Killer Bunnies Rules Pdf? Top Answer Update

Are you looking for an answer to the topic “killer bunnies rules pdf“? We answer all your questions at the website https://chewathai27.com/ppa in category: https://chewathai27.com/ppa/blog. You will find the answer right below.

Can you trade in Killer Bunnies?

Trading may only occur during either of the player’s turns that are involved in the trade. Any player may trade: Cabbage Cards, Water Cards, KABALLA DOLLA, saved SPECIAL cards, saved VERY SPECIAL cards, Carrots or bunnies in The Bunny Circle in any amounts agreed upon by the players.

Who goes first in Killer Bunnies?

Once every one is done planning, flip your bunny card over. The player that goes first, will try to kill your bunny. When a bunny killer(run) card is placed on your bunny, you have to roll the dice. If you roll less than the weapon level, your bunny will have to go to your discard pile.

How many carrots are in Killer Bunnies?

There are 38 carrot cards available in The Quest for the Magic Carrot.

How many cards do you get in killer bunnies?

STEP #4: Deal each player seven cards from the Draw Pile. Throughout the game each player will always have seven cards. There are five types of Killer Bunnies® cards; RUN, SPECIAL, VERY SPECIAL, PLAY IMMEDIATELY and KABALLA DOLLA.

BoardGameGeek

QUEST FOR THE MAGIC CARROT HOW TO PLAY

Hello and welcome to the wonderful world of Killer Bunnies! On behalf of Creative Team Alpha, we want to thank you for your purchase and assure you that no real rabbits were harmed in any way during the creation or production of this game. The Quest for the Magic Carrot is the first of three Killer Bunnies adventures and this is Edition Zeta One of the rules.​ RESOURCES Download » QUEST Game Guide (PDF Document) How the Game Works The basic strategy of the game is to collect as many Bunnies alive as possible while eliminating your opponent’s bunnies. Of course, all other players are trying to do the same, which can get terribly vengeful, terribly evil, hilariously messy, and just plain fun! As people try to eliminate each other’s bunnies, each player also tries to collect as many carrots as possible. At the end of the game, one of the carrots turns out to be the magic (or winning) carrot, and each game the magic carrot will be different. Logically, the more carrots a player collects, the greater his chances of winning the game. Collecting as many carrots as possible is another basic strategy of the game. Let’s get started: Getting Started STEP 01: The game comes with three decks of cards. First, unwrap and look at the small cards. You will see that there are three different types of small cards: carrot cards, cabbage cards, and water cards. Shuffle each deck separately and place them on your table. We’ll come back to these little cards in STEP #3.

STEP #02: Next, unwrap the large cards. The backs of these cards are blue, yellow, orange, or gray.

Shuffle all the blue and yellow cards together. You probably want that initial shuffle to be really good, to ensure you have a proper mix of cards. The blue and yellow cards together make up the draw pile and should be placed face down on your table where everyone can reach it. STEP 3: The orange cards are the carrots that each player tries to collect to win the game. These 12 cards should be dealt face up on your table and near the decks of small cards. The gray card is the Kaballa market starter card. The Kaballa’s Market Starter Card lists the prices of cabbage cards, water cards, and carrots that players can purchase throughout the game. (See Bunny Bits for more details on Kaballa’s Market.) The game also includes six fancy dodecahedron dice. (Please don’t be too impressed, we had to look up the word dodecahedron to write this book!) These 12-sided dice are used with many of the cards throughout the game. For now though, just lay them out near the draw pile.

Hey! What happened to the little carrot cards? You may have noticed that the small carrot cards are not in the picture above. Here’s why: the small carrot cards are only used at the end of the game. Therefore, we suggest that you move them away from the table and place them in a place where no one is likely to look or knock them over. We’ll come back to these little carrot cards later.

STEP #4: Deal each player seven cards from the draw pile. During the game, each player always has seven cards. There are five types of Killer Bunnies® cards; RUN, SPECIAL, VERY SPECIAL, PLAY INSTANT and KABALLA DOLLA. Most cards have the type title printed in the top window of the card and a bullet of the same color in the top left corner. KABALLA DOLLA cards have large numbers in the middle of the cards. Take a minute to make sure you know the type of each of your seven cards.

Card information KABALLA DOLLA cards: The cards with the big numbers in the middle are KABALLA DOLLA cards. We like to call it the “Bunny Money”. If you draw a KABALLA DOLLA card, you must place it face up in front of you and draw another card. KABALLA DOLLA cards cannot be held in hand. If a player currently has one or more KABALLA DOLLA cards in their hand, place those cards on the table and draw cards. As you get more KABALLA DOLLA cards, keep discarding and drawing cards.

Hey! What do I do if I draw a KABALLA DOLLA card during gameplay? If you draw a KABALLA DOLLA card during the game, you must immediately place it on the table and draw another card.

All Bunny Money you collect can be kept or spent in Kaballa’s Market. We will tell you a little later why buying cabbage cards and water cards is helpful. You already know why buying carrots is a good idea, you need carrots to win the game! PLAY NOW cards: When a player draws a PLAY NOW card, they must announce it by pausing the game and the card plays immediately. All PLAY SOFORT cards in this starter deck are Terrible Misfortune cards, meaning that if the player who drew the card has a bunny in play, it must die (discard). However, at the start of the game there are no bunnies in play. Any INSTANT PLAY cards that players have prior to the start of the game are discarded and cards are drawn. Since our first game hasn’t started yet, you might want to take a minute to discard all of your PLAY NOW cards. If you discard one, you must draw a replacement card.

Check! Each player should hold seven cards. The types of these cards should only be RUN, SPECIAL, or VERY SPECIAL. We’ll explain the differences between these card types a little later. But now we are preparing for the first game round. (See the Bunny Bits for more details on card information.)

First Round Preparation During the game, players are asked to choose which cards they will play two rounds in advance. This requires a little planning. But don’t worry, we will accompany you. The first card you want to play is a rabbit card. You can recognize a “bunny card” by the names of the bunnies: Congenial, Gleeful, Lumbering, Sinister, and Timid. There are twenty-five bunnies (five different colors and five different types), so hopefully everyone should have a bunny early in the game.

Hey! What if I was unlucky and didn’t get a rabbit card? Let’s just say (if you’re playing the game for the first time) that if you didn’t get a rabbit card in your first seven-card draw, feel free to search the draw pile and trade one of your cards for a rabbit card. Later we will give you a few suggestions on how to start the game without bunnies. (See Bunny Bits for more details on starting a game without bunnies.)

Next you have to choose the second map that you will play. You can choose any card in your hand. Here are a few good choices: Pick a Carrot: These cards allow a player to take one (or two) carrots from the market. Remember that the more carrots you have at the end of the game, the greater your chances of winning. Weapon: With these cards you can immediately try to kill an opponent’s rabbit. Feeding the Rabbit: These cards also allow you to try to kill an opponent’s rabbit, but at a slower rate. However, the opponent may be able to buy cabbage and water to save their rabbit. Many of the maps are very unique. Read carefully to see what each card will do.

Hey! What does the square box on the left side of each card mean? Why is it pink on some maps? If the square box on a card is pink, it means you must first have a rabbit in play before you can use the card. That’s why everyone wanted to play a rabbit card first, so everyone would have the freedom to play any other card from their hand second.

After you have chosen your second card to play, place it face down on the table below the first. This will be your BOTTOM RUN card.

Check! Each player should have two cards placed face down on the table to use during the first and second rounds of the game. All KABALLA DOLLA cards are face up on the table and all PLAY SOFORT cards have been discarded. After all, each player should have five cards in hand. These five cards can only be RUN, SPECIAL, and VERY SPECIAL. Look at the picture for an example of a four player table.

Once you have placed your cards in the TOP and BOTTOM RUN positions, you cannot change them. If you forget which cards you discarded, you may take a quick look! Playing the game Use a dice roll to determine which player plays first. The first player follows these four steps (FLIP, SLIDE, DRAW, REPLACE): Turn over the TOP RUN card. Slide the BOTTOM RUN card up into the TOP RUN card position. Draw a replacement card from the draw pile. Replace the BOTTOM RUN card with a card from your hand.

Each player rotates clockwise around the table going through the four steps (FLIP, SLIDE, DRAW, REPLACE). At the end of a few rounds, the table may look something like this:

As you can see, all of the rabbits that are “in play” form what we will call the circle of rabbits.​ In the first game round, almost everyone plays a rabbit if they have one. However, as the game progresses, each player chooses their own unique strategy.​ (For other choices instead of flipping your TOP RUN card, see “A Turn, A Round” in the Bunny Bits.) ​The game continues, with each player plays a card each turn. People blissfully collect carrots and vengefully kill bunnies over and over again with Weapon cards, Feed The Bunny cards, etc. The Bunny Bits give you more information about these (and other) cards. Just don’t forget to laugh, growl, move on, and show both hilarity and general chaos. Also, it might not be a bad idea to have a pretty decent sense of humor.

Hey! When do I use the fancy dice? Take a look at any of the cards and you’ll notice eight small squares on the right edge. When these squares are filled in, the colors of the squares indicate which dice you need to play the map.

Quit the game

Hey! When is the game over? The game is over when the last carrot has been selected or bought from the market. If a player has used their TOP RUN card to end the game, they do not draw a replacement card.

If a player does not have at least one rabbit in the rabbit circle at the end of the game, he cannot win the game. If a player does not have at least one rabbit in the rabbit circle at the end of the game, he cannot win the game. This fact is so important we printed it twice!​ The need to keep at least one bunny “alive” in The Bunny Circle is part of the basic strategy of Killer Bunnies®. Because of this, players try to eliminate their opponents’ rabbits before the end of the game. If a player has no bunnies in The Bunny Circle at the end of the game, they must give all of their carrots to the player who saved at least one bunny in The Bunny Circle and the most KABALLA DOLLA. To determine the winner, get the small deck of carrot cards that you set aside at the beginning of the game. The last card in the deck (the bottom card) is the magic carrot for that particular game and the player holding the carrot with the matching picture is the winner. Just for fun, go through the Little Carrot Deck card by card from top to bottom. That builds the tension. Try it. It’s fun!​ WHERE TO BUY Buy » QUEST Blue Starter Deck from Amazon Buy » QUEST Blue Starter Deck from Ultra PRO ​

Disclaimer All characters and events in this game – including those based on real people or characters as a parody – are entirely fictional. Any resemblance to actual living persons is purely coincidental or for satire purpose only. No real rabbits were harmed in the development of this game or will be harmed by playing.​

Are killer bunnies good?

If you’re looking for a game that is simply a lot of fun, with a sprinkling of strategy in it, then Killer Bunnies is the game for you. Don’t come into the game too seriously, and you’ll leave with good memories.

BoardGameGeek

Killer Bunnies and the Quest for the Magic Carrot review

There are some games that have sparked debate on the internet, but none quite like Killer Bunnies and The Quest for the Magic Carrot (Playroom Entertainment, 2002 – Jeffrey Neil Bellinger). There is quite a vocal denunciation of the game from several across the internet, with several others speaking of their enjoyment of the game. So I was very interested in playing the game to see what I thought of it – but also because I was intrigued by the name of the game.

After playing the game several times I can see why some don’t like it. There is a healthy dose of luck involved and the game is essentially a big lottery where players try to improve their odds at it. But neither bothered me, the theme and gameplay were so enjoyable that I found the game quite funny. Mind you, I know the game needs to be played with a specific group of people – a group of teenagers or a group of adults intent on having a good time, but not a group of people wanting a serious one want to play strategy game . Killer Bunnies is a silly, fun game that, when played quickly and in the spirit of the game, produces an entertaining experience. It’s not for everyone, but it is for me.

Two small decks, a cabbage deck and a water deck, are shuffled and placed face down on the table, next to a deck of large carrot cards numbered #1 through #12. A smaller, matching set of carrot cards is set aside and only used at the end of the game. A card representing Kaballa’s market is dealt face up on the table, and then a large deck is shuffled, with each player being dealt seven cards and the remainder placed in a draw pile on the table. Players immediately place any Kaballa Dolla cards they receive face up on the table in front of them, draw duplicates, and discard any cards that say “Play Immediately” and also draw replacements for them. Each player should then discard two of their cards face down – one on a “top run” spot and one on a “bottom run” spot. Six twelve-sided dice in six colors are placed within reach of all players. One player is chosen to go first, and then the game begins.

In a round, a player has the choice of playing a card from their hand or their “Top Run” card. Cards fall into three main categories: run cards, which can only be played from the “top run” position; special cards that can be played from the hand or the “top run” position; and very special cards that can be played from an opponent’s hand and turn. The running cards, which are the heart of the game, have different functions. Bunny Cards: Bunny cards are one of five types (cheerful, lumbering, likeable, sinister, or shy) and colors (orange, purple, yellow, green, or blue). Many cards require a player to have a rabbit in play or they cannot be used. When playing bunnies, players place them in front of themselves as part of a large “bunny circle” since neighborhood is often a factor in the game. If a player gets three rabbits of the same type or color, they can play two cards per turn instead of just one. There is also a “Free Agent” Bunny who is a kind of wild card. Choose a Carrot: The player may take one of the remaining Large Carrot cards (or two, depending on the card). This card is crucial to winning and a player may only play it if he has a rabbit in play. Weapons: There are different weapon cards, from the guillotine (level 7) to the cockroach (level 5). A player must have a rabbit to use these cards and attacks another rabbit on the table by forcing the possessing player to roll a black twelve-sided die. If the player rolls no higher than the numerical level of the weapon, their rabbit dies. In either case, the weapon is discarded. Some weapons, like the Nuclear Warhead (level 12), affect the bunny and adjacent bunnies in the bunny circle. Feeding the Rabbit: These cards, which require a rabbit to play, are played on top of each opposing rabbit. Until the end of their next turn, the owner of that bunny must discard cabbage and water cards that equal or exceed the amount on the Feed the Bunny card, or they must kill the specified bunny. Area 51: This card kidnaps a rabbit that is removed from play and set aside until another rabbit is kidnapped by an Area 51 card. Kaballa’s Market: Some cards close, open, or change the prices of Kaballa’s Market. Miscellaneous: Other race maps allow you to auction bunnies, let players gamble for carrots, let bunnies play Russian roulette, etc.

Whenever a player plays a Run card, he moves the Bottom Run card to the Top Run position and places a new card in the Bottom Run position. Players draw a new card, regardless of whether they play a special card or a movement card. Drawn Kaballa Dollars are placed in front of the player with another card drawn as a substitute. Play now! Cards that result in the death of a rabbit (that player, unless he doesn’t have one – then he can play the card on another player) must be played immediately.

When it is a player’s turn, they can buy items at the Kaballa Market if they have Kaballa Dollas. For three dollars a player can buy the top cabbage card (corresponding to one to ten cabbages) or the top water card (corresponding to one to ten water). For ten dollars a player can buy a carrot card. Players can only purchase cards when the market is open, and prices may change during gameplay. The market dictates no change.

Some special cards require dice to be rolled, and the player rolls the number of dice shown on the card. Other special cards allow players to feed their bunnies, redirect weapons, and perform other special effects.

Gameplay continues until the last of the twelve carrots has been taken from the market or bought. At this point, the small deck of carrot cards is shuffled and one of them is drawn at random. The player who has the matching big carrot card is the winner!

Some comments about the game

1.) Components: The game comes with the blue starter deck and includes the yellow expansion deck “for free”. This means the cards have different colored backs, but doesn’t affect gameplay at all – except that the yellow cards are slightly larger than the blue cards. The cards themselves – even the small ones – are of very high quality, durable, laminated and handy. A few reference cards are included to help players remember what the symbols on the cards mean (e.g. a pink button on the cards means a rabbit is required to play that card). The dice are very high quality and easy to read and the whole game fits easily into a plastic insert in a medium sized sturdy box.

2.) Artwork: I would be remiss if I didn’t mention the great artwork in the game. Jonathan Young did a great job of translating the game’s humor into visuals. While the game does have quite a bit of blood and dying rabbits, this translates into wacky humor and I can’t imagine many people being offended by the cards. Each type of bunny is drawn differently, the carrots are hilarious caricatures, and the colorful nature of the game really brings out the light-heartedness of the game. It’s a bright display of color and sharply drawn, humorous imagery. That really helps the topic.

3.) Rules: The set of rules, which can be downloaded online, is very easy to understand and has many pictures and examples. The game has almost a CCG (Collectible Card Game) feel as there are many cards. But most cards are very self-explanatory, and those that aren’t are mentioned in the rules. I’ve found that some players have a bit of a problem getting used to the “Top Run” and “Bottom Run” mechanics, but after a few rounds they get the hang of them pretty well. I found the game easy to learn as long as I distinguished between the special, very special, and running cards.

4.) Run Mechanic: I like how players have to play Run cards in front of themselves before the cards can actually be played. This allows players to think a bit about their actions before executing them. Obviously, players want to get rabbits on the table as soon as possible, but what’s next? Should they play that much-needed Choose a Carrot card, or try to wipe out opposing rabbits? Should they waste a card by putting it on one of the “run” positions, or try to hold onto it for as long as possible. It’s fun to see a player reveal a “Choose a carrot” card that they can’t use because everyone else has killed their rabbits.

5.) Carrots: Okay, let’s get to the heart of the matter – the reason most people complain about the game. You can get 11 of the 12 carrots and still lose at the end of the game because the carrot you drew is the only one you didn’t collect. But you know what, I don’t really care. The game is so light-hearted that I enjoy enough of it to optimize my chances at the end of the game. A player’s goal is to get as many carrots as possible to maximize their chance of the winning carrot. Does that mean that a player who loses the entire game still has a chance to win – yes! And with teenagers and people who don’t mind playing light games, that’s a good thing. It annoys some people because they can’t make carefully thought out plans and have a grandiose strategy. The game is about beating up other people’s bunnies and having a good time.

6.) Fun factor: Killer Bunnies is a game that convinces with its fun factor alone. It’s a “take that” game with some strategic play, but the whole game is built around the crazy, wacky humor of the theme. Taking the game seriously is the wrong idea, it’s supposed to be fun, and attacking another player’s rabbit with boiling tar, or eating a large Danish plum to stay alive, or if your rabbit gets stuck in the hedge while trimming, is funny! Humor rules the game and that’s why I enjoy it so much.

7.) Expansions: Several expansions for the game are already in the press and more are on the way. Each expansion adds more features and a different colored deck to the game. I haven’t played any of them yet, but I’m excited to see what features they add. Players who can’t get enough of Killer Bunnies will be happy to know that the fun continues for a while.

See, I know the game has to be taken with a pinch of salt when playing. Jesus Christ, you’re playing a game about Killer Bunnies! Say the name a few times and it’s just hilarious! And that’s why the game caught on in my playgroups because people enjoy playing it. The situations that arise in the game are absolutely ridiculous, and afterwards there is more talk about the black hole that killed a rabbit than the player who won. If you’re looking for a game that’s just loads of fun and includes a bit of strategy then Killer Bunnies is the game for you. Don’t get into the game too seriously, and you’ll leave with fond memories.

Tom Vasel

“Real Men Play Board Games”

www.tomvasel.com

Is killer bunnies a good game?

Killer Bunnies is our favorite family game and we play a lot of games. My son 11 and daughter 9 play this game with my wife and I. We have a great time and no one is excludeded from winning, as even the person with one rabbit alive and one carrot card at the end of the game has a chance to win!

BoardGameGeek

First, let me say that the game isn’t as violent as the name might suggest. Just as games like Sorry, Chess, and Risk involve “knocking out” other players or making them start over, so does Killer Bunnies (but with more fun twists). Please note that this is an elaborate, wacky card game – there is no board, but you still need plenty of space to play. Also, after the blue starter deck, there are 10 additional booster packs that MUST be purchased in order. Visit […] to view the correct order.

PREFACE/SUMMARY: I will start by giving a brief overview of the game. Everyone is dealt seven cards, two of which must be placed face down in front of the player. These are your next two moves. This game focuses on strategy and making decisions in advance. Now most cards have a pink bar on the lower left side indicating you must have a rabbit to play. There are different types and colors of bunnies that increase in importance with each booster. A rabbit is like the basis of the game. Without a rabbit, you sit throughout the game and essentially watch other people play. With a rabbit, you can buy things (with Kaballa Dollas) in shops, play weapon cards that attack other people’s rabbits, and play most other interesting and unique cards. As I just mentioned, you can buy things in stores – mostly carrots. Which brings me to the purpose of the game: having the winning carrot in your possession. There will be a certain amount of carrots based on how many booster packs you have. For our purposes, let’s say 20. Now, when the last of those carrots is acquired, it’s officially game over. If you don’t have a rabbit at the end of the game, you have to give your carrots to someone else (thus eliminating yourself). The winner will be determined by a “luck of the draw”. A small mini-deck representing the carrots is hidden and shuffled at the start of the game, and whoever has the last carrot in the deck is the winner. In other words, the point of the game is focused on acquiring carrots and for this you have to attack other people’s bunnies with weapon cards to prevent them from getting more or force them to give them up at the end of the game. It focuses on strategy and planning your moves.

RULEBOOK/EXPLANATIONS: Please note that there are many explanations of the cards in the instructions, but sometimes they are not sufficient for your specific question. What I’ve learned is that it’s okay to make up some house rules if it’s not in the rule book. But be consistent!

NUMBER OF PLAYERS: The more the better. I know the box says there’s a limit to how many people play, but I’d pretty much add 2-3 people to the max per booster deck you have. Playing the game with just two people can get pretty boring after a while.

NEGATIVE REVIEWS: Although this game is overwhelming at first, it’s worth it. I’ve read some of the negative reviews and can understand the point – reading through tons of instructions can be tedious, boring and confusing. It’s much easier to learn this game when someone else explains it to you in a practice game. That’s how I learned and that’s how I teach everyone else. It’s always a little daunting to get into and the game isn’t for everyone, but it’s worth a try.

CONCLUSION: This is a fun, exciting, unique, hilarious, colorful game! I recommend this game for ALL ages. Although it’s a little complicated to learn at first, you’ll soon see the wonder and just plain awesomeness that make up this wonderfully fascinating game. Each time you draw another card, you’ll be amazed at the sheer creativity and imagination that went into creating this game. I agree with another reviewer – this is a 10 star game.

How many players do you need for killer bunnies?

When teaching an entirely group of people how to play Killer Bunnies I would not have more than 7 players. That includes you. A game of 8 is great but sometimes it’s a bit slow at the beginning. Also, try not to have a game of less than 4 people.

BoardGameGeek

If I taught a whole group of people how to play Killer Bunnies I wouldn’t have more than 7 players. That includes you. A game of 8 is great, but sometimes it’s a bit slow in the beginning. Also, try not to have a game with fewer than 4 people.

Let people know that Killer Bunnies is a relatively easy game to learn with only 8 main game rules. Tell them that the best way to learn is to understand 4 of these rules from the beginning and then learn the other 4 as you play. With only 4 rules to learn, most people will feel more comfortable.

I start by setting up Kaballa’s market prominently with the small cabbage and water cards and the large carrot cards. I shuffle the small carrot cards in front of the group and have the person next to me cut the pile.

“The aim of the game is to collect as many carrots as possible.” Show the players the big carrot cards.

“The game is over when all the carrots have been taken from Kaballa’s market. The images on the small carrot cards match the images on the large carrot cards. The player who keeps the carrot at the bottom of the deck is the winner.”

“This may sound simple, but there’s a catch. You must have a live rabbit at the end of the game to win. If you don’t have at least one rabbit alive, you can’t win. You see during the game that I will have some bunnies, you will have some bunnies, everyone will have some bunnies. I will kill some of you and you will kill some of mine and so on. But when the pile of carrots is getting thin and the game is nearing the end, try to make sure you have a bunny alive. You can have 11 of the 12 carrots, but you can’t win without a bunny.”

I don’t want to explain here that the person with the most money gets all the carrots that belong to the people who didn’t make it to the final draw. If someone asks, you might want to quickly explain that the person with the most money gets those carrots. The key to teaching Killer Bunnies is to keep it simple at first and slowly let all the more subtle rules “drip down” into the players’ minds. Giving them too much at first will overwhelm them unnecessarily.

Next, deal each player seven cards.

“Ok everyone gets 7 cards and you will always have 7 cards when playing. Listen carefully to the instructions and you won’t get lost. First, look for a card that says Kaballa Dolla. Anyone have one?” Show an example. “That’s rabbit money. If you have a Kaballa Dolla during the game, place it next to you and keep it. During play, if you should draw a replacement card that is a Kaballa Dolla, lay it down straight away and draw another card.”

All players should discard their dollar and replace the cards with ones before proceeding to the next step.

“Now let me draw your attention to the words at the top of each card. If you have any that say Play Instantly, put them in the trash. These cards kill a rabbit instantly, but since there aren’t any rabbits around yet, we can’t use them. If at any point during the game you draw an instant play card, stop everyone and say you have the card and play it immediately, as the name suggests.”

Make sure all players have discarded their Play It Now cards.

“By this point, all of your cards should have Run, Special, or Very Special at the top.” Make sure everyone is on track.

“Ok everyone, we just covered the first two rules. Hopefully everyone is ready to move on.”

“The next rule has to do with the rectangular box on the left edge of each card. If the box glows pink, it means you need a rabbit to play that card. If it’s empty, you don’t need a bunny. Does everyone have a rabbit?” Show a rabbit if you have one. Bunnies come in five different colors and five different types. Hold them up so everyone can see if you think you have one. At this point, make sure all players show a rabbit if they have one. If a player doesn’t, you might want to quickly shuffle through the draw pile and give them one. If you have more than one, by all means give one up. Remember, you don’t want to win. The reason we want everyone to have a bunny in the first game is that we don’t want to explain how to discard run cards and save specials just yet.

“Let’s all lay the bunny face down in front of us. This card represents the first card you will play as we begin. But we must also choose a second card. You see, the mechanic of Killer Bunnies is to commit your cards two turns in advance. Since we each have a rabbit card face down, we are free to play any other card from our hand, whether or not a pink box is lit.”

“Here are three suggestions as to what would be the best card to play next. I would play a Choose A Carrot card since the aim of the game is to get carrots. Next, I could play a weapon card, which can be played to instantly kill another player’s bunny. Or I play a bunny feeding card that slowly kills a bunny.”

As you explain, you show an example of each card for each of the three main options. If you don’t have a Choose A Carrot, Gun, or Feed The Bunny in your hands, just ask who has one. You probably don’t want to go into the idea of ​​the market or the Cabbage and Water until a Feed The Bunny card is played or when someone asks. Even if someone asks, remember to keep the explanation simple until you actually need to buy cabbage and water.

“Okay, everyone chooses a second card to play and places it in front of them under the first card.” Demonstrate this and make sure everyone is on the right track. “A player must always have 5 cards in hand and 2 face down. This is our fourth rule. How are you all? Well, let’s get started and we’ll learn the other rules as we go.”

So far you should be in the demo for about ten minutes and wow you’ve already started the game. Most people will be forgiven if they don’t know ALL the rules of a game before they start. Most of the time, they just want to get started.

“I’ll go first to start us. I turn over my first card and wow what a surprise it’s a rabbit. I turn them face up, slide the bottom card into the top card position, draw and replace. So it’s about flip, slide, draw and replace.”

Have everyone in the circle go through the procedure. At this point you can tell people that all the bunnies form The Bunny Circle. Help people choose their next card to discard. Try to manipulate them into a variety of the top three options in the first round or so.

At this point, the game can go different ways. Most people will play a Choose A Carrot card, which is easy to help with.

When a player plays a weapon for the first time, explain the fifth rule using the eight boxes on the right edge of each card. A weapon will likely be the first card played with a box filled in so you can explain that the colors correspond to the die (or dice) a player must roll for that card.

The next rule will most likely come into play when a player doesn’t have a bunny. The sixth rule deals with the difference between a running card and a special card. If a player doesn’t have a bunny and the top card is turned over, two things can happen. If it doesn’t have a pink box, explain that it can still be played (or discarded). If it has a pink box, explain that it cannot be played (if the player does not have a bunny) and MUST be discarded.

“If you find yourself without a bunny, here’s the best thing you can do. Play a special card. You’ll see if you need a bunny for the card (show an example with a pink box) but you don’t have one, then you can SAVE the card. Remember the two S’s; SAVE SPECIAL.” If a player doesn’t have a special card to play (and save), he advises playing a weak weapon or feeding the rabbit.

I would refrain from immediately telling them about the next rule, which has to do with playing a special from your hand immediately instead of flipping it. Again, if you can demonstrate this yourself (using Supplies Surprise or The Magic Fountain) that would be best. While explaining this “feature” of special cards, you might also want to explain the very last rule, which is the very special card. Of course you know that very special cards can be played on any turn. This is the difference between special and very special cards, special cards can only be played during your turn and very special cards can be played any turn.

A player will eventually play a Feed The Bunny. You can even sponsor this so you have a chance to show how money is spent to get cabbage and water. Should a player get a total of 10 dollars before a Feed The Bunny card is played, introduce the concept of the market a bit earlier as they have the opportunity to buy a carrot once they have 10 dollars. Just try not to do it in the first game round. Here, too, everything is learned in good time and in small doses.

I would remove the following cards from the game: Cyber ​​Bunny, The Trojan Bunny, The Ebola Virus, Close the Market, and the Minilith. The reason for this is that they either slow down the game or are too complicated for a first turn player. Remember that the goal of the first round is to teach the players the mechanics of the game. Those six cards are just a little too much the first time around. However, be sure to put them back in for the second round.

When was killer bunnies created?

Product information
Product Dimensions 10.5 x 10.5 x 2.75 inches
Best Sellers Rank #36,504 in Toys & Games (See Top 100 in Toys & Games) #336 in Dedicated Deck Card Games
Customer Reviews 4.7 out of 5 stars 815 ratings 4.7 out of 5 stars
Is Discontinued By Manufacturer Yes
Release date June 12, 2006

BoardGameGeek

Enter the characters you see below

Sorry, we just need to make sure you’re not a robot. For best results please make sure your browser accepts cookies.

How many killer rabbit expansion packs are there?

The problem: Your opponents are armed with weapons and will stop at nothing to keep you from winning the game, which can get dreadfully vengeful, horribly nasty, hilariously messy, and just plain fun This expansion bundle includes four 4 expansion sets you can add into your Killer Bunnies game to create a fun unique …

BoardGameGeek

Enter the characters you see below

Sorry, we just need to make sure you’re not a robot. For best results please make sure your browser accepts cookies.

How many players do you need for killer bunnies?

When teaching an entirely group of people how to play Killer Bunnies I would not have more than 7 players. That includes you. A game of 8 is great but sometimes it’s a bit slow at the beginning. Also, try not to have a game of less than 4 people.

BoardGameGeek

If I taught a whole group of people how to play Killer Bunnies I wouldn’t have more than 7 players. That includes you. A game of 8 is great, but sometimes it’s a bit slow in the beginning. Also, try not to have a game with fewer than 4 people.

Let people know that Killer Bunnies is a relatively easy game to learn with only 8 main game rules. Tell them that the best way to learn is to understand 4 of these rules from the beginning and then learn the other 4 as you play. With only 4 rules to learn, most people will feel more comfortable.

I start by setting up Kaballa’s market prominently with the small cabbage and water cards and the large carrot cards. I shuffle the small carrot cards in front of the group and have the person next to me cut the pile.

“The aim of the game is to collect as many carrots as possible.” Show the players the big carrot cards.

“The game is over when all the carrots have been taken from Kaballa’s market. The images on the small carrot cards match the images on the large carrot cards. The player who keeps the carrot at the bottom of the deck is the winner.”

“This may sound simple, but there’s a catch. You must have a live rabbit at the end of the game to win. If you don’t have at least one rabbit alive, you can’t win. You see during the game that I will have some bunnies, you will have some bunnies, everyone will have some bunnies. I will kill some of you and you will kill some of mine and so on. But when the pile of carrots is getting thin and the game is nearing the end, try to make sure you have a bunny alive. You can have 11 of the 12 carrots, but you can’t win without a bunny.”

I don’t want to explain here that the person with the most money gets all the carrots that belong to the people who didn’t make it to the final draw. If someone asks, you might want to quickly explain that the person with the most money gets those carrots. The key to teaching Killer Bunnies is to keep it simple at first and slowly let all the more subtle rules “drip down” into the players’ minds. Giving them too much at first will overwhelm them unnecessarily.

Next, deal each player seven cards.

“Ok everyone gets 7 cards and you will always have 7 cards when playing. Listen carefully to the instructions and you won’t get lost. First, look for a card that says Kaballa Dolla. Anyone have one?” Show an example. “That’s rabbit money. If you have a Kaballa Dolla during the game, place it next to you and keep it. During play, if you should draw a replacement card that is a Kaballa Dolla, lay it down straight away and draw another card.”

All players should discard their dollar and replace the cards with ones before proceeding to the next step.

“Now let me draw your attention to the words at the top of each card. If you have any that say Play Instantly, put them in the trash. These cards kill a rabbit instantly, but since there aren’t any rabbits around yet, we can’t use them. If at any point during the game you draw an instant play card, stop everyone and say you have the card and play it immediately, as the name suggests.”

Make sure all players have discarded their Play It Now cards.

“By this point, all of your cards should have Run, Special, or Very Special at the top.” Make sure everyone is on track.

“Ok everyone, we just covered the first two rules. Hopefully everyone is ready to move on.”

“The next rule has to do with the rectangular box on the left edge of each card. If the box glows pink, it means you need a rabbit to play that card. If it’s empty, you don’t need a bunny. Does everyone have a rabbit?” Show a rabbit if you have one. Bunnies come in five different colors and five different types. Hold them up so everyone can see if you think you have one. At this point, make sure all players show a rabbit if they have one. If a player doesn’t, you might want to quickly shuffle through the draw pile and give them one. If you have more than one, by all means give one up. Remember, you don’t want to win. The reason we want everyone to have a bunny in the first game is that we don’t want to explain how to discard run cards and save specials just yet.

“Let’s all lay the bunny face down in front of us. This card represents the first card you will play as we begin. But we must also choose a second card. You see, the mechanic of Killer Bunnies is to commit your cards two turns in advance. Since we each have a rabbit card face down, we are free to play any other card from our hand, whether or not a pink box is lit.”

“Here are three suggestions as to what would be the best card to play next. I would play a Choose A Carrot card since the aim of the game is to get carrots. Next, I could play a weapon card, which can be played to instantly kill another player’s bunny. Or I play a bunny feeding card that slowly kills a bunny.”

As you explain, you show an example of each card for each of the three main options. If you don’t have a Choose A Carrot, Gun, or Feed The Bunny in your hands, just ask who has one. You probably don’t want to go into the idea of ​​the market or the Cabbage and Water until a Feed The Bunny card is played or when someone asks. Even if someone asks, remember to keep the explanation simple until you actually need to buy cabbage and water.

“Okay, everyone chooses a second card to play and places it in front of them under the first card.” Demonstrate this and make sure everyone is on the right track. “A player must always have 5 cards in hand and 2 face down. This is our fourth rule. How are you all? Well, let’s get started and we’ll learn the other rules as we go.”

So far you should be in the demo for about ten minutes and wow you’ve already started the game. Most people will be forgiven if they don’t know ALL the rules of a game before they start. Most of the time, they just want to get started.

“I’ll go first to start us. I turn over my first card and wow what a surprise it’s a rabbit. I turn them face up, slide the bottom card into the top card position, draw and replace. So it’s about flip, slide, draw and replace.”

Have everyone in the circle go through the procedure. At this point you can tell people that all the bunnies form The Bunny Circle. Help people choose their next card to discard. Try to manipulate them into a variety of the top three options in the first round or so.

At this point, the game can go different ways. Most people will play a Choose A Carrot card, which is easy to help with.

When a player plays a weapon for the first time, explain the fifth rule using the eight boxes on the right edge of each card. A weapon will likely be the first card played with a box filled in so you can explain that the colors correspond to the die (or dice) a player must roll for that card.

The next rule will most likely come into play when a player doesn’t have a bunny. The sixth rule deals with the difference between a running card and a special card. If a player doesn’t have a bunny and the top card is turned over, two things can happen. If it doesn’t have a pink box, explain that it can still be played (or discarded). If it has a pink box, explain that it cannot be played (if the player does not have a bunny) and MUST be discarded.

“If you find yourself without a bunny, here’s the best thing you can do. Play a special card. You’ll see if you need a bunny for the card (show an example with a pink box) but you don’t have one, then you can SAVE the card. Remember the two S’s; SAVE SPECIAL.” If a player doesn’t have a special card to play (and save), he advises playing a weak weapon or feeding the rabbit.

I would refrain from immediately telling them about the next rule, which has to do with playing a special from your hand immediately instead of flipping it. Again, if you can demonstrate this yourself (using Supplies Surprise or The Magic Fountain) that would be best. While explaining this “feature” of special cards, you might also want to explain the very last rule, which is the very special card. Of course you know that very special cards can be played on any turn. This is the difference between special and very special cards, special cards can only be played during your turn and very special cards can be played any turn.

A player will eventually play a Feed The Bunny. You can even sponsor this so you have a chance to show how money is spent to get cabbage and water. Should a player get a total of 10 dollars before a Feed The Bunny card is played, introduce the concept of the market a bit earlier as they have the opportunity to buy a carrot once they have 10 dollars. Just try not to do it in the first game round. Here, too, everything is learned in good time and in small doses.

I would remove the following cards from the game: Cyber ​​Bunny, The Trojan Bunny, The Ebola Virus, Close the Market, and the Minilith. The reason for this is that they either slow down the game or are too complicated for a first turn player. Remember that the goal of the first round is to teach the players the mechanics of the game. Those six cards are just a little too much the first time around. However, be sure to put them back in for the second round.

How to Play Killer Bunnies (Introductory Tutorial Video)

How to Play Killer Bunnies (Introductory Tutorial Video)
How to Play Killer Bunnies (Introductory Tutorial Video)


See some more details on the topic killer bunnies rules pdf here:

Killer Bunnies – rules.pdf

PLAY IMMEDIATELY cards: When a player draws a PLAY IMMEDIATELY card he must announce it by stopping the game and playing the card immediately. All PLAY …

+ View Here

Source: www.fgbradleys.com

Date Published: 7/23/2021

View: 9243

Files – Sorted By Date Killer Bunnies and … – BoardGameGeek

Killer Bunnies Player Mat EP v5.pdf (217 KB) … KB Mini Rules.pdf (316 KB) … Complete list of small cards for Killer Bunnies and the Quest for the Magic …

+ View Here

Source: boardgamegeek.com

Date Published: 2/17/2022

View: 1910

Resources for Quest – MagicCarrot.com

The Quest Fan Card Companion (QFCC) is a collection of all “Bunny Bits,” instructions, and card rules for the Fan Art cards made by Killer Bunnies Quest fans …

+ Read More Here

Source: magiccarrot.com

Date Published: 4/8/2022

View: 6029

Killer Bunnies and the Quest for the Magic Carrot (Tabletop …

If you manage to collect all the expansion packs, you’ll have a deck containing upwards of 1200 cards, with pages and pages worth of rule books. And the vast …

+ Read More Here

Source: tvtropes.org

Date Published: 5/26/2022

View: 9739

Customer reviews: Killer Bunnies and the Quest … – Amazon.com

My rabbit got abducted by aliens. I had all the carrots, but no rabbits so I could not win. The more we played and understood the (complicated) rules, the …

+ View More Here

Source: www.amazon.com

Date Published: 7/12/2022

View: 8982

Killer Bunnies Quest Deluxe Rules | Magic Carrot Message …

Playroom has released their Killer Bunnies Quest Deluxe Rules! Get it here: pdf file: KBQ_Deluxe_Rules.pdf. The password is: kbqdeluxe.

+ View Here

Source: magiccarrot.proboards.com

Date Published: 6/4/2021

View: 5847

Quest Blue Starter Deck Bunny Bits

AM I MISSING SOMETHING?

If you’re asking yourself that question after reading the Bunny Bits and playing the cards in your Killer Bunnies Booster Deck, then you’re probably absolutely right!

IS A FUTURE MAP MISSING?

Many cards in Killer Bunnies and the Quest for the Magic Carrot refer to other cards that have not yet been printed. But no worry. All of this means we planned ahead. Creative Team Alpha wants to guarantee you that these “unseen” cards will actually appear in future booster decks. The same goes for some of the fancy dice as well.

IS A PREVIOUS CARD MISSING?

Confusion can arise when booster decks are added in the wrong order and a card references previous cards that may not be in your deck. As previously mentioned, if you’re playing with non-consecutive booster decks and mid-game a card is drawn that relates to another card that isn’t in your Killer Bunnies deck, a player can discard it and get a new card draw.

IS A CRUCIAL CARD MISSING?

If you’re playing non-sequential booster decks, our Essential Cards section provides you with tokens, featured cards, and gameplay mechanics that you may need if you don’t have a previous booster deck.

» Check out our Crucial Cards section here.

ASK

There always seem to be questions that cannot be resolved by a careful review of the instruction book and bunny bits. If this is the case, please feel free to contact us.

How to Play Killer Bunnies: 6 Steps (with Pictures)

Killer Bunnies can be a fun, nerve-racking, adventurous and aggressive game. And it also needs a guide. But you don’t want to spend your time reading all those long, thirteen-page guidebooks when you can already play the game. So here is a quick summary of everything. OK. Well if you have read all these instructions and you still don’t understand the objective of the game like me, the objective of the game is to get the winning carrot. This means you want to buy as many carrots as possible as it could increase your chances of winning. After buying a carrot card, take a small carrot card from the deck. Once the carrot card is revealed, whoever has the winning carrot wins. Then you might be wondering why we kill each other’s rabbits then. Well, killing each other’s bunnies can help prevent others from winning the game. You need at least one rabbit to win the game, even if you have the magic carrot.

BoardGameGeek

Killer Bunnies Player Mat EP v5.pdf (217 KB) Killer Bunnies has moved from the basement shelf to the top shelf for “Current Games”. I needed a refresher on the rules and that’s what brought me here. Inspired by the gamer mat I found here, I decided to make my own. I hope you find this improves your gaming experience!

(Updated from v4 to v5 because my friends said some of the text wasn’t visible and I needed to increase the contrast.) December 13, 2021 Killer Bunnies Player Mat EP v4.pdf (213 KB) Killer Bunnies is off the basement shelf moved to the top, “current games” shelf. I needed a refresher on the rules and that’s what brought me here. Inspired by the gamer mat I found here, I decided to make my own. I hope you find this improves your gaming experience! December 11, 2021

Killer Bunnies Scoring Guide EP V1.0.pdf (133 KB) Killer Bunnies has moved from the basement shelf to the “Current Games” upper shelf. I needed a refresher on the rules and that’s what brought me here. Inspired by the alternative review I found here, I decided to create my own review block. I hope you find this improves your gaming experience! December 11, 2021

KB Mini Rules.pdf (316 KB) A mini rules reference sheet to help with extensions. I usually print four to a page. March 21, 2020

KB_Score Cards.pdf (61 KB) Many thanks to Wayne McCaul for the rules. The scorecard has 1 additional rule: 1 point per 3 dollars and also some additional design changes. January 24, 2015

Killer Bunny T.zip (1.48MB) Killer Bunny Tuck Boxes –

Print on letter-size paper – NOT landscape!

All boxes fit in the Blue Killer Bunnies Box and you should still have room for the bits.

Of course, all artwork belongs to the creators of Killer Bunnies. January 5, 2015

KB_Aids.rar (122 KB) Psychic Waves and Prune Danish card inserts August 12, 2011

Carrot Checklist.pdf (397 KB) Killer Bunnies Carrot Checklist. Which carrot wins the most? Now you will know! Including children’s bunnies! July 30, 2011

Template.pdf (10 KB) Killer Bunnies blank card art template with dice boxes, pink aggressive box and the different card types. July 29, 2011

KB Small Cards.pdf (25 KB) Complete list of small cards for Killer Bunnies and the Quest for the Magic Carrot, Oct 3, 2010

BunnyMat.zip (3.98 MB) Custom bunny mats and cards. When printing out the rabbit mats, use 8.5 x 14 inches. Legal size paper to properly place all cards on the mats. v1.1 Made some minor changes and added a map. Have fun 🙂 February 2, 2010

Hebrew4Cards.pdf (93 KB) all cards from the game with Hebrew translation

A table with all cards in the game including the red booster with a short explanation in Hebrew

כל הקלפים הבסיס האדומה מתורגמים לעברית בקובץ אחד אחד הסבר הקלף, June 30, 2009

KB_Alt_Scoring.pdf (24 KB) An alternative scoring sheet for Killer Bunnies. Print, fold and quarter for four game sheets. (Version 1.0) June 10, 2009

How To Play Killer Bunnies (old word version).doc (1.03MB) These are the rules for the original game and all expansions up to Onyx, reformatted into one ruleset, plus the card descriptions from each manual in alphabetical order. April 29, 2008

CardCompendium14.pdf (396 KB) Complete list of Killer Bunnies cards, including cards from all boosters through Ominous Onyx (replaces previously released encyclopedia files). December 16, 2007

KB Run Mats v3.1.pdf (739KB) KB Run Mat v3.1 March 3, 2007

Game Setup.doc (60 KB) Setup Summary, Action Summary for all expansions through Pink, July 24, 2006

KillerBunniesCardReference8x11.pdf (36 KB) KillerBunniesCardReference8.5×11 Includes Green Deck May 5, 2005

KillerBunniesCardReference11x17.pdf (35 KB) KillerBunniesCardReference11x17 Includes Green Deck May 5, 2005

Related searches to killer bunnies rules pdf

Information related to the topic killer bunnies rules pdf

Here are the search results of the thread killer bunnies rules pdf from Bing. You can read more if you want.


You have just come across an article on the topic killer bunnies rules pdf. If you found this article useful, please share it. Thank you very much.

Leave a Comment