Army Of The 12 Bunnies may be placed on any bunny in The Bunny Circle which must roll higher than the numerical value of the current hour on the Yellow 12-sided die to survive. All players are encouraged to use an AM/PM system of time measurement to determine the hour of play (from 1 to 12). Regardless of the outcome of the first bunny’s roll, the Army is moved immediately to the next bunny clockwise and the hour number is lowered by one. The next bunny must also roll the Yellow 12-sided die. The Army Of The 12 Bunnies is played entirely during one player’s turn and ends when the hour number is zero, or when there are no more viable bunny targets in The Bunny Circle. Army Of The 12 Bunnies is not impeded by a Barrier. Since the Army is not a weapon, Clovers cannot lower its effect, and Defense Cards cannot be used to stop an attack.