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Bunny Boom

Bunny Boom Rulebook

Table of Contents

Table of Contents

  • Game Overview
  • Contents
  • Setup
    • 2-player game
    • 3–4-player game
      • The Mayor
      • The Joker
      • Fox Variant
      • Burrow Variant
  • How to Play a Turn
    • Bunny Boom, the idea
  • How to Play the Game
    • Level 1 phase
    • Level 2 phase
    • Card Spaces
    • Movement Effects
    • River Effects
    • Mayor Card
    • Joker Card
  • Play Effects
    • The Carrot
  • End of the Game
    • End-game Conditions
    • Final Scoring
    • Ties
  • Important
  • Quick Reference
    • 6 Card Suits
    • Movement Effects
    • River Effects
    • Play Effects — Variants
    • Play Effects
  • Credits

Game Overview

60 cards divided into 6 suits: 39 purple cards and 39 orange cards. Each card shows:

  • Suit — the card's family, shown by its border color and icon.
  • Bunny value — the number of bunnies the card is worth.
  • Play effect — the effect activated when you play the card.
  • River effect — the effect activated when the card is picked up from the river (marked with a waves icon).
  • Movement effect — the effect activated when a Villager pawn crosses the card.

Contents

  • 50x 1-Bunny tokens
  • 10x 5-Bunny tokens
  • 10x 10-Bunny tokens
  • 4x 25-Bunny of shame tokens
  • 1 Carrot token
  • 1 Fox token
  • 1 Burrow token
  • 1 sand timer
  • 1 game board
  • 1 center tile
  • 4 Home tiles
  • 4 Villager pawns

Setup

2-player game

  1. Build and place the board in the center.
  2. Place the central tile in the center of the board.
  3. Place the Bunnies on the Bunnies spaces of the board.
  4. Each player takes a Villager pawn and the matching Home tile in the color of your choice.
  5. Create a face-down draw pile with the remaining cards, then deal 3 of these face up to create the river.
  6. Put both Villager pawns and the Carrot token on the center tile.
  7. Each player adds 1 bunny to their own Home tile.
  8. Shuffle the purple base cards. If you do not play with variants, remove cards with a variant icon.
  9. The player who most recently ate a carrot goes first.
  10. Deal a hand of 3 cards face down to each player.
  11. Optional: give the sand timer to the starting player.

3–4-player game

Follow the setup for a 2-player game, with the following adjustments:

  • Put the additional Villager pawns on the center tile.
  • Shuffle the purple and orange base cards together.

The Mayor

  • For a 2-player game, add the purple Mayor cards.
  • For a 3–4-player game, add all the Mayor cards.

The Joker

  • For a 2-player game, add the purple Joker card.
  • For a 3–4-player game, add all the Joker cards.

Fox Variant

  • Add the Fox token to the center tile.
  • For a 2-player game, add the purple Fox card. For a 3–4-player game, add all the orange Fox cards.

Burrow Variant

  • Add the Burrow token to the center tile.
  • For a 2-player game, add the purple Burrow cards. For a 3–4-player game, add all the Burrow cards.

How to Play a Turn

In a 2-player game, you will be building lines of cards to the left and right of the center tile. In a 3-player game, you can also build a line above the center tile. In a 4-player game, build lines in all 4 directions.

  1. If you are using the sand timer, flip it now. Check your hand of cards.

  2. If you are playing with the timer, you have until it runs out to play a card from your hand onto the board.

  3. You can place your card either:

    • A. in 1 of the spaces around the center tile (left, right, above, or below);
    • B. in an empty space next to another card, or
    • C. on top of an already played card, following the phase and card placement rules (see "How to Play the Game" and "Card Spaces" below).

    If the sand timer runs out before you play a card, you must take a penalty: check the river cards for the highest bunny value, then add that many bunnies to your Home tile.

    Note: this time limit only applies to Step 2 of your turn: playing a card from your hand.

  4. Activate the Play effect of the card you have just played.

    IMPORTANT! When you play a Bunny Boom card, activate its Play effect after Step 5: moving your Villager pawn. When you play a Mega Bunny Boom or River Bunny Boom card, draw a card from the river before placing bunnies.

  5. Move your Villager pawn to the card you've just played. You must move orthogonally. As you cross each card in between, activate its Movement effect. Do not activate the Movement effect of the starting card of your movement and of the card you just played. If any of the cards you cross have Bunny tokens on them (see "Play Effects — Bunny Boom"), add these to your Home tile.

  6. If the card you just played has a River effect icon (waves) next to its Play effect symbol, now select 1 of the cards in the river that has a River effect. Immediately activate this River effect, then discard the card. If none of the cards in the river has a River effect, you don't get to activate anything this turn.

  7. Draw back up to 3 cards. You can draw from the draw pile and/or the river.

  8. Draw new river cards to replace any that were discarded or that were drawn in the previous step.

Now it's the next villager's turn!

Bunny Boom, the idea

It all started with a TV news report about a bunny infestation problem in a small Australian village. The news immediately caught my attention. I was fascinated by the idea of bunnies causing chaos and mischief, and that's when the spark of inspiration ignited. I wanted to create something that was not only fun and easy to learn but also strategic and engaging. The concept of Bunny Boom was born.

I envisioned a game where players had only two actions on their turn - playing a card and moving their villager. The game would be simple enough for anyone to pick up, but it would also offer a depth of tactics that would keep players coming back for more. And that, my friend, this is how Bunny Boom was created.

It shows that inspiration can come from the most unexpected places!

How to Play the Game

Villagers take turns in clockwise order. The game is played over 2 phases.

Level 1 phase

During this phase, you and your fellow villagers will play cards in lines around the center tile (above, below, left, right), with a maximum of 3 cards in each line.

Once this initial layer of cards has been created, move on to the 2nd tier phase.

Level 2 phase

During this phase, you and your fellow villagers will play cards on top of other previously played cards.

Card Spaces

There are 2 categories of card space, determined by the card suits that have been played there.

Open spaces — If the card you just played does not match the suit of the card immediately below it, check the bunny value of the card you just played and add that number of bunnies to your Home tile. The suit of the card you just played is now the suit any subsequent cards played here must be compared with.

Closed spaces — If the card you just played matches the suit of the card you are playing it on top of, this card space is now closed, and no other cards can be played here. This does not affect the Movement effects of the top cards in these spaces: continue to activate these when you cross them.

Movement Effects

  • Add 1 bunny to your Home tile.
  • Add 2 bunnies to your Home tile.
  • Add 3 bunnies to your Home tile.

River Effects

  • Move 2 bunnies from your Home tile to one or two cards of your choice in the village.
  • Swap 1 card from your hand for 1 card drawn randomly from another villager's hand.
  • Draw back up to 3 cards, then all villagers give their hand of cards to the villager on their right.
  • Move 1 bunny from your Home tile to the Home tile of each of the other villagers. If you don't have enough bunnies to go round, you get to choose which villagers you'll inflict bunnies on this turn!
  • Draw a card at random and place it face down in front of any villager Home tile. That villager must keep the card and add its value to their bunnies total at the end of the game.
  • Bunny Boom — Place a 1-Bunny token on each card (but not on the center tile). (When players cross cards with Bunny tokens on them, they must add these bunnies to their Home tile).

Mayor Card

The Mayor card does not belong to any card suit. It can be played on any suit without a penalty. You can then play any card suit on top of it.

Joker Card

The Joker card can be played on any suit of cards, without penalty. The space is then closed and you can no longer play cards on top of it.

Play Effects

  • Bunny Boom — Place a 1-Bunny token on each card (but not on the center tile). (When players cross cards with Bunny tokens on them, they must add these bunnies to their Home tile).
  • Bring a Villager pawn to this card and give the Carrot token to the corresponding player (this gives them +4 bunnies at the end of the game). This player must activate the Movement effect of any cards their pawn crosses on the way, in the order they cross them.
  • Move 1 bunny from your Home tile to the Home tile of each of the other villagers. If you don't have enough bunnies to go round, you get to choose which villagers you'll inflict them on this turn!
  • Skip over 1 card of your choice during your movement this turn (don't activate its Movement effect).
  • Return directly to the center tile without having to cross any cards on the way.
  • Add 1 bunny to your Home tile and activate a River effect of a card in the River.
  • Discard 1 bunny from your Home tile and activate a River effect of a card in the River.
  • Discard all cards from the river and add three new cards.
  • Ignore family placement constraints. If you place this card on top of a card or if it is under a card, the space is closed.
  • Mega Bunny Boom — Place a 1-Bunny token on each card in the Village and in the River, as well as on all other villagers Home tile (but not on the central tile). (When players cross or pick up cards with Bunny tokens on them, they must add these bunnies to their Home tile).
  • River Bunny Boom — Place a 1-Bunny token on each card in the River. (When players pick up cards from the River with Bunny tokens on them, they must add these bunnies to their Home tile).
  • Put the Burrow token on your Home tile. Each time another villager crosses a Burrow card, give them 1 bunny from your Home tile.
  • Move the Fox token to the card you just played. If the Fox token crosses any cards with a Villager pawn on them on the way, the corresponding players must take 1 bunny from your Home tile and add it to their own.

The Carrot

You are given the Carrot token when another villager moves your pawn to a Carrot card.

The villager who has the Carrot token at the end of the game adds 4 bunnies to their final total score.

End of the Game

End-game Conditions

The game ends when 1 of the following 2 conditions has been achieved:

  • The draw pile runs out.
  • There are no more spaces for cards to be played (the top 2 cards in each space are from the same suit).

Final Scoring

  1. Count the Bunny tokens on your Home tile.
  2. Add the bunny values on the cards in your hand to your total.
  3. The player with the Carrot token adds 4 bunnies to their total.

The player with the fewest bunnies wins the game.

Ties

In case of a tie, the player with the fewest bunnies in Bunny tokens wins the game. If there's still a tie, you'll just have to play another game to decide the winner!

Important

  • The Mayor card can be placed on any family without penalty.
  • All movements must be made orthogonally.
  • If you can activate a River effect, you must do so.
  • You can't skip your turn.
  • You can't play a card into a space your pawn is occupying.
  • You must end your turn with 3 cards in your hand.
  • A maximum of 3 cards can be played by side in a line in any direction from the center tile (above, below, to the left, to the right); you can't play a 4th card next to them.
  • During your turn, there is no Movement effect on your starting card or the one at the end of your move.

Quick Reference

6 Card Suits

The 6 card suits, each with its own Play effect, River effect and Movement effect (see below).

Movement Effects

  • +1 bunny to your Home tile.
  • +2 bunnies to your Home tile.
  • +3 bunnies to your Home tile.

River Effects

  • Move 2 bunnies from your Home tile to one or two cards of your choice in the village.
  • Swap 1 card from your hand for 1 card drawn randomly from another villager's hand.
  • Draw back up to 3 cards, then all villagers give their hand of cards to the villager on their right.
  • Move 1 bunny from your Home tile to the Home tile of each of the other villagers.
  • Draw a card at random and place it face down in front of any villager Home tile.
  • Place a 1-Bunny token on each card (but not on the center tile).

Play Effects — Variants

  • Put the Burrow token on your Home tile.
  • Move the Fox token to the card you just played.

Play Effects

  • Place a 1-Bunny token on each card (but not on the center tile).
  • Bring a Villager pawn to this card and give the Carrot token to the corresponding player.
  • Move 1 bunny from your Home tile to the Home tile of each of the other villagers.
  • Skip over 1 card of your choice during your movement.
  • Return directly to the center tile without having to cross any cards on the way.
  • Add 1 bunny to your Home tile and activate a River effect of a card in the River.
  • Discard 1 bunny from your Home tile and activate a River effect of a card in the River.
  • Discard all cards from the river and add three new cards.
  • Ignore family placement constraints.
  • Place a 1-Bunny token on each card in the Village and in the River, as well as on all other villagers Home tile (but not on the central tile).
  • Place a 1-Bunny token on each card in the River.

Credits

RUSE GAMES — Montreal Qc. Canada — ruse.games — [email protected]

Bunny Boom — Created by Guime (Guillaume Boudreau)

© RUSE.GAMES - All Rights Reserved