More Card Information
Play Immediately Cards
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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.
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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
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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.
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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.
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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
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There are two ways to play a SPECIAL card:
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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.
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SPECIAL cards may be saved by placing them off to the side with your KABALLA DOLLA cards.
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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.
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SPECIAL cards may be discarded directly from your hand as a turn.
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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.
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A player can use any number of saved SPECIAL cards during his turn in addition to his regular play.
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Very Special Cards
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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.
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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
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During a turn, each player may play a single card in one of four ways. The four options are:
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Flip and play the TOP RUN card.
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Flip and discard the TOP RUN card if you cannot, or do not wish to use it.
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Flip and save the TOP RUN card, but only if it is a SPECIAL or VERY SPECIAL card.
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Play a SPECIAL card directly from your five-card hand. This leaves the TOP and BOTTOM RUN cards in place.
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A round is completed when every player has had one turn.
ADJACENT
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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.
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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.

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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
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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.
If you don’t have a bunny, then you can’t play an Aggressive card! You can save an aggressive SPECIAL card, though. |
BUNNY TRIPLETS
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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.

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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.
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Additional Bunny Triplets do not allow a player to play more than two cards per turn.
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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
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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
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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
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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.
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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
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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.
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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
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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.
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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
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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.
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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.
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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.
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If a bunny in The Bunny Circle is killed (discarded), then all of its Modifier cards are discarded as well.
ORDER OF OPERATIONS
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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.
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A player may buy supplies from the market before he starts his turn, or anytime before his turn is over.
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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.
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If a player has a Bunny Triplet, allowing him to play two cards per turn, then he must:
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Play his first card.
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Draw a replacement card.
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Play his second card.
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Draw another replacement card.
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The player’s turn is over after the second card is replaced.

POSITIONING OF BUNNIES
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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.
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A player may not, however, reposition bunnies that are already down in The Bunny Circle.
RESHUFFLING
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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
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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.
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Bunnies that are revived using The Magic Fountain and Supplies Surprise cards may go directly into The Bunny Circle.
TRADING
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Trading may only occur during either of the player’s turns that are involved in the trade.
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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.
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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.
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Cards in the TOP RUN or BOTTOM RUN position can never be traded.
RE-ROLL RULES
When a player has the Red Timid Bunny in The Bunny Circle, then he may re-roll any action that involves dice. For example, suppose that a player has the Red Timid Bunny in The Bunny Circle and plays The Mad, Mad Donnelaith Bakery card. The player rolls the Red 12-sided die and gets a low roll with bad circumstances. The player may re-roll the Red 12-sided die, but it is a bit of a gamble. The player must use whatever number is rolled the second time whether it is better or worse than the first roll. If a player is using a card that requires the player to roll many dice, then he may re-roll any of the dice that he chooses, and in any order that he chooses.
ROONEY’S WEAPONS EMPORIUM
Any player may buy supplies anytime during his turn from Rooney’s Weapons Emporium (if the emporium is open). The supplies that are sold at the emporium are: Defense Cards (which are used by a player to eliminate weapons), and used Weapon cards (which are used by the player to attack an opponent). A player does not need a bunny in The Bunny Circle to buy supplies from Rooney’s Weapons Emporium.
Rooney’s Weapons Emporium is open at the start of the game. Run cards exist that either change the prices at Rooney’s Weapons Emporium, or close the emporium. The emporium does not need to be closed first to change the prices using a Rooney’s Weapons Emporium card. New prices are listed on these cards.
During regular play, Weapon cards will now be discarded in a separate pile face up near the Rooney’s Weapons Emporium Starter Card. Players may purchase any discarded Weapon card for an amount of Dolla equal to the Weapon Level written on the card. Weapons may not be used right away, but must be run through the Bottom Run and Top Run card cycle.
If the game runs long, and the players need to reshuffle the Discard Pile to make a new Draw Pile, then the discarded Weapon cards at Rooney’s Weapons Emporium must be included as well.
If a player purchases a Weapon card from Rooney’s Weapons Emporium, then he may find himself with an extra card in his five-card hand. If this is the case, then the player must choose and remove any unwanted card from his five-card hand, and place it directly into the Discard Pile before ending his turn.
Players may also purchase Defense Cards. These are used to eliminate the effect of a weapon for a particular player. Defense Card Units must match or exceed the level of the weapon that a player wishes to eliminate.
For example, a Weapon Level 7 may be eliminated by simply using a Defense Card with 7 Units. Another example might be a Weapon Level 8 that may be eliminated by using Defense Cards that add to 8 Units such as a 3 Units and a 5 Units card. In the last example, a player may also use a Defense card that exceeds the weapon level such as an 11 Units card. A player may not take “change” from the Defense Card pile if the Units used to defend against a weapon exceeded the weapon level. Once Defense Cards have been used, they are discarded and may not be sold again. Defense Cards may only be used before a player rolls for the weapon.
Defense Cards protect only one player’s bunnies from harm. When a player uses Defense Cards against a multi-target weapon (such as the Nuclear Warhead), all of the bunnies in The Bunny Circle belonging to that player are protected. Adjacent players may still be affected by the weapon. Adjacent players may, if they have the ability, use their own Defense Cards against the same multi-target weapon.
Any player may use a Defense Card at any time either for himself or another player.
Weapons may be increased in strength by a card (such as The Minilith), or diminished in strength due to increased range from the target bunny (such is the case with the Miniature Black Hole). Regardless of any modification or circumstance, the effects of a weapon are eliminated using Defense Cards that match or exceed the weapon’s original value.
SPECIALTY BUNNIES
Specialty bunnies have no color (Blue, Green, Orange, Violet or Yellow) or kind (Congenial, Gleeful, Lumbering, Sinister or Timid). Specialty bunnies are their own kind of bunny. A player may, of course, win the game with one of these bunnies in The Bunny Circle.
Specialty bunnies come as singles, doubles or triplets that make forming a Bunny Triplet easier. If a player has three single Specialty bunnies in The Bunny Circle, then he has formed a Bunny Triplet and may play two cards per turn. If a player has a single Specialty Bunny and a double Specialty Bunny, then he has also formed a Bunny Triplet and may play two cards per turn. If a player has a triplet Specialty Bunny in The Bunny Circle, then he automatically has a Bunny Triplet and may play two cards per turn.
If an opponent attacks and kills a Specialty Bunny, then all bunnies in the double or triplet are lost and the card is discarded. In that respect, Specialty Bunny doubles and triplets are treated as a single target. When counting for Roaming Red Run cards, and weapons that affect bunnies many spaces away, Specialty Bunny cards (singles, doubles or triplets) count as one space.
WEIL’S PAWN SHOP
a third Killer Bunnies And The Quest For The Magic Carrot store
Any player may buy supplies anytime during his turn at Weil’s Pawn Shop (if the shop is open). The supplies that are sold at the shop are: Pawns (which give players three advantages), and used bunny cards (which may be run and returned to The Bunny Circle). A player does not need a bunny in The Bunny Circle to buy supplies from Weil’s Pawn Shop.
Weil’s Pawn Shop is open at the start of the game. Run cards exist that either change the prices at Weil’s Pawn Shop, or close the shop. The shop does not need to be closed first to change the prices using a Weil’s Pawn Shop card. New prices are listed on these cards.
When a player buys a Pawn from Weil’s Pawn Shop, it gives him three advantages in the game:
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A Pawn can act as a third colored bunny to create a Bunny Triplet that allows players to play two cards per turn. For example, if a player has two Blue bunnies in The Bunny Circle and the Blue Pawn, he has created a Bunny Triplet and may play two cards per turn. A Pawn itself is not an actual bunny. If a player has just a Pawn (or Pawns), then he may not play Aggressive cards or win the game.
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A Pawn of a specific color allows a player to re-roll the 12-sided die of the same color during any action in the game. For example, if a player has the Violet Pawn, and Cyber Bunny attacks one of his bunnies, then he may re-roll the Violet 12-sided die to survive Cyber Bunny if the first roll was too low. Players may only use the Pawn re-roll option for cards that ask a player to roll a die (or dice) of a specific color. When using a card that requires more than one die to be rolled, a player may only re-roll the dice that are the same color as the Pawns that he owns.
Players do not have to re-roll any die if they are happy with their first roll of a die. In our example, if the player rolled high enough to survive the Cyber Bunny attack, then he would not have to (and should not want to) re-roll the Violet 12-sided die. A player that has the Red Timid Bunny in The Bunny Circle and who owns Pawns, may re-roll dice (the same color as the Pawns) two times. |
A Pawn allows a player to use special P-Cards twice before discarding them. P-Cards have the capital letter P built into the outside design of the card.
P-Card Legend:
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Violet: Large (and Very Large) Prune Danish
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Orange: The Magic (and Incredibly Magic) Fountain
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Green: Carrot Top Casino (and Casino Royale)
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Yellow: H.E.M.P. and Heavenly Halo Handoff (Twilight White Booster Deck)
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Blue: Supplies (and Super Supplies) Surprise
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Red: The Mad, Mad (and Monumentally Mad) Donnelaith Bakery
Two Pawns will join the game in later booster decks:
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Black: 50/50 Weapons (Twilight White Booster Deck)
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Pink: Bingo Flamingo (Perfectly Pink Booster Deck)
P-Cards may be used twice by a player in the same turn, or during two different turns. After a P-Card has been used, place the colored Pawn on top of the card to indicate that it has been used once. After a P-Card has been used twice, discard the card (but save the Pawn, of course).
A player may also purchase used bunny cards at Weil’s Pawn Shop. During regular play, bunnies will now be discarded in a separate pile near the Weil’s Pawn Shop Starter Card, and will remain face up. Players may purchase any discarded bunny for 10 Dolla (including Free Agent, Holographic, Specialty and Celebrity bunnies – Ominous Onyx Booster Deck). Bunnies may not be placed directly into The Bunny Circle, but must be run through the Bottom Run and Top Run card cycle.
If the game runs long, and the players need to reshuffle the Discard Pile to make a new Draw Pile, then the discarded bunnies at Weil’s Pawn Shop must be included as well.
If a player purchases a bunny from Weil’s Pawn Shop he may find himself with an extra card in his five-card hand. If this is the case, then the player must choose and remove any unwanted card from his five-card hand, and place it directly into the Discard Pile before ending his turn.
Cards such as Supplies Surprise, The Magic Fountain and Day Of The Dead (Green Booster Deck) will now revive bunnies from Weil’s Pawn Shop. Even if Weil’s Pawn Shop closes and players cannot buy bunnies, the bunny Discard Pile is always open. Cards that revive bunnies will always work just as they have in the past.
HALF COLOR BUNNIES
Half color bunnies may be used to form Bunny Triplets by their type, or either of their two colors.
ZODIAC CARDS
When you draw a Zodiac card, you must immediately place it face up in front of you and draw another card. Zodiac cards may not be kept in your hand. If a player is given a Zodiac card during the initial deal at the start of the game, or picks one from the Draw Pile during play, then the card is saved and the player draws another card. This is very similar to how players save Kaballa Dolla. Many new cards will refer to these saved Zodiac cards during play.
At the end of the game (before The Magic Carrot is revealed), the small deck of Zodiac Cards, hidden away at the start of the game, is inspected. The small Zodiac Card at the bottom of the deck is considered the Winning Zodiac sign. If a player has the large Zodiac card saved with the Winning Zodiac sign, then he is awarded the following special privileges:
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The player may move any one bunny in The Bunny Circle from any one player to any other player.
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This may effectively eliminate a player from reaching the final draw of The Magic Carrot (if he has only one bunny in The Bunny Circle at the end of the game), or it may allow a player with no bunny in The Bunny Circle a chance at the final draw of The Magic Carrot.
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If the Winning Zodiac sign is the player’s birth zodiac sign or the current zodiac sign, then the player may also take any three Carrots from the opponent with the most Carrots. If two or more opponents have the same amount of Carrots, then the player may choose from which opponent he will take the three Carrots.
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If the Winning Zodiac sign is both the player’s birth zodiac sign and the current zodiac sign, then the player may take almost all of the Carrots from all of his opponents. Each opponent that had at least one Carrot must be left with only one Carrot, the rest of the Carrots will belong to the player.
It is possible that when the game ends no player is holding the Winning Zodiac sign. If this is the case, then the game simply continues by revealing The Magic Carrot using the small deck of Carrot Cards.
Each Zodiac card shows not only the beginning and end dates for its sign, but the name of the zodiac sign that appears previously and afterwards on the calendar. Also, each Zodiac card has a type or symbol: Air, Earth, Fire or Water. These zodiac symbols are indicated in the upper left corner of the card by the icons: Cloud, Planet, Flame and Waves respectfully. If a player has three consecutive saved Zodiac cards (by date), or all three Zodiac cards of the same symbol, then he may play two cards per turn.
Card Mechanics
CABBAGE CARDS AND WATER CARDS (the small decks)
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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.
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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
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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.
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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
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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).
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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.
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More than one Feed The Bunny card may be placed on any bunny in The Bunny Circle.
KABALLA’S MARKET
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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.
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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.
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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.
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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
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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.
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More than one Clover card may be placed under a single bunny in The Bunny Circle.
WEAPONS
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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).
ROAMING RED RUN CARDS
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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.
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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.
Facts About the Cards
0046: THE TROJAN BUNNY
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The Trojan Bunny may be placed on any bunny in The Bunny Circle and explodes after the player who owns the bunny launches any weapon. Until the player launches any weapon, The Trojan Bunny card is placed under the bunny in The Bunny Circle and could remain dormant the entire game. The player may choose to discard Weapon cards already in the Bottom or Top Run position to avoid the explosion. If the player launches any weapon, then the bunny and adjacent bunnies to the target bunny in The Bunny Circle must roll higher than 10 on the Black 12-sided die to survive.
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If the bunny with The Trojan Bunny card placed under it is killed by other means (or abducted by the Beyea Aliens), then The Trojan Bunny card is removed (discarded).
0047: THE EBOLA VIRUS
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The Ebola Virus may be placed on any bunny in The Bunny Circle which must roll 12 on the Black 12-sided die to survive. Since it is a Roaming Red Run card, The Ebola Virus continues by infecting one bunny per round counter-clockwise around The Bunny Circle.
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After an infection, The Ebola Virus moves to the next viable bunny target and waits until the next round of play. The Ebola Virus cannot infect the same bunny more than once during its time in The Bunny Circle. If a bunny survives The Ebola Virus once, then it cannot be infected again for the entire game (it is no longer a viable bunny target).
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During a round of play, the bunny carrying The Ebola Virus may be attacked and eliminated using any Weapon card. If the bunny dies, then The Ebola Virus is eliminated from The Bunny Circle.
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If The Ebola Virus has no viable bunny targets left in The Bunny Circle, then it is discarded. A bunny with The Heavenly Halo would be an example of a non-viable bunny target since it cannot be killed by The Ebola Virus. If The Ebola Virus 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). If the bunny carrying The Ebola Virus is abducted by the Beyea Aliens, then The Ebola Virus is removed (discarded).
0048: NUCLEAR WARHEAD
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Nuclear Warhead 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. Clover bunnies (bunnies with Clover cards underneath them) may survive since Clovers lower the level of an attacking weapon.
0049: 0050: AREA 51
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Area 51 may be placed on any bunny in The Bunny Circle which is abducted by the Beyea Aliens. 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.
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If an abducted bunny has any Bunny Modifier cards (such as Clover or the Containment Suit), or a pending card (such as a Feed The Bunny card, The Trojan Bunny or The Ebola Virus), then those cards are immediately discarded.
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If the bunny that is abducted has Cyber Bunny on top of it, then the bunny goes away with the Beyea Aliens and Cyber Bunny moves on to the next viable bunny target in The Bunny Circle.
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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).
0051: BAD KARMA
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Bad Karma may be given to any player forcing him to direct his next weapon onto one of his own bunnies. The Bad Karma card is given to a particular player, not placed on a bunny.
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If the player has a Weapon card in either the Bottom or Top Run position, then he must play the Weapon card on one of his own bunnies (he may not discard it). If a player flips a Weapon card and has no bunny in The Bunny Circle, then the weapon is discarded (of course), but the Bad Karma will remain until the player launches a Weapon card at one of his own bunnies.
0052: BAKER STREET
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Baker Street may be given to any player who, while winding his way down Baker Street, gets lost causing him to lose his next turn. Baker Street 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.
0053: BLACK CAT
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Black Cat may be used once by a player to remove all Clover cards from any one bunny in The Bunny Circle. An Odd roll of the Green 12-sided die allows the player to keep the Clover cards and either to replace them under any bunny (or bunnies if more than one Clover 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 Clover cards.
0054: CYBER BUNNY
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Since it is a Roaming Red Run card, Cyber Bunny 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. Cyber Bunny is not a weapon and cannot be subjugated by using Clovers or Defense Cards ( Red Booster Deck).
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After the attack, Cyber Bunny moves to the next viable bunny target and waits until the next round of play. Cyber Bunny can attack the same bunny more than once during its time in The Bunny Circle. When Cyber Bunny encounters a Barrier ( Red Booster Deck), it will change direction and could easily attack the same bunny twice (on consecutive turns).
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Cyber Bunny itself may be attacked and eliminated using any Weapon card. The player who launched Cyber Bunny rolls for its defense against a Weapon card even if the same player also launched the weapon. During play, Cyber Bunny 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 Cyber Bunny, or the bunny underneath, but not both. If the weapon is a range weapon (such as Miniature Black Hole or Sea Whiz Mount), then both Cyber Bunny and the bunny underneath are affected equally (whether they were the direct target of the weapon or within the weapon’s range). If the weapon wanders from one bunny to another (such as The Ebola Virus), then Cyber Bunny will roll before the bunny underneath.
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If Cyber Bunny has no viable bunny targets left in The Bunny Circle, then it is discarded. A bunny with The Heavenly Halo would be an example of a non-viable bunny target since it cannot be killed by Cyber Bunny. If Cyber Bunny 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).
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Keep in mind that Cyber Bunny is not a bunny. Cyber Bunny is an alien-enhanced killing machine. Cyber Bunny cannot be abducted by the Beyea Aliens. They are the ones who sent him to Earth in the first place.
0055: DEFECTOR DETECTOR
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Defector Detector may be placed on any bunny in The Bunny Circle. All players roll any one of the 12-sided dice. The highest roller takes the bunny.
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The player who played Defector Detector 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.
0056: DROUGHT
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Drought may be used once to force any player to immediately lose all of his Water Units. The player also loses any Water Vouchers (Ominous Onyx Booster Deck) that he may have been saving.
0057: FREE AGENT
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Free Agent bunny may be used by a player as any bunny of any kind (Congenial, Gleeful, Lumbering, Sinister or Timid) and any color (except Red or Pink – Red or 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).
0058: THE HEAVENLY HALO
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The Heavenly Halo may be placed under any bunny in The Bunny Circle. Once assigned to a bunny, The Heavenly Halo cannot be moved to another bunny. If the bunny with The Heavenly Halo changes owners, then the Halo goes with it. If a player runs The Heavenly Halo 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.
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The Heavenly Halo is a Modifier card, and by itself is not a bunny. The Heavenly Halo protects any one bunny from all harm (Weapons), hunger (Feed or Gorge The Bunny), misfortune (Terrible) and abduction (Area 51). A bunny with The Heavenly Halo may, however, defect (Defector Detector), be auctioned (Bunny Block Bid), be exchanged (Bunny Exchange – Red Booster Deck) or gambled (Poverty Poker).
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If a player’s only bunny has The Heavenly Halo, 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.
0064: MAGGOTS
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Maggots may be used once to force any player to immediately lose all of his Cabbage Units. The player also loses any Cabbage Vouchers ( Ominous Onyx Booster Deck) that he may have been saving.
0065: POVERTY POKER
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Poverty Poker allows a player to force his opponents to gamble for any number of items. These items can be Cabbage Units, Water Units, Carrots, Dolla, or bunnies. Later on, booster decks will introduce other items such as: Defense Units, Pawns, Zodiac cards, and Mysterious Place cards.
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The player who uses Poverty Poker 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 Poverty Poker 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.
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The player who played Poverty Poker 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.
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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 The Heavenly Halo, then he must risk the bunny.
0066: 0067: CARROT TOP CASINO
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To use Carrot Top Casino, a player must have a bunny in The Bunny Circle because it is an Aggressive card (cards that have a Pink rectangular box). Carrot Top Casino 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 five 12-sided dice (Violet, Orange, Green, Yellow and Blue) and either reaps the reward of the card or suffers the consequence.
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If all of the dice show different numbers, then the player may choose a Carrot from Kaballa’s Market (if the market is open) and take 7 Dolla from the Discard Pile. If any two dice show the same number (doubles), then the player feeds the target bunny 1 Cabbage Unit and 1 Water Unit immediately. If any three dice show the same number, then the target bunny is snuffed (discarded) by the casino bosses!
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If the consequence for a bunny is to feed, then it must be done immediately. An opponent with no saved Cabbage Units or saved Water Units will not have the opportunity to buy supplies from Kaballa’s Market since it will not be his turn.
0068: FREE CABBAGE
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Free Cabbage may be used once by a player to take two Cabbage Cards from Kaballa’s Market. Free Cabbage may not be used if Kaballa’s Market is closed.
0069: FREE WATER
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Free Water may be used once by a player to take two Water Cards from Kaballa’s Market. Free Water may not be used if Kaballa’s Market is closed.
0070: GENEVA CONVENTION
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Geneva Convention may be used once to force any one player to discard all of the Weapon cards in his five-card hand. Bottom and Top Run cards are not affected.
0071: HALF PRICE COUPON KABALLA’S MARKET
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Half Price Coupon may be used for one turn by a player to purchase any items at Kaballa’s Market for half price. If the total price of an item or items requires a Half Dolla (Stainless Steel Booster Deck) and no Half Dolla is available, then the player must round up to the nearest Dolla.
0072: 0073: LARGE PRUNE DANISH
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Large Prune Danish may be used once by a player to feed the bunny. Any one bunny is fed any amounts of Cabbage Units and Water Units whether the amounts needed are from a single or several pending Feed The Bunny cards.
0074: 0075: THE MAD, MAD DONNELAITH BAKERY
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To use The Mad, Mad Donnelaith Bakery, a player must have a bunny in The Bunny Circle because it is an Aggressive card (cards that have a Pink rectangular box). The Mad, Mad Donnelaith Bakery 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 may be one of his own bunnies or any opponent’s bunny in The Bunny Circle. The player who owns the target bunny rolls the Red 12-sided die ( Red Booster Deck) and either reaps the reward of the card or suffers the consequence. Since the Red 12-sided die comes in the Red Booster Deck, for now simply use the Orange 12-sided die.
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10-11-12 = Choose a Carrot from Kaballa’s Market.
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7-8-9 = Take one Cabbage Card and one Water Card from Kaballa’s Market.
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4-5-6 = Feed the bunny 1 Cabbage Unit and 1 Water Unit!
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2-3 = The bunny gets whacked (discarded) by the Mad Scotsman!
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1 = A well-thrown pitchfork kills the bunny and adjacent bunnies!
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If the consequence for a bunny is to feed, then it must be done immediately. An opponent with no saved Cabbage Units or saved Water Units will not have the opportunity to buy supplies from Kaballa’s Market since it will not be his turn. Cabbage Cards, Water Cards, and Carrots are taken from Kaballa’s Market (if the market is open).
0076: 0077: THE MAGIC FOUNTAIN
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The Magic Fountain 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 a player may revive from the Discard Pile and immediately place anywhere in The Bunny Circle.
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For example, let’s pretend that a fictional player Carol wants to use The Magic Fountain 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.
0078: 0079: SUPPLIES SURPRISE
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Supplies Surprise 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.
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Violet 12-sided die = Take a bunny from the Discard Pile.
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Orange 12-sided die = Take a Carrot from Kaballa’s Market.
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Green 12-sided die = Take a Cabbage Card from Kaballa’s Market.
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Yellow 12-sided die = Take 10 Dolla from the Discard Pile.
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Blue 12-sided die = Take a Water Card from Kaballa’s Market.
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Carrots, Cabbage Cards and Water Cards are taken from Kaballa’s Market (if the market is open). Bunnies and Dolla are taken from the Discard Pile if they are available.
Very Special Cards (Blue Deck)
0081: ROONEY’S REUSABLES
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Rooney’s Reusuables may be used once by a player to re-use any of his weapons a second time during the same turn of play before it is discarded. The target bunny may remain the same or be changed.
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If the weapon is The Trojan Bunny or The Ebola Virus, then the player may re-use the weapon immediately after it is removed from play (which could be many turns away). It is possible that this could happen during another player’s turn.
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Remember that Cyber Bunny is not a weapon, and therefore cannot be re-used with Rooney’s Reusables.
0082: SUNNY DAY
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Sunny Day may be used once by a player to eliminate all pending Feed The Bunny cards for all bunnies in The Bunny Circle, The Ebola Virus from The Bunny Circle, C.O.M.A. (Orange Booster Deck), Poison Cups (Perfectly Pink Booster Deck) and Mad Bunny Disease (Wacky Khaki Booster Deck). Or Sunny Day may be exchanged once per game for The White Stuff (Twilight White Booster Deck). May be used at any time!
0127: GORGE THE BUNNY
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Gorge The Bunny may be placed on any bunny in The Bunny Circle which must feed the amounts shown by the end of its next turn or die. All of the rules for the Gorge The Bunny card are the same as the rules for the Feed The Bunny cards. The name was changed to emphasize the amounts of Cabbage Units and Water Units needed to feed (10 of each!). The Gorge The Bunny card should be considered a Feed The Bunny card, and may be eliminated using Sunny Day.
0131: SEA WHIZ MOUNT
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Sea Whiz Mount 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.
0132: MINIATURE BLACK HOLE
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Miniature Black Hole 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.
0133: STRAY ASTEROID
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Stray Asteroid 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. Clover bunnies (bunnies with Clover cards underneath them) may survive since Clovers lower the level of an attacking weapon.
0135: BUNNY BLOCK BID
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Bunny Block Bid may be used once by a player to auction any bunny in The Bunny Circle. The highest bidder pays Kaballa (the Discard Pile) for the bunny. The player bids first, and bidding continues in the order of play.
0136: CARROT THIEF
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Carrot Thief may be used once by a player to roll either the Orange 12-sided or Clear 20-sided die (Violet Booster Deck) and to steal the Carrot numbered the same as the roll from either Kaballa or any opponent. For example, if a player rolls a 6 on the Orange 12-sided die, then he may steal Carrot #6 (Butch) from the opponent who owns the Carrot, or from Kaballa’s Market (even if the market is closed).
0137: DOUBLE NO TROUBLE
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Kaballa doubles your Dolla! Double No Trouble allows a player to take an amount of Dolla from the Discard Pile that is equal to the amount of Dolla that he has saved. For example, if a player has 5 Dolla when the card is played, then he will take another 5 Dolla from the Discard Pile. If the Discard Pile does not have the Dolla available, then the player may keep track of what the game owes him and take the Dolla from the Discard Pile when it becomes available. Players are not allowed to collect Dolla from any opponents to double while using the Double No Trouble card.
0142: ROCK BOTTOM
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Rock Bottom may be used once by a player with no Cabbage Units or Water Units to take half the Cabbage Units and Water Units from the opponent with the most. If a player wishes to use Rock Bottom, then he must have no Cabbage Units to get Cabbage Units from an opponent, and no Water Units to get Water Units from an opponent. A player may get both supplies if he starts with no Cabbage Units and no Water Units.
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The opponent with the greatest amount of Cabbage Units gives the player (who is using Rock Bottom) half of his Cabbage Units, and the opponent with the greatest amount of Water Units gives the player half of his Water Units. To find the total amount of Cabbage Units or Water Units, an opponent must add all of the units on all of his cards and Vouchers (Ominous Onyx Booster Deck).
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If there is a tie and two or more opponents have the same number of Cabbage Units or Water Units, then the player may decide from which opponent he will take the supplies. If the opponent has an odd number of Cabbage Units or Water Units that cannot be divided equally, then he will keep the extra unit for himself.
0143: RUSSIAN ROULETTE
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To use Russian Roulette, all players with at least one bunny in The Bunny Circle must roll a 12-sided die. The lowest roller loses his bunny. The player who played Russian Roulette may re-roll the die if he does not like his first roll.
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Each player gets to choose which of his bunnies will participate. If a player’s only bunny has The Heavenly Halo, then he may not participate since the bunny cannot be harmed.
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If two players tie for the lowest roll, then both players must roll one of the dice again (and keep rolling) until the tie is broken.
0144: WEIL’S FRESHNESS CENTER
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Weil’s Freshness Center may be used once by a player to force any opponent to either pay 2 Dolla each (to the discard) to keep his Carrots fresh or to return them to Kaballa’s Market (even if the market is closed). An opponent may only have enough Dolla to keep some of his Carrots. For example, if the opponent had five Carrots but only 7 Dolla saved, then he could pay for three Carrots (a total of 6 Dolla) and would have to choose which two Carrots to return to Kaballa’s Market.
0145: BUG OFF
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Bug Off may be used once by a player to eliminate the Roaches or to counteract the Maggots before losing all of his Cabbage 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.
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Unlike Very Special cards, Bug Off may not be used to save other player’s bunnies from harm. This card is for the exclusive use of the player who has it saved.
0146: FREE CABBAGE AND WATER
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Free Cabbage And Water may be used once by a player to take one Cabbage Card and one Water Card from Kaballa’s Market. Free Cabbage And Water may not be used if Kaballa’s Market is closed.
0147: THE MINILITH
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The player with this card saved must double the range and level of each weapon he launches. Only weapon levels 1-9 are affected by The Minilith. Weapons affect the target bunny and adjacent bunnies.
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Doubling the Weapon Level may make it nearly impossible for an opponent to survive a weapon. For example, if a player with The Minilith card saved plays the Flame Thrower ( Weapon Level 8 ) on a bunny in The Bunny Circle, then all three bunnies affected would need to roll higher than 16 on the Black 12-sided die to survive (which is not possible). It is, however, possible for any bunny to have enough Clovers underneath it to survive.
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If at any time the player has no bunnies in The Bunny Circle, then The Minilith is discarded immediately.This is indicated by the Pink circle covering the Pink rectangular box.Players cannot save this Special without a bunny in The Bunny Circle.Remember, to save a Special card, a player must run it through the Bottom and Top Run card cycle.
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A player may not choose which weapons will be affected.If a player has The Minilith saved, then all of the weapons levels 1-9 that he uses will be affected.A player may, however, discard The Minilith at any time during his turn.
0148: NOAH’S FLOOD
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Noah’s Flood may be used once by a player to eliminate the Flame Thrower or to counteract the Drought before losing all of his Water 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.
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Unlike Very Special cards, Noah’s Flood may not be used to save other player’s bunnies from harm.This card is for the exclusive use of the player who has it saved.
0149: ROONEY’S WEAPONS EXCHANGE
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Rooney’s Weapons Exchange may be used once by a player to forceany one opponent (or Rooney) to exchange any weapon of his for anyweapon of yours.The player must have at least one Weapon card inhis five-card hand to use this card.First, choose any opponent.If theopponent has any Weapon cards in his hand, then he must show themto the player.Next, the player may exchange any of his Weapon cardsfor any of the opponent’s Weapon cards.Of course if the opponent hadno Weapon cards in his five-card hand, then the player is out of luck and Rooney’s Weapons Exchange is discarded.
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Starting with the Red Booster Deck, all weapon cards that are used in the game are stored (face up) at Rooney’s Weapons Emporium.The player may also exchange one of his Weapon cards for any Weapon card that was already used in the game.
0152: REVERSAL OF FORTUNE
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Reversal Of Fortune may be used once by a player to redirect any weapon launched at any bunny in The Bunny Circle to any other bunny in The Bunny Circle.May be used at any time!
0166: RED CONGENIAL BUNNY
This bunny may feed up to 3 Cabbage Units and 3 Water Units per turn. Supplies may not be saved to another turn. The 3 Cabbage Units and 3 Water Units are for the exclusive use of this bunny and may not be shared with other bunnies in The Bunny Circle.
0167: RED GLEEFUL BUNNY
The player with this bunny in The Bunny Circle may spend 3 Dolla per turn at any open store. Dolla may not be saved to another turn.
0168: RED LUMBERING BUNNY
This bunny has a Lucky Clover Triple which lowers the level of any weapon used against this bunny by three.
0169: RED SINISTER BUNNY
This bunny is protected by a Bounce Back Force Field. Any weapon that directly targets this bunny, but is not successful, is placed back onto one of the bunnies of the attacking player.
0170: RED TIMID BUNNY
The player with this bunny in The Bunny Circle may re-roll any action during play that involves any die.
0175: FEED ALL YOUR BUNNIES
Feed All Your Bunnies may be given to any opponent whose bunnies must each feed the amounts shown on the card by the end of his next turn or die (discarded). Any bunnies that arrive in The Bunny Circle between the time that the card was played and the end of the player’s turn do not have to feed.
0176: EVERYONE FEED A BUNNY
Everyone Feed A Bunny may be given to all opponents with a bunny in The Bunny Circle. Each opponent must feed any one bunny the amounts shown on the card by the end of their next turns or their bunny dies (discarded).
When this card is played, each opponent that has at least one bunny must feed. If an opponent has more than one bunny, then the opponent may choose which bunny to feed. Any bunnies that arrive in The Bunny Circle between the time that the card was played and the end of the player’s turn do not have to feed. If a player has the Red Congenial Bunny, Holographic Bunny or a bunny with The Heavenly Halo, then he may choose one of these bunnies since none of them need to feed.
0181: CRUISE MISSILE PRIME
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.
0182: QUITE IRASCIBLE DIFFRACTABLE CHEESE BALLS
Quite Irascible Diffractable Cheese Balls may be placed on any bunny in The Bunny Circle which must roll 12 on the Black 12-sided die to survive. Bunnies two spaces away from the target bunny in The Bunny Circle must roll higher than 9 on the Black 12-sided die to survive. Bunnies four spaces away from the target bunny in The Bunny Circle must roll higher than 7 on the Black 12-sided die to survive.
Even though every other bunny is initially skipped, wrap around damage may cause a bunny to be hit in the other direction. If a bunny is two spaces to the left of the target bunny and four spaces to the right of the target bunny, then it will be hit twice!
0183: ACTIVATE THE MINILITH
Activate The Minilith may be used once by a player to steal the Minilith from any opponent (saved or in his five-card hand) or to force the opponent with the Minilith saved to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red). Each Even number rolled forces the opponent to return a Carrot to Kaballa’s Market (even if the market is closed) or to discard a bunny of his choice. Seven Even numbers force all players to return all of their Carrots to Kaballa’s Market and to discard all of their bunnies.
0184: BANKRUPTCY
Bankruptcy may be given to any player who immediately loses all of his Dolla. The player also loses any Dolla Vouchers that he may have been saving.
0185: 0186: BARRIER
Barrier may be placed between any two players and stops weapons that affect adjacent bunnies. For example, the effects of a Nuclear Warhead may not reach your bunny if there is a Barrier between it and the target bunny in The Bunny Circle.
Barrier reverses the direction of Roaming Red Run cards (such as Cyber Bunny or Cruise Missile Prime). Barrier will cause any Roaming Run card to move in the opposite direction after it is reversed. Barrier does not stop any multi-target, non-Roaming Red Run card circumstances. More than one Barrier may be placed side by side between the same two players.
0187: CARROT EXCHANGE
Carrot Exchange may be used once by a player to force any opponent to exchange two of his Carrots for one of yours. In order to use this card against an opponent, that player must have at least two Carrots. Carrot Exchange cannot be used for a one to one exchange. The player chooses all three Carrots in the exchange.
0188: CLUMSY CONGENIAL
Clumsy Congenial may be placed on any Congenial Bunny in The Bunny Circle which, while opening a package of Melba Toast, flings two sharp pieces in opposite directions instantly killing the two adjacent bunnies. The original target Congenial Bunny is not harmed.
0189: DUDE, WHERE’S MY CARROT?
When a player uses Dude, Where’s My Carrot? all of the large Carrot cards held by the players, as well as those still at Kaballa’s Market, are turned face down (as quickly as those still at Kaballa’s Market, are turned face down (as quickly as possible). The Red 12-sided die is rolled and if the player can say who owns the Carrot with the same number, then he will take the Carrot from the opponent or Kaballa’s Market. A wrong guess forces the player to return one of his Carrots to Kaballa’s Market (even if the market is closed). Therefore, it is necessary for a player to have a Carrot to play this card.
Notice that the capital letter T appears in the last die box. This is for the Clear 20-sided die (Violet Booster Deck). Once you have this die in play, a player may use Dude, Where’s My Carrot? twice and try for two Carrots.
If a player does not have one (or two) Carrots to chance, then he may wish to force an opponent to attempt the Dude, Where’s My Carrot? challenge. The opponent must already have one (or two) Carrots to risk because a wrong guess by the opponent will mean that he will lose one (or two) of his Carrots.
0191: HOLOGRAPHIC BUNNY
Holographic Bunny is a Red Bunny that does not need to feed and cannot be used to win the game since it is not technically alive. This bunny can only be harmed by the Laser Gun, Nuclear Warhead, Miniature Black Hole, Quite Irascible Diffractable Cheese Balls, Bittersweet Chocolate Covered Anti-Matter Raisins (Violet Booster Deck), Plutonium (Orange Booster Deck), Psychic Waves (Twilight White Booster Deck) and Sharks WFLB (Stainless Steel Booster Deck).
The Holographic Bunny may be transformed into a live bunny by using the Ancient Star Rod (Violet Booster Deck). If the Holographic Bunny should become alive, it will be vulnerable to all weapons and Feed The Bunny cards, and may be used to win the game. Regardless of whether the bunny is Holographic or it becomes alive by using the Ancient Star Rod, it is still a Red bunny and can be used to form a Bunny Triplet with other Red bunnies.
0193: THE MYSTERY URN
The player holding The Mystery Urn rolls the Violet 12-sided die. The next player clockwise must roll higher than the highest roll (so far) or that player must donate either a bunny from The Bunny Circle or a saved Carrot to the kitty. The kitty is simply a pile of bunnies and Carrots collected during The Mystery Urn activity.
Play continues clockwise. Each player who has at least one bunny in The Bunny Circle or one saved Carrot must play. The first player to roll a 12 wins the kitty. However, the player who started The Mystery Urn activity will get a final chance to roll a 12 and win the kitty.
If a player gives up his last bunny or Carrot, then he is finished with The Mystery Urn activity and cannot win the kitty.
If all players have lost all of their bunnies and Carrots, then no player wins. All of the bunnies are discarded, and all of the Carrots are returned to Kaballa’s Market (even if the market is closed).
If the initial roll by the player is a 12, then The Mystery Urn activity is over and no one wins anything.
Later, players may feed the kitty with Zodiac cards (Green Booster Deck) and Mysterious Place cards (Ominous Onyx Booster Deck).
0194: RAINBO
Rainbo may be given to any player who must roll the eight 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black, Red and Pink – Perfectly Pink Booster Deck). All bunnies in The Bunny Circle that are the same color (or half color) as the lowest die rolled are killed immediately. If Black is the lowest die rolled, then all bunnies in The Bunny Circle must die (discarded) regardless of their color or kind (including Specialty bunnies and Celebrity bunnies – Violet and Ominous Onyx Booster Decks). Players (or groups of players) that are isolated by a Barrier on both sides are protected.
Rainbo cannot kill a bunny with The Heavenly Halo or the Holographic Bunny.
If there is a tie for lowest dice roll, all bunnies from low dice rolls are killed.
0195: RED LIGHT DISTRICT
Red Light District may be used once by a player to purchase a Red item from any opponent for 5 Dolla: a Red bunny in The Bunny Circle, a Red Pawn (Orange Booster Deck) or a saved Fire symbol Zodiac card (Green Booster Deck). The opponent is given the 5 Dolla.
0197: BOUNTY MOUNTY
Bounty Mounty may be placed on any bunny in The Bunny Circle along with a Dolla donation (as bounty). All players may donate Dolla to the bounty. The player who kills the bunny gets the money (Dolla).
0199: FREE DEFENSE
Free Defense may be used once by a player to take two Defense Cards from Rooney’s Weapons Emporium. Free Defense may not be used if Rooney’s Weapons Emporium is closed.
0200: H.E.M.P. (HIGHLY EXPLOSIVE MISSILE PACKAGE)
H.E.M.P. may be used once by a player to attack any abducting aliens. The player rolls the Yellow 12-sided die.
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9-12 = The aliens and abducted bunnies are destroyed. In addition, the wreckage lands on the player whose bunny (or bunnies) was abducted by the aliens killing all of his other bunnies in The Bunny Circle as well.
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5-8 = Only the aliens and abducted bunnies are destroyed.
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1-4 = The missile is a dud. Nothing happens!
0201: HALF PRICE COUPON ROONEY’S WEAPONS EMPORIUM
Half Price Coupon may be used for one turn by a player to purchase any items at Rooney’s Weapons Emporium for half price. If the total price of an item or items requires a Half Dolla and no Half Dolla is available (Stainless Steel Booster Deck), then the player must round up to the nearest Dolla.
0203: BUNNY TO THE FUTURE
Bunny To The Future allows a bunny to avoid the outcome of any weapon by traveling three rounds of play into the future. The bunny is placed off to the side and returns to the player at the start of his third turn after it left The Bunny Circle. If the game ends before the bunny returns, then the bunny is lost. May be used at any time!
0204: GUARDIAN ANGLE
Guardian Angle may be used once by a player to eliminate any Terrible Misfortune including Very and Extremely Terrible Misfortune (Ominous Onyx Booster Deck). May be used at any time!
0207: ZEP TEPI
Zep Tepi must be used once by (or given to) any First Time player who may take any saved Special or Very Special card from each adjacent player.
If the player who picked the card is not a First Time player, then he must give the card to the first First Time player counter-clockwise from him. If no one is a First Time player, then the player who drew the card may use it himself.
0236: EARTHQUAKE
Earthquake 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.
0237: BITTERSWEET CHOCOLATE COVERED ANTI-MATTER RAISINS
Bittersweet Chocolate Covered Anti-Matter Raisins may be placed on any bunny in The Bunny Circle which dies immediately. All bunnies within four spaces of the target bunny in The Bunny Circle are also killed. Clover bunnies (bunnies with Clover cards underneath them) may survive since Clovers lower the level of an attacking weapon.
0239: BUNNY BOOSTER
Bunny Booster may be placed under any bunny and changes its color to Red. Bunnies that become Red will inherit the special feature for that type of bunny. Bunny Booster may be placed under single color (or half color — Green Booster Deck) Congenial, Gleeful, Lumbering, Sinister and Timid bunnies (but not Super bunnies).
0240: BUNNY EXCHANGE
Bunny Exchange may be used once by a player to force any opponent to exchange two of his bunnies for one of yours. In order to use this card against an opponent, that player must have at least two bunnies. Bunny Exchange cannot be used for a one to one exchange. The player chooses all three bunnies in the exchange. A bunny with The Heavenly Halo may be taken with the Bunny Exchange card.
0243: LOW JACK KOJAK
Low Jack Kojak may be used once by a player to take the Carrot with the same number rolled on the Clear 20-sided die from either Kaballa’s Market (even if the market is closed) or an opponent. If any player owned the Carrot, then he must return all of his other Carrots to Kaballa’s Market (even if the market is closed).
0247: SHARE THE WEALTH
Share The Wealth may be used once by a player with no Dolla to take half of the Dolla from the opponent with the most Dolla. If two opponents have an equal amount of Dolla, then the player may choose which opponent must Share The Wealth. If the opponent with the most Dolla has an odd amount that cannot be divided equally, then he will keep the extra Dolla for himself.
0248: BLOWN TROJAN
Blown Trojan may be used once by a player to either force The Trojan Bunny in The Bunny Circle to explode immediately or to revive one bunny from the Discard Pile for every two of his bunnies in The Bunny Circle of the same color.
For example, a player with two Orange bunnies in The Bunny Circle may revive any one bunny from the Discard Pile (and immediately place it down next to his other bunnies in The Bunny Circle). A player with three Green bunnies in The Bunny Circle may not pair up the middle one twice to revive two bunnies. However, a player with four Blue bunnies in The Bunny Circle may revive two bunnies from the Discard Pile. Remember that Specialty bunnies and Celebrity bunnies (Ominous Onyx Booster Deck) have no color and cannot be used to revive bunnies with Blown Trojan.
A player may revive any bunny from the Discard Pile (including Free Agent, Holographic, Specialty and Celebrity bunnies) regardless of the color of the bunnies used to revive it.
0249: BUNNY HOP
Bunny Hop may be used once by a player to force any two adjacent players (including himself) to exchange their Bottom and Top Run cards. The Bottom and Top Run cards of the first player become the Bottom and Top Run cards of the second player and vice versa.
0250: COOL CHANGE
Cool Change may be used once by a player to replace all or some of his seven cards with new cards from the Draw Pile. These may include the Bottom and Top Run cards.
0251: DIVERSE PORTFOLIO
Diverse Portfolio allows a player to eliminate the Triple Or Trouble (Stainless Steel Booster Deck) after a bad die roll or to counteract the Bankruptcy before losing all of his Dolla. 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, Diverse Portfolio may not be used to save other players from financial loss. This card is for the exclusive use of the player who has it saved.
0252: LA HOT PEPPERS
LA Hot Peppers may be used once by a player to double the amount of Water Units needed on any pending Feed The Bunny card on any bunny in The Bunny Circle. The LA stands for Louisiana.
0254: RANDOM PAINTBALL ASSAULT
Random Paintball Assault may be placed under any single color or half color bunny in The Bunny Circle or Pawn saved by a player which becomes the same color as the highest die rolled. If placed on a bunny and Black is the highest die rolled, then the bunny dies. If Black is the highest die rolled for a Pawn, then it changes to a Black Pawn. Bunnies that become Red or Pink will inherit the special feature for that type of bunny. If Red or Pink is the highest die rolled for a Pawn, then it changes to a Red or Pink Pawn. If two or more colors are tied for the highest roll, then the bunny or Pawn becomes all of the highest rolled colors (use Chips to help keep track of the color changes). If two or more colors are tied for the highest roll on a bunny and one of those colors is Black, then the bunny still dies.
0255: RUN AMOK
Run Amok may be used once by a player to force any opponent to discard his Bottom and Top Run cards and to replace them with new cards. The opponent may take new cards from the Draw Pile before replacing his Bottom and Top Run cards.
0257: ANCIENT STAR ROD
Ancient Star Rod may be used once by a player to defend against any weapon. The player rolls the three 12-sided dice (Violet, Blue and Red) and counts the number of Odd rolls.
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3 Odd rolls = The weapon is redirected to another bunny in The Bunny Circle.
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2 Odd rolls = The weapon is eliminated (discarded).
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1 Odd roll = Lame rod. The weapon hits the target bunny normally. Nothing changes!
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No Odd rolls = Disaster! The weapon hits the original target bunny with double strength and double range. Double strength doubles the level of the weapon but does not change the die needed to defend against the weapon. Sometimes a weapon that has double strength cannot be defeated. If the weapon is a single target weapon, then double range means that it will affect adjacent bunnies in The Bunny Circle as well. May be used at any time!
If the current date (day, month and year) consists of three Odd numbers, then the player may automatically redirect the weapon without having to roll the dice. If the current date (day, month and year) consists of no Odd numbers, then the Ancient Star Rod may not be used to defend against a weapon at all.
Placing this card under the Holographic Bunny turns it into a live bunny, capable of winning the game, but vulnerable to weapons, Feed The Bunny cards or dangerous circumstances. This action may be performed after the last Carrot has been taken from Kaballa’s Market but before the Magic Carrot is revealed.
0259: BUNNIES IN BLACK
Bunnies In Black protects any one player’s bunnies from alien abductions by the Beyea Aliens or their Mothership (Orange Booster Deck) for the duration of the game providing that this card is a saved Very Special.
Or Bunnies In Black may be used once by a player to retrieve bunnies safely from the Beyea Aliens. Bunnies retrieved become the property of the player and must immediately be placed in The Bunny Circle. A player must discard the Bunnies In Black card after retrieving bunnies from the Beyea Aliens. May be used at any time!
0287: BOOMERANG
Boomerang may be placed on any bunny in The Bunny Circle which must roll higher than 13 on the Clear 20-sided die to survive. If the opponent’s bunny survives, then he may place the Boomerang onto one of the player’s bunnies (who initially launched the Boomerang) and back and forth until a bunny dies. Once chosen, the targeted bunnies on both the opponent and player’s side cannot change during the exchange.
0291: C.O.M.A. (CARROT OLFACTORY MESMERIZING AROMA)
C.O.M.A. may be placed on any bunny in The Bunny Circle which must roll higher than 17 on the Clear 20-sided die to escape. A bunny in a C.O.M.A. cannot play any Aggressive cards (since it is unconscious), but may be used to win the game (since it is still alive). Bunnies in a C.O.M.A. may still be attacked and killed by any opponent. Red and Pink bunnies (Perfectly Pink Booster Deck) in a C.O.M.A. still have their special feature active.
0292: F-18 HORNET
To use the F-18 Hornet a player must put two of his bunnies from The Bunny Circle into the Hornet before it can roam. Double Free Agents, Specialty Bunny (double or triplet) and Celebrity Bunny (double or triplet – Ominous Onyx Booster Deck) may be used in the Hornet, however, each counts as a single bunny. While these bunnies are away, a player may not use any Aggressive cards unless he has other bunnies in The Bunny Circle. The Hornet visits the first player counter-clockwise (that has at least one bunny in The Bunny Circle) and attacks one of his bunnies. The Hornet continues visiting only players with bunnies in a counter-clockwise direction and only attacks one bunny per player before moving on to the next player.
If any opponent rolls higher than 18 on the Clear 20-sided die, then the Hornet and the bunnies are destroyed. If an opponent survives the attack by using Defense Cards, then the Hornet and the bunnies are not destroyed.
If the Hornet makes it back to the player who initially launched it, then the weapon is discarded and the bunnies are returned to The Bunny Circle. Barriers placed after the launch of the Hornet may prevent it from ever returning to the original player.
If the Hornet has no viable bunny targets left in The Bunny Circle or if the Hornet 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 the Hornet is removed (discarded) and the bunnies are returned to the player and placed in The Bunny Circle. Just like all Roaming Red Run cards, if the Hornet hits a Barrier, it will reverse direction and may affect the same player’s bunnies on two consecutive turns.
0294: PLUTONIUM RADIATION
Plutonium Radiation may be placed on any bunny in The Bunny Circle which dies immediately. Plutonium Radiation remains in The Bunny Circle in the same place where the first bunny died. Adjacent bunnies to the Plutonium Radiation continue to die for two more rounds at the start of the player’s turn that initially used the card. After the third round of death (the initial placement and two more rounds), Plutonium Radiation is discarded. Clover bunnies (bunnies with Clover cards underneath them) may survive since Clovers lower the level of an attacking weapon. If a bunny does survive (using Clover or Defense), it will have to roll or defend again on the next turn.
0296: 0297: DOUBLE FREE AGENT
Double Free Agent bunnies may be used by a player as any two bunnies of any two kinds (Congenial, Gleeful, Lumbering, Sinister or Timid) and of any two colors (except Red or Pink). The identity of the two bunnies may be the same or different bunnies. The identity of the two bunnies may change at any time during play as the need arises. Double Free Agent bunnies make forming a Bunny Triplet much easier. A Double Free Agent must be treated as a single target when hit with a weapon or Feed The Bunny card. Double Free Agent bunnies cannot become Specialty bunnies or Celebrity bunnies (Ominous Onyx Booster Deck).
0300: PILFER THE PAWN
Pilfer The Pawn may be used once by a player to roll the eight 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black, Red and Pink – Perfectly Pink Booster Deck), and to pilfer (steal) the Pawn with the same color as the die with the highest number rolled from any opponent or Weil’s Pawn Shop (even if the shop is closed). If two or more dice roll the highest number, then the player may pilfer more than one Pawn.
0304: 0305: CARROT TOP ROYALE
To use Carrot Top Royale, a player must have a bunny in The Bunny Circle because it is an Aggressive card. Carrot Top Royale 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 six 12-sided dice (Violet, Orange, Green, Yellow, Blue and Black), and either reaps the reward of the card or suffers the consequence.
If all of the dice show different numbers, then the player takes one Carrot from Kaballa’s Market (if the market is open) and 10 Dolla from the Discard Pile. If any two dice show the same number (doubles), then the bunny gets snuffed (discarded) by the Casino bosses. The bunny that must be discarded was the one chosen to take the risk.
Royale Optional Gamble: After the initial six dice are rolled, if the player wishes, he may roll the Red 12-sided die. If the Red die does not double (match) any of the other dice rolled, then the player takes another 10 Dolla from the Discard Pile and may revive any two bunnies from the Discard Pile. The revived bunnies must be placed in The Bunny Circle. If, however, the die roll does double (match) one of the other dice, then all of the player’s bunnies in The Bunny Circle die, all of the player’s Carrots are returned to Kaballa’s Market (even if the market is closed), and all of the player’s Dolla is discarded.
0306: FREE PAWN
Free Pawn may be used once by a player to take two Pawns from Weil’s Pawn Shop. Free Pawn may not be used if Weil’s Pawn Shop is closed.
0307: HALF PRICE COUPON WEIL’S PAWN SHOP
Half Price Coupon may be used for one turn by a player to purchase any items at Weil’s Pawn Shop for half price. If the total price of an item or items requires a Half Dolla (Stainless Steel Booster Deck) and no Half Dolla is available, then the player must round up to the nearest Dolla.
0308: 0309: INCREDIBLY MAGIC FOUNTAIN
Incredibly Magic Fountain may be used once by a player to choose a number (1-12) and to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red) and Clear 20-sided die. The number of correct rolls is the number of bunnies that a 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 Incredibly Magic Fountain card. She will not need a bunny in The Bunny Circle since this is not an Aggressive card. First, Carol will choose her lucky number which is 4. Next, Carol will roll the seven 12-sided dice and the Clear 20-sided die. 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.
0310: 0311: THE MONUMENTALLY MAD DONNELAITH BAKERY
To use the Monumentally Mad Donnelaith Bakery, a player must have a bunny in The Bunny Circle because it is an Aggressive card. The Monumentally Mad Donnelaith Bakery 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 Red 12-sided die, and either reaps the reward of the card or suffers the consequence.
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10-11-12 = Choose one (roll of 10), two (roll of 11) or three (roll of 12) Carrot(s) from Kaballa’s Market.
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7-8-9 = Take three Cabbage Cards and three Water Cards from Kaballa’s Market.
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4-5-6 = Feed the bunny 5 Cabbage Units and 5 Water Units!
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3 = A bag of sugar is dropped killing the bunny!
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2 = A well-thrown pitchfork kills the bunny and adjacent bunnies!
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1 = Disaster! Lose (discard) all of your bunnies and return all of your Carrots to Kaballa’s Market (even if the market is closed)!
If the consequence for a bunny is to feed, then it must be done immediately. An opponent with no saved Cabbage Units or saved Water Units will not have the opportunity to buy supplies from Kaballa’s Market since it will not be his turn. Cabbage Cards, Water Cards, and Carrots are taken from Kaballa’s Market (if the market is open).
0312: 0313: SUPER SUPPLIES SURPRISE
Super Supplies Surprise may be used once by a player to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red) and the Clear 20-sided die. 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.
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Violet 12-sided die = Take two bunnies from the Discard Pile.
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Orange 12-sided die = Take two Carrots from Kaballa’s Market.
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Green 12-sided die = Take two Cabbage Cards from Kaballa’s Market.
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Yellow 12-sided die = Take 20 Dolla from the Discard Pile.
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Blue 12-sided die = Take two Water Cards from Kaballa’s Market.
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Black 12-sided die = Take two Defense Cards from Rooney’s Weapons Emporium.
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Red 12-sided die = Take two Pawns from Weil’s Pawn Shop.
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Clear 20-sided die = Take all of the items listed above.
Cabbage Cards, Water Cards, and Carrots are taken from Kaballa’s Market (if the market is open), Dolla and bunnies are taken from the Discard Pile if they are available, Defense Cards are taken from Rooney’s Weapons Emporium (if the emporium is open) and Pawns are taken from Weil’s Pawn Shop (if the shop is open).
0316: BUNNY ON THE EDGE OF FOREVER
Bunny On The Edge Of Forever may be used once to force the current player to replay his turn. All cards played during the turn are returned to their starting positions at the beginning of the turn in the same order as they were before the turn began (except for the Bunny On The Edge Of Forever card, which is placed in the Discard Pile). The cards may need to be returned to the Draw Pile, Discard Pile or player’s five-card hands. The current player’s turn starts again. Play may very well continue exactly as it did the first time, unless a player changes his mind about an important decision, or unless a die rolls differently than it did before. May be used at any time!
0317: URIEL’S MACHINE
Uriel’s Machine may be used once by a player to counteract any Very Special card. If the current date is an Equinox or Solstice date, then the player is allowed to keep and use the opponent’s Very Special card a second time. May be used at any time!
If players have access to current and accurate astrological data for the year in which they are playing the game then, by all means, use that data to determine the precise Equinox and Solstice dates. If not, then simply use these approximate dates:
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Spring Equinox: March 20th
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Summer Solstice: June 21st
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Autumn Equinox: September 22nd
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Winter Solstice: December 21st
0329: RANDOM KABALLA DOLLA
When a player draws the Random Dolla card, he must roll the Clear 20-sided die immediately and spend the amount of Dolla rolled at any open store. Random Dolla may not be saved. If no stores are open, then the player is out of luck.
0343: SNOWBALL
Snowball may be placed on any bunny in The Bunny Circle which must roll higher than 13 on the Clear 20-sided die to survive. If the bunny survives, then Snowball moves to the next bunny clockwise in The Bunny Circle and increases in strength to Level 14. Each time that Snowball moves to the next bunny, the level of the weapon will increase by one until a bunny dies.
Snowball is played during one player’s turn, and no Barrier can stop Snowball.
0347: SEVENTH WHISK
Seventh Whisk may be placed on any bunny in The Bunny Circle which must roll higher than 1 on each of the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black and Red) to survive. A Defense Card of 7 Units or higher is needed to eliminate this weapon.
0348: DAY OF THE DEAD
Day Of The Dead may be used once by a player to revive three bunnies from the Discard Pile if he can roll a 6 on at least three of the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Red and Pink – Perfectly Pink Booster Deck). Each die may be rolled three times. The bunnies revived must match the color of the dice that rolled a 6. For example, if a player rolled a 6 on the Yellow, Orange and Blue dice, then he may revive a Yellow, Orange and Blue bunny if they exist in the Discard Pile. If only one or two of the colors are present in the Discard Pile, then a player may revive just one or two bunnies. Half color bunnies may be revived as well provided that at least one of the colors match. Free Agent, Specialty bunnies and Celebrity bunnies (Ominous Onyx Booster Deck) may not be revived using this card. The maximum number of bunnies that a player may revive is three. Extra rolls of 6 may give a player more color choices, but not more bunnies.
0349: FINGERCUFFS
Fingercuffs may be used once by a player to connect the fate of any two adjacent bunnies in The Bunny Circle. Place the card between any two bunnies. The bunnies share all Bunny Modifiers. If one bunny is killed, then the other one dies as well. Bunnies separated by a Barrier may not be joined. Any object (a bunny, a Barrier or The Djarnak) placed between two joined bunnies breaks the connection and discards the Fingercuffs.
0350: HIGH-LOW CASH
High-Low Cash may be used once by a player to roll the Blue and Red 12-sided dice and the Clear 20-sided die, subtract the lowest number rolled from the highest number rolled, and immediately spend that amount of Dolla at any open store.
If all of the stores are closed, then the player is out of luck and the Dolla amount is forfeited.
0352: LEIF CARROTSON
Leif Carrotson may be given to any player whose bunnies all join Leif Carrotson and roam the board clockwise. Leif Carrotson and the abducted bunnies visit one player per round of play who rolls the three 12-sided dice (Violet, Red and Black). The player’s action is determined by the highest die roll:
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Red die high = The player takes one bunny from Leif Carrotson and places it anywhere in The Bunny Circle.
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Violet die high = The player takes nothing. Leif Carrotson and the bunnies keep roaming.
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Black die high = The player throws one bunny overboard (discarded).
Just like all Roaming Red Run cards, if Leif Carrotson hits a Barrier, it will reverse direction and will visit the same player on two consecutive turns. When Leif Carrotson has no bunnies left onboard, he is discarded.
0354: PRECESSION
Precession may be used once by a player to roll the eight 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black, Red and Zodiac) as many times as the numerical value of the current month. If the zodiac sign rolled is either the player’s birth zodiac sign or the current zodiac sign and the numbers 2, 1, 6 and 10 appear on at least one die each, then the player takes all of the remaining Zodiac cards from the Draw Pile.
For example, if it is currently September, then the player is allowed to roll the dice nine times since September is the ninth month. After each roll, if the zodiac sign rolled is either the player’s birth zodiac sign or the current zodiac sign, and the numbers 2, 1, 6 and 10 appear on at least one die each, then the player will take all of the remaining Zodiac cards from the Draw Pile. While rolling for Precession, a player may not save a die roll from one attempt to the next. All dice must be rolled for each attempt. Since the current age in the zodiac is Pisces, any player rolling the Pisces zodiac sign during any attempt will win Precession automatically regardless of the outcome of the other seven 12-sided dice.
If you are still playing Killer Bunnies® and the Quest for the Magic Carrot in the year 2060, the automatic win zodiac sign will change to Aquarius. Please note that the exact date for the ‘Dawning of the Age of Aquarius' is not known with any certainty. So please accept the year 2060 as our best bunny guess.
0357: WHEELS CHOCOLATE
Wheels Chocolate may be used once by a player to roll the eight 12-sided dice (Violet, Orange, Green, Yellow, Blue, Black, Red and Pink – Perfectly Pink Booster Deck) and to take the top three cards from the Draw Pile that have the same color back as the highest die rolled. If two or more dice roll equally high, then the player may choose three cards of each color from the Draw Pile. A player must save all Kaballa Dolla and Zodiac cards, and use all Play Immediately cards. By the end of his turn, the player must discard any surplus cards from his hand so that he once again has a five-card hand and two cards down (the Bottom and Top Run cards).
0358: ZODIAC TERMINATOR
Zodiac Terminator may be used once to roll the seven 12-sided dice (Violet, Orange, Green, Yellow, Blue, Red and Zodiac) and the Clear 20-sided die and to force the player with the saved Zodiac card that matches the zodiac sign rolled on the Zodiac die to discard all of his possessions (five-card hand, two down cards, saved cards and Carrots), draw seven new cards and start the game over if any other die roll matches the current day of the month. All of the player’s Carrots are returned to Kaballa’s Market (even if the market is closed), and all other cards are placed in the Discard Pile. Zodiac Terminator cannot be played after the 20th day of any month since no die rolled for this card has more than twenty sides.
0360: GIFT CERTIFICATE KABALLA’S MARKET
This Gift Certificate may be used only at Kaballa’s Market (if the market is open). The Dolla amount is determined by the roll of the Yellow 12-sided die and must be spent immediately.
0361: LA TAPE WORM
LA Tape Worm may be used once by a player to double the amount of Cabbage Units needed on any pending Feed The Bunny card on any bunny in The Bunny Circle. The LA stands for Los Angeles.
0362: ALBINO BABY 5000
Albino Baby 5000 protects any one player’s bunnies from Plutonium, Quite Irascible Diffractable Cheese Balls and Bittersweet Chocolate Covered Anti-Matter Raisins for the duration of the game providing that this card is a saved Very Special. May be used at any time!
0363: OPERATION SPOILSPORT
Operation Spoilsport may be used once by a player to immediately duplicate a consequence of death of his bunnies in The Bunny Circle against the bunnies of the responsible opponent. May be used at any time!
Operation Spoilsport may be used by a player to avenge only his own bunny (or bunnies). Any consequence of death suffered by the player’s bunny (or bunnies) in The Bunny Circle will also be suffered by the opponent’s bunny (or bunnies) in The Bunny Circle. For example, let’s suppose that an opponent kills a player’s bunny with a Leviathan. The player may use Operation Spoilsport to automatically kill one of the opponent’s bunnies. The player must, however, use Operation Spoilsport before the next player starts his turn. For another example, if the opponent uses the Sea Whiz Mount on the player and kills three of his bunnies, then the player may immediately use Operation Spoilsport to kill up to three of the opponent’s bunnies (if the opponent has three bunnies in The Bunny Circle).
0365: COMMUNITY CARROT
Every player with at least one saved Zodiac card may choose a Carrot from Kaballa’s Market (if the market is open). The player who drew Community Carrot chooses the first Carrot, and then Carrots are chosen in a clockwise direction by each qualifying player. If the market runs out of Carrots before each player gets to choose, then the rest of the players are out of luck and the game is over. It is rare (but possible) for the game to end using Community Carrot and for no player to have a bunny in The Bunny Circle. If this should happen, then all players will pretend to have a bunny, the Winning Zodiac sign is not drawn, and the Magic Carrot is revealed.
Strategies And Suggestions
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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.
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A secondary strategy of the game is to eliminate your opponent’s 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.
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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 Weil’s Freshness Center card.
BUNNY-LESS??!!
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: |
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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.
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Use cards that do not require a bunny (no Pink rectangular box on the left border).
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Waste weaker cards such as lower level Weapon cards or Feed The Bunny cards that ask for smaller amounts of Cabbage Units and Water Units.
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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.
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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.
CASINO AND BAKERY TIMING
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If a player has two bunnies in The Bunny Circle and one of them has The Heavenly Halo, then we suggest using the Halo bunny as the target for either a Carrot Top Casino or Mad, Mad Donnelaith Bakery card. Here’s why: a bunny with the Halo cannot die and will not need to feed if a bad roll of the dice should occur.
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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 either a Carrot Top Casino or Mad, Mad Donnelaith Bakery 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
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Buying all of the Cabbage Cards or Water Cards from the market is a good way to control the game. It will give you a monopoly on the supplies. The Half Price Coupon card, combined with low prices at the market can make this an easy task with a minimal amount of Kaballa Dolla. A player hoarding Cabbage Units or Water 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
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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
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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
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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 Maggots card and you are ready to play it on your opponent. You probably feel good because he has a total of 14 Cabbage 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 Cabbage Units, why not ask for half. He may be willing to give you up to 7 Cabbage Units to save his other 7 Cabbage Units. Let’s face it: you’ll end up with 7 Cabbage Units of your own rather than nothing! You can attract more bees with sweet talk than with sour threats.
WHEELING AND DEALING
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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).
Serious Rules (for serious players)
RULE #1: The One Trade Rule
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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.
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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).
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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.
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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
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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
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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.
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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.
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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
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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
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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
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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
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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, and she has already used her Large Prune Danish, then a second free feeding is not permitted.