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Coney

Coney Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Player Turn
    • 1. Restock
    • 2. Play Rabbit Cards
      • Wild Rabbits
    • 3. Growth
  • Reserving Cards
  • Coupons
    • 1. End Game
    • 2. Immediately
    • 3. During Growth
  • Stores
  • Game End
  • Action Summary

Components

  • 72 Unique Rabbit Cards (18 Males, 48 Females, and 6 Wild)
  • 1 Rulebook
  • 24 Hay Tokens
  • 24 Carrot Tokens
  • 24 Pellet Tokens

Setup

  1. Shuffle all Rabbit cards to form the draw pile and place it, face down, in the center of the play area.
  2. Place all resources, sorted by type, in the center of the play area, where all players can reach them, to form the general supply.
  3. Deal 1 resource of each type to each player.
  4. Deal 5 cards to each player. Each player chooses 1 and passes the rest to the player on his left, repeat until all players have 4 cards in their hand. Discard the remaining cards placing them on the discard pile, face up next to the draw pile.
  5. Draw 3 cards from the draw pile and place them face up below to the draw pile to form the market.

The player who last petted a rabbit is the first player and the game continues clockwise. In the unlikely event that no one has petted an adorable bunny, choose randomly.

Player Turn

During their turn, players can only choose one of these 3 actions:

  1. Restock.
  2. Play Rabbit cards.
  3. Growth.

Once a player have taken their action, the turn passes to the next player in clockwise order.

1. Restock

First, the player may discard one or more of his cards in his hand.

Thereafter, the player may draw cards from the market and/or from the draw pile until they have 4 in their hand.

Note: If the draw pile runs out, take and shuffle all the cards from the discard pile to form a new draw pile.

Important: Newly acquired cards cannot be discarded this turn.

The player can reserve their cards in his hand (see "Reserving Cards"), by placing them in front of them face up (maximum 2 cards), they can then take cards from the market and/or from the draw pile until they have 4 in their hand again.

After aquiring new cards, the player takes any 2 resources from the general supply.

At the end of the turn, if necessary, draw cards from draw pile to replenish the market bringing it back to 3 cards.

Each Rabbit card shows: Rabbit Color, Victory Points (VP), Rabbit Gender, Cost in Resources, Placement Rules, Trade Value, Coupon, and Store Logo.

2. Play Rabbit Cards

The player can trade their Rabbit cards previously played in his farm. Cards in their hand or reserved cards cannot be traded.

On all Rabbit cards it is specified what you get if traded. Remove the traded Rabbit cards from your farm and place them in the discard pile.

Note: Keep the spaces left by the traded cards empty, do not move the remaining Rabbit cards inside the farm, these spaces can be filled later in the game by playing more Rabbit cards.

Example: By trading a card, you gain 1 card from the draw pile or from the market and 2 different resources of your choice from the general supply.

The player can then play up to 2 Rabbit cards into their farm, from their hand and/or their reserved cards, if they can pay their resource cost (specified on the right side of the card), they then put the resources into the general supply.

If they don't have the necessary resource, they can alternatively pay with any 2 resources instead of 1 specific one.

Rabbit cards must be placed adjacent (not diagonally) to a card already present in the farm, with the exception of the first turn.

Rabbit cards can only be placed if they meet the placement rules specified on the card the player is placing and all other adjacent cards.

Example: A card that respects the placement rules with the card to its left cannot be placed next to the bottom card if that rabbit is male and the placed card is not compatible. A card can be placed if it respects the placement rules with the card to its left and does not conflict with the placement rules of the bottom card, because it is a female rabbit.

Alternatively, during their turn, the player may play 1 face-down card in his farm as a rabbit hutch, at the cost of any 2 Resources.

Any card may be placed next to a rabbit hutch, ignoring any placement rules (unless otherwise specified on the card itself).

Important: During the turn a Rabbit Hutch is played, the player cannot play any Rabbit cards.

Some Rabbit cards have abilities (Coupons) that are activated immediately when they are placed. If the first card placed has this ability, resolve it before placing a second one.

Note: Some of these abilities allow you to trade your reserved Rabbit cards. All Rabbit cards specify what you get if traded. Remove the traded Rabbit card and place it in the discard pile. Activating this ability is not mandatory.

Wild Rabbits

There are 6 Wild Rabbit cards in the deck.

Although they are played like any other Rabbit card, they have no gender and do not provide Victory Points for placing them in your farm.

However, some of them provide VP at the end of the game.

Important: For adjacency purposes, a Wild Rabbit card may count, if necessary, as any color, for those cards that require to be adjacent to at least a specific color.

Note: if at the end of the turn, the player has more than 4 cards in their hand, due to some ability (Trade and/or Coupon), they must discard them until they have 4 cards in their hand. Reserved cards do not count.

At the end of the turn, if necessary, draw cards from draw pile to replenish the market bringing it back to 3 cards.

3. Growth

With this action, the player can activate all the abilities of the Coupons of the Rabbit cards in their farm, which specify "During Growth", in any order.

Furthermore, only these cards have a Store logo printed in the bottom right corner. Collecting Coupons with the same store logo can provide VP at the end of the game.

Example: By activating the ability of a Coupon, you would get 2 different resources of your choice from the general supply or 2 cards from the draw pile and/or from the market.

Subsequently, the player may place Resources, on the cards that specify it, to get VP at the end of the game. The resources, to be placed on the cards, must always be taken from their personal supply.

There is no limit on resources that can be placed on a card, but a player is allowed to place only 1 resource per card during their turn (unless otherwise specified by a card ability).

Important: Resources can only be placed on cards that provide VP for it.

Example: If the player chooses the Growth action, they can place on a card with this Coupon 1 Carrot, if they have any in their supply.

Note: If at the end of the turn, the player has more than 4 cards in their hand, due to some ability (Coupon), they must discard them until they have 4 cards in their hand. Reserved cards do not count.

At the end of the turn, if necessary, draw cards from draw pile to replenish the market bringing it back to 3 cards.

Remember: once a player have taken their action, the turn passes to the next player in clockwise order.

Reserving Cards

A player can have, at any time of the game, a maximum of 2 Rabbit cards reserved and you can reserve them only by choosing the "Restock" action.

Reserved cards can be played within your farm, when the "Play Rabbit Cards" action is chosen, in the same way as cards in your hand.

While reserving Rabbit cards allows you to have a wider choice of options when playing Rabbit cards, reserved cards, unlike those in your hand, that are not placed on the farm by the end of the game, will count as -2 VP during the final scoring.

Note: Some abilities on the Rabbit cards allow you to trade your reserved cards and gain what is shown in the "Trade" item.

Remove the reserved Rabbit card traded and place it in the discard pile.

Coupons

Each Rabbit card has a Coupon at the bottom.

These Coupons are activated in different phases of the game and there are 3 types:

  1. End game.
  2. Immediately.
  3. During Growth.

1. End Game

These Coupons are activated at the end of the game when scoring points and can provide extra points for adjacency, for achieving specific requirement or for resources placed on cards.

Remember: When players place resources on their cards, thanks to the activation of some abilities (Coupons), these must always be taken from their personal supply.

Note: Resources can only be placed on cards that provide VP for it.

The same card can provide VP for multiple Coupons, if it fulfills their requirement.

Example: With this Coupon you gain 1 VP for each Carrot you have placed on this card.

Example: With this Coupon you gain 1 VP for each female rabbit card adjacent to this one.

Example: With this Coupon you gain 1 VP for each white rabbit card adjacent to it.

2. Immediately

These Coupons are activated only once per game, when the Rabbit card is placed into the farm.

Important: If the Coupon refers to the first card played, activate it before playing any second Rabbit card.

Example: With this Coupon you gain 2 cards from the draw pile and/or the market, and 1 Pellet from the general supply.

Example: This Coupon allows you to place any 1 resource, from your personal supply, on an eligible card in your farm.

Example: This Coupon allows you to trade 1 card that you have reserved, if you have any.

3. During Growth

These Coupons are activated only and every time you choose the Growth action, in any order you want.

Also, only on these Coupons, there is a Store logo printed to their right, collecting Coupons with the same logo can provide VP at the end of the game.

Example: With this Coupon you gain 2 different resources of your choice and 1 card.

Example: With this Coupon you gain 1 Carrot or 1 Pellet.

Stores

Keep getting supplies from the same dealer has its advantages!

There are 3 different Store logos and you can find them only on "During Growth" Coupons.

Collecting multiple Coupons with the same Store logo within the farm grants VP at the end of the game.

If you have 3 Store logos of the same type inside your farm, you gain 2 VP, if you have 4 you gain 4 VP and if you have 5 or more you gain 6 VP.

VP can also be earned from different type of Store logo, as long as you have the required amount of each type to obtain them.

Example: At the end of the game, you have 4 rabbit cards in your farm with the "Lone Hill" logo and 3 with the "Red Barn" logo. You gain 4 VP for the first store and 2 VP for the second store, for a total of 6 VP.

Game End

When a player completes the grid with 9 cards, the end of the game is triggered.

All remaining players can complete their turn of that round and the game ends, then the final scoring takes place. Each player scores VP in the following order:

  1. VP for the Rabbit cards inside their farm (shown on the top right of each card).
  2. VP for End Game Coupons (Requirements, Adjacencies and Placed Resources).
  3. VP for Store logos (3 logos 2 VP, 4 logos 4 VP, 5+ logos 6 VP).
  4. VP from remaining Resources (every 3 resources = 1 VP).
  5. Finally, VP are subtracted for unplaced reserved cards (-2 VPs for each unplaced reserved card).

The player with the highest score wins.

In case of a tie, whoever has the most remaining resources wins.

Action Summary

Restock:

  1. Discard any unwanted card in your hand.
  2. Draw cards until you have 4 in your hand.
  3. Reserve any card in front of you (max. 2).
  4. Draw cards until you have 4 in your hand again.
  5. Take any two resources.

Playing Rabbit Cards:

  1. Trade any unwanted rabbit cards from your farm.
  2. Place up to 2 rabbit cards or 1 rabbit hutch into your farm.
  3. Discard any extra card in your hand (max. 4 in hand).

Growth:

  1. Activate all "During Growth" Coupons in the order you prefer.
  2. Place resources on cards that allow it (1 resource per card).
  3. Discard any extra cards in your hand (max. 4 in hand).