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A player may buy supplies from the market before he starts his turn, or anytime before his turn is over. If a player has a Bunny Triplet, allowing him to play two cards per turn, then he must: Players may place bunnies anywhere they wish in The Bunny Circle as they are flipped into play or revived from the Discard Pile.
For example if a player has two bunnies in The Bunny Circle, then a bunny may be placed to the left, right or in between the two bunnies already down.
A player may not, however, reposition bunnies that are already down in The Bunny Circle. 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. 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. 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. 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.
This cycle continues until the Roaming Red Run card is eliminated or no viable bunny targets are available. Any player may trade: 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. The small Cabbage Cards are not all the same. There are 1, 2, 5 and 10 Cabbage Units per card.
The market sells Cabbage Cards, not Cabbage Units. Hopefully you will be lucky and get the 10 Units Cabbage Card for your money, but most likely you will get a few 1 Unit Cabbage Cards as well.
The same is true for the small Water Cards. The small Cabbage Cards and Water Cards do not all have the same number of units. Cards can have 1, 2, 5 or 10 Units per card.
All Choose A Carrot card rules refer to single and double Carrot choosing. 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.
The supplies that are sold at the market are: New prices are listed on these cards. Free Cabbage or Free Water cards cannot be used if the market is closed.
However, since Free Cabbage and Free Water cards are Special cards, they can be saved and used when the market is opened again.
Choose A Carrot and Carrot Thief cards may always be used even if the market is closed. Killer Bunnies consists of a card starter deck , as well as Cabbage and Water cards, and 6 twelve-sided dice.
Booster sets containing 55 additional cards and other equipment have been released, adding to the complexity of the game.
As of the Epsilon revision of the game, Killer Bunnies includes the first booster set. Due to its nature as a noncollectible card game, each expansion relies on gameplay elements found in previous expansions, prompting players to own every previous booster set before acquiring the next one.
Some have criticized the piecemeal release, although it is not atypical of collectible card games , to which Killer Bunnies retains a passing resemblance.
However, Killer Bunnies and its booster decks were originally designed together, with certain components referencing or referring to mechanics found in later booster decks.
There are a total of 12 booster decks not including the Yellow booster which now is included with the Blue starter:. Their First Adventure would officially be smelted together under the Killer Bunnies and the Quest for the Magic Carrot games as official boosters.
The four Conquest decks Blue, Yellow, Red, and Violet are to be added after the Chocolate booster deck and will be further referenced in forthcoming decks.
In , the kids version of Killer Bunnies , Kinder Bunnies: Their First Adventure , was released. It is a very simplified and largely nonviolent game , created for children as young as five years old.
The Sky Blue Starter Deck has very little reading and just a series of basic cards. The Sunshine Yellow Booster Deck included in the same box as the Starter Deck requires more reading and may not be suitable for the younger kids.
There are no other booster decks available for this game. However the Kinder Bunnies cards can also be added to the Killer Bunnies cards as an eleventh booster deck.
The most common criticism of Killer Bunnies is that the game is ultimately a lottery , with the winner being determined by the random choosing of the Magic Carrot, which is set at the start of the game.
Because of this, a player consistently outclassed through the game can still win as long as a single bunny and a single carrot card is retained. Fans of Killer Bunnies contend that this random element keeps the game exciting even when one player's early card draws leave him in a poor position.
It also allows less skilled or serious players to enjoy a game against more experienced players. Others have complained about the complexity of Killer Bunnies , especially with the booster packs added to the game.
There are, however, alternate rules that allow for a non-random endgame. Points are assigned for each Carrot that a player has acquired, and the "Magic Carrot" is worth a slightly higher point value.
This way, a player with only the Magic Carrot can still be beaten by a player that has dominated the game with collecting many Carrots.
Sequels to the original Killer Bunnies game have been released. Killer Bunnies and the Journey to Jupiter was released in October