Gamehelpbunnykingdom
Bunny Kingdom
The Phases of a Round
1 - Exploration Phase
A- Draft Cards
Look at the cards in your Hand and choose 2 that you will play. In 2 player game, choose one card to keep and one to discard permanently,
The rest of the cards will pass to your neighbour after the Play Cards Step.
During rounds 1 and 3: pass the cards to the player on your left. During rounds 2 and 4: pass the cards to the player on your right.
B- Play Cards
The cards that you chose will be played.
• If you play a Parchment card, it will be saved below your hand. You can look at your Parchment cards at any time. They will be revealed after the 4th Round (at the End of the Game). Note: The number of Parchment cards you have is public information.
• If you play a Territory card a Rabbit will be placed on the Territory shown on your card (it will have the same coordinates). You control this Territory from now on.
Note: If the Territory is already occupied by an opponent’s Camp, your rabbit will replace your opponent’s rabbit. Your opponent loses control of the Territory. If the Territory was occupied by one of your own Camps, it will upgrade to a permanent territory and can now hold a different Building.
• When you play a Provisions card, immediately draw and play two cards from the deck.
A Fief
A Fief is a group of connected Territories under one player’s control. Territories are connected if they meet on the sides (top, bottom, left, or right—not diagonally), unless they are separated by a Lava Flow.
You can place your Buildings on the New World board during the Construction Phase. Buildings let you improve your Fiefs to make them more valuable.
You can now look at the cards your neighbor passed to you (if there are any). Repeat these two steps (Draft and Play) until all the hand cards have been played (for example, a total of five times in a 4-player game). After the last cards are played, begin the Construction Phase.
2 - Construction Phase
During this phase, you can place your Buildings on the New World board by following the conditions below. Buildings increase the Strength, Wealth, or size of your Fiefs. You are never required to place a Building. You can leave them in front of you to place later.
• You can only place your Buildings on Territories you control, except for Camps which can only be placed on empty Territories.
• You must respect any Building Requirements of your Buildings. Luxury Resource Farms and Strength 3 Cities can only be placed on certain types of Territories, as indicated by the symbol on the card and the background color of the token.
• A Building cannot be moved once it has been placed on the board.
• There can never be more than one Building (City or token) on a Territory.
• If you place a Building on a Territory that already produces a basic Resource it continues to produce that Resource in addition to the effect of the Building.
Effects of Buildings
• Strength 1, 2, and 3 Cities increase the Strength of your Fief by 1, 2, or 3 respectively.
• Farms increase the Wealth of your Fief.
• Sky Towers connect two of your Territories in different Fiefs as if they were adjacent. These Territories and any Territories that are connected to them are now part of the same Fief.
• Camps let you take control of any empty Territory (without a Rabbit or a Building) on the board. Each Camp has a priority number (shown on the card). Camps will be played starting with whoever has the lowest priority number. After your opponents play their Camp (or pass), you can either play yours or pass and save your Camp for a future Round. If an opponent plays a Territory card that corresponds to one of your Camps, your rabbit will be replaced by one of theirs. You can upgrade your own camp with the corresponding territory card.
3 - Harvest Phase
During this phase, players harvest from all their Fiefs.
Remember: A Fief is a Territory or group of connected Territories that you control. Territories are connected on their sides (not diagonally). All of the connected Territories in a Fief share their Resources and Cities.
Important: A Fief only provides Golden Carrots if it has at least one City and one Resource.
Calculate the Golden Carrots collected from a Fief
During each Harvest Phase, every one of your Fiefs gives you:
Golden Carrots from a Fief = Strength x Wealth
Determining the Strength of a Fief
The Strength of a Fief is the total of all of the Towers in its Cities. An individual city’s strength can be seen from the number of its towers.
Determining the Wealth of a Fief
The Wealth of a Fief is equal to the number of **different** Resources it produces.
If you have just finished the 4th Round, it is the End of the Game. All players reveal their Parchment cards and it’s time for the final scoring!
Once the Harvest Phase is complete, the next Round begins (until the end of the 4th round).
Revealing Parchments and the End of the Game
At the end of the game, it’s time to score your Parchments! Treasures automatically give Golden Carrots, while gaining through Missions depends on your Territories, Fiefs, Buildings, or even other Parchment cards.
The player with the most carrots wins the game and the honorific title of “Big Ears” until the next game!
In case of a tie, the players share the victory.
Notes on the Missions
Scoring Resources
Several Missions refer to the Resources you produce (for example, the Carpenter gives 1 for each Wood you produce). Unlike Fiefs, these cards actually count “all Resources,” even if two or more identical Resources are produced by the same Fief, and including any produced by Farms.
Important: At the end of the game, Trading Posts produce the same Resource they produced at the end of Round 4. You cannot choose one Resource while calculating a Fief’s Wealth during the last Round, then choose a different Resource to fulfill a Mission.
Reminder: A Territory can produce 2 Resources - a basic one on the board and a second one if you played a Farm on it.
Scoring Cities
Some Missions refer to the number of Cities you control. The Strength is not important: A Strength 1 or 2 City counts the same for this type of scoring.
Scoring Fiefs
Other Missions refer to the number of Fiefs you have, or the number of Territories that make up a Fief. You cannot choose to ignore Sky Towers or Camps for these Missions. Territories connected by Buildings still make a single Fief.
Special Parchments
PanPan the Barbarian
This card refers to all of a player’s Territories (Plains and Mountains) that produce no Resources and have no Cities, even if they are part of a Fief that includes Territories that do.
Liberal/Socialist
You copy the entire card: If you copy a Treasure, it also gives you Bonuses if you have the Treasure Guardian and/or the Treasure Hunter Mission.
Gloves
They give you 1 Golden Carrot if you only have one glove or 4 Golden Carrots each if you have both gloves (for a total of 8 Golden Carrots).
Little Prince
If there is a tie between the Fiefs that give you the most Golden Carrots, harvest all but one of them again.
Glossary
- Basic Resource: A type of Resource that is produced by certain Territories or Buildings: Fish, Wood, or Carrots.
- Building: There can only be one Building per Territory. Strength 1 Cities that start on the board at the beginning of the game are Buildings.
- Connected: Applies to two Territories controlled by the same player with a shared side (not separated by a Lava Flow) or two Territories linked by Sky Tower tokens.
- Deck: Exploration cards that have not been not dealt to the players. Provisions cards let you take the top two cards from the deck and play them immediately.
- Draft: To choose one or more cards from your hand then pass the remaining cards to another player, so they can do the same action.
- Empty: A Territory with no Rabbits or Buildings.
- Fief: A group of Territories connected to each other. A Fief can be made up of only a single Territory.
- Hand: Cards that a player holds in order to draft them during the Exploration Phase.
- Lava Flow: A feature on the New World board that separates two Mountain spaces. Rabbits placed on either side of a Lava Flow are not connected.
- Luxury Resource: A type of unique Resource that is produced by Luxury Resource Farms.
- Reserve: In a 2-player game, a stack of cards from which players add a card to their Hand before each draft.
- Strength: Total number of Towers on all Cities in a Fief.
- Wealth: Number of different Resources produced by a Fief.
Bunny Kingdom In The Sky
The Great Cloud Board
IN THE SKY adds a second board: the Great Cloud, featuring 31 spaces arranged in five rows. Each space is a Territory that you will be able to control and farm. You can place your Buildings on either the Great Cloud board or the New World board (subject to meeting the Building Requirements).
Territory coordinates
Each space on the Great Cloud board represents a Territory, defined by its coordinates and terrain type. All Territories are associated with a single Territory card. The coordinates of these spaces consist of a pictogram representing its row and a figure defining its position in the row.
Territory types
Sea, Forest and Field spaces produce the same Basic Resources as on the New World board. Nimbus spaces do not produce any Resources. The City spaces on the Great Cloud board are neutral until a player takes control of them. Rainbow spaces link the Great Cloud to the New World. Wondrous Resource spaces each produce a Unique Resource.
Carrotadels
Carrotadels are Cities with a Strength of 5. Their Strength is not added to that of any other Cities in the same Fief during the Harvest phase. They are obtained by playing the corresponding Building cards.
When you harvest in a Fief that contains a Carrotadel, there are two possibilities:
- If your Cities (excluding the Carrotadel) have a combined Strength greater than 5, ignore the Carrotadel.
- If your Cities (excluding the Carrotadel) have a combined Strength of 5 or less, ignore them. Your Fief has a Strength of 5.
Note: If you have two or three Carrotadels in the same Fief, always ignore the second and third ones.
Farms
14 new Farms are available.
- A new type of Unique Resource has been introduced: Wondrous Resources. The 12 Wondrous Farms have set locations on the Great Cloud game board and are obtained by playing the corresponding Territory cards. Wondrous Resources act just like Luxury Resources when determining the Wealth of your Fiefs.
- Two new Luxury Farms are available. They function in the same way as the Luxury Farms in the base game and are obtained by playing the corresponding Building cards.
Rainbows
The two Rainbow cards are Territory/Building cards. Each corresponds to a pair of Rainbow tokens and a space on the Great Cloud board. Each pair of tokens connects two of your Territories in different Fiefs, as if they were adjacent (in the same way as the Sky Towers in the base game).
When you play a Rainbow card, place one of your Rabbits on the matching Territory space (which already contains a Rainbow token); then lay the card face-up in front of you and place the second, matching Rainbow token on it.
You will be able to place this token during the Construction phase.
Two special rules apply:
- it can only be placed on the New World board
- you can move it during each Construction phase (but must not remove it from the board completely).
Chimneys
Each of the two Chimneys is built by playing a Building card. They can only be built on the Great Cloud board. During each Harvest phase, select a Basic Resource present in the Fief that contains the Chimney. All of your Fiefs that include one or more Territories on the New World board now have access to that Resource. During each Harvest phase, you may switch this Basic Resource (among those available in the Fief containing the Chimney).
Note: The Chimney effect applies only during the Harvest phase. Chimneys do not produce additional Resources. They therefore have no effect on Missions such as the Carpenter or Bun-Shee.
Coins
Coins give you at the end of the game, via the Trade score. There are two ways to obtain Coins:
- Each of the two Tax Collector Action cards immediately gives you two Coins.
- Whenever you create a new District, collect a Coin. A District is a Fief that contains two or more Rabbits.
Note: You only receive a Coin when you create a new District. Do not take a Coin when you expand or modify an existing District.
Trade
Trade offers a new way to earn Golden Carrots at the end of the game. To calculate your Trade score, multiply the value of your Coins by the total number of Unique Resources (i.e. Luxury Resources and Wondrous Resources) that you produce.
Example: if a player has 7 Coins, 2 Luxury Resources and 3 Wondrous Resources, their Trade score will be 7 x (2 + 3) = 35, and they will receive 35 Golden Carrots at the end of the game.
Building Requirements
Plain Symbol
This Building can only be placed on a Plain.
Cloud Symbol
This Building can only be placed on the Great Cloud Board.
Crossed-Out Cloud Symbol
This Building can only be placed on the New World Board.
Note: There can never be more than one Building in a particular Territory. No Buildings may be placed on a space that already contains a Wondrous Farm or a Rainbow.
Notes on Bunny Kingdom Cards
Burgomaster, King of Thieves and Bun-Shee: Carrotadels count as Cities. Diplomat and Explorer: Also score the edges and corners of the Great Cloud board.
Terminology
Trade
Score calculated at the end of the game by multiplying the player’s coin value by their number of Unique Resources.
District
Fief containing two or more Rabbits.
Wondrous Resource
Type of Unique Resource produced by certain Territories on the Great Cloud board.
Bunny Kingdom - Bunny Express
Setup
A Territory card for the New World board is chosen at random. Central Station is placed on this Territory. The Central Station replaces the effects of the covered Territory for this game. The card is removed from the game, but the Central Station card is added to the Exploration deck instead.
One player is randomly chosen to become the Sheriff. They take the Star token.
The starting Sheriff may choose the orientation of Central Station. Central Station is the start of the Railroad and has Tracks on two edges. When choosing the orientation for Central Station:
- Tracks can never be placed over a Lava Flow.
- Tracks can run along the edge of the board.
Station tokens
The new Station tokens let you use the Railroad during the Harvest Phase. These tokens work like Buildings in the basic game, plus the following constraint:
You may place the Station tokens on a Territory you control along the Railroad. If none of your Territories are along the Railroad, you cannot place a Station this round.
Note: The Central Station tile has a Station token printed on it. When you take control of this tile, you also control this Station token. Like the other tokens in the game, you cannot construct a City or another token on top of this printed token.
Railroad Buildings
Bunny Express adds 1 new Building: Track tokens. Track tokens are used to extend the Railway on the New World board. When you play a Switch or Railroad card, place it face up in front of you and place as many Track tokens on it as indicated at the top left of that card.
You may place these during the Railroad Building Phase. In addition to the placement restrictions in the basic game, you must observe the following restrictions when placing Track tokens:
You can only place your Track tokens during this phase. Other Buildings are placed during the standard Construction phase that follows this phase.
Track tokens can only be placed on the New World board.
Track tokens must be placed between two spaces of any Territories on the board (regardless of if they are empty, controlled by you, or controlled by another player) along the line, in any direction.
Track tokens must touch a Track token that was already played or a Track on the Central Station.
Track tokens can never be placed on a Lava Flow.
Track tokens can never create a loop.
Track tokens must be placed between two spaces and not on a space. Therefore they do not prevent other Buildings (City or token) from being added to a Territory.
Track tokens on Railroad cards can only be placed at one of the ends of the Railroad.
Track tokens on Switch cards can be placed adjacent to any Track token on the Railroad.
You are never required to place a Track token. You can leave them in front of you and place them during the next Railroad Building Phase.
Sheriff
The player with the Star token is the Sheriff. They earn Golden Carrots each round by placing Track tokens on the New World board.
At the beginning of each Construction Phase, determine the new Sheriff as follows:
The player who played the most Railroad Building cards (Switch or Railroad) this round is named Sheriff. They take the Star token and place it in front of them.
In case of tie, the Star token passes to the player involved in the tie who is the next player clockwise after the current Sheriff.
Order of Railroad Buildings
Starting with the player to the left of the Sheriff, players complete their Railroad Construction Phase in clockwise order. The Sheriff then scores 2 Golden Carrots for each Track token they placed during this phase.
At the end of the final round (and before revealing Parchments), the player with the Star token immediately scores 4 Golden Carrots for each Railroad Building card they played this game.
Harvest Phase
The Railroad is a new way to gain Golden Carrots. From now on, resolve the Harvest Phase in this order.
A - Railroad
Gain 1 Golden Carrot for each Tower on your Cities placed along the Railroad (adjacent to 1 or more Track tokens). Each City only scores once, no matter how many Track tokens are adjacent to it.
B - Station
Each player who controls at least 1 Station chooses another player. The Station scores 1 Golden Carrot for each of the chosen player’s Cities placed along the Railroad (the number of Towers does not matter). If you control multiple Stations, you must choose different players. If you control more Stations than opponents, you must choose each opponent as equally as possible.
C - Fief
Score from your Fiefs normally.