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 Carrot Thief card may allow a player to steal Carrot #2 (Abu), 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 the Kaballa’s Market 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: Fantastic Flo
- The player who owns Carrot #4 (Flo) is entitled to one free feeding per game. You may have noticed that Flo is holding a Large Prune Danish. If Flo should be lost or traded to another player during the same game, then a second free feeding is not permitted.
RULE #8: The Two Twelve Rule
- The person who was born closest to February 12th goes first, and then play continues clockwise. That is just one of Creative Team Alpha’s little quirk dates on the calendar. If two or more players were born equally close to February 12th, then whoever has the oldest living grandmother will go first.