Overview
Bunny Kingdom is a drafting and territory control game where players are Rabbit Lords conquering a new world on behalf of the Bunny King. Over 4 rounds, players draft cards to claim territories on a 10x10 grid, construct cities, farm resources, and collect secret mission parchments. At the end of each round, players harvest Golden Carrots based on their Fiefs’ Strength and Wealth. After the final round, Parchments are revealed for bonus scoring. The player with the most Golden Carrots wins and is named “Big Ears.”
Components
- 1 New World board (10x10 grid) with Score Track
- 144 Rabbit figurines (36 per color)
- 39 City figurines (27 Strength-1, 9 Strength-2, 3 Strength-3)
- 24 Building tokens (12 Farms, 6 Sky Towers [3 pairs], 6 Camps)
- 182 Exploration cards (100 Territory, 42 Building, 3 Provisions, 37 Parchment)
- 4 Player Aid cards
Setup
- Place the New World board in the center. Each player chooses a color.
- Place one Rabbit per player on the 0 space of the Score Track.
- Sort City figurines and Building tokens near the board.
- Shuffle all 182 Exploration cards.
- Deal cards based on player count:
- 2 players: 10 cards each
- 3 players: 12 cards each
- 4 players: 10 cards each
Turn Structure
The game plays over 4 Rounds, each with 3 phases:
Phase 1: Exploration (Card Drafting)
- Each player simultaneously selects 2 cards from their hand.
- Place selected cards face-down in front of you.
- Pass remaining hand to the neighbor (left in Rounds 1 and 3, right in Rounds 2 and 4).
- All players simultaneously reveal and resolve their 2 cards.
- Repeat until all cards are drafted.
Phase 2: Construction
After all cards are played, verify that all Buildings and Rabbits are correctly placed.
Phase 3: Harvest
Calculate Golden Carrots for each Fief:
- Fief: A connected group of Territories you control (orthogonally adjacent).
- Strength: Total number of Towers across all Cities in the Fief.
- Wealth: Number of different Resources produced in the Fief.
- Score per Fief = Strength x Wealth
- Advance your Rabbit on the Score Track accordingly.
Actions
Playing Territory Cards
Place one of your Rabbit figurines on the matching Territory on the board (identified by coordinates). You now control that Territory.
Playing Building Cards
- City cards: Place the corresponding City figurine on a Territory you control. Strength-3 Cities can only be placed on Mountains.
- Farm cards: Place a Farm token on a Territory you control. The Farm produces the depicted Resource. Luxury Farms have placement requirements (specific terrain types).
- Sky Tower cards: Place both tokens of a Sky Tower pair on two Territories you control. These Territories are now connected for Fief purposes regardless of distance.
- Camp cards: Place a Camp token and a Rabbit on any empty (uncontrolled) Territory.
Playing Provision Cards
Take 2 extra cards from the draw pile and add them to the cards you are currently drafting.
Playing Parchment Cards
Keep Parchments secret until end of Round 4. They score bonus Golden Carrots based on various conditions (e.g., producing 7+ of a Resource, controlling specific territories).
Scoring / Victory Conditions
Harvest Scoring (End of Each Round)
For each Fief: Strength x Wealth = Golden Carrots
A Fief with 0 Strength or 0 Wealth scores 0.
Parchment Scoring (End of Round 4)
Reveal all Parchments and score their bonus conditions. Examples include bonuses for producing large quantities of specific Resources, controlling many Territories, or having high-Strength Fiefs.
The player with the most Golden Carrots wins.
Special Rules & Edge Cases
- Territory types: Sea (Fish), Forest (Wood), Field (Carrots), Plains (nothing), Mountain (nothing, but required for Strength-3 Cities). Lava Flows block connections between Mountains.
- Neutral Cities: Cities printed on the board are neutral until a player places a Rabbit on that Territory.
- Sky Towers connect two of your Territories as if adjacent, creating or merging Fiefs.
- Trading Posts are Farms that produce your choice of one basic Resource (Wood, Fish, or Carrots), chosen fresh each Round during Harvest.
- In a 3-player game, if you run out of Rabbits, use figurines from the unused color.
- A Fief without a City (0 Strength) scores nothing.
- A Fief without Resources (0 Wealth) scores nothing.
Player Reference
Round Summary:
- Draft 2 cards → Pass hand → Reveal and play → Repeat
- Verify construction
- Harvest: Strength x Wealth per Fief
Passing Direction:
| Round | Pass Direction |
|——-|—————|
| 1 | Left |
| 2 | Right |
| 3 | Left |
| 4 | Right |
City Strengths:
| City Type | Towers | Placement |
|———–|——–|———–|
| Strength 1 | 1 | Any controlled Territory |
| Strength 2 | 2 | Any controlled Territory |
| Strength 3 | 3 | Mountains only |
Basic Resources:
| Terrain | Resource |
|———|———-|
| Sea | Fish |
| Forest | Wood |
| Field | Carrots |
| Plains | None |
| Mountain | None |