Rabbihop

Setup

Place a starting tile ( = any tile with the “S”) in the center of the table. Place all player pawns on it.

Create a grid of tiles around it. The size depends on the player count.

  • 2-3 players: 4x4
  • 4-5 players: 5x5
  • 6-8 players: 6x6

Shuffle the remaining tiles for a face-down deck.

Objective

The game ends once the deck runs out. (So you can control game length by adding more or fewer tiles.)

All players count the value of their score pile. Highest score wins.

Gameplay

Take clockwise turns. On your turn, jump and handle your tile.

Jump

Pick one edge of your current tile. Jump that number of spaces in that direction. You may share spaces with other players.

For every fence over which you jump, pay the top tile of your score pile.

If you can’t jump (no destination or can’t pay enough), skip this step.

Handle your tile

You have a choice: either take or do.

  • TAKE: Take the current tile and put it on top of your score pile. Replace it with a new tile from the deck.
  • DO: Execute the action of the tile.

You can’t change tiles that contain players. (No taking, no rotating, nothing.)

Tiles

Tiles have two functions: their action (which you can take during “handle your tile”) and how they score (at the end, inside your score pile).

  • If a tile has no special score rule, they are worth -1 by default.
  • If a tile has no special action, their action is the same as the rotate tile.

Besides that, some tiles have a permanent action.

Carrot

SCORE: 1, 2 or 3 points.

Fence

ACTION: Add or remove a fence between any two tiles. (Yes, fences can stack.)

Fence Move

ACTION: Move an existing fence to a new location (between any two tiles).

Teleport

ACTION: Immediately teleport to another teleport tile. Then take the new tile (into your score pile) and replace it with a one from the deck.

If no other teleport tile exists, you simply do nothing and can’t jump from this space.

Rotate

ACTION: Rotate any three tiles.

Swap

SCORE: +1 point if you have the most swap tiles of all players.

ACTION: Swap two tiles

Score Modifier

This always shows one specific type of tile. During scoring, all tiles of that type score +1 (instead of -1)!

This tile itself scores 0.

Trap

If you ever land on a trap, you are punished. Pay 4 tiles from your score pile and return to the starting tile.

Blocker

Only one player can stand on this tile at the same time. (If it already has a player, others cannot jump to it.)

Thief

ACTION: Steal from another player on the same tile or an adjacent tile. Take the top tile from their score pile.

Stamper

ACTION: Destroy any two tiles and replace them with new ones from the deck.

Plus

ACTION: Immediately take another turn. When leaving this space, however, you must take the tile and replace it.

Expansion: Bunny Explorers

Start the game with only the starting tile, nothing around it.

When a player jumps into empty space, they draw a tile from the deck and place it underneath themselves.

The same dimensions apply for the grid. (For 4 players, for example, the grid can’t grow larger than 5x5.)

Fast Explore

If you land on this space, you must perform the “take action”.

If you jump from this space and explore, you must perform the “take” action afterwards.

Matcher

When placed, it must be rotated so that its sides match its neighbors as much as possible. (Same numbers, same emptiness.)

Expansion: Holes & Molehills

You can pay to skip a part of your turn (jump or handle). Place the top tile from your score pile on your current tile.

Whenever somebody takes a tile, they get the whole pile that’s there. Only the top one ( = the visible one) counts for actions.

Stacker

ACTION: Pick two tiles from the board and place them on top of another tile (creating a stack of 3). Refill from the deck.

Expansion: Territory

This expansion can’t be combined with the explore expansion.

When you place a fence and it completely encloses a set of tiles, you’ve created a territory.

  • If exactly one player is inside, they get all the tiles from the territory. They may choose which ones to keep (for their score pile). Now refill from the deck.
  • If nobody is inside, remove all tiles from the territory and refill from the deck.
  • If multiple players are inside, nothing happens.

@IDEA: A tile that undoes the penalty for jumping over fences or even gives you a bonus? (We’re getting too many tiles whose actions are permanent or upon leaving, which is inconsistent and confusing.)

@IDEA: An open market so you can see which tiles will be used for replacing other tiles?

@IDEA: There are several starting tiles with different numbers. They also each contain one minor tweak to the game rules that will be in play. For example …

  • “Players can’t share tiles”
  • “When adding/removing a fence, you may do two.”
  • “If you can’t jump on your turn, pay 2 score tiles penalty.”