Bunny Kingdom Town · Reference sheet
Bunny Kingdom Town reference sheet
Overview
- 2-player tile-drafting and placement game [p.3 — Overview]
- Played over 4 rounds; each round has multiple player turns [p.6 — The round]
- Build Neighborhoods on a 5×5 grid to earn Golden Carrots (points) [p.3 — Overview]
- Core loop: Plan (take a tile) → Construct (place it) → score influence [p.7 — The turn]
- Secret Request cards scored at game end can swing the outcome [p.3 — Overview]
- Most Golden Carrots wins; tiebreaker: most Coins [p.14 — End of the game]
Setup
- Place New Town board in center; put 1 Wood token on each Forest space [p.4]
- Each player picks a side (orange/blue), takes 16 Bunny tokens; place 1 on score track '0' [p.4]
- Shuffle Building tiles; make a pile of 20 random tiles on the board; box the rest [p.4]
- Shuffle 30 Request cards into a face-down pile [p.4]
- Choose a Setup card (Chapter 1 for first game); place its 5 Plot cards, 5 Architect tokens, and Bridge tokens as shown [p.5]
- Reveal Upgrade tiles one by one until their total Wood cost reaches or exceeds 8; place revealed tiles in shared reserve [p.5]
- Each player takes 3 Coins from shared reserve [p.5]
- Pick first player randomly; place Bunnies on round track in ascending order [p.5]
Turn structure
Each turn: Plan is mandatory; Construct and Create are optional (Create can happen before or after either action).
1. Create Upgrades (optional — may also do this after any step)
2. Plan (mandatory)
- Take 1 Building tile from the track into your reserve; do NOT replace it yet [p.7]
3. Construct (optional, repeatable)
- Choose a Building tile from your reserve [p.7]
- Buy an available Plot card (pay its Coin cost shown on track) [p.7]
- Place tile on the Plot's space; place your Bunny on it; take any Coin token on that space [p.7]
- Apply 'when constructed' effects, then calculate Neighborhood influence → gain Golden Carrots [p.9]
- Each additional Building costs +1 Coin beyond the Plot cost [p.11]
4. End of turn
- Slide all Plot cards right (reducing cost) [p.13]
- Fill empty track spaces with new Plot cards; place Architect tokens [p.13]
Actions
| Action | Cost | Effect | Limit |
|---|---|---|---|
| Plan | — | Take 1 Building tile from track into reserve | 1 per turn (mandatory) |
| Construct (1st) | Plot cost in Coins | Place tile, activate Neighborhood, score influence | Optional |
| Construct (each extra) | Plot cost + 1 Coin | Same as above | Unlimited if you can pay |
| Create Upgrade | Wood shown on tile | Place Upgrade tile in one of 3 personal slots; apply effect | Max 3 total, any time in turn |
- Waterfront Buildings (⇔ icon) must go on waterfront Plots [p.8]
- Buildings in reserve carry over to future turns [p.8]
Scoring
During the game — Neighborhood influence (each time you construct):
- Score = (active ★ in Neighborhood) × (number of different Building types in Neighborhood) [p.9]
- 5 types count: Leisure, Work, Civic, Residential, Knowledge; Illegal Buildings do NOT count [p.10]
- Conditional stars only count if the required type is present in the Neighborhood [p.9]
- Park is a joker: choose its type each time influence is calculated [p.10]
End of game — Request cards:
- Reveal cards starting with the player lowest on the score track [p.14]
- Score Golden Carrots as shown on each card you meet [p.14]
- If you pass 100 points, place a Bunny on the 'ONS' space [p.14]
End of game
- Round ends when the last available Building tile is taken [p.14]
- After 4 rounds, trigger end of game [p.14]
- Reveal Request cards (lowest score first); score each met condition [p.14]
- Community Leader and Watchmaker card effects apply now, not when obtained [p.14]
- Winner: most Golden Carrots → becomes mayor and names the town [p.14]
- Tiebreaker: most Coins; if still tied, share the victory [p.14]
Glossary
- Neighborhood: group of orthogonally adjacent Buildings under one player's control; river separates unless a Bridge connects them [p.8]
- Plot card: card showing which board space is available to build on and its current Coin cost [p.5]
- Architect token: placed on a board space to mark it as available for construction [p.5]
- Building type: one of 5 categories (Leisure, Work, Civic, Residential, Knowledge) that determine Neighborhood influence [p.10]
- Active star: a ★ that counts toward influence; conditional stars are only active if the required type is in the Neighborhood [p.9]
- When constructed (☐): one-off Building effect triggered only when first placed [p.9]
- When activated (☑): Building effect triggered every time its Neighborhood is activated [p.9]
- Request card: secret end-game objective card; scored after the 4th round [p.3]
- Upgrade tile: permanent bonus tile placed in one of 3 personal slots; max 3 per player [p.12]
- Park: joker Building tile; counts as any type when calculating influence [p.10]
- Bridge token: connects two river-adjacent spaces so their Buildings share a Neighborhood [p.8]