RabbitZ & Robots
RabbitZ & Robots Rulebook
Table of Contents
Table of Contents
Components
- 5 Robot cards
- 5 Orchard cards
- Deck of 54 Burrow cards
Setup
Take the 5 Initial RabbitZ out of the Burrow deck (marked with this icon in the bottom right corner of the card) and set them aside.
Shuffle the Burrow deck keeping the RabbitZ faces up and place it in the center of the table, within reach of all players.
Next, deal each player one Robot card and one Orchard card. Place the Robot card in your play area with the charged face up, and the Orchard card next to it. Leave enough space between these cards and the Burrow deck to place three cards; this space will be the path that each guardian must defend. Leave another spot on the table for the discard pile.
Finally, take the Initial RabbitZ you set aside earlier and place one at random at the start of each player's path (next to the Burrow deck). Return any leftover Initial RabbitZ to the box.
Objective
Prevent the RabbitZ from entering your Orchard by using your Robot and the Weapons you obtain during the game.
If, at the end of the invasion, you have the fewest negative points in your Orchard, you win the game.
How to Play
Starting with whoever has the highest-value RabbitZ on their path, play proceeds in turns, clockwise.
Each turn is divided into two phases:
Phase 1. The RabbitZ Advance!
Take the top card from the Burrow deck and place it at the start of your path (next to the Burrow deck) with the RabbitZ face up. If there are already other RabbitZ on your path, they move toward your Robot to make room for the new RabbitZ.
Paths have a maximum of three spaces. This means that if there are already three RabbitZ on your path and a fourth RabbitZ (A) enters, it will push the others (B), and the RabbitZ closest to your Robot will slip into your Orchard (C), counting as negative points at the end of the game.
Phase 2. Defend Your Orchard!
Choose one action from:
- Super Attack. If your Robot is charged, you can flip it to eliminate one or more RabbitZ from your path.
- Charge Robot. If your Robot is discharged, you can flip it to recharge its batteries.
- Use Weapons. If you have weapons in hand, you can use them to eliminate one or more RabbitZ.
- Pass Turn. You might be lucky enough to find your path clear and your robot charged, or you simply don't want to do anything this turn.
On your first turn your robot will be charged and you will have no weapons in hand, so you will only be able to pass your turn or use your Robot's super attack.
Using the technology of the Ancients, we have created great machines that run on the energy of the Orchard, the mystical force of nature that flows through the earth and through every vegetable. Piloted by the brave Guardians of the Orchard, these powerful robots are our last hope.
—Elder Cauliflower
Robot Cards
Robots are the last line of defense against the RabbitZ. Pilot your robot and become the hero the vegetable folk need.
Robot cards have two sides: charged (side A) and discharged (side B).
During phase 2 of your turn you can use your robot to perform one of these two actions: Super Attack or Charge Robot.
- Super Attack. All robots have 4 points of strength. When your robot is charged, flip it to unleash a powerful super attack with which you can eliminate from your path any RabbitZ of up to 4 strength points, or several RabbitZ that add up to 4 points at most. After using the super attack, your robot will be discharged.
- Charge Robot. When your robot is discharged, flip it to recharge its batteries by absorbing energy from the Orchard. After performing this action, your robot will be charged.
Orchard Cards
The Orchard is made up of small villages inhabited by vegetables, which we will call orchards.
Place under your Orchard card all the RabbitZ that manage to cross your path without being eliminated.
The value of these RabbitZ will count as negative points at the end of the game.
Burrow Deck
The RabbitZ
This side of the Burrow cards represents the evil zombie rabbits that invade our beloved Orchard every spring.
All RabbitZ have a strength value from 1 to 4 points. To eliminate a RabbitZ you must equal or exceed its strength points. Whenever you manage to eliminate a RabbitZ, take it into your hand as a weapon.
In the Burrow deck you will find different types of RabbitZ:
Normal RabbitZ. Small, hungry devourers of vegetables. These RabbitZ have no ability. (The Initial RabbitZ are normal RabbitZ.)
RabbitZ with abilities that activate when eliminated
Strong RabbitZ. Giant and very tough. If you manage to eliminate a Strong RabbitZ, send the RabbitZ remaining on your path to the path of another rival or rivals.
Jumpers. They are fast, furious, and jump everywhere! When you eliminate a Jumper, draw 1 or 2 RabbitZ from the Burrow (as indicated by its ability icon) and send them to the path of another rival or rivals.
Zombie Bunny. They are so cute and adorable that you sometimes forget they could eat you at any moment. If you eliminate a Zombie Bunny, choose one of the RabbitZ that have entered your Orchard and send it to your rival's path.
Explosive RabbitZ. They absorb energy from the Orchard, but cannot control it. If you eliminate an Explosive RabbitZ, it will explode, eliminating an adjacent RabbitZ. If the adjacent RabbitZ has an ability, it will also activate.
Glutton RabbitZ. They have an insatiable appetite and eat everything they get their paws on. When you eliminate a Glutton RabbitZ, steal a random weapon from a rival's hand.
RabbitZ with abilities that activate when they leave the burrow
RabbitZ Leader. Smart and calculating. They control the rest of the RabbitZ and direct the attack on the Orchard. Whenever a Leader leaves the Burrow, it will be accompanied by another RabbitZ, and both will enter the same path.
Mega Queen. The Mother of all RabbitZ, enormous and as ugly as can be. When she leaves the Burrow, she will be accompanied by as many RabbitZ as there are players. In turn order, starting with whoever drew the Mega Queen, send one RabbitZ to each path.
Immortal RabbitZ. The strange magic surrounding them makes them indestructible. Immortal RabbitZ cannot be eliminated.
Whenever a RabbitZ enters your path, place it at the start of the path (next to the Burrow deck). If there are already other RabbitZ on your path, they will move toward your Robot to make room for the new RabbitZ.
Remember that your path has a maximum of three spaces; if there are already 3 RabbitZ and a fourth enters, it will push the others and the RabbitZ closest to your Robot will enter your Orchard. RabbitZ that manage to enter your Orchard count as negative points at the end of the game.
Weapons
On this side of the Burrow cards you will find rocket launchers, machine guns, plasma cannons, mechanical saws, and some special gadgets. These sophisticated tools will let you keep those disgusting RabbitZ away from your Orchard.
Weapons are used to eliminate RabbitZ from your path and can have 2, 3, or 4 strength points.
The strength of the weapon must equal or exceed the strength of the RabbitZ in order to eliminate it.
You can use one weapon to eliminate one or more RabbitZ, or two weapons to eliminate a single RabbitZ. (You cannot use several weapons to eliminate several RabbitZ.)
Whenever you eliminate a RabbitZ, discard the weapons used and take the eliminated RabbitZ into your hand to gain new weapons. The hand limit for weapons is 4; if you have more than that at the end of your turn, you must discard down to the limit.
Not all weapons will work against every type of RabbitZ. You must check the ability icon of the RabbitZ you want to eliminate and confirm that the weapon's icon does not forbid its use against that RabbitZ.
The thick hide of the Strong RabbitZ protects it from machine gun bullets, Jumper RabbitZ always manage to dodge Rocket Launcher projectiles, and RabbitZ near a Leader are shielded from the plasma cannon's beam. The mechanical saw is the weakest weapon, but you can use it to eliminate any RabbitZ — except Immortals; we still haven't found a way to eliminate them.
You will also find two special weapons:
- Portal. This mechanical device will let you buy some time. Send a RabbitZ from your path to a rival's path. In addition, if your robot is discharged, you can recharge it. Use the Portal during your turn instead of using other weapons.
- Shield. A force field that protects you from a RabbitZ's attack. Use the Shield to prevent a RabbitZ from entering your path and send it to a rival's path instead. You can use the Shield during your turn or during any rival's turn. It does not use up an action.
Final Round
When, at the start of a turn, there are no RabbitZ left in the Burrow deck, the final round begins.
During the final round, on your turn you may use all the weapons in your hand (Portal included) and your robot's super attack (if it is charged), and you may combine these actions as many times as possible in order to eliminate the maximum number of RabbitZ remaining on your path.
All RabbitZ that you have not managed to eliminate or send to a rival will go directly into your Orchard.
During the final round, eliminated RabbitZ do NOT activate their abilities and do NOT become weapons — instead, they are discarded.
You can use a Portal to send a RabbitZ to a rival who has already taken their turn during the final round. If this happens, respecting turn order, whoever received the RabbitZ may eliminate it if they still have weapons in hand or by using their robot's super attack, if it is charged. They may also send it on to a rival's path using a Portal. If they fail to eliminate it, the RabbitZ will enter their orchard.
Example: In the final round, Broccoli has 3 RabbitZ on his path and has a weapon of 4 strength points and a Portal left in hand. He uses the strength-4 weapon to eliminate a Zombie Bunny (which will not activate its ability, nor will it go to Broccoli's hand as a weapon) and the Portal to send a strength-3 Normal RabbitZ to Onion. In addition, thanks to using the Portal, Broccoli charges his Robot and then uses its super attack to eliminate the third RabbitZ. Broccoli has managed to keep every wicked RabbitZ out of his Orchard during the final round.
End of Game
Reveal the RabbitZ that managed to enter your Orchard and count their points. Whoever has the fewest negative points wins the game.
In case of a tie, whoever has fewer RabbitZ in their Orchard wins the game.
If the tie persists, both players will go to a cryogenics center where they will be preserved in capsules until the year 30175. Once they awaken from their slumber, their mission will be to find Elder Cauliflower, the wisest vegetable in the whole Orchard, and he will decide who is the winner of the game.
Solo Mode
The Orchard is being razed and only one small orchard remains standing. There, all the vegetables have taken refuge to try to survive the invasion. Infiltrate the Burrow and defend the last orchard.
Setup
In RabbitZ's solo mode you will defend three paths. Choose three Robots and place them in front of you with the charged face up. Each Robot will defend one of the three paths, while the other two will help you by infiltrating the Burrow.
Place one Initial RabbitZ at random on each of the paths.
Divide the Burrow deck into two piles. Put one of the two infiltrated robots inside each pile and shuffle it. Place one pile on top of the other and set the Burrow deck in the center of the table.
Leave a space on the table for discards and another for the Orchard zone.
Turn Sequence
Your turn is divided into two phases:
- Phase 1. Draw two RabbitZ from the Burrow and place them on different paths.
- Phase 2. Choose one action from:
- Unleash the super attack of one of your robots.
- Charge one of your robots.
- Use a weapon to eliminate one or more RabbitZ from a path, or two weapons to eliminate a single RabbitZ.
Repeat this turn sequence until there are no RabbitZ left in the Burrow. Then your final turn begins.
During your final turn, you can use all the weapons in your hand, use a Portal, or use your robots' super attacks to eliminate the RabbitZ remaining on your path. Combine these actions as many times as possible.
The abilities of the RabbitZ will not activate when they are eliminated, nor will they go to your hand as weapons — you must send them to the discard pile instead.
At the end of this final turn, all RabbitZ remaining on the paths will enter your orchard.
Count the negative points you obtained and compare them to the following table:
| Points | Result |
|---|---|
| 0 | The Orchard is free! You have just become a legend; the vegetable folk will always remember you as the hero who put an end to the RabbitZ. |
| 1–5 | Good job! The RabbitZ have lost this battle, but they will return and we will be ready. |
| 6–12 | The last Orchard and the vegetable folk have suffered significant damage. |
| 13+ | We have lost our home... The Orchard has been completely destroyed. |
Keep in mind the following differences from the normal mode of play:
- Special weapons and all RabbitZ abilities that normally involve sending a RabbitZ to a rival's path will instead send that RabbitZ to the discard pile.
- In addition to sending a RabbitZ to the discard pile, using a Portal lets you recharge all your robots.
- If you eliminate a Glutton RabbitZ, take the first face-up weapon or special weapon card from the discard pile.
- The Mega Queen will be accompanied by three RabbitZ. Place one on each path, in the order of your choosing.
- In this mode of play, Immortal RabbitZ can be sent to the discard pile. We may not be able to eliminate them, but we can throw them very far away.
Infiltrated Robots
To defend the last orchard you will have two robots infiltrated inside the Burrow.
Whenever you have to draw a RabbitZ from the Burrow, one of the infiltrated robots may come out instead, entering at the start of one of the paths like any other RabbitZ. Infiltrated robots have 4 strength points and can be affected by RabbitZ abilities.
When you manage to get an infiltrated robot into your Orchard, you may send to the discard pile one or more RabbitZ already in your Orchard that add up to a maximum of 4 strength points. Then, send the robot to the discard pile.
If you want to add difficulty to the solo mode, you can play without infiltrated robots.
Two-Player Co-op Mode
Play this mode applying the same rules as the solo mode; the only difference is that each of you will have your own hand of cards. During your turn, you may only use the cards in your own hand.
RabbitZ Hunter Mode
Play this mode applying the same rules as the normal mode, with the difference that you can use your weapons and your robot to eliminate the RabbitZ on your rivals' paths. You can also use a Portal to send a RabbitZ from any path to another rival.
Guardians of the Orchard
CARROT. Responsible, decisive, and charismatic leader of the Guardians of the Orchard. A great strategist and combat expert, she is always ready for battle and capable of taking out heaps of enemies with a single swing of her Omega Z sword. Like her mentor, Elder Cauliflower, Carrot dreams of an Orchard free of RabbitZ. "For the vegetable folk!"
ONION. Reckless, impulsive, with several layers of madness and zero sanity. She is able to come out unscathed from the most extreme situations and never hesitates for a second to throw herself into battle, whether against a single RabbitZ or against a burrow infested with these wicked zombie rabbits — she's a bit crazy, all right. "Time to cry, damn RabbitZ! Onion has arrived!"
BROCCOLI. The best mechanic in the Orchard — hardworking, intelligent, and handy. A tireless researcher of the technology of the Ancients and of how it can improve the lives of vegetables and, of course, of robots and their weapons. The impact of his robot's seismic mace generates huge earthquakes. The rest of the guardians affectionately call him "Afro Bro." "Shall we try my new missile?"
RADISH. The youngest pilot on the team, and his robot is the smallest, fastest, and quietest. A descendant of the ancient Radish clan, he has been trained in the teachings of the way of the warrior and applies his knowledge of martial arts to his robot's fighting style, which features the most powerful close-combat weapons created by Broccoli: the Turbo Fists. "Take a deep breath... and when they're close... TURBO FIST!"
THE POTATO BROS. Synonymous with destruction. Armed to the teeth, the Potato brothers are the joy of the Orchard and will leave their skin on the battlefield. Their robot has a rotating turret with 360-degree peripheral vision equipped with a mega plasma cannon, several machine guns, and hundreds of rocket launchers installed all over it. "—Brother, ready? —Ready, brother. —BANZAI!"
Credits
Authors: Lorena Gestido and Javier Martínez
Illustration: Bambinomonkey — Design and layout: Lorena Gestido
Publisher: Rocket Lemon Games
Achievements
- ROBOT PILOT. Join the Guardians of the Orchard.
- VERSATILE PILOT (Normal mode). Win a game with each of the Robots.
- MISSION IMPOSSIBLE (Normal mode). Win a game with no RabbitZ in your Orchard.
- IMMORTAL INVASION (Normal or Solo mode). End a game with all the Immortals in your Orchard.
- LEGEND. Play the solo mode and finish the game with 0 points.
- RABBITZ GIFT. Give a copy of RabbitZ & Robots as a gift.