First match

How the Hunt Works

Carnival Hunt is a 5v1 pursuit across four procedural floors. Learn the shared match loop first; role abilities and room routes make more sense afterward.

Teams
5 vs 1
Bunnies vs Hunter
Floors
4
Active blocks
4
per floor
Bunnies // survive together

Stay wound. Open routes. Rescue.

Bunnies win through information and cooperation. They have no basic attack; their leverage comes from movement, items, gear, hiding, and forcing the Hunter to cover several rooms.

Read Bunny values
Hunter // control the floor

Track noise. Deny routes. Isolate.

The Magician wins through speed, traps, and booth rotation. The Sisters trade some pace for Scissors catches, area control, commanded Mannequins, and mirrors.

Compare both Hunters
Match rhythm

Four decisions, repeated floor by floor

  1. 01

    Scavenge

    Bunnies spread through the active rooms for keys, cogs, items, charge, and route tools. The Hunter reads noise and movement.

  2. 02

    Open routes

    Operate each room’s objective, unlock gates, and create vertical routes with the tools the seed provides.

  3. 03

    Protect the team

    Manage charge and Life Gears, rescue caught Bunnies, and rotate pressure away from teammates.

  4. 04

    Finish the hunt

    Reach the final phase and play around the Lost Hat while the Hunter tries to convert downs into eliminations.

Systems that decide a chase

Read the answer first

Open the extra note only when you need the tactical context.

Charge is your clockA Bunny has 100 maximum charge and loses 1 per second at base. Keys, Shockboxes, and teammate winding keep the puppet active.

Running out of charge leaves a Bunny vulnerable. Spend active-gear charge deliberately and call for winding before an objective locks you into an animation.

Protection is not healthA Bunny carries three protective Life Gears. Losing one creates Panic and moves the Bunny closer to elimination.

An Oiler can restore a lost Life Gear up to the normal maximum. Patch №2 removes empty chests, so looting a usable chest is no longer a dead roll.

Panic and Confusion differPanic enables escape tools such as Rabbit Holes. Confusion is the new Sisters debuff: the Bunny can move, but cannot sprint.

Patch №2 makes a panicked Bunny stop triggering Impostors and Mannequins. Scream of Pain now applies five seconds of configured Confusion instead of Stun.

The final phase changes prioritiesThe Lost Hat becomes a decisive escape and power objective rather than ordinary loot.

Bunnies use Radar to locate it and should coordinate who carries tools, who draws the Hunter, and who commits to the route.

Reference hierarchy

Current install first, community context second

Numeric values and mechanics in this guide come from the updated cooked package where they can be decoded. The community wiki helped shape the beginner-first navigation and remains useful for broader community explanations.

Carnival Hunt WikiCommunity How to Play reference