Mechanics

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 The Heavenly Halo.

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:
    • 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.
    • SPECIAL cards may be saved by placing them off to the side with your KABALLA DOLLA 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.

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 (Congenial, Gleeful, Lumbering, Sinister or Timid), 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 that kills one of his bunnies (maybe a Terrible Misfortune). 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 Cabbage Cards and Water Cards are used to Feed The Bunny, they are put face up into a Discard Pile on your table.When all of the Cabbage Cards and Water 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, Cabbage, Water, 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.

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® 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, discard his Cabbage Cards, Water Cards and seven playing cards.Players leaving the game may not give away their Carrots, KABALLA DOLLA, 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, Cabbage Units or Water Units, then he may take it from the Discard Piles.For example, if a player needed to Feed The Bunny 4 Cabbage Units and the only card that he had saved was a 5 Units Cabbage Card, then he would pay with the 5 Units card and take a 1 Unit Cabbage Card in return from the Cabbage CardDiscard Pile.

If the right amounts of Cabbage Units, Water Units or KABALLA DOLLA do not exist in the Discard Piles to make change, then keep track of what the game owes you and take the 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: The Heavenly Halo, Lucky Clovers (any amount) and Containment Suit.

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.

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 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.

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 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 Cabbage Cards and Water Cards may not be reshuffled and reused.

REVIVING BUNNIES

Both The Magic Fountain and Supplies Surprise 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 you are out of luck.

Bunnies that are revived using The Magic Fountain and Supplies Surprise 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 two Roaming Red Run cards are Cyber Bunny and The Ebola Virus.

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 Cyber Bunny. 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, Cyber Bunny 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). Cyber Bunny remains on top of this bunny and attacks again at the end of Carol’s turn (one round of play later). Cyber Bunny 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 Cyber Bunny 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: Cabbage Cards, Water Cards, KABALLA DOLLA, 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.

CABBAGE CARDS AND WATER CARDS (the small decks)

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

The small Cabbage Cards and Water Cards do not all have the same number of units. Cards can have 1, 2, 5 or 10 Units per card. Kaballa’s Market sells Cabbage Cards and Water Cards, not Cabbage Units and Water Units.

CHOOSE A CARROT

Choose A Carrot cards are used by players to take Carrots from Kaballa’s Market, 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 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 Cabbage Units and Water Units to Feed The Bunny by the end of his next turn. The amount of Cabbage Units and Water Units that the player will need are listed on each Feed The Bunny card. During the opponent’s turn, he may buy Cabbage Cards and Water Cards from the Kaballa’s Market (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

Any player may buy supplies anytime during his turn from Kaballa’s Market (if the market is open). The supplies that are sold at the market are: Cabbage Cards and Water 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.

Kaballa’s Market is open at the start of the game. RUN cards exist that either change the prices at Kaballa’s Market, or close the market. The market does not need to be closed first to change the prices using a Kaballa’s Market card. New prices are listed on these cards.

Cards such as Carrot Top Casino, The Mad, Mad Donnelaith Bakery and Supplies Surprise will not reward Cabbage Cards, Water Cards or Carrots if the market is closed. Free Cabbage or Free Water cards cannot be used if the market is closed. However, since Free Cabbage and Free Water cards are Special cards, they can be saved and used when the market is opened again.

Choose A Carrot and Carrot Thief cards may always be used even if the market is closed. Let’s face it, a good thief would know how to break into the market after hours.

LUCKY CLOVER CARDS

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

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).