Since it is a Roaming Red Run card, Cruise Missile Prime may be placed on any bunny in The Bunny Circle and roams the board clockwise. Players roll the Red 12-sided die as Cruise Missile Prime visits any one of their bunnies in The Bunny Circle. The first player to roll a Prime Number on the Red 12-sided die detonates the missile. The Prime Numbers are: 2, 3, 5, 7, and 11. If any player does not roll a Prime Number on the Red 12-sided die, then the missile moves to the next viable bunny target for the next round of play.
If any player does roll a Prime Number on the Red 12-sided die, then the target bunny must roll higher than 9 on the Black 12-sided die to survive and adjacent bunnies to the target bunny in The Bunny Circle must roll higher than 8 on the Black 12-sided die to survive. Once detonated, the missile is discarded.
If Cruise Missile Prime has no viable bunny targets left in The Bunny Circle, then it is discarded. If Cruise Missile Prime is confined to an area of The Bunny Circle by two or more Barriers and cannot reach a viable bunny target on the other side, then it is removed (discarded). Just like all Roaming Red Run cards, if Cruise Missile Prime hits a Barrier, it will reverse direction and may affect the same player’s bunnies on two consecutive turns.