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Trust No Bunny - Game Rules

The social deduction game in which Everybunny has a secret. Who do you trust to keep the town safe?
Vote which players you’ll send on guard to protect the town from wolves each night, But beware – some of your fellow townsfolk have been acting strangely. Is it their secret quirks, or might they be Werebunnies helping take down your defenses from within?


Trust No Bunny is a 5-8 player digital social deduction mission game for fans of Avalon, Werewolf, or Among Us. Players are divided into two teams, Townsfolk and Werebunnies, each with their own Quirks, Magic Items, and Mutations that influence how they will play the game. Each player gains cards they can use to defend or destroy the town, and over five rounds, players vote who will go on guard and use those cards against the incoming wolf attacks. Those who do not guard and stay in town will choose from a variety of actions, gaining extra cards or vital intel.


How to Win

The game ends and the Werebunnies win if, at the end of any round, the defenses—the Wall and the Tower – drop to zero. The Townsfolk win if they manage to defend the town through to the final night with at least 1 point of defense remaining. The Townsfolk can also win if at any time they unanimously Accuse the correct two players of being Werebunnies.


The game is played over five rounds, indicated by the phases of the moon. You can click on these phases of the moon to see the results of any round before the current one. Each round has a day phase in which all players are together and then a night phase in which players are separated into two teams. The rounds follow this sequence:

  1. In the day phase, a player is selected as the mayor. The mayor selects a team of players to guard the town that night. All players vote to accept or reject the proposed team. If a majority does not agree, the player in the next house clockwise will have a chance to propose a party. Once a majority agrees, the chosen players will go to the tower, while the rest stay in town. Be careful, every rejected vote raises the number of wolves attacking the town by one!

  2. When the night phase starts players will be separated into two chat channels. The players on guard will only be able to talk to other players with them on guard. The same is true for the players at home.

  3. All players at home will receive an additional card at the end of the night no matter what happens. They can gain additional cards through actions like Bless and Predict, or gather intel with Magic Items such as the Crystal Ball. Check out the in-game compendium for more info on all these – as well as the Werebunny Mutations!

  4. All players on guard can play cards to block the number of wolves attacking, with each point stopping one wolf. Werebunnies can play their cards to instead add to the number of wolves! Some Magic Items also have effects that can be activated here.

  5. Once all players at home and on guard have submitted their actions for the night phase, all players are shown the round resolution in the form of a stage. The success or failure of that night’s guard team is revealed, with the defenses taking 1 point of damage for every unblocked wolf. Here’s how the math works out: number of wolves plus + number of points of negative cards played by werebunnies - the Number of Points of Cards played by Townsfolk = damage done to defenses.

  6. The stage will also show the outcome of any other nighttime shenanigans: Players are granted extra cards accordingly, and told any extra information they may have gained through Magic items or abilities. Then – if the town survives – a new round begins!


The number of wolves attacking the town each night depends on the night and how many players there are in the game (the bigger the town the more wolves it attracts!). At the start of each round the number of wolves attacking will be displayed in the top right corner of the town screen. You can click on other nights to see how many wolves attacked or will attack and make plans and accusations accordingly.

The number of wolves can go up! When a vote fails the number of wolves goes up by how many players are supposed to guard that night.

If the total number of wolves ever exceeds 35, the game ends immediately with a Werebunny victory.

Cards and Defense

Each night, the defenses are attacked by the wolves lurking in the forest surrounding the town.

Each night, the defenses are attacked by the wolves lurking in the forest surrounding the town. True Townsfolk will try to bolster the defenses with cards that are worth 1, 2, 3, or 4 points. Meanwhile, the Werebunnies will secretly use those same cards to weaken the defenses instead! All players start the game with three cards in hand, and can gain more over the course of the game (see the next section); both Townsfolk and Werebunnies can play as many cards as they want on a single night on guard, but must consider if they want to save cards for later nights as well.

Some other things to keep in mind:

Getting Cards

There are a variety of ways to gain – and lose – cards.

Each time you stay at home, no matter what action you take, you will gain one card at the end of the night. You can also gain cards at home by:



NOTE: There is no limit to how many players can Bless you (so you can gain multiple cards this way); and remember that Blessing also works on Werebunnies, who you definitely do not want to get more cards!


Werebunnies have the extra, powerful, option to Sabotage each night that they are at home. They can pick any player (even the same player together!), regardless of whether that player is at home or on guard at the Tower, and try to guess that player’s Quirk. If the Werebunny is correct, then that player will lose their Item at the end of the night, and both Werebunnies will gain an additional card! Choose carefully when to Sabotage, however – the Sabotaged player will be notified if you’re successful, and know that you were at home that night with them.

Quirks, Magic Items, and Mutations

No two Townsfolk and no two Werebunnies are exactly alike! At the start of the game each Townsfolk player will be assigned a Quirk and then choose from one of two Magic Items which provide special abilities or benefits. Werebunnies will also get a Item, but instead of a Quirk, they’ll receive a Mutation – a powerful Werebunny-only ability that will help them in their mission to take down the town!

NOTE: While it’s fine to both share your Item (to coordinate its benefits with other players) or keep it to yourself initially (in order to use an ability to expose liars later), you definitely want to keep your Quirk a secret as long as you can! While it may be helpful for other Townsfolk to know, a Werebunny can use that knowledge to Hunt you. Be careful who and when you tell your Quirk!


Quirks are attributes that Townsfolk have that affect their ability to play or win the game. A townsfolk must meet the requirements of their Quirk to be considered a winner at the end of the game. In other words – if the game ends in a Townsfolk victory and you have not completed your Quirk, you are not invited to the party!

There are three Quirks, and you have an equal chance of being assigned any of them at the start of each game. This could mean that even in an eight player game you may end up with every Townsfolk having the same Quirk.


Win: Have more points of cards than all non-greedy Townsfolk players in hand at the end of the game to win.


Win: You must go on guard at least twice.

While on guard, if you contribute the most total number of points, you lose between 2 and 4 points from your total.


Win: You must vote no at least twice.

A note on Quirks: If the game ends on turn 4 because the walls have not fallen or if the game ends with a correct accuse then all townsfolk players win irrespective of if you have met the Quirks conditions or not! Everyone wins!

Magic Items

Items offer benefits and abilities that, if used well, give Townsfolk and Werebunnies advantages in the game: revealing more information, gaining more cards, or helping you protect the town more effectively.

There are five Items, and you have an equal chance of being offered any of them at the start – with the exception of the Mystical Recipe, which is much more rare, and can only appear up to one time at the start of every game.

NOTE: Werebunnies might not have as much direct use for their item as a Townsfolk would, but can still use it to gain the trust of other players – or even lie about what happened during the nightly events.

Shiny Medallion

When on guard, the player(s) who play(s) the most defensive points receive(s) an additional card at the end of the night.

Patchy's Tools

While on guard, every set of three 1-point cards the guards play together will add another 5 points of defense.

Mystical Recipe

While on guard, if a straight is played (1,2,3,4) then all players on guard draw a card at the end of the night. (Triggers Once)

Sword of Unlimited Power

While on guard, add either +1, +2, or +3 points to your total (at random) if you play at least one card.

Crystal Ball of Dubious Portents

While at home, select a player on guard to find out how many defensive cards they played to defend the town that night.

Ear Horn

When on guard, at the end of the night, you know which Guards(s) played the most defensive cards.

Candle of the Holy Carrot

When you bless another player they always receive a 4.

Snap Trap 2,000

If a Werebunny misses when they try to Sabotage you, the following morning, you get a random card from their hand.

Note : The Mystical Recipe and Medallion appear for one player only. All other items can be taken by multiple players.


Mutations are powerful attributes that allow Werebunnies unique paths to victory and sneaky ways to outwit Townsfolk players.

Hypnotic Eyes

When you are Blessed by a Townsfolk, gain two cards instead of one.

Shadowy Coat

Play a pair from town. Damage the defenses for half the amount of points plus the number of guards for that night.

Monstrous Fangs

While on guard, increase your damage by another 3 points for EACH night the defenses have been previously damaged.


The Townsfolk have one final path to victory: Accusing. Townsfolk can, at any point, choose to Accuse two other players of being Werebunnies. If, at any point in the game, ALL Townsfolk have correctly chosen BOTH Werebunnies, the game will immediately end with a Townsfolk victory – regardless of the damage to the town, and whether or not Townsfolk have fulfilled their Quirks. Everyone wins! Except the Werebunnies, that is. Townsfolk can accuse once per round in the muster phase and it costs one random card from your hand each time you do.

Numbers and Stats - For those who want to delve deep and win big!

Player Numbers, Guards, and Wolves

Warning: These numbers are being changed and tweaked as we develop the game.

#Players 5 6 7 8 5 6 7 8
#Guards #Wolves
Night 1 2 3 3 3 8 8 9 11
Night 2 3 3 3 4 11 10 13 14
Night 3 3 4 4 4 9 11 14 18
Night 4 2 3 3 3 9 12 16 17
Night 5 3 4 4 4 13 15 20 22

The Timer

Before you start a game you can choose the speed of the game. The timer lets you choose how long you would like debates over who the werebunnies are and what cards you are going to play will last.

The following things will happen if the timer runs out:

While the mayor is choosing who will guard:
Everyone will vote no but this will have no effect on the wolf count. The Mayor will pass to the next player.

While people are voting:
Everyone who has not voted yet will vote in the positive.

When you are at home at night:
You will take no action but still draw one card as normal at the end of the night.

When you are on guard at night:
Any cards ‘in hand’ will be submitted. If no cards are in hand no cards will be submitted. Items still work.

Strategy & Tips

Telling other players your Quirk or Magic Item can be helpful for coordinating an efficient defense, but it can also be dangerous to give the Werebunnies more info on how to play around you – or play you against one another! Waiting to reveal is sometimes a smart move – see if you can gain information that will help you be more effective before sharing your plan of action!

Managing the “card economy” is key to doing well. The less cards you use to successfully defend (or drop the defenses to 0), the better! That might mean letting a Wall with 1 point of defense left fall, rather than spending cards to save it; and it might mean playing an extra card or two to stop the Wall from falling early!

Try to get as close as possible to the number of wolves, but beware – your fellow players are likely not always honest about the actual amount of points they’re contributing. In this game, you’re not just trying to guess who’s the bad bunny, but who you can rely on to play their cards.

Destroying the Wall fast is critical for the Werebunny players! Leave it too late and you may not have enough rounds to make the stronger Tower fall. However – doing a lot of damage early will expose at least one Werebunny, so you’ll need to coordinate together to ensure both of you aren’t identified and prevented from ever going back on guard to finish the job.