Overview
Killer Bunnies is a humorous card game where players try to keep their bunnies alive while eliminating opponents’ bunnies, and collect as many Carrot cards as possible. At the end of the game, one Carrot is randomly revealed to be the Magic Carrot — the player holding it wins. Players must have at least one bunny alive in the Bunny Circle at game end to be eligible to win.
Components
- Large cards: Blue deck and Yellow deck (shuffled together to form the Draw Pile)
- 12 Orange Carrot cards (large, placed face-up as market)
- 1 Gray Kaballa’s Market Starter Card (lists prices)
- Small Carrot Cards deck (determines the winning Magic Carrot — set aside until game end)
- Small Cabbage Cards deck
- Small Water Cards deck
- 6 twelve-sided (dodecahedral) dice
Setup
- Shuffle the small Carrot, Cabbage, and Water card decks separately; place on the table.
- Shuffle all Blue and Yellow large cards together to form the Draw Pile (face-down).
- Place 12 Orange Carrot cards face-up near the small card decks.
- Place the Gray Kaballa’s Market Starter Card nearby.
- Set small Carrot Cards aside where no one can see them.
- Deal each player 7 cards from the Draw Pile.
- Any Kaballa Dolla cards drawn must be placed face-up in front of the player immediately; draw replacements.
- Any Play Immediately cards in opening hands are discarded; draw replacements.
- Each player should end with 7 cards: only Run, Special, or Very Special types.
Turn Structure
Pre-Game Setup (First Round Only)
- Each player places a bunny card face-down as their Top Run card.
- Each player chooses a second card from their hand and places it face-down as their Bottom Run card.
- Each player now holds 5 cards in hand.
Each Turn (4 Steps: FLIP, SLIDE, DRAW, REPLACE)
- FLIP: Turn over your Top Run card face-up. Resolve its effects.
- SLIDE: Move your Bottom Run card up to the Top Run position.
- DRAW: Draw a replacement card from the Draw Pile.
- REPLACE: Choose a card from your hand to place face-down as your new Bottom Run card.
Play proceeds clockwise. Each player always has 2 Run cards set (Top and Bottom) and 5 cards in hand.
Actions
Card Types
| Type |
Description |
| Run (Bunny cards) |
Place a bunny into the Bunny Circle. Names: Congenial, Gleeful, Lumbering, Sinister, Timid (5 colors each, 25 total) |
| Special |
One-time use effects (weapons, defenses, Feed the Bunny, etc.) |
| Very Special |
Powerful one-time effects (can counteract weapons, abductions, and various threats). May be used at any time. |
| Play Immediately |
Must be played immediately when drawn. Usually Terrible Misfortune cards that kill one of your bunnies. |
| Kaballa Dolla |
Money cards — placed face-up when drawn (never held in hand). Used to purchase at Kaballa’s Market. |
Key Actions
- Weapons: Target and attempt to kill an opponent’s bunny. Dice determine success based on the card’s requirements.
- Feed the Bunny: Place under an opponent’s bunny. That bunny must be fed the required Cabbage and Water by the end of its next turn or it dies.
- Kaballa’s Market: Use Kaballa Dolla to purchase Cabbage, Water, or Carrots at listed prices.
- Pink Box Rule: Cards with a pink rectangular box on the left side require you to have a bunny in play before you can use them.
- Dice: Cards show colored squares on the right border indicating which dice to roll.
Scoring / Victory Conditions
- The game ends when the last large Carrot card is chosen or purchased from the market.
- Any player without at least one bunny in the Bunny Circle at game end cannot win — they must give all their Carrots to the player with at least one bunny and the most Kaballa Dolla saved.
- Retrieve the small Carrot Cards deck set aside at the start.
- Reveal the bottom card of the small deck — this is the Magic Carrot for this game.
- The player holding the large Carrot card matching the Magic Carrot wins.
- For suspense, reveal small Carrot Cards one at a time from top to bottom.
Special Rules & Edge Cases
- Bunny Circle: All bunnies in play form the Bunny Circle. You need at least one bunny alive at game end.
- Cards cannot be changed: Once Top and Bottom Run cards are placed, they cannot be swapped.
- Peeking: You may peek at your own face-down Run cards if you forget what they are.
- Kaballa Dolla: Always placed face-up immediately when drawn. Cannot be held in hand. Used as currency.
- Play Immediately on draw: If drawn during the game, stop play and resolve immediately. If it’s a Terrible Misfortune and you have a bunny in play, one must die.
- No bunny at start: First game only — if dealt no bunny in initial 7 cards, search the Draw Pile for one and exchange it for a card in hand.
- Booster Decks: The game is expandable with additional booster decks (Yellow, Red, Violet, Orange, Green, etc.). Best added sequentially, one at a time.
Player Reference
Turn: FLIP (reveal Top Run) → SLIDE (move Bottom up) → DRAW (from pile) → REPLACE (new Bottom from hand)
Hand: Always 5 cards in hand + 2 Run cards on table = 7 cards total
Win: Have a bunny alive + hold the matching Magic Carrot at game end
Kaballa’s Market: Buy Cabbage, Water, or Carrots with Kaballa Dolla cards
Card Priority: Play Immediately > Very Special (any time) > Special/Run (your turn)