Devil Bunny Hates the Earth
| Retail Price: |
$2.50 |
| Players: |
2-5 |
| Playing Time: |
30 minutes |
| Elements: |
2 piece board, rules |
| You Need: |
One pawn for each player, one six sided die, about
50 counters to represent squirrels plus one distinct counter to
represent Devil Bunny |
You
and your friends are hard-working candy machines in Devil Bunny's factory.
Devil Bunny hates the Earth.
And so he has decided to wreak his revenge upon the Globe by manufacturing
a very unsatisfying brand of saltwater taffy.
You must stop him. Even though you are aware that his plan has almost
no chance of success.
By luring innocent squirrels into the factory and using them to gum
up your own works, you hope to stop Devil Bunny's plan from coming to
its unlikely end.
It is a desperate plan, but it seems appropriate given the circumstances.
Game Synopsis: You are a Taffy Machine, represented by a pawn that
never moves. The Taffy Factory is a collection of platforms connected
by a web of pipes. On your turn, you gain control of the squirrels on
a random platform, moving them en masse along any of the pipes and dropping
one squirrel on each platform along the way. If you can bring a squirrel
to yourself, you score it. Six squirrels is enough to gum up your works
and win you the game.
FAQ: Devil Bunny moves like a squirrel. This means he is treated like
any other counter. This isn't completely clear in the rules, so we get
asked about it a lot. The best strategy to move Devil Bunny really far
is to deposit a number of squirrels in his office when you get the chance.
This is referred to as "charging the Bunny." Then, when you
finally roll a 6, you can get Devil Bunny all the way to an enemy Taffy
Machine, or wherever else you want him.
FAQ: You have a choice on each turn: to add a counter to a space -or-
to move the counters on that space. The rules might imply that you do
both; the text of "On Each Turn" should read: "If you
roll a number between 1 and 5, you will do one of the following:"
|