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Some things improve

with age.

Devil Bunny Some things don’t.

Needs a HAM
Introducing Cheapass
Games Classic Editions.
Games the way they
were meant to be.

As Cheapass Games
morphs into its new
A Cheapass Board Game for 2-5 players incarnation as a more-
or-less-all-free-game
company, we’re doing
our best to bring our
You and your friends are living older games up to date.
pleasant and complete lives in
Happyville. We’ve improved the
graphics, the text, and
the mechanics in some
You are highly trained and of our classic games.
well-paid sous-chefs, who But sometimes, that’s
have decided to climb to just wrong.
the top of a tall building,
as fast as you can. Cheapass Games
Classic Editions are
Devil Bunny Needs a Ham.
nearly picture-perfect
versions of these
And he’s pretty sure that timeless games. We’ve
knocking you off the building made updates around
will help him get one. the edges, but the
glorious originality of
these fine games still
Perhaps he is right. shines through.

If that isn’t enough


Perhaps he is not. to convince you that
what you are holding
is a genuine Cheapass
Item #CAG 018

classic, then we guess


you’ll have to play it.
We think you’ll agree,
these games just can’t
get any better.
You Need: two or three counters for every player,
and two or three 6-sided dice. Cheapass Classics.
Play one again today.

This Cheapass Game is free. That’s right, free. You can print it, copy it, and share it with
your friends. Obviously, if you like it, we’d appreciate a dollar or two in return. We think
this is the best way to get great games into your hands, so please help us make it work.

Yes! I gave Cheapass Games $_________ for this game!


To learn more, read the last page of this document, or visit www.cheapass.com.
Devil Bunny Needs a Ham
Getting Knocked Off: When Devil Bunny pounces on
Two-Counter Version:
someone, that climber falls straight down until he hits
another climber, or until he hits the Ground. If he hits
Players: 3-5
someone, he is “caught.” If he hits the Ground, he might be
Time: 30 minutes and up
killed. (See “The Line of Death.”)
You Need: Two 6-sided dice, two counters for each
player, and a Master Pawn to represent Devil Bunny.
Catching Someone: If someone hits you from directly
overhead, you will catch them. The catching player puts the
Three-Counter Version: fallen climber in any legal space beneath him, as shown in
the diagram below. The choice of placement is up to the
Players: 2-3 catcher. If the counter gets placed on another climber, that
Time: 20 minutes or so player catches it, and hands it down again.
You Need: Three 6-sided dice, three counters for each
player, and a Master Pawn to represent Devil Bunny.
Catching Someone:

Story: You are a cadre of wily sous-chefs, trying to scale a Put the climber you
very tall building. Devil Bunny is enthusiastically preventing catch on one of the
you from reaching the top because he needs a ham, and three spaces below you.
because he erroneously believes that this will help him.

To Begin: Everyone’s counters (their “climbers”) start on Dropping Someone: Sorry, you can’t drop someone. That
the Ground. The objective is to climb to the roof of the would be unsportsmanlike. Instead, make sure not to stop
building, marked “Safety!” Devil Bunny starts on the space directly beneath them, so you won’t have to catch them.
beside the Devil Bunny icon. He will move quasi-randomly,
as described later. The Line of Death: If you fall to the Ground without being
caught, you might live, and you might die. Falling from
How you Move: Roll all the dice (two or three, depending below the Line of Death won’t hurt; you’ll just start back on
on which version you are playing). If you roll any “6’s” the Ground. However, an unbroken fall from above the
Devil Bunny moves right away. You will then use the rest of Line of Death will remove a climber from the game.
your dice to move your counters, as follows:
Scoring: As climbers reach the top, put each counter on
1: You can move diagonally or horizontal- one letter of the word “Safety!” You get points based on the
ly, but not straight up or down. letters you cover; i.e., the first counter out earns 23 points,
2: Each full move must be in a straight line. the next earns 19, and so forth. Counters past the seventh
3: You do not have to use the entire move. earn no points at all. Once every climber is
4: You can use each die to move a differ- either safe, pointless, or dead, total up your
ent counter, or combine two or more score and play again!
dice to move a single counter.
5: You can’t move through other players, Variations: If you think the board feels a little
or through Devil Bunny. cramped, that’s the point. But for a change of
6: You can’t move into the black squares, pace, try the “no fear” version, in which you can
because you fear them. move on the black squares.

How Devil Bunny Moves: When you roll a “6,” If you would like a lot more blood and chaos,
Devil Bunny jumps. Put Devil Bunny on the have Devil Bunny jump onto the topmost
highest climber on the building, knocking that climber in a random column, instead of taking
climber down. his normal move.

If there are two climbers on the same level, You can also experiment with cheese, although
Devil Bunny pounces on the one furthest to the it is primarily intended as a healthy snack.
left. If there are no climbers on the building yet,
Devil Bunny doesn’t move. If you roll more than Watch for more cheap, cheap, cheap games
one “6,” Devil Bunny moves extra times. After coming someday from Cheapass Games. We
Devil Bunny is done moving, you may use the make great little games without the parts, and
rest of your dice to move normally. sell ’em for next to nothing! (Or even for free!)

Devil Bunny Needs a Ham was designed by James Ernest, with help from E. Jordan Bojar and Toivo Rovainen.
“Classic” edition © 1998, 2011 Cheapass Games • PO Box 15460 Seattle, WA 98115 • www.cheapass.com
How to Make the Board

Safety!
23 19 15 12 10 5 3

This is a snapshot of the Devil Bunny Board, which is included with


this edition as a separate 2-page file. You can just print that file on
bugs
white
mice sturdy cardstock, cut it at the crop lines, and stick the two pieces
together with tape, just like you did with the original back in 1998.
Or, you can follow these simple directions to make a thing of lasting
quality and beauty.

Step 1: Full-Sheet Labels

First, print both pages of the board file on full-sheet labels.


These are mailing labels with no die cut, such as you might find
grease ferns at a local office supply store or in the shipping department
where you work. Depending on what card stock you will be using
(see the next section) you might want these labels to have an
extra opacity layer, to cover whatever used to be on those boards.

Do not cut them yet.

Step 2: Heavy Cardstock

sweaty
man
broken
window
To make a decent board game, you want some decent board.
Look for scraps of matte board from your local art or framing
line of death
shop, or buy full sheets of it for slightly more money per inch.
Decommission a board game from the Goodwill. Strip the covers
off a terrible hardcover book. Use whatever works.

Stick the labels to the boards. Do not cut them yet.

Step 3: Contact Paper


weasels salmonella

This is an optional step. To mostly waterproof these boards, find


clear contact paper (the stuff you use for lining cabinets). Cut
pieces that are large enough to go well outside the margins of the
final board, because it’s hard to line this stuff up and lay it down
without bubbles at the same time.

Stick the contact paper to the boards.

porcupines tar
Step 4: Finishing:

Now you can cut them! Using a hobby knife (not recommended)
or a sturdy guillotine cutter such as you might find at a copy
shop or a friend’s house (better), trim the boards first where
they intersect. Use a line of packing tape on the backside of the
boards, to make a hinge at that seam. Then cut the rest of the
borders, leaving a margin roughly the size of that shown here.

wesley
bugs
We hope this will help you make a board that is as enduring as
snipes
the value of our game. Perhaps, dare we say, more so.

g r o u n d
Devil Bunny Needs a Ham © 1998, 2011 Cheapass Games • You can get a lot of other cool games from us, too. • Happy Day!
Devil Bunny Needs a Ham is © 1998, 2011 James Ernest
and Cheapass Games: www.cheapass.com
Our Creative Commons Agreement
Free? Seriously? Summary: This work is licensed under the Creative Commons
Tell me a little more about that.
Attribution - Non Commercial - NoDerivs 3.0 Unported
Okay, here’s the deal. If I made a great game and sold License. To view a copy of this license, visit:
it to you for ten bucks, I’d probably keep about a dollar. http://creativecommons.org/licenses/by-nc-nd/3.0/
If I sold it to a big game company, they’d probably or send a letter to Creative Commons, 171 Second Street,
make a nicer version for thirty bucks, and I’d still get Suite 300, San Francisco, California, 94105, USA.
about a dollar.
This agreement means...
The rest of your money would go to printers, distribu-
tors, retail stores, and at least three freight companies. You are free:
And most of those guys don’t know anything about
what makes a great game. to Share — to copy, distribute and transmit the work (in
this case, the electronic files that comprise the work).
Mass-producing entertainment is a gamble. It’s a con-
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Why do you pay $30 for a board game? The story goes gests that they endorse you or your use of the work). In this
like this: the retail price of a game covers the cost of case, “Devil Bunny Needs a Ham is © 1998, 2011 James
manufacturing it, and there is no way you could make Ernest and Cheapass Games: www.cheapass.com.”
your own copy for that price, to say nothing of the
hassle of finding little wooden men in six colors. So, Noncommercial — You may not use this work for com-
it’s worth $30 because it costs $30, QED. mercial purposes.

But the value in a board game isn’t the manufacturing No Derivative Works — You may not alter, transform,
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some games are priced way out of whack with what
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make a copy, and even play the thing, before you
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If you do like my games, I hope you will send me some no way affected by the license.
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You’re also my testers, so if you can think of ways to • Your fair dealing or fair use rights, or other applicable
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