Overview
Devil Bunny Needs a Ham is a light strategy and dice-rolling game for 2-6 players by Cheapass Games. Players control sous-chefs trying to climb up the side of a tall building while Devil Bunny tries to knock them off. The game blends simple roll-and-move mechanics with a humorous push-your-luck element as players race to the top while avoiding the threat of falling.
Components
- 1 building board with a grid of climbing spaces and a “death line” marked partway up
- 1 Devil Bunny token
- Player sous-chef pawns (2 per player)
- 2 six-sided dice
Setup
- Place the building board in the center of the table.
- Each player places their two sous-chef pawns at the bottom of the building.
- Place the Devil Bunny token off the board.
- Determine a starting player.
Turn Structure
On your turn:
- Roll two six-sided dice.
- Use each die result to move your sous-chefs (one die per chef, or both dice for one chef).
- If either die shows a 6, Devil Bunny activates.
Actions
Moving Sous-Chefs
- Any die result other than a 6 can be used to move one sous-chef up the building. Movement can be horizontal or diagonal upward – you cannot voluntarily move downward.
- You may split the dice between your two sous-chefs or apply both to one.
Devil Bunny Attack
- When a 6 is rolled, the Devil Bunny token moves to the highest sous-chef on the entire board and knocks that chef off.
- If there is another sous-chef directly below the falling chef, that chef’s owner catches the falling chef and places the token in the space immediately below the catcher.
- If no one can catch the falling chef, the chef crashes to the ground.
Falling Consequences
- If the fallen chef was below the marked death line on the board, the chef is safe but must restart the climb from the bottom.
- If the fallen chef was above the death line, the chef is dead and removed from the game permanently.
Scoring / Victory Conditions
Players earn points based on the finishing order of their sous-chefs reaching the top of the building. The scoring is weighted so that having second and third-place chefs can beat having a first-place chef but a dead (non-scoring) second chef. The player with the highest total score across both their chefs wins.
Special Rules & Edge Cases
- A player who loses both chefs (both dead) is eliminated from the game.
- When multiple chefs occupy the same height, the active player may choose which is considered “highest” for Devil Bunny targeting.
- Chefs that are caught after being knocked off do not lose their position – they land just below the catching chef.
- The death line creates a strategic tension: climbing higher is riskier because a fall from above the line is fatal.
Player Reference
Turn: Roll 2d6 → Move chefs upward (horizontal or diagonal) → Resolve any 6s (Devil Bunny attacks)
Devil Bunny: On a 6, knocks the highest chef off the building
Falling: Below death line = restart from bottom; Above death line = chef is dead
Catching: A chef directly below catches the falling chef
Win: Highest total score from finishing positions of both chefs