Rabbit Hunt
Rabbit Hunt Rulebook
Table of Contents
Table of Contents
Components
- 24 carrots
- 4 farmers (one in each player colour: black, yellow, blue, green)
- 1 warehouse card
- 75 farmland cards
- 12 bunny cards
Game Setting
- Place the warehouse card in the middle of the table. Shuffling the 75 farmland cards, put these cards face down as draw pile. (If there are only 2 players, put away 30 of the farmland cards, and if there are only 3 players, put away 15 cards.)
- Draw 6 farmland cards and put them face-down around the warehouse. As illustration right: cards placed on table are called farmland during the game.
- Every player chooses one colour, and takes 3 bunny cards and a farmer of his own colour. Players place their farmers on the warehouse card.
- Each player is given 2 carrots, and the remaining carrots are put aside at every player's reach.
- Each player draws 5 farmland cards, in addition to the 3 bunny cards they have been given (every card's reverse side looks the same).
- When there are 4 players, they are divided into 2 teams of 2 players. The player placed at your opposite side is your teammate.
Game Procedure
- The player born in the year of the Rabbit (1951, 1963, 1975, 1987, 1999) or who looks the most like a rabbit will start the game. Then the other players shall take turns, following a clockwise order.
At each turn, the player must:
- Place one card on farmland.
- Take two actions.
Place One Card on Farmland
At each turn, the player must place one of his cards face down on farmland, except if he has no more cards in his hands. In this case, he is allowed to skip this step.
When the game starts, there is one warehouse card in the middle of the table, as well as 6 farmland cards placed around the warehouse. The card placed by the player must be turned face down and placed beside one of the cards that are already on the table.
Every new placed card must be placed beside at least 2 other cards already on the table, and should be placed in a crisscross pattern (as shown on next page). It should not be placed in an even row, nor piled up one upon the other.
Placement examples (diagrams): WRONG if the cards form a block with a gap or an uneven shape; the RIGHT example shows cards arranged in a staggered, crisscross pattern around the warehouse, with no card piled upon another.
Take Two Actions
After the player has placed a card on the farmland, he then chooses 2 of the following 4 actions (it is possible for a player to take two similar actions consecutively):
- Draw one farmland card: the player may draw up to two cards, then it counts as two actions.
- Take one carrot: the player may take up to two carrots, then it counts as two actions. A player can only have up to 6 carrots. If he already has 6 carrots, any action or farmland card that allows him to take carrots is ignored.
- Use carrot(s) to move farmer: moving one step means that the farmer moves to a neighbouring card. He will reveal the card which he has moved to, and according to the kind of card which is revealed, he will either leave it face up at its original place or put it away (see below).
Spending carrots to move the farmer:
| Spending | Allows you to move farmer |
|---|---|
| 1 carrot | 1 step |
| 2 carrots | 2 to 3 steps |
| 3 carrots | anywhere you want |
When revealing the farmland card, if it is another player's bunny:
- Result: keep it with you (it will be counted in your final score), then take another card from the draw pile to fill the empty space, without looking at the card, and place it face down.
When revealing the farmland card, if it is your own bunny:
- Result: show your revealed bunny to other players, and if you still have card(s) in your hand, place one of your card(s) face down to exchange with the card you have just revealed. If you have no more cards in your hands, put back the bunny card face down at its original place.
When revealing the farmland card, if it is a farmland card:
- Result: turn up the card and execute the event displayed on the card, then place it face up on its original place. An event can only happen once. A farmland card which has already been turned up once will not be executed a second time.
When revealing the farmland card, if it is an empty farmland card:
- Result: nothing happens. Turn up the card and place it face up on its original place.
When the farmer moves to the warehouse card, the player does not have to turn up the card to reveal what it is.
If a player has 6 carrots, he can move his farmer two times to any farmland he wants.
The farmers would not disturb another's moves, and there are no limits to the number of farmers on one same card.
- Use 3 carrots to see another player's hand: choose a player, that player must show you all the cards in his hands. Looking at another player's hand is counted as one action, so at each turn, the player can spend 6 carrots to see any two players' hands. The chosen player, after he has shown his cards, is allowed to put back at the bottom of the draw pile any of the cards he has, and then draw the same amount of cards he has put away.
End of the Game
- Players take turns to play, and if any player's three rabbits have been caught by the other players during the game, then this player loses the game. His cards must be shuffled into the draw pile. If there is only one player left, this player wins the game.
- If there are still two players or more left, but the draw pile has already been used up, the game immediately ends, and the winner is determined by the following rules.
Winner Determination
The winner of the game is determined according to the following rules. (If the game is composed of 2 teams of 2 players, the term "player" can be replaced by "team" in the following explanations.)
a. The winner must have disposed of all his own bunnies. Those who still have one or more of their own bunnies in their hands lose the game.
b. Amid the players who have disposed of all their bunny cards, the one who has caught the most bunnies from the other player(s) wins.
c. If there is a tie, the one who has had the least bunnies of his own caught is the winner.
d. If there is still a tie, the tied players must turn up their own bunny cards placed in the farmland, and the one whose bunny is closest to the warehouse wins.
e. If there is still a tie, then they are all counted as winners.
Events of Farmland Cards
- Empty farmland (12): nothing happens (see above).
- Take 1 carrot (8).
- Take 2 carrots (4).
- Draw 1 card (8).
- Draw 2 cards (4).
- You move 1 step immediately (4).
- Move any farmer to any farmland (4).
- Move any farmer back to the warehouse (4).
- Take a look at any farmland and put it back in place (4).
- Place one of your card(s) immediately (4).
- Show all your cards to the other players (3).
- Show all your cards to the other players. If you still have bunnies left, put away all your carrots (6).
- Every player shows all their cards to the other players. Any player who has bunnies left must put away all their carrots (4).
- Your turn ends immediately (6).
Transcription note: the printed rulebook repeats "put them" in the Game Setting bullet about the 6 face-down farmland cards ("put them put them face-down"); the duplicate has been dropped. The printed text is otherwise transcribed as published.