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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

  1. Place New Town board in center; put 1 Wood token on each Forest space [p.4]
  2. Each player picks a side (orange/blue), takes 16 Bunny tokens; place 1 on score track '0' [p.4]
  3. Shuffle Building tiles; make a pile of 20 random tiles on the board; box the rest [p.4]
  4. Shuffle 30 Request cards into a face-down pile [p.4]
  5. Choose a Setup card (Chapter 1 for first game); place its 5 Plot cards, 5 Architect tokens, and Bridge tokens as shown [p.5]
  6. Reveal Upgrade tiles one by one until their total Wood cost reaches or exceeds 8; place revealed tiles in shared reserve [p.5]
  7. Each player takes 3 Coins from shared reserve [p.5]
  8. 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)

  1. Choose a Building tile from your reserve [p.7]
  2. Buy an available Plot card (pay its Coin cost shown on track) [p.7]
  3. Place tile on the Plot's space; place your Bunny on it; take any Coin token on that space [p.7]
  4. Apply 'when constructed' effects, then calculate Neighborhood influence → gain Golden Carrots [p.9]
  5. Each additional Building costs +1 Coin beyond the Plot cost [p.11]

4. End of turn

  1. Slide all Plot cards right (reducing cost) [p.13]
  2. 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]

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