How to Play Seither Chronicles. The next great TCG.
- The Battle Bunnies
- Apr 2
- 10 min read
Updated: Apr 7
A beginner’s guide to getting started with the Battle Bunnies Trading Card Game
Welcome to Käningard, hero! Whether you're a Pirate, a Shaman, a Valkyrie, a Sorcerer, a Spartan or a Viking, this guide will help you dive into the fast-paced, strategic world of Seither Chronicles.
What You’ll Learn:
Game objectives and how to win
Setup and what’s in a deck
Turn order and phases of play
Tip & Tricks from head creator Joseph "Krëchar" Mele
Where to play online or in person
🐰 About the Game
These cute, but fierce bunnies are ready for battle!
In Seither Chronicles, based on the popular book series The Battle Bunnies, you command an army competing for Seither — magical water that gives Creatures their powers. Engage in fast-paced, strategic combat over 3 rounds. Outmaneuver your opponent and collect the most Seither to win!
To start, choose a 60-card deck showcasing your Bunny class. As the saga continues, customize your ultimate deck over time as more cards and classes — like the Sorcerers and Spartans — are released in future sets.
Prove you have the superior tactics and prowess by leading your Battle Bunnies to victory!
Gameplay & Winning
Each game is played over 3 rounds
Each round has a max of 7 turns (aka Hops)
The player with the most Seither at the end of the round wins that round (Play 3 more Hops if there's a tie)
Win 2 out of 3 rounds to become the Champion!
What You Need to Play
2 Players, head-to-head
Each player uses a 60-card deck
Dice (about 10 per player) to track Seither Points and Break
Playmats are optional, but make the game more immersive
Hop Tokens or coins to count Hops (turns)
A Calculator or tracker app for your Seither Pool
If you are someone that learns best by playing....
👉 Hop into Discord for a game!
Parts of a Card:
Understand every element of a card — from Seither cost to row placement, ability types, and more.
The parts of the card are a key component to every TCG or CCG.

The name of the card is on the top. Say hello to King Hareld!
The amount of Seither Points (power level) is on the top left of the card. In this case King Hareld has 9 Seither, which is currently the most in the game.
Just below the amount of Seither is the row icon which indicates which row on the playmat this card can be played. King Hareld can be played on the combat row. It also indicates what type of weapon the creature can be equipped with. More on that later.
To the right of the card is the class icon which indicates what class the card is. Inventory cards are to be equipped to a creature with the same class icon. There are currently five classes in the game: Viking, Pirate, Valkyrie, Shaman, and nomad with Sorcerers and Spartans scheduled for release in October 2025.
The card's ability type is in the middle of the card. This tells the player how and when to use the card's ability. King Hareld's ability type is "Linger". It adds +1 Seither to all friendly Vikings on your board. Anytime a friendly Viking is put into play you draw a card and that Viking gets +1 Seither!
The card type can be found on the bottom of the card. There are several different card types (see below). King Hareld's card type is a heroic creature.
Bonus for card collectors: The color of the banner around the card type indicates the card's rarity.
Seither Chronicles rarity chart
Card Types:
Creatures
Your main units in battle. Placed on the field and used to attack, defend, and claim Seither. Up to 3 copies of each creature can be in your deck. You may only play one creature or artillery card per turn.
Heroic Creatures
Heroic creatures are main characters in the Battle Bunnies book series! They are creatures with stronger abilities and attributes. Just like regular creatures you can only play one hero, creature, or artillery per turn. In addition, you may only have 1 hero "class type" per deck. King Hareld can only be played with the Viking deck, etc.
Artillery (Attack)

Artillery cards deal damage from the artillery row, adding pressure and additional ways to attack. Up to 3 copies of each unique artillery card in a deck. Reminder, you can only play 1 artillery, creature or heroic creature per turn!
"Queen's Cannon" has a Break of 3 which means that it may only attack 3 times, one attack per turn, unless a support card with an ability to extend a card's break is played.
Inventory (Defend & Attack)


Inventory cards are your support tools in Seither Chronicles — enhancing strategy from the sidelines or directly powering up your Creatures. They include weapons, shields, potions, and special armory that players can equip a creature. Below the weapon name is weapon level (base or forged) and/or the origin of the weapon. In the example to the right "Poison Wand" is a base level weapon and an origin of Cernunnos. On your next turn you could play "The Plague" card
which is a forged level weapon. Forged cards must match the origin of the base card, in this case Cernunnos. Once upgraded discard the base card into the feral pile.
Seither (Resource Card)

Just like in the Battle Bunnies novel series, Seither is the resource that all creatures need to survive. Seither cards increase a creature's overall Seither. Unlike inventory cards, Seither cards are not equipped. Instead a player declares which creature will receive the Seither and then the card is discarded to the feral pile. Play Seither cards during your turn before you attack. Use dice to keep track of a creature's amount of Seither as it changes during the game.
Multiple "Seither Drop" cards can be played per turn however "Seither Flask" and "Seither Bladder" cards can only be played once per turn.
Treasure (Resource Card)

Treasure cards offer additional support and resources to search, give draw support, and unique effects that help players maneuver your way through battle! If a treasure card offers a rescue ability you would choose a card, or cards, from your discarded feral pile. If the treasure card has a harvest ability, you would choose from your unplayed deck (Grimoire).
Chapter (Support Card)

Chapter cards offer significant support and resources to players such as rescuing cards from your feral pile, draw support and in the case of the "Mysterious Stranger" card, disrupting your opponent!
Chapter cards may only be played once per turn and may not be played by the first player to play on their first turn.
Trap (Interactive Card)

Trap cards are fun, interactive cards that are played during your opponents turn! They are played in response to an action that your opponent does during their active turn. For instance, if your foe (opponent) plays a spy card you could play "Eagle Eye" and send it back to their side.
After you play a trap card it is discarded into your feral pile.
Ability Types:
Abilities are special effects on cards that activate in specific ways — some are triggered when played, others when attacked, and some persist while in play. Understanding each ability type is key to mastering Seither strategy. Here's a list of abilities!
Archer: Used once per turn during the player’s attack phase, dealing damage shown on the card. Archers may only attack Foe’s Creatures Dead Ahead of them.
Break: This number indicates how many total times a player can use this card’s ability before it is discarded. May be used once per turn.
Echo: An ability that may be used once per turn.
Glide: Once per turn, a Creature may move between the Combat and Ranged rows on its side of the field. The Creature must stay in the same row type as its weapon (e.g., a Ranged weapon must stay on the Ranged row).
Immortal: When this Creature receives Feral Damage or is discarded by any means, including round cleanup, it is shuffled back into your Grimoire (deck).
Interrupt: Played in response to a card your Foe plays.
Last Words: Triggered when the Creature is sent to the Feral Pile after taking damage.
Linger: This ability remains active as long as the card is in play.
Rally: Only activates when the card is played from your hand.
Sacred Barrier: A one-time shield that blocks an effect or damage from a single attack. Once it absorbs damage, it’s gone — unless otherwise stated.

Time to Play!
You’ve got your deck, you’ve learned the cards — now it’s time to battle. From setup to the first draw, here’s how Seither Chronicles is played round by round.
Round 1 Setup:
Both players shuffle their Grimoire (deck) and draw 10 cards for their starting hand.
Before playing, each player may Mulligan: choose 0 to 3 cards to swap out.
Set those cards aside face down, draw replacements from the top of the Grimoire, and shuffle the original cards back in.
**Mulligans are optional, but players must declare “No Mulligan” before play begins.
To start the game, flip a coin or roll a die to determine who goes first.
There are two phases per turn: Prepare & Attack
Prepare Phase: The player going first begins by playing any of the following, in any order:
Treasures (no limit)
1 Creature or Artillery card
Inventory (Base only; 1 inventory card per creature per turn)
Seither Cards
Chapter Cards (except for Player 1’s first turn)
Activate abilities on Creatures
If inventory cards have Seither Points (top-left number), add this to your Creature’s total Seither.
⚠️ On Turn 1, the first player cannot play a Chapter card. The second player may. Both players may use Chapters from Turn 2 onward.
Place Creatures & Artillery on the row indicated by the row icon on their card.
Attack Phase: Time to battle!
A Creature can attack the same turn it’s played, as long as it has a weapon or damaging ability
If using an ability to attack, that Creature cannot use a weapon in the same turn
Attack Steps:
Declare 1 Creature to attack (once per turn, per Creature). All creatures that are able to attack are allowed to do so.
Target 1 of your opponent’s Creatures
Use the Damage value shown on your Ability or Weapon card (bottom left)
Each time a Creature attacks, reduce its total Seither by the Weapon’s Seither Cost (bottom right).
If an inventory item is removed, also remove the Seither it was providing
A Creature cannot attack if it would go feral from spending Seither
Track Seither across turns — it doesn’t reset
Each Creature resolves its attack separately
Multiple Creatures can attack the same enemy
Ending a Turn & Special Rules
Once all attacks and actions are complete, your turn ends. Don’t forget to:
Add up your Total Seither
Resolve any Status Conditions, abilities, or effects in play
The second player on Turn 1 may play a Chapter card
Each round lasts up to 7 turns. At the end of Turn 7, the player with the most Seither wins the round
You may pass your turn at any point by making no actions and declaring a Pass
Additional Gameplay Rules
Card text is always correct — follow what the card says, even if it overrides standard rules
If a row has no open spaces, you cannot play a new Creature there
You also cannot swap Creatures between positions once played
Once a Creature is on the field, you cannot move it
Once you let go of a card, it’s considered played — no take-backs or repositioning!
Rounds 2 & 3
Card Draw Per Round
Round 2: Draw 7 cards & Mulligan
Round 3: Draw 5 cards & Mulligan
The player who lost the previous round decides who goes first and second
At the end of each round, all cards in play go to the Feral Pile
Cards in the Feral Pile DO NOT get reshuffled back into your Grimoire
Unplayed cards (still in hand) do get reshuffled into the Grimoire
The battlefield should be completely cleared before the next round begins
Manage your resources wisely — make sure you don’t run out of cards before the final round!
THE PLAYER WITH THE MOST SEITHER WINS THE ROUND...WIN 2 of 3 ROUNDS AND BECOME CHAMPION!!
Pro Tips & Strategy
💡 Mulligan Wisely: Focus on draw support and variety in your starting hand. A mix of Creatures, a Treasure, Chapter, and early Inventory or Artillery is a strong opening.
💡 Going Second = Big Advantage: You’ll see your opponent’s opening hand and can play a Chapter card Turn 1. Plus, going last in the round can win you the Seither race!
💡 Overpower Strategically: Playing a Creature with just +1 Seither over your opponent’s target can preserve stronger cards for later rounds.
💡 You Can Pass: You don’t have to play a card each turn. If you're ahead on Seither, it may be smarter to pass and conserve your deck.
💡 Concede a Round to Win the Game: Don’t be afraid to give up Round 1 to regroup and dominate the next two. Preserve your resources!
💡 Save Shields: Don’t burn a shield if you plan to equip a Two-Handed Weapon next turn.
⚔️ Tactical Combat Tips
Be mindful of how much Seither a Creature has after attacking
Some weapons specifically target ranged Creatures
Artillery often have special damage effects — plan around their timing
Sometimes it's better not to block if it preserves a key Shield for later
Class-Specific Tips
PIRATES: Use Dhug early when opponents are stacked.
Shaman Poison is lethal vs low-Seither Creatures.
SHAMANS: Masters of manipulation and disruption — Knärf + poison is brutal.
VALKYRIES: Use Queen Christakins mid-round to freeze key enemies. Glide is essential.
VIKINGS: King Hareld holds the highest Seither in the game — pair him with "The Kings Hare & "Forgotten Hare" for a devastating push.
Now You’re Ready!
Whether you're brand new or just brushing up, you're now equipped to hop into the action. Seither Chronicles is more than just a game — it's a growing universe shaped by players like you. Join our Discord community, test your skills in weekly league play, and keep exploring the evolving world of Battle Bunnies. The battlefield awaits — may your cup overflow with Seither!
🐰 Start your legend in Käningard — join the community, shape the lore, and maybe even become a card.
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