|WARNING: Reprehensible Sarcasm|
Beside a clear blue burbling brook, down in the tall grass, in the cozy warrens of the bunny kingdom… a great unrest creeps through the whole colony of furry friends. It began days ago, when the very oldest and wisest coney stumbled upon a grave deliberation. A pondering never before pondered by the likes of bunny. Why am I here? Where will I go, when my lights go out? …a chilling rumination, indeed.
Winter is waning and all the burrows in the kingdom are filled with worried bunny families looking for answers. Lucky for them, you have declared yourself the one true prophet! But, you must act quickly to capitalize on their fear before the next winter, when bunnies like to cozy up together and sleep and dream and forget most everything they ever knew.
Plays 2 to 5 in 45-60 minutes, Ages +13
Whoever attended church or saw a bunny rabbit most recently takes the little green house. The little circles on the board are burrows and they’re brim full of bunnies ready to hear the word of your Bunny God, and thereafter be commanded. When placed on the circles, the little houses represent bunny families you’ve brought into your faith. Two houses can occupy a burrow, and no more. Burrows are grouped into color coded sets of five circles, called warrens, which are connected within and to other burrows by orange lines. If two burrows are connected by an orange line, the distance can be safely hopped and they are considered adjacent. Pick a color of house and pile them up in front of you. Then pick a warren and place a house on each of its territories, starting with the player holding the green house, so the houses look upright. (And Frank Lloyd Wright). This is your jumping-off point to spread into other warrens with the goal being to have the most houses in as many warrens as possible at the start of the second phase of each turn, when worker placement is done. There are a few different ways to spread, but you can’t do it indefinitely because you will keep track of houses that’ve already been commanded by exhausting them. What’s this exhausting, you say?! …I’ll feed you, baby bird.
*Place 2 HOUSES on each burrow for 2-3 player games
When a house is upright, it is refreshed, meaning those followers can be hopped round or made to breed; a Godly undertaking indeed. Once they’ve been commanded, they should be put on their side to indicate that they’re terribly tired and can’t be made to do anymore Godly works for you right now.
Before we get into the two phases, summer and winter, let’s clarify how one wins the game and when it ends. Shuffle the deck of shiny things, count out 36 cards and place the remaining cards back in the box. Draw six cards, setting them face up next to the board near each warren. At the beginning of winter, the player with the most houses in each warren claims its shiny thing and places it in hand. If no houses or an equal number of houses are in that warren, the shiny thing is tossed with extreme prejudice back into the box. Each shiny thing card has an ability which can be used once, at which point the card should be vaulted, or placed face down on the table in front of you. Used up or not, these count as a point at the end of the game. When there are no more cards in the deck, you play the last round and the game ends. The player with more shiny things than anyone else is the prophet who clearly represents the greatest Bunny God.
One last thing to cover, before I repeat myself in an easier format to reference later. Because, I mean, face it. That didn’t all sink in. You’re a visual learner (weren’t paying attention), or maybe you’re bad at taking tests (don’t know the material).
Start with 5 houses in your hand, literally. These are your missionaries and they represent what YOU, the prophet, are doing. They can be placed, exhausted, onto the board two spaces from any burrow on which you have a house. Next, there are the houses you’ve placed on burrows. These bunnies can only be moved if their burrow is crowded (two houses there) and if they aren’t exhausted. They move to a directly adjacent burrow and are exhausted in the process. Finally, you may command your bunny followers to breed, but not to have too much fun doing it; and keep it systematic won’t you? They’ll need to be fresh, not too crowded and feel that they are safe. One of your refreshed houses… in a burrow by itself… must be adjacent, on all sides, to burrows containing at least one of your houses, whether or not those houses are refreshed or exhausted… in order to place a new house from the supply pile in front of you, on that territory. Both houses are exhausted. You’ll quickly see that these conditions aren’t quite so hard to meet as all that sounded. Where there’s a will to freak, there’s a way to freak. God says.
Those are the basic actions for moving and growing the flock. You’ll take turns taking an action in order until your turn ends. There are two more actions. You can use a shiny thing’s ability, vaulting it face down on the table. Or you can let the fur fly, by commanding your bunny followers to DESTROY ALL INFIDELS in a gruesome Godly Holy war! And they will do this, lest they be sent straight to the DOOMY PLACE! For short, let’s call it crusading. You can only crusade when you possess the green house. This ends your turn, but results in you removing both houses from all burrows containing two different player’s houses. So it affects other players too. They go into their respective supply piles. If you ever do NOT take an action, your turn ends – you can’t jump back in later.
Once everyone’s turn is ended wintertime begins and you’ll all take the following steps, in order. Award shiny things to their winner, or dump them back into the box. Place a new shiny thing for each warren. Pass the little green house left. Then each player must take their houses from the board, starting with the player who now possesses the green house, placing them in their hand, in such a way that none of their houses are directly adjacent to burrows containing any of their other houses. Being in the same burrow doesn’t count as being adjacent. Once that’s finished, refresh all the houses still on the board and begin the next springtime. Hopefully, you’ll have a big handful of houses to hop round the board next spring. You’re doing great.
You should all have 5 little houses in your hand, 5 refreshed houses on the board (10 for 2-3 players) and a big pile of your own extra houses in front of you. There should be 6 shiny thing cards placed round the board and someone should have the green house in front of them. They should be looking excited, because of how much fun they’re about to have. Do they look excited? If they do not please inform them of their error… and begin!
- To Burrow from Hand, two spaces from any burrow you control. Exhaust it.
- To Burrow to Burrow, if refreshed and in a crowded burrow. Exhaust it.
- From Supply to Burrow, only if ALONE, SAFE and REFRESHED. Exhaust both.
- Use Shiny Thing Ability, if in hand. Vault face down in your stack.
- Crusade, remove all houses in burrows with two different color houses. To supply pile. End turn.
- Pass, to end turn. No hopping back in.
- Award or trash shiny things. Place new ones. Pass the green house left.
- Satisfy the forgetting rule, moving houses into your hand.
- Refresh all houses still on the board. Player with the green house takes the first action of springtime.