          RULE #5
          No Exchanges

          • Once the last Carrot has been chosen or purchased from Kaballa’s Market Two the game is over. The player who took the last Carrot does not draw a card, all pending Feed The Bunny cards are discarded, and no trades or exchanges may be made between any players.

          RULE #6
          The Tie To The High Rule

          • As you know, Carrots may be forfeited at the end of a game by a player with no bunny in The Bunny Circle. If two or more players have the same amount of Kaballa Dolla, then the player holding the card (in his five-card hand) with the highest Card Identification Number (located on the bottom of each card) will take the Carrots.

          RULE #7
          Awesome Anthony

          • The player who owns Carrot #24 (Anthony) is entitled to one free feeding per game. You may have noticed that Anthony is holding a Chocolate Eclair. If Anthony should be lost or traded to another player during the same game, then a second free feeding is not permitted.

          WHERE TO BUY

          Purchase → Conquest Blue Starter Deck in Merch Store

            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.

            AM I MISSING SOMETHING?

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

            MISSING A FUTURE CARD? 

            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.

            MISSING A PREVIOUS CARD?

            Some confusion may occur when Booster Decks are added out of order, and a card refers back to earlier cards that may not exist in your deck.  As stated before, if you do play with non-sequential Booster Decks and a card is drawn during play that refers to another card that does not exist in your Killer Bunnies deck, then a player may discard it and draw a new card.

            MISSING A 'CRUCIAL' CARD? 

            If you do play with non-sequential Booster Decks, our Crucial Cards section provides you with game pieces, select cards, as well as game mechanics that you might need if you do not have an earlier Booster Deck.

            More Info See our 'Crucial' Cards Section here.

            QUESTIONS

            Questions always seem to arise that cannot be resolved by a careful inspection of the Instruction Book and Bunny Bits.  If that should happen then please feel free to Contact Us​.