Board & Card Games Stack Exchange is a question and answer site for people who like playing board games, designing board games or modifying the rules of existing board games. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

What are some common house rules that you might use for a Killer Bunnies game?

Because the game has so many rules/cards to begin with, the only one that we've come up with is not allowing Super Bunnies to be blanched. Any others we should adopt to help simplify/speed up the game?

We've tried halving the cost of carrots, but that made "Take a carrot" cards nearly unnecessary. We've also tried allowing people to have a free Black Pawn in order to limit the effectiveness of weapons but that kept too many bunnies on the board. The free Black Pawn helped make the game move faster, but it meant that you nearly never had to play around not having a Bunny.

share|improve this question
I'm going to +1 you simply because the only time I've ever played this game it took about 9 hours (and at the end you randomise the winner, which is just insult on top of injury). NEVER AGAIN. Anything that saves future generations from such lengthy ordeals has got to be good in my book! – thesunneversets Oct 18 '11 at 19:42
What rules have you tried? Without experience with house rules to address that problem, these questions don't usually work well: see this meta discussion for tips on writing good questions about house rules. – Dave DuPlantis Oct 18 '11 at 19:45
@Pithlit, sorry, I saw that and edited my comment accordingly. You want to simplify or speed up the game ... what house rules have you tried? What happened when you tried them? – Dave DuPlantis Oct 18 '11 at 19:51
@DaveDuPlantis, I see your edit and removed my comment. I tried to add a few examples of things we've tried that didn't seem to work well enough to incorporate into a House Rule. – Pithlit Oct 18 '11 at 20:00
@Pithlit, I think that helps a lot. Now we've got an idea of your specific problem, ways you've tried to address it, and consequences of not doing so ... those should help direct answers away from "Here is a list of house rules" and toward "Here's what we've done that helps to move the game along." – Dave DuPlantis Oct 18 '11 at 20:05
up vote 2 down vote accepted

An old group of mine found it very effective to give each player a "holy hand grenade" token at the start of the game. This can be used to destroy any card, weapon, bunny, etc.

Feel free to adjust the number of tokens, if one simply isn't enough. Just remember, "three shalt be the number thou shalt count!"

share|improve this answer
ooh, I like this idea, it limits some stuff, but doesn't unbalance the any one area of the game too much. We'll give this a shot, thanks! – Pithlit Oct 19 '11 at 14:35
Please post a comment if you try it out and it works or doesn't work for you and why. – Neal Tibrewala Oct 20 '11 at 15:59
yeah, we gave it a shot last night, and it's a great solution (nice job). We used 1 as the standard, and for newer players, we gave them a 2nd "holy hand grenade". We considered trying 3 for everyone, but no amount of Killer Bunnies could handle that many flying around. – Pithlit Oct 20 '11 at 16:37

When we play with all the expansions, last of which is chocolate, we deal out a carrot to each player at the start. We also make roaming red runs (ebola, orp, mystery urn, etc) turn based and not round, makes it faster. usually dealing out carrots at the beginning speeds it up a bunch and not allowing players to steal a carrot until a player has more than the original dealt ones. Also if you feel the game is laying too long, implement a rule at that time to force all choose a carrot cards to be market only, not stolen. Our games usually last 2-3 hours that way.

share|improve this answer
Welcome to B&CG! – beam022 Nov 26 '12 at 23:47

An easy way to speed up the game is to play cards directly from your hand instead of waiting for it to pop up in the run list. This speeds up the game allowing players to play bunnies and weapons more often. When I play with this rule games last about 1-2 hours at most.

share|improve this answer

We have started setting a timer and every time it goes off the person/people with the fewest carrot cards each get to draw one.

share|improve this answer

I've played the "normal" version of Killer Bunnies Quest (i.e. Blue and Yellow decks) and also the Remix version. I found the normal version can be a bit slow mainly due to a lack of Bunnies - there are 25 Bunnies out of about 160 cards so if you don't have a Bunny you can be waiting a long time to pick one up.

For the normal version I'm planning on trying the following rules:

Everyone Starts With A Bunny

Anyone who wasn't dealt a Bunny at the start can go through the draw deck until they find a Bunny and discard one of the cards they were dealt.

This is suggested in the rules for the first time you play, but I see no reason not to do it every time.

You Can Buy Dead Bunnies

When Bunnies die put them in a separate pile. Dead Bunny cards can be bought for 10 dolla. The Bunny card is placed in your hand and has to put through the run as normal.

This rule is in the Remix version (and I think it's in one of the later expansion decks too), it seems to speed things up considerably.

Free Money

Give everyone some tokens (I'm going to use Monopoly money) at the start that represent dolla, these tokens act exactly the same as normal money. I'm going to try giving everyone 10 dolla, that's enough to buy a Bunny or a Carrot and it's usually enough to feed a Bunny.

A slight variation on this would be for everyone to get some free money at the start of their go instead, I'd suggest 1 or 2 dolla.

share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.