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In order to win the game, a Player must have at least one live bunny. Bunnies also enable players to use aggressive cards, and having three bunnies of the same color or type (a bunny triplet) allows a player to play two cards per turn.

Obtaining[]

Bunnies are run cards. They are be added to a player’s hand either from the draw pile or through purchase from Weil’s Pawn Shop and run through the Top and Bottom Run Sequence before they can be placed in the Bunny Circle.

Bunnies may also be revived from the Discard Pile using the Magic Fountain or Supplies Surprise cards. Revived bunnies enter the Bunny Circle immediately and do not need to be run through.

Kinds[]

There are 5 main kinds of Bunny:

Colored[]

Bunnies come in 7 colors. Except for red and pink, each color has the same inherent value. Three bunnies of the same color (or half-color) make a bunny triplet.

Types[]

There are 5 types of colored bunnies in Quest, 5 in Conquest, and 4 in KinderBunnies. Three bunnies of the same type make a bunny triplet.

Quest[]
Conquest[]
KinderBunnies[]
  • Hero
  • Perky
  • Smart
  • Sporty

Free Agents[]

Free agent bunnies are wildcard bunnies. Free agent bunnies can be used as any color (except red or pink) and any type. Double free agents are similar, but count as two bunnies. Free agent bunnies may be declared, or re-declared different colors or types as needed by the player.

Red Bunnies[]

Red bunnies, like normal bunnies, can be used to form bunny triplets and can be used to win the game. In addition to normal properties, each red bunny has a special feature, as follows:

Pink Bunnies[]

Pink bunnies, like normal bunnies, can be used to form bunny triplets and can be used to win the game. Much like red bunnies they each have a special feature, as follows:

Unique[]

Main article: Unique Bunny

Unique Bunnies are colored bunnies that are not one of the main types. They include Holographic Bunny (Red), Dago Bunny (Green), Enginerds (Green), Pinky Tusca-Hare-O (Pink), Lonely Ranger (Blue), Ambassador Bunny (Violet), Brundle Bunny (Orange), and Bunny Detroit (Yellow). Unique Bunnies can be used to make a Bunny Triplet with two other Bunnies of the same Color.

Super[]

Main article: Super Bunny

Super Bunnies (from the Stainless Steel Booster Deck) are colored bunnies that automatically kill like-colored or half-color bunnies in the bunny circle. They are also an automatic bunny triplet and roll the 20-sided die in place of the 12-sided die against weapons like the Nuclear missile and the Crossbow.

Extra Super[]

Main article: Extra Super Bunny

Extra Super Bunnies (from the Ominous Onyx Booster Deck) are colored bunnies that have the power of super bunnies and all of the special features of either the red or the pink bunnies.

Breakdown[]

A Breakdown Bunny is placed into the Bunny Circle the same way as a single-color Bunny and may be used to form a Bunny Triplet with any two bunnies of the same color (or half color). Three Breakdown Bunny cards also form a Bunny Triplet.

Breakdown Bunny may breakdown (share) the strength of a Weapon or Feed The Bunny card used against it between itself and adjacent bunnies. The adjacent bunnies to the Breakdown Bunny may belong to the player or an opponent.

For a Weapon card, the strength of the weapon is divided by three. If the weapon strength is not evenly divisible by three, then break down the number into three integral numbers (with a maximum difference of 1) that add to the weapon strength (don’t use fractions). For example, a weapon strength of 10 should break down to 4-3-3.

The player may choose which Bunny is assigned which weapon strength number. Remember, the three weapon strength numbers (with a maximum difference of 1) must add to the total weapon strength. Each bunny must roll individually to survive using the die indicated on the weapon card. If fewer than three bunnies are present in the Bunny Circle, or an adjacent bunny is separated by a Barrier, then a Breakdown Bunny must take the full weapon strength itself.

Using the same division rules, Feed The Bunny cards work in a similar fashion to the weapon cards, with the total amounts being divided between three adjacent bunnies (with a maximum difference of 1 for each food unit individually) during the turn in which the Feed The Bunny card was played. Again, the player may choose which bunny is assigned which amounts to feed. If fewer than three bunnies are present in the Bunny Circle, a Breakdown Bunny must feed the full amounts of a Feed The Bunny itself.

A Breakdown Bunny placed adjacent to another Breakdown Bunny may cascade the affect of Weapon and Feed The Bunny cards.

Cathexis[]

When a Cathexis Bunny is placed in the Bunny Circle, all Bunnies that are the same color (or half-color) as the Cathexis Bunny are immediately repositioned into the player’s area of the Bunny Circle.  All bunnies of the same color (or half color) as the Cathexis Bunny now belong to the player. New bunnies entering the Bunny Circle that are the same color (or half color) as any Cathexis Bunny in play are not confiscated.

A Cathexis Bunny in The Bunny Circle may be used to attack any other Cathexis Bunny in The Bunny Circle. The current player may initiate an attack once per turn by announcing his target (another Cathexis Bunny). Each player will roll the 12-sided die that is the same color as the Cathexis Bunny involved in the attack. Next, each player will add +1 to the die roll number for each bunny he has in his area of The Bunny Circle that is the same color (or half color) as the Cathexis Bunny involved in the attack. The Cathexis Bunny is itself counted, and also adds +1 to the die roll number.

The player with the lower final number must discard his Cathexis Bunny along with all other bunnies of the same color (or half color) and give the player with the higher final number one of his Carrots.  If both players total the same number, then all bunnies survive and both players must return one Carrot to Kaballa’s Market or Kaballa's Market Two.

Enchanted[]

In addition to being in the Bunny Circle as normal, an Enchanted Bunny can be used once to eliminate another Enchanted Bunny from the Bunny Circle.

Law Enforcement[]

Law Enforcement Bunnies come in the standard colors and are their own type of bunny. A player with a Law Enforcement Bunny in The Bunny Circle cannot have any of his saved objects stolen or traded without his consent. Law Enforcement Bunnies come in pairs, so a Player with two Law Enforcement Bunny cards in the Bunny Circle is considered to have a Bunny Triplet.

Meditation Money[]

At the start of each turn, a Player receives 1 Dolla for each Meditation Money Bunny they have in the Bunny Circle.

Oyster[]

Oyster Bunnies have a built-in Oyster Cracker and may be forced to move to a vacant Bunderground Station when any player rolls a die with a matching color and number.

Robot[]

Robot Bunnies can play aggressive cards and do not need to feed, but cannot be used to win the game as they are not alive. Robot Bunnies can be activated by placing a Bunny of the same color (or half-color) beneath them. When activated they can be used to win the game, but also emit dangerous radiation that affects adjacent bunnies.

Specialty[]

Specialty Bunny cards have no color or type. They come in single, pair (or double), or group, which count as 1, 2, or 3 bunnies when forming bunny triplets, but count as one for cards that are played on a bunny card.

Celebrity[]

Celebrity Bunny cards have no color or type. They come in single, pair (or double), or group, which count as 1, 2, or 3 bunnies when forming bunny triplets, but count as one for cards that are played on a bunny card.

British[]

Except for the difference in name, British Bunnies behave exactly the same as Specialty and Celebrity Bunnies.

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