



Bunny Kingdom Town
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One building at a time, one district at a time. Until one of them dominates the city — and the other can't believe how it happened.
What it's about
The royal court divides. You build the city.
In the world of Bunny Kingdom, two families vie for the future of a new city. In Bunny Kingdom Town, Richard Garfield revisits the universe he loved and reinterprets it in a purely dual key: no sharing, no truce, only the best builder wins.
You buy buildings from the common market — shops, towers, parks, residences — and place them on the city grid in the right spot to grow your districts. But your opponent also wants the "right" spot. And there isn't enough room for both of you.
The inhabitants' demands arrive every turn: fulfilling them earns golden carrots. Ignoring them means giving ground to the other. Every choice builds or sabotages — often both at the same time.
The same grid, two opposing visions of the city. Bunny Kingdom Town transforms every placement into a strategic act — and a direct affront.
The secret of Bunny Kingdom Town in one line
Cute on the surface, ruthless in substance. You place a building for yourself — or to take it away from them. The difference often is that very game.
From the game experience
Bunny Kingdom Town
What you control in every game
Your arsenal
Buildings to buy
Every turn the market offers different buildings. Choose those that amplify your districts — or that take space away from your opponent.
The city grid
Every square has a value. Connected districts multiply your score — good placement is everything, placing first is even better.
Inhabitants' demands
The city rabbits send demands every turn. Fulfilling them earns extra carrots. Ignoring them means giving an advantage to your opponent.
Golden Carrots
The currency of prestige. They accumulate by building large districts with diverse buildings — and collapse if your opponent isolates you.
In thirty minutes one of you will have built something to be proud of. The other will already be thinking about revenge.
📖RulebookEnglish · Official PDF
A game in five moments
What happens at the table
Not the rules. The experience.
The city is empty. The ideas are not.
The grid is blank, the buildings are on the table, the first requests from the inhabitants are already there to suggest. Everyone already has a plan. Everyone already knows which square they want. The game hasn't even started and they're already mentally fighting.
The first building in the wrong place
Someone places a shop exactly where the other wanted to build their tower. It's not a mistake — it's a statement. The second player re-evaluates their entire plan. The game truly begins here, with a wry smile and a choice to be remade.
Districts take shape — and clash
Halfway through the game, the map tells two different stories. Districts grow, touch, try to isolate each other. Each new building is worth more than the previous one because it connects more. And each of the opponent's buildings does exactly the same damage.
The inhabitants' request changes everything
A request card arrives that is worth double if fulfilled now. One of the two manages it with just one building. The other doesn't have that building available. The advantage shifts in one turn. People laugh, get indignant, recalculate everything.
Counting the Golden Carrots
The city is built. Districts are counted, buildings are multiplied, everything is summed up. The difference is often small — a few carrots of margin. But the feeling of having built something beautiful — or having sabotaged someone else's — is great.
How to play
The flow of each round
Three quick phases that repeat. Learn in ten minutes, master game after game.
In alternating turns, players choose a building from the common market and pay for it in Golden Carrots. Not all buildings are available every game — the selection changes each time.
The purchased building is placed on a square of the city grid. Position is everything: connected districts multiply the score. Occupying the right square — or the wrong one for the opponent — is the real move.
Each round, request cards arrive from the city. Fulfilling them at the right time is worth bonus Golden Carrots. Those who can read the requests in advance build faster and accumulate an invisible advantage until the final count.
When the grid is completed, districts are counted: for each connected district, the existing buildings are multiplied. Whoever built better — not necessarily more — wins.
Why it's different from others
Six mechanics that make the difference
Multiplicative, not additive scoring
It's not enough to build a lot — you need to build connected. A district with four different buildings is worth more than four districts with one building each. Every placement opens or closes scoring potential.
Blocking is a legitimate move
Buying a building you don't need just to take it away from your opponent is perfectly valid. Sometimes the best move is the one that hurts them the most — not the one that helps you the most.
Ever-changing market
Not all buildings are available in every game. The selection changes, strategies change, inhabitants' requests change. High replayability guaranteed by design, not by expansions.
Requests create instant tension
Inhabitants want specific buildings in specific places. Those who fulfill them gain substantial bonuses. Those who don't lose ground. Request cards turn every round into a small, urgent objective.
30 minutes, zero downtime
With only two players, the pace is continuous. While one decides, the other analyzes the map and plans. There's no moment when the game stops — there's always something to read on the table.
Garfield distills the best of Bunny Kingdom
Bunny Kingdom Town is independent of the original but inherits its design elegance. Richard Garfield took the fiefdom growth mechanism and redesigned it for two — faster, more direct, sharper.
How it ends
One way to win, one way to lose
Whoever accumulates the most Golden Carrots at the end of the game wins. But carrots are not just counted by building — they are counted by building better, earlier, and in the right place.
Victory
- You accumulate more Golden Carrots than your opponent at the end of the game
- Points come from multiplying diverse districts and buildings
- Satisfied inhabitant requests add decisive bonuses to the final total
Defeat
- Your opponent built larger and more connected districts than yours
- Your buildings were isolated by strategic blocking moves
- No elimination — you lose by points, and immediately replay
Bunny Kingdom Town is a building and blocking game designed for two: fast, tense, infinitely replayable. Cute on the surface, ruthless underneath.
Frequently asked questions
FAQ about Bunny Kingdom Town
Is it better than the original Bunny Kingdom for two players?
They are different games with different goals. The original is a draft and territory control experience on a large map, optimal for 3-4 players. Bunny Kingdom Town is natively designed for two, is faster, and direct interaction is integrated into the design. If you primarily play with two, Town is the more satisfying choice.
Do you need to have played Bunny Kingdom to enjoy Town?
No. Bunny Kingdom Town is a completely independent game — you don't need to own or know the original. They only share the narrative universe and some aesthetic elements. The rules start from scratch.
Is it suitable as a game for couples or families?
Yes, it's designed exactly for this. The thirty-minute duration makes it perfect for a short evening or a warmup before something longer. It can be explained in ten minutes and works very well with children aged ten and up.
How much does luck weigh compared to strategy?
Luck is present through the inhabitant request cards and the selection of available buildings. But both players face the same variability — whoever can adapt better to the current situation has a clear advantage. It's a strategic game with a touch of unpredictability, not the other way around.
Does replayability hold up over time?
Yes. The building market changes every game, the inhabitants' requests are always different, and the opponent's response is always different. No two games are identical — and because the duration is short, you tend to replay immediately.
Is it available in Italian?
This is the English edition. The text on the components is minimal — mainly request cards and a few buildings with special effects. With the free PDF rulebook available on the IELLO website, you can play without difficulty even without deep knowledge of English.
Bunny Kingdom Town is a strategic board game for 2 players (age 10+, duration ~30 min). Designed by Richard Garfield, illustrations by Jiahui Eva Gao, published by IELLO. Main mechanics: building acquisition and grid placement with multiplicative scoring. Each player builds districts on a common city grid, buying buildings from a shared market and fulfilling inhabitant requests to earn Golden Carrots. Independent game in the Bunny Kingdom universe, optimized for head-to-head play with high replayability. English edition. Available on FroGames.it.

Bunny Kingdom Town
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