How to play
Bunny Kingdom
The short answer
Bunny Kingdom is a card-drafting area-control game played over four rounds — you draft territories and buildings to form connected fiefs, and each fief scores its total city strength multiplied by the number of different resources it produces.
- Players
- 2–4
- Play time
- 60 min
- Age
- 12+
- Complexity
- Light–Medium2.3/5
Last updated · Written and filmed by Boxman 3000

Watch on YouTube — plays here count toward the channel too.
In Bunny Kingdom you are a bunny lord claiming a new world for the bunny king. The game runs over four rounds, and each round you draft cards — keeping two, passing the rest — to claim territories and build on them.
The scoring formula is the whole game: a connected group of territories scores city strength × number of different resources. Either half alone is worth nothing.
The Cards
| Card type | What it does |
|---|---|
| Territory | Claims one square of the board, identified by the coordinates in the top left. Shows whether that square produces a resource or already holds a level 1 city. |
| Building | Lets you place a building or city on a territory you control. |
| Provisions | Draw two cards from the deck and play them immediately — you cannot hold them. |
| Parchment | Kept face down and secret until the end of the game. You may look at your own whenever you like. |
Plains and mountains produce no resources, which catches people out when they build a beautiful, worthless fief.
There are four building types:
| Building | Effect |
|---|---|
| Sky tower | Connects two territories as though they were adjacent — potentially merging two fiefs into one much larger one. |
| Farm | Produces a basic or luxury resource. The Trading Post is a special farm that lets you declare any one basic resource at the start of the harvest phase. |
| City | Adds 1, 2 or 3 to a fief’s strength. |
| Camp | Takes control of an empty territory. |
Setup
- Place a level 1 city on every city space printed on the board.
- Shuffle all the cards into a single deck.
- Each player picks a bunny colour, puts one bunny on the score track and keeps the rest in front of them.
How a Round Works
Four rounds, each with the same four phases.
1. Draw
| Players | Cards drawn |
|---|---|
| 3 | 12 each |
| 4 | 10 each |
| 2 | 10 each, plus a separate 10-card reserve deck |
2. Draft
All players simultaneously keep two cards from their hand and pass the rest to their neighbour.
- Rounds 1 and 3: pass to the left.
- Rounds 2 and 4: pass to the right.
Two-player variant. Instead, draw one card from your reserve deck into your hand, keep one card and discard another, then pass the remainder to your opponent. It feels odd but it is what keeps a two-player draft balanced.
3. Play the cards you kept
- Territory cards are played immediately — put one of your bunnies on the matching coordinates.
- Building cards go face up in front of you, with the city or building token placed on the card.
- Provisions cards are played now.
- Parchment cards go face down in front of you.
Keep drafting, passing and playing until every hand is exhausted.
4. Construction
Now place your cities, camps and buildings — or hold them for a later round, which is often the better play.
The rules for placing:
- Only on territories you control.
- They must meet the building’s requirement, if it has one.
- Only one building or city per territory.
- You may build on a territory that already produces a resource.
- You can never move a building or city once placed.
Camps are the exception — they go on empty territories to claim them. If several players want to place camps, the player with the lowest priority number on their card places first.
Be aware of the risk: if someone later plays a territory card matching your camp’s coordinates, your camp and bunny are removed and replaced with a bunny belonging to the player who played that card.
5. Harvest
At the end of each round, harvest golden carrots from your fiefs.
A fief is one or more connected territories you control. Territories connect by shared sides only — never diagonally — and lava flows printed on the board break the connection. Sky towers join two otherwise separate territories, which can merge two mediocre fiefs into one very large one.
A fief’s wealth = total city strength × number of different resources.
For example, a fief with a level 1 and a level 2 city has strength 3. If it produces two different resource types, its wealth is 6. A second copy of a resource you already produce adds nothing — variety is what multiplies, not quantity.
And the trap: a fief with cities but no resources, or resources but no cities, is worth zero.
How to Win
After the fourth round the game ends. Reveal your parchment cards and resolve them.
Some are missions with requirements — the Farmer scores a golden carrot for each carrot you produce, the Explorer scores three for each corner territory you control. Others are simply treasures, which pay out with no conditions at all.
Most golden carrots wins.
Common Mistakes
- Building strength with no resources. Multiply by zero and you get zero, however impressive the cities look.
- Duplicating resources. Only different resource types count toward the multiplier.
- Forgetting the pass direction changes. Left in rounds 1 and 3, right in rounds 2 and 4.
- Placing every building immediately. Buildings can be held for later rounds, and a city is usually worth more once you know which fiefs will actually connect.
- Trusting a camp. A camp is a placeholder on empty land, and anyone playing that territory card takes the square from you.
- Connecting diagonally. Fiefs connect by shared sides only, and lava flows cut them regardless.
- Holding provisions cards. They must be played the moment you take them.
Frequently asked questions
- How is a fief scored in Bunny Kingdom?
- Multiply the total strength of the cities in that fief by the number of different resource types it produces. Duplicate resources do not count. A fief with cities but no resources, or resources but no cities, scores zero.
- How do territories connect into a fief?
- By shared sides only, never diagonally. Lava flows printed on the board break the connection between adjacent squares, and sky towers create a connection between two territories that are not adjacent at all.
- Which way do you pass cards when drafting?
- To the left in rounds one and three, and to the right in rounds two and four. You keep two cards each time before passing the rest.
- How does the two-player game work?
- Each player draws ten cards plus a separate ten-card reserve. In the draft you first add a card from your reserve to your hand, then keep one card and discard another before passing the rest to your opponent.
- What happens if someone plays a territory card where I have a camp?
- Your camp and bunny are removed from that square and replaced by a bunny belonging to the player who played the territory card. Camps only hold empty land until someone properly claims it.
- Can you move buildings after placing them?
- No. Cities and buildings are permanent once placed, and each territory can only ever hold one of them. You can, however, hold unplaced buildings in reserve and place them in a later round.
- What are parchment cards for?
- They are secret end-game scoring. Some are missions with requirements, such as scoring per carrot produced or per corner territory controlled, and others are treasures that simply award golden carrots outright. You may look at your own at any time.


