Mabel Ragsdale, a farmer from the outskirts of our fair dale, has been dealing with a peculiar problem in her fields lately. According to Ragsdale, the rabbits that have been frolicking in her lush and fertile paradise for generations have turned into some kind of undead monsters, making them tough to get rid of.
"I've been usin' the same fertilizer formula for years.
You've never tasted better veggies!"
Ragsdale explained in an interview with our reporter, "but lately them rabbits have been gettin' into it and turnin' into these beasts. They're stealin' my veggies and competin' amongst themselves to get the best ones."
And even stranger things are afoot, Ragsdale suspects that her garden gnome may be scaring the rabbits away from her crops. "Every time I move it to a different spot in the field, the rabbits stop comin' around for a while," she said.
Despite her best efforts, Ragsdale has been struggling to keep the rabbits out of her fields. She has resorted to using fancy traps and her shotgun to get rid of them, but they keep coming back.
"My dog, Duke's a quick one, darting here and there, making them bunnies scatter like the wind. But I'm runnin' outta ideas, to be honest," she admitted. "But a farmer's work is never done. I'll keep on tryin' to keep those pesky rabbits out of my fields, no matter what it takes."
The Autumn season's most coveted award for the finest and most outstanding produce grown in the region. This prestigious prize recognizes the exceptional quality and skill of local farmers who have dedicated themselves to producing the very best crops that Cottondale has to offer.
With its beautiful blue ribbon and accompanying accolades, winning this award is a true testament to the hard work and expertise of the most talented growers in the county. Don't miss your chance to showcase your farming prowess and compete for this highly sought-after honor at this year's Cottondale County Fair!
The only way to bring home this prize is to grow at least three first-rate Vegetables and bring them to the market.
Choose one player to be the farmer, all other players are bunny tribes.
Make sure that all bunny cards are facing the same way and shuffled.
Place the traps, fences, bullets, sprout/veggie tiles, and coins near the farmer to the side for easy access during the game.
Place the baby bunny tokens so that they are accessible to the bunny tribes.
Give the bunny marker to the bunny tribe that is directly to the left of the farmer.
Give the farmer the farmer and dog marker.
Place the turn counter to the side and start on round one.
Give one die to each player.
Give one investment mat of their type to each bunny tribe.
5 coins, + 2 for each bunny tribe in the game.
6 wood fences, + 2 for each bunny tribe in the game.
2 basic snares, + 2 for each bunny tribe in the game.
2 shotshells, + 1 for each bunny tribe in the game.
1 random tribe leader
4 random adult bunnies
2 baby bunnies
10 hex tiles are set up in four rows.
Four tiles in the first row.
Three tiles in the second row.
Two tiles in the third row.
One tile in the fourth row.
Place four vegetable tiles on top of these, place sprout tiles on the rest of them.
14 hex tiles are set up in four rows.
Five tiles in the first row.
Four tiles in the second row.
Three tiles in the third row.
Two tiles in the fourth row.
Place six vegetable tiles on top of these, place sprout tiles on the rest of them.
18 hex tiles are set up in four rows.
Six tiles in the first row.
Five tiles in the second row.
Four tiles in the third row.
Three tiles in the fourth row.
Place nine vegetable tiles on top of these, place sprout tiles on the rest of them.
The dog guards the farmer's whole field, but is placed on one plot to start with. Duke is only awake during the night phase and sleeps during the day.
The dog does not have to chase a bunny but does so when it chooses.
The dog can only chase once per bunny attack and remains on the plot it has run to, unless it catches a bunny. In that case it returns home and can chase again on the following bunny’s attack.
The dog has a basic speed of 6 + a modifier die roll, minus the number of fields away the bunny is.
The farmer owns a shotgun from the start of the game. However, the farmer is only awake during the day and sleeps at night.
The shotgun is the last resort that the farmer can use to keep a bunny from stealing crops.
Shotshells have a basic strength of 5 + a modifier die roll, minus the number of fields away the bunny is.
The farmer stands on the edge of the field during the day phase. From her position she can shoot at bunnies.
She can be moved to a new position between each bunny clan’s turn.
Bunnies cannot use their cunning on the plot where the the gnome is. This includes all fences that surround it.
The gnome is placed after planting is done during the day and remains where it is until the next day phase when the farmer can reposition it.
The gnome cannot be sold and a bunny cannot be sacrificed to get rid of it.
The dog can attack and run through a plot where there is a gnome.
It is night time and a bunny is attacking a plot that is four plots away from the dog. Its speed decreases for each plot it has to traverse to get to the plot that is being attacked.
So, the calculation is: 6 + die roll - 4.
It is daytime and a bunny is attacking a plot that is three plots away from the farmer. The shotshell's speed decreases for each plot it has to traverse to get to that plot.
So, the calculation is: 5 + die roll - 3.
A trap can guard a single plot and a plot can only contain one trap. Traps remain on the crop until the crop is harvested, it catches a bunny, or a bunny sabotages it.
Basic traps have a strength of 3 + a modifier die roll. Custom traps have a strength of 5 + a modifier die roll.
If a bunny attacks a trap and fails, the trap is removed.
A fence guards one edge of a plot. It remains on that plot until it catches a bunny, or a bunny sabotages it.
Wooden fences have a strength of 3 + a modifier die roll.
Wire fences have a strength of 5 + a modifier die roll.
If a bunny attacks a fence and fails, the fence is removed, otherwise a bunny hole is created there instead.
A basic trap has the strength of 3 + a modifier die roll (d4).
They cost ¢2 each.
Upgrading to a custom trap costs ¢1 each.
A custom trap has the strength of 5 + a modifier die roll (d4).
They cost ¢3 each.
The resale price for both types of trap is ¢1 each.
A wooden fence has the strength of 3 + a modifier die roll (d4).
They cost ¢2 per two fences.
Upgrading to a wire fence costs ¢1 each.
A wire fence has the strength of 5 + a modifier die roll (d4).
They cost ¢3 per two fences.
The resale price for both types of fence is ¢1 each.
A shotshell has the strength of 5 + a modifier die roll (d4), minus the number of tiles it has to traverse to get to its target.
They cost ¢2 each.
The resale price for a shotshell is ¢1 each.
Farmer Ragsdale always gets to roll a modifier die to check the strenght of the defensive item against the wit, strength, and cunning of a bunny.
There is a local Pharmaceutical company that is willing to buy the Twilight Thirns, and even bunny pelts to experiment on.
Farmer Ragsdale can sell the following to them:
A bunny pelt for ¢1 each.
An undead bunny pelt for ¢3 each.
A Twilight Thorn for ¢4 each
At the market, farmer Ragsdale can sell the following:
A normal veggie for ¢8 each.
A first-rate veggie for ¢12 each
Sprouts are placed on each empty plot in the Dawn phase of every round. If they survive until the next round, they grow into veggies and can be harvested on the round after that.
Sprouts feed 2 bunnies, veggies feed 4 bunnies, and first-rate veggies feed an aditional two bunnies.
A crop is not considered a first-rate veggie until it has grown into a vegetable and has a first-rate veggie token on it, so sprouts don't count.
When a bunny steals a crop that is infested with Twilight Thorns, it is brought home to the tribe and can be consumed during the Dawn phase when bunnies eat and grow.
A Twilight Thorn can feed a single bunny.
The farmer starts out with 4 red and 2 green in her bag. After each round is over, 1 red and 3 green tokens are added.
At the start of each round, during the dawn phase, the farmer activates her formula to fertilize her crops. To do this, she draws tokens from a bag, which come in two types: green tokens, representing first-rate veggies, and red tokens, indicating Twilight Thorns.
Tokens are placed according to the images on the right, depending on how many players there are.
The farmer draws and places tokens until 3 red tokens or 5 green tokens are out on the board, including tokens from previous rounds.
Red are placed left to right, and green from right to left.
Tokens are removed when a grown veggie is harvested in the day phase.
Reporter: "So, can you tell us what the rabbits' struggle is?"
Roger: "Wight now, our biggest stwuggle is with Fawmer Wagsdale and hew secwet fertilizer fowmula."
Reporter: "Why is that a struggle for the rabbits?"
Roger: "Well, you see, hew crops awe gwowing so big and so fast that they awe taking ovew ouw homes and ouw food. We have to wun and hide evewy time hew dog Duke comes awound, and we'we getting hungwier and hungwier."
Reporter: "What do you want the humans to do about it?"
Roger: "We just want to live in peace and have enough to eat. Maybe Fawmer Wagsdale could share hew secwet fowmula with evewyone so that we can all have big, juicy cawwots and lettuce. We don't want to cause any twouble, we just want to live."
Reporter: "Thank you, Roger, for sharing your perspective with us."
Roger: "No pwoblem. Wogew out!"
Cunning - Can be added to any other stat but can only be used once during the bunny’s attack.
Agility - Is used against fences.
Strength - Is used against traps.
Speed - Is used against the dog and shotshells.
The bunny’s specialization is pictured at the top left of the bunny card, it shows what the bunny is best at. When a bunny uses its special power, the player may roll the modifier die. The farmer always wins in the case of ties.
A bunny’s specialization can only be used once during an attack.
A bunny with this specialization gets to roll a modifier die when it is up against the farmer's shotgun or the dog.
A bunny with this specialization gets to roll a modifier die when it is up against a fence.
A bunny with this specialization gets to roll a modifier die when it is runs into a trap.
Each bunny has two ages: Baby and Adult. At the end of every turn cycle, during the Dawn phase, the baby bunnies age if they get the food they need, otherwise they die.
Only adult bunnies can eat Twilight Thistles and become undead.
None of the crops that the bunnies have acquired during the turn can be saved for a later round.
When it is Dawn and time for bunnies to eat and grow the new bunnies also procreate.
Baby bunnies are produced with the help of excess food.
If there are only undead bunnies in the tribe, they cannot procreate that turn.
A bunny tribe player may choose to not steal a crop when making an attack, but leave it where it is for strategic reasons.
The player may even choose to move on to another plot to steal that crop instead, wich is a valid move. However, the attacking bunny must contend with all the obstacles it comes across on its way there.
It is okay to take a veggie that is on the way out when retreating from destroying a fence or sabotaging a trap, but if the dog or shotgun has not been used during the attack, it can do so now.
Adult bunnies become undead immediately after they eat a weed in the Dawn phase.
Once a bunny has become undead it can steal crops just like any other bunny, but it does not need to eat.
Undead bunnies are stronger and smarter than the average adult bunny.
An individual undead bunny can only do one thing during that tribe’s turn, and only during the night phase.
Each bunny tribe starts out with one undead bunny, that is the Tribe Leader. The tribe leader can be used during any Night Phase, but it is worth 3 Victory Points in the end.
A bunny runs across two unguarded plots and then encounters a fence. It must then contend with the fence. It succeeds by using its cunning. However, there is a trap on the plot and the dog is nearby. The bunny specializes in traps, and succeeds against that as well. Now both the fence and trap are gone, the dog may attack if it is nighttime or the farmer can shoot if it is daytime.
A bunny that is specialised in dogs counts its speed value + a roll of a modifier die. The bunny gets away only if the total value of the dog's speed + the farmer’s roll of the die is lower than what the bunny got.
If the bunny has not used its cunning on another obstacle, it can add that value to the calculation as well.
At the dawn phase of a round, a bunny tribe has one tribe leader, one undead bunny, two adult bunnies, and three baby bunnies. During the previous round the clan managed to procure one weed, and one sprout which feeds three bunnies. One of the adult bunnies eats the weed and becomes undead, but there is not enough food to feed the others, so one baby has to go.
Crops that bunnies manage to steal primarily go to feeding the tribe's bunnies. However, tribes can buy things for any excess food that they acquire. This is done in the Dawn phase.
Baby bunnies are produced if the clan has excess food. They are produced if the player pays the food according to the following table:
1 baby bunny costs 1 food.
2 baby bunnies cost 3 food.
3 baby bunnies cost 6 food.
4 baby bunnies cost 10 food.
Cunning can also be bought with the help of excess food. These tokens can be used by any bunny in the tribe when needed.
1 cunning token costs 1 food.
2 cunning tokens cost 3 food.
3 cunning tokens cost 6 food.
4 cunning tokens cost 10 food.
At the very beginning of a round, each bunny tribe gets an inspiration card.
These cards give little extra bonuses to the tribes that increase their inspiration and keep them on their toes.
These cannot be bought.
Bunny tribes can choose to invest in different areas. These are the skills that bunnies have from the start: Speed (dog and shotgun), Agility (fences), and Strength (traps).
For each area and level that they invest in, they get a specific bonus. When an investment is made, grab an investiment token and place it on the space.
Invstments must be done in the order level one, two, and three. It is not okay to skip a level. Each tribe has one investment filled in from the start.
Level 1:
+1 in that stat for all bunnies of that type.
Costs 2 food
Worth 1 VP
Level 2:
+1 in that stat for all bunnies regardless of type.
Costs 4 food
Worth 2 VP
Level 3:
All bunnies get a die roll when playing that stat.
Costs 7 food
Worth 3 VP
If the farmer successfully nurtures and protects a harvest of 3 first-rate veggies by the conclusion of the fifth round (night phase), she secures a decisive victory.
On the flip side, if the farmer falls short of the 3 first-rate veggies goal, another path to victory emerges. The bunny tribe that has accrued the most Victory Points seizes the opportunity to claim victory.
At the end of the game, if the farmer does not win, the tribe with the most Victory Points wins.
Victory points are counted in the following way:
Investments are worth 1 - 18 VPs.
The Tribe Leader is worth 3 VPs.
Each extra cunning token is worth 1 VP each.
Each round consists of all players going through three phases: Dawn, Day, and Night. The phases are played in the following way:
Crops Grow and are fertilized
Veggies and monster veggies are harvested and sprouts become veggies.
New sprouts are placed out on empty plots.
Farmer Ragsdale tops up her fertilizer formula with 1 red and 3 green tokens.
Farmer Ragsdale uses her fertilizer formula on her crops, upon which some first-rate veggies grow and some crops become infested with Twilight Thorns.
Bunnies eat & age
Adult bunnies that eat Twilight Thorns become undead bunnies.
Baby bunnies that get enough food grow into adult bunnies.
The tribes buy things for any excess food they have.
The farmer does her turn
The farmer goes to the market and buys things that she needs to protect her crops and sets them up on her field.
The Bunny Tribes do their turns with their adult bunnies
The tribe with the bunny marker starts by attacking with as many adult bunnies as they wish. Then the turn goes on to the next tribe.
Only adult bunnies can attack during the day phase.
An individual bunny may be used only once during the clan’s turn.
The farmer resets her field
The farmer may place herself on any place she chooses between each bunny tribe’s turn.
The Bunny tribes do their turns with all their undead bunnies
The bunny tribe that ends the day phase starts the night phase and the playing order goes backwards.
The tribe leader is undead and can only do its turn during the Night phase.
The farmer resets her field
The farmer may place the dog on any plot she chooses between each bunny tribe’s turn.
The bunny marker is passed on
The Bunny marker is passed on to the bunny tribe to the left of the one who has just played it. It is now their turn to start during the next Day phase.
The Counter increases one step
The rounds counter is pushed up by one step to indicate that it is a new day.