Funkoverse Strategy Game: Space Jam A New Legacy 100
Funkoverse Strategy Game: Space Jam A New Legacy 100 Rulebook
Table of Contents
Table of Contents
Game Setup
Each Funkoverse game comes with a double-sided map and two double-sided scenario cards. Scenarios are associated with specific maps, and each combination provides a unique way to play the game and new strategies to explore!
Setup
- Agree on a map and one of its associated scenarios. Place the point markers on the setup squares, as shown on the scenario card.
- Place the dice and points beside the map.
- Each player takes a cooldown track.
- Each player picks a base color. Flip the First Player marker. If the side matching your base color lands face up, take the First Player marker and place it in front of you.
- Check the scenario card for additional setup.
- Each player chooses two or three characters and one attachment.
- Take the attachment card, character cards, and any status cards or tokens associated with your characters. Each player takes one exhausted marker for each of their characters.
- Your character cards have colored dots in their bottom right corners. Take one ability token to match each of the colored dots. Combine all your ability tokens together to form your ability token pool.
- Your starting area is marked with your base color on the map on the scenario card. The player with the First Player marker places their characters on squares in their starting area. Then, the other player places their characters on squares in their starting area. If using bonus objectives, see Bonus Objective Setup.
Point Markers
In addition to the ways to gain points described by scenarios, players may gain extra points from point markers. When a character on the map is adjacent to, or in a square with a point marker, the character may do the interact action to immediately gain a point. Place the point marker, letter-side up, on the 4 of their cooldown track. When a point marker shifts off a cooldown track, place it back on the map in the corresponding letter's setup square. In subsequent turns, players may gain points by interacting with point markers that have returned to the map.
Winning a Scenario
Determine the winner according to the scenario's rules by counting the points each player has at the end of a round. If there is a tie, play more rounds until one player has more points. If you run out of points to take, use something else to keep track of the points each player gains.
Exceptions
When card text conflicts with the rules written in the instructions, the card text takes precedence.
Example Scenario Card (control areas)
The components page illustrates a scenario with control areas and control markers. Setup: See Scenario Setup in the instructions. You will also use the control markers, but do not place them on the map yet. Rules: When your character is in one of the control areas, the character may do the interact action to place a control marker with your side's color face up in any square of that control area. You cannot place a control marker in a control area that already has one. When a character is on or adjacent to a control marker, the character may do the interact action to flip the marker over. Gaining Points: If any control markers show your color at the end of a round, gain 1 point (ignore this when playing with two characters per side); if you have the most control markers showing your color at the end of a round, gain an extra point; if you knock out a rival, gain 1 point; if you interact with a point marker, gain 1 point (see Point Markers). Winning: If playing with two characters per side, gain 6 points to win. If playing with three characters per side, gain 10 points to win.
Understanding Components
Character Cards
- Name: This is your character's name.
- Ability Cost: This shows the type of ability token required to use an ability and where you place it on the cooldown track.
- Abilities: Choose from these abilities when your character does an ability action.
- Defense: The number inside the shield shows how many dice you roll when your character is challenged.
- Trait: This is a rule unique to your character.
- Ability Dots: The colored dots indicate which ability tokens you take into your pool during setup.
Basic Characters
Basic characters are simplified characters you can use until your Funkoverse collection grows. They follow the rules for characters, but they do not have abilities or traits, and they cannot have attachments. When a basic character is knocked down, flip them over in its square so that the "knocked down" side is face-up.
Cooldown Tracks
Each player has a cooldown track. You'll use it to keep track of when things, such as spent ability tokens and knocked-out characters, return to play after being removed.
At the end of each round, both players shift everything on their cooldown tracks down one number. Things that shift off the 1 return to play. When shifting off the cooldown track, return characters and companions to your starting area, return ability tokens to your ability token pool, return attachments and character components to the associated character, and return markers to the map where indicated by the scenario card. This will be explained in more detail in other sections of these instructions.
Playing the Game
The game is played in rounds. Each round, players take turns choosing a character to do actions, starting with the first player and proceeding clockwise. When all characters are exhausted, the round ends.
Taking a Turn
- Choose a character. Choose one of your characters without an exhausted marker. (No characters have exhausted markers at the start of the round.)
- Do two actions. Do up to two actions with your chosen character. Actions can be basic or special, and a character may do the same action twice. If the character you've chosen is knocked down, see Rally (step 3) below.
Basic Actions (all characters can do these actions)
- Move: Move up to 2 squares in any direction.
- Challenge: Roll 2 dice to challenge an adjacent target.
- Assist: Stand up an adjacent ally who has been knocked down.
- Interact: Interact with things following the rules on scenario, attachment, character, or status cards.
Special Actions (all characters except basic characters can do these actions)
- Ability: Do an ability on your character card by placing the ability token on the number of your cooldown track matching the ability's cost.
- Use Attachment: Item: Some items require an action to use. See Items.
- Use Attachment: Companion: Characters with a companion may give their companion additional actions. See Companions.
Companion Actions: A character with an attached companion may do an additional action selected from the companion's card. You may do this before, between, or after the character's two actions. See Companions.
- Rally. If the character you've chosen is knocked down, the character cannot do the basic or special actions. Instead, they may use both of their actions to stand up. (Basic character cards: Rally - use two actions to stand up.)
- Exhaust your character. A character is exhausted after they do all of their actions. Place an exhausted marker on the character card of the character you chose. A character with an exhausted marker cannot take another turn this round. Once you exhaust a character, it's the next player's turn.
Next player takes a turn. The next player follows the steps listed above, beginning with Choose a Character.
Ending a Round
When each player has exhausted all their characters, the round ends.
- Cooldown: Beginning with the player with the First Player marker, each player shifts everything on their cooldown track down one number. See Cooldown Tracks.
- Refresh: Remove the exhausted markers from all character cards.
- New First Player: Pass the First Player marker to the next player. That player starts the next round by taking a turn with one of their characters.
Using the Map
Obstructions
An obstruction on the border between otherwise adjacent squares is a "wall". If an area of the map is fully surrounded by an obstruction, it cannot be entered for any reason. (Example from the Funko Factory map: a thick black line paired with a yellow outer line is an obstruction/wall; characters cannot enter the enclosed area. A stack of Funko Pops not bordered by those lines is not an obstruction.)
What Your Character Can See
When determining if your character can see a square, draw an imaginary line from the center of your character's square to the center of the square in question. Then, use the following rules:
- Rule 1: If an obstruction interrupts this line, your character cannot see that square.
- Rule 2: If the line passes through any part of a square occupied by a standing rival you can see, your character cannot see past that rival's square.
- Rule 3: If the line passes through any part of a square occupied by an ally, your character can see past that ally's square.
- Rule 4: If the lines passes through where four corners meet, and your rivals occupy one or two of those squares, your character can still see past that corner.
Examples: Ally A and rival Z cannot see each other (rule 1). Ally A can see rival Z but not rival Y (rule 1). Ally A cannot see ally B because the rival Basic Character is blocking their view (rule 2). Ally A can see ally B because rivals Y and Z do not block the sight line that passes through where corners meet (rule 4). Rival Z is knocked down, so ally A can see ally B; ally A cannot see the rival Basic Character because rival Y is blocking their view (rule 2). Ally A can see rival Z through the square occupied by ally B (rule 3). Ally A can see the rival Basic Character; rival Z would normally block its view of that square, but in this example it does not because ally A cannot see rival Z (rules 1 and 2).
Adjacency
In Funkoverse, a square is adjacent if it is directly beside or diagonal to your character and your character can see that square. You are also considered to be adjacent to the square you are in.
Obstructions and Adjacency
If an obstruction is between your character and another square, your character cannot see that square (rule 1) and it is therefore not considered adjacent. This includes obstructions on the corner of squares blocking diagonal adjacency. Example: Ally A is adjacent to rival Z, but it is not adjacent to rival Y or the rival Basic Character.
Walls and Rubble Tokens
An obstruction on the border between otherwise adjacent squares is a "wall". Some characters have unique abilities that allow them to move through a wall and create an opening, as marked by a Rubble token, that remains until the token is moved.
A Rubble token must be placed directly on the path the character has moved, for example:
- Centered on the square-wide section of wall between two squares directly beside or diagonal to each other.
- Where four corners meet, in which case, there is no longer a wall there from any of the four squares.
Any character may move through a wall where there is a Rubble token. Sections of the wall, as well as Rubble tokens, are considered to be in every square they are touching when determining how many squares away they are. Also, a Rubble token can be affected by character abilities just like any other token (for example, picked up or moved). When a Rubble token is moved off a wall, the wall once again becomes an obstruction and the Rubble token has no effect.
The examples marked as not walls are not allowed, because the borders of fully enclosed areas of a map are not considered walls.
Terrain
Terrain is a modifier that affects squares on the board. Different kinds of terrain will have different effects. A square can have more than one type of terrain.
Obscured Terrain
Obscured terrain is a type of terrain that prevents characters from seeing into or through a square. This is reflected by two rules:
- Characters that are not adjacent to a square with Obscured terrain cannot see that square.
- Obscured terrain blocks sight through its squares as if it were a standing rival character.
See What Your Character Can See (rules 2 and 4). Obscured terrain does not block movement.
Examples: Ally Z can see rival A because they are adjacent to the token's square. Ally Z can see rival B and rival C, because while in the token's square, the token doesn't block what they can see. Ally Z cannot see ally Y or rival A, because they are not adjacent to the token's square; ally Z can see rival C, because their sight line passes through the corner of the square.
Moving
When you move something (such as a character or a token), you may move it to any adjacent square.
Basic Moves
If a character moves by doing a basic action, the character can move up to 2 squares.
Special Moves
If something moves because of an ability, trait, attachment, or status card, it is a special move. You can move it up to the number of squares specified by the ability, trait, attachment, or status card.
How to Move Something
- Rule 1: You cannot move things through obstructions.
- Rule 2: You can move something into a square partially occupied by an obstruction but only if the obstruction does not occupy the center of the square.
- Rule 3: If an obstruction is on a corner of a square, you cannot move something diagonally through that corner.
- Rule 4: You can move something through a square occupied by one of your allies.
- Rule 5: You cannot move a character through a square occupied by a standing rival.
- Rule 6: You cannot end a character move in a square occupied by an ally or rival.
Examples: Ally A is in a square partially occupied by an obstruction but cannot move through the obstruction (rules 1 and 2). Ally A cannot move diagonally through the obstructed corner (rules 1, 2, and 3). Ally A can move through ally B, but not through rival Z (rules 4 and 5). Straight moves: Ally A can move 1 or 2 squares, but not to squares occupied by another character or blocked by an obstruction (rules 1 and 6). Cannot move: Ally A is blocked by rival Z, the rival Basic Character, and an obstruction (rules 1 and 5). Diagonal moves: Ally A can move diagonally to squares not occupied by another character or blocked by an obstruction (rules 3 and 6). Moving between rivals: Ally A cannot move diagonally through the obstructed corner, but may move between rivals Y and Z, as the corner is not obstructed (rule 3). Combining straight and diagonal moves: Ally A can move through squares occupied by ally B (rule 4). Ally A cannot move through an obstruction; Ally A can use two basic move actions to go around it (rule 1).
Challenges
The rules provide many ways to challenge targets. Usually your target is a rival, but you might target other things, such as tokens or markers. Unless a rule says otherwise, you challenge only one target at a time. You cannot challenge an ally.
- Basic Challenge: A character doing a basic challenge rolls 2 dice and must be adjacent to their target.
- Challenge (Number): The word "challenge" followed by a number means you challenge an adjacent target. Roll the number of dice that follows "challenge."
- Range (Number) Challenge (Number): The word "range" followed by a number means the target must be within that number of squares. The challenger must be able to see the target. Roll the number of dice that follows "challenge."
- Defense: The number inside the shield on the target character's card shows how many dice the opponent rolls when that target is challenged. Tokens and markers that you can challenge show their defense on the token.
Resolving a Challenge
Declare your target and roll a number of dice as specified by the rules for your challenge. Your opponent then rolls a number of dice equal to the target's defense.
- You want to get more successes than your opponent.
- As the challenger, you get 1 success for each burst symbol and 3 successes for each triple-exclamation symbol.
- Your rival gets 1 success for each shield symbol and 3 successes for each triple-exclamation symbol.
If you have more successes than the opponent, your character wins the challenge. If you do not, your character loses the challenge. When you challenge and lose, nothing happens.
Example (basic challenge): Ally A challenges rival Z as a basic action. Rival Z has a defense of 2, so each character rolls two dice. Ally A, the challenger, gets 3 successes; rival Z, the defender, gets 2 successes. Ally A wins the challenge. Rival Z is knocked down.
Knocked Down
If a character that is standing is challenged and loses, it is knocked down. Tip the character over in the square where the character stood. (When a basic character is knocked down, flip it over in its square so that the "knocked down" side is face up.) A character that is knocked down cannot do basic or special actions, but can rally or do companion actions. However, another character can do the assist action to stand that character up. See Assist, Rally, and Companion.
Knocked Out
If a character that is knocked down is challenged and loses, it is knocked out. Remove the character from the map and place the character on the 1 of their player's cooldown track. A character that has been knocked out and is on the cooldown track can still be chosen to take a turn and become exhausted; however, they may not do rally or any basic actions or any special actions. In some instances, it might be beneficial to delay taking a turn with a character on the map; choosing to take a turn and exhaust a knocked-out character allows you to do this.
Example (knocking out a target): Ally A challenges rival Z with a challenge 3 ability and rolls 3 dice; rival Z has defense 2 and rolls 2 dice. Ally A gets 2 successes, rival Z gets 1 success. Ally A wins; rival Z is knocked down. Ally B then challenges rival Z, who is already knocked down, gets more successes and wins. Rival Z is knocked out and moves to the 1 of their cooldown track.
Multiple Challenges
Some abilities allow a character to challenge more than one target. Declare and resolve each challenge one at a time. Make separate challenge rolls for each target, whether you are challenging multiple targets or a single target more than once. The rival rolls dice to defend for each challenge as it is declared and made.
Example (ranged challenge): Ally A uses a range 3, challenge 2 ability, and challenges rival Z, who can be seen and is within 3 squares. Ally A rolls 2 dice to challenge. Rival Z has a defense of 2, so they roll 2 dice. Rival Y is also in range but cannot be challenged because an obstruction blocks ally A from seeing them.
Abilities and Traits
When you choose to have a character do an ability action, follow these steps:
- Choose an ability from that character's card.
- Spend an ability token of the appropriate type from your pool to pay the ability's cost, placing it on your cooldown track on the number shown in the ability's icon. If you do not have the appropriate ability token available in your pool, you cannot use the ability.
- Follow the rules of the ability as written on the card.
If the ability has multiple parts, follow the parts in sequence. If the ability contains a part that cannot be done, the ability ends and the remaining rules for the ability are ignored.
Ability Types
There are a variety of types of abilities in Funkoverse (yellow, red, blue, gray). Each ability type is associated with various qualities:
- Blue: finesse, agility, and coordination. Such abilities often provide ways for characters to be faster or more flexible.
- Red: forcefulness, strength, and fortitude. Such abilities often provide ways for characters to be mighty or more resilient.
- Gray: cunning, ingenuity, and deception. Such abilities often provide ways for characters to trick or inhibit rivals.
- Yellow: leadership, charisma, and willpower. Such abilities often provide ways to bolster allies or give them actions.
Abilities That Are Challenge Actions
Many abilities let you challenge targets, but doing the ability action is only considered a challenge action if it has a burst symbol after the ability name. Otherwise, it is considered a non-challenge action.
Traits
The rules explained for abilities also apply to traits. However, you do not need to spend an ability token to use a character's trait. Instead, it applies all the time. Unless the trait says otherwise, its rules also work when a character is knocked down or knocked out.
Attachments
In Funkoverse there are various additions you can attach to a character. These additions are called attachments and come in the form of items, bonus objectives, and companions. Not all attachments are physically attached to a character. Each team must have the same number of attachments in order to play with attachments. Try using attachments with different characters and with different combinations of characters on your side to discover new strategies.
Items
Some Funkoverse games include items. When a team uses an item, give the item to a character by putting it in that character's hand before starting the game. Place the item card near that character's card to remind you of the rules. Basic characters and tokens cannot be given items.
Item Rules. When a character has an item, the character gains a new option for an action or a new trait as described on the item card. Item rules function the same as ability rules. An item remains with the same character for the whole game unless the item says otherwise.
Doing the Use Attachment: Item action. If the item has the use-item icon, the character holding the item must do the use attachment action to use it. After your character uses the item, place the corresponding item card on the cooldown track on the number indicated in the icon. While an item card is on the cooldown track, the item cannot be used. When a round ends, shift all item cards down the cooldown track. When an item card shifts off the 1, it returns to the character holding the item and may be used again. If the item does not have that icon, the item functions as a character trait and does not require an action to use.
Items that have challenge actions. Some items provide a way to challenge targets, but doing the use attachment action is only considered a challenge action if it has a burst symbol after the item name. Otherwise, it is considered a non-challenge action.
Bonus Objectives
Some Funkoverse games include bonus objectives. Bonus objectives are attachments that come with special markers that are placed on the map and a card that explains their rules. Any character can complete the bonus objective.
Bonus Objective Setup. When a team uses bonus objectives, take one bonus objective marker and place the associated card in front of that team. Hand the bonus objective marker to an opponent. Immediately after your characters are placed during setup, place the bonus objective marker you have been given by your opponent in your starting area.
Bonus Objective Rules. Bonus objectives markers are special markers that follow the same rules for adjacency, movement, blocking line of sight, and what the marker can see as characters. Rivals and allies may not be placed onto or end their movement on the bonus objective marker's square.
Companions
Some Funkoverse games include companions. Companions are always paired with a character and provide a player with an ally that can do a limited number of actions. Basic characters cannot be paired with companions.
Companion Setup. When playing with a companion, the companion is always paired with a character on your team. Attach the companion to a character by placing the companion card below the character card. At the beginning of the game, and whenever a companion shifts off the cooldown track, place the companion in your starting area.
Companion Rules. Companions follow the same rules for adjacency, movement, blocking line of sight, and what they can see as characters. When a character with an attached companion takes their turn, the attached companion may also do one of the actions listed on the companion's card. Additionally, a character with an attached companion may do a companion action on their turn to allow their companion to do an action selected from the actions listed on that companion's card. Companion actions may be done while the character is knocked down, and even while the character is on the cooldown track!
When a companion is challenged and loses, remove it from the board and place it on the 1 of its owner's cooldown track. Players do not gain points from challenging companions. For the purpose of gaining points, when a companion knocks out a rival, credit the knockout to the character the companion is attached to.
Mixing Games
If you play with more than one Funkoverse game of the same type, characters with the same name cannot be allies. (Freddy Funko cannot ally with another Freddy Funko.) Choose characters, attachments, and scenarios from any Funkoverse game and mix them up to discover powerful character combinations and to devise new strategies. Pit your collection against your friend's collection to see who can make the best combination. A recommended game of Funkoverse uses three characters and one attachment per side, but you can experiment with more attachments and more characters as your collection grows!
Additional Game Types
More Players
Play the game with one or two players per side and with each player controlling at least one character. Each side works as a single player as described in the rules. Players on the same side are allies just as if they were controlled by a single player. Players on the same side use the same cooldown track and ability token pool.
Free-For-All
Free-for-All scenarios are designed for three or four players to play against each other. In Free-for-All scenarios, each player controls their own characters. When playing with more than two players in a Free-for-All scenario, the first player marker is passed clockwise at the end of the round. Every other player is considered your opponent, and all of their characters are considered your rivals. When playing with less than 4 players, ignore unused starting areas.
Ultimate Mode
In ultimate mode, one player amplifies a single character to their ultimate form, to take on a team of three opposing characters. There are special scenarios that are specifically designed to be used in ultimate mode.
Ultimate Mode Setup
- Place the ultimate scenario on top of the text of any scenario card. The ultimate scenario replaces all rules of the chosen scenario except for starting areas and point marker locations.
- One player chooses a single character to use along with their character card and ultimate card: they are the ultimate character. The other team chooses three characters to oppose the ultimate character. The player with the ultimate card chooses a base color first. Neither team chooses an attachment, such as an item.
- The ultimate card will indicate additional ability tokens for them to start the game with (as indicated in the bottom right of the character card). The ultimate character takes three exhausted markers at the start of the game.
Ultimate Mode Rules. At the start of the game, the ultimate character goes first. At the start of the ultimate character's turn, if they are on the cooldown track, shift them off. Ultimate characters are not exhausted until all three exhausted markers are on them. Each turn, you alternate between the ultimate character and the opposing team's characters, and the round ends when the opponents characters each have an exhausted marker and the ultimate character has three.
Glossary
This glossary includes terms used throughout all Funkoverse games.
- ADDING RANGE: When a rule adds range, the squares you count for a ranged challenge increase by the stated amount. If you add range to a challenge that is not ranged, it becomes a ranged challenge with a range equal to the number stated plus 1.
- ADJACENT: Characters are adjacent to squares if they are straight beside or diagonal from the character and they can see that square. Characters are also adjacent to the square they are in. See Adjacency.
- ALLY: The characters, companions, and minion tokens you control are allies. If you play with multiple players on teams, characters, companions, and minion tokens controlled by players of the same team are allies to each other.
- AWAY: Some abilities specify moving something away from something else (sometimes written as "push"). When moving something away from something else, you move it up to the stated number of squares according to the Moving rules, except that each square to which you move it must be farther away.
- CHALLENGING A TOKEN OR MINION TOKEN OR MARKER: If a token (including minion tokens) or a marker has a defense, then it can be challenged. For the purposes of challenges treat the token or marker as a standing rival. Tokens are never knocked down or knocked out. Instead, remove the token from the map when it loses a challenge. Tokens do not award points when they are removed.
- CHALLENGE ACTIONS: An action is considered a challenge action if it is a basic challenge or it has a burst symbol after the ability or item name.
- CHANGING THE TARGET OF A CHALLENGE: Some effects will change the target of a challenge. When this happens, continue the challenge using the new target. If the new target could not have been chosen for the challenge, the challenge ends and the remaining rules for the challenge are ignored.
- CONCEALED: Things that are concealed cannot be seen.
- CONTROLLING A RIVAL: A rule might specify that you control a rival. When you have that rival do actions, treat the rival as allied to your character rather than your opponent's character when doing moves and challenges and when determining what the rival can see. If they knock out another rival or interact with a point marker you gain the points.
- COST: When a character does an ability, the cost is the number in the ability icon next to that ability's name. This shows where on the cooldown track to place the matching ability token.
Frequently Asked Questions
General
- Is Rally a basic action? No. The basic actions are: move, challenge, assist, and interact.
- How do I count distance from my character? Your character is considered to be zero squares away from the square they are in. Squares adjacent to the square they are in are 1 square away, and so on.
- Can I enter this square? A character can enter a square as long as there is not another character, minion token, companion, or bonus objective marker in that square. Normal tokens and markers do not prevent a character from entering a square. If the middle point of the square is covered by an obstruction then nothing can enter or be placed in that square.
- How do you do an ability that targets multiple characters? If an ability would affect multiple targets at the same time the player doing the ability chooses the order. If in the process of doing an ability a new target becomes available, then they are targeted as well. If a target becomes unavailable, then they are no longer targeted. If an action creates challenges against multiple targets you must do all of them. Failing a challenge doesn't stop the rest of the challenge action from happening.
- What if a challenge doesn't have a range? If a challenge does not state a range or describe how to choose targets, then the targets must be adjacent.
- What happens when you add range to a non-range challenge? If you add range to a challenge that is not ranged, it becomes a ranged challenge with a range equal to the number stated plus 1. If a challenge specifies that it is done to specific targets you may not add range to it. (For example, if an ability specifies that a challenge is done to "each adjacent rival.")
- What if I need to return a character and my starting area is full? If your starting area is full, then return your character to an empty square as close as possible to your starting area.
- When do you pay for an ability's cost? Costs are paid as soon as the ability action is taken, before the ability rules take effect. Ability tokens used to pay for abilities go on the cooldown track before the ability effect takes place.
Movement/Range
- Do I always have to move the full distance? Whenever you move you or an opponent's character, you may always move less than the printed distance, to a minimum of zero.
- If I choose to move zero squares with a move action, does that activate abilities and traits that require movement? Yes.
Timing
- If multiple effects happen at the same time, which happen first? If the effects are caused by one player, that player may choose the order the effects happen in. If the effects are caused by different players, the effects happen in turn order, beginning with the player that is taking the current turn.
- What happens when an ability affects multiple targets at the same time? If an ability would affect multiple targets at the same time the person controlling the ability chooses the order. If a new target appears or becomes legal in the process of doing the ability they are targeted as well. If a target may no longer be targeted as a result of part of the ability, they are no longer targeted.
- What happens if a character is knocked down in the middle of an action? If it is in the middle of an ability, it stops the ability. If it is in the middle of a movement and the character would be knocked down in an occupied square, the character returns to the last legal square it moved through (this would be for cases when a character is knocked down while moving through another character).
- What happens when multiple things modify a value at the same time? First apply all modifiers that add to the value. Then apply all modifiers that subtract from the value, if it reduce the value less than 0 set to 0. Finally apply any effects that set the value. If there are multiple effects within a step the person controlling the thing being modified chooses the order with the step.
Tokens
- Can minion tokens be given actions from an ability? Yes. If the target of the ability can affect allies, it can affect minion tokens.
- Can multiple tokens occupy the same space? Yes in the case of normal tokens and markers. However, minion tokens and companions may not occupy spaces with other minion tokens or companions.
- Can a character use an ability that says "can be used while knocked down" while standing? Yes, abilities can be used while standing unless otherwise noted.
- What happens to tokens if the character who placed them is knocked out? Tokens stay in play even if the character that placed them is knocked out, and work as usual even if that character is on the cooldown track.
- What happens when two status cards give the same effect? If two status cards (including scenario status cards) are in play that give the same kind of effect, then the effects are added together.
- How do tokens outside of the edge of the board work? Things that are outside of the edge of the board behave as though there is an extra row of squares surrounding the edge of the board for them to be in. Things on the board may not enter those squares, or see those squares or anything on them. Things moving on these rows may move around the corners of the map, and the corners are always considered unobstructed.
Challenger Win Probabilities
Chance that the challenger wins, by challenger dice count (rows) and defender dice count (columns 1 to 6):
| Challenger dice | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1 | 39% | 66% | 81% | 89% | 94% | 97% |
| 2 | 24% | 48% | 65% | 77% | 86% | 91% |
| 3 | 15% | 34% | 51% | 65% | 76% | 84% |
| 4 | 10% | 24% | 39% |