Funkoverse Strategy Game: Universal Monsters 100
Funkoverse Strategy Game: Universal Monsters 100 Rulebook
Table of Contents
Table of Contents
Components
- 4 Character Movers: Dracula, The Creature, The Bride of Frankenstein, Invisible Man
- 4 Character Bases
- 4 Character Cards
- 2 Basic Character Cards (Mad Scientist, Villager) and 2 Basic Characters
- 4 The Bride Status Cards
- Invisible Man Status Card (Sneaking)
- Dracula's Blood Token
- Blood Die
- 3 Tunnel Tokens
- 2 Cooldown Tracks
- 8 Ability Tokens
- 5 Dice
- Double-Sided Map (Dracula's Castle)
- 2 Scrimmage Markers
- 2 Double-Sided Flags/Leader Markers
- 4 Point Markers (A, B, C, D)
- 3 Control Markers
- 6 Exhausted Markers
- 21 Points
- First Player Marker
- Fishing Net and Fishing Net Item Card
- Shovel and Shovel Item Card
- 2 Double-Sided Scenario Cards
- Instructions
Understanding Components
Character Cards
Each character card shows:
- 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 it 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, and return attachments and character components to the associated character. This will be explained in more detail in other sections of these instructions.
Your First Game
Welcome to Funkoverse! For your first game, jump in as quickly as possible. To help with this, these instructions are organized so you don't need to read everything to get started. Once you get to Stop Reading and Play!, you'll know enough of the basics to start playing!
First-Game Objective: Knock down an opponent's character, and then knock out that character to score a point. Score three points to win!
Setup
- Set aside Shovel, Fishing Net, item cards, and scenario cards. You won't use them in your first game; you'll learn how to use them in The Full Experience.
- Play with two players. To play with three or four players, see More Players.
- Place the map with the Dracula's Castle face up.
- Place the dice and points beside the map.
- Each player takes a cooldown track and three exhausted markers.
- One player takes the dark character bases and the basic character that matches their base color. The other player takes the light character base and the basic character that matches their base color.
- Each player chooses two characters and puts them on their bases. Your three characters are allies. Your opponent's three characters are your rivals.
- Each player takes the cards for their characters and basic character.
- Your character cards have colored dots in their bottom right corners. Take one ability token to match each colored dot. Combine all your ability tokens into your ability token pool.
- The player controlling Dracula takes the Blood die. The player controlling The Bride takes the 4 The Bride status cards. The player controlling Invisible Man takes the Invisible Man status card. You'll use these when the characters use abilities that put them into play.
- Flip the First Player marker to see who goes first. If your base color matches the color that lands face up, take the First Player marker. You'll start the game.
- The Dracula's Castle starting areas are marked with base colors on the map. The player with the First Player marker places their characters on squares in their starting area. Then, the other player places their characters in their starting area.
Example First-Game Setup
The Creature and Dracula player takes the Mad Scientist card (basic character), The Creature card, the Dracula card, the Tunnel tokens, Dracula's Blood token and Blood die, three exhausted markers, an ability token pool, and a cooldown track. The Bride of Frankenstein and Invisible Man player takes the Villager card (basic character), The Bride card, the Invisible Man card, The Bride status cards, the Invisible Man status card, three exhausted markers, an ability token pool, and a cooldown track. Both players share the dice, points, and First Player marker, and place their characters in their starting areas on the Dracula's Castle map.
Character Cards in This Game
Numbers before ability names show the cooldown track number where the ability token is placed (the ability's cost). A star (shown as ✷) after an ability name means it is a challenge action. Ability type is shown in parentheses.
The Creature (Defense 2; ability dots: finesse, might)
- Slashing Claws ✷ (might, cost 3) — Challenge 3. Challenge 2 to a different rival.
- Abduct (finesse, cost 2) — Choose an adjacent character. Move 1. Place that character in an adjacent square.
- Aquatic Ambush ✷ (finesse, cost 3) — Place a Tunnel token in a square within 2 squares. Move 1. Do a basic challenge.
- Forbidden Depths (trait) — At the start of The Creature's turn, you may place a Tunnel token in its square. When it moves, squares with Tunnels are considered adjacent to other squares with Tunnels within 5 squares. Rivals may interact with Tunnels to discard them.
Dracula (Defense 1; ability dots: might, cunning)
- The Blood Is the Life (cunning, cost 2) — Stand Dracula up or shift him off your cooldown track. Dracula may use this ability while knocked down or on the cooldown track.
- Mesmerize ✷ (cunning, cost 3) — Pull a rival Dracula can see 2 squares. Do a basic challenge.
- Exsanguinate ✷ (might, cost 4) — Challenge 5. Reduce the cost of this ability by 2 when targeting a knocked down character.
- The Bloody Terror of Transylvania (trait) — Dracula has +1 defense while the Blood token is on your cooldown track. When Dracula does a challenge, you may shift the Blood token down 1 to add the Blood die to the roll. If you don't, place the Blood token on the 3 of your cooldown track.
The Bride (Defense 2; ability dots: finesse, might)
- Grave Robbing (finesse, cost 1) — Do an interact action. Give The Bride of Frankenstein a Bride status card. Move 1.
- She's Alive! ✷ (might, cost 2) — Challenge 3. If you win give The Bride of Frankenstein a Bride status card.
- Made Me From Dead (trait) — The Bride of Frankenstein gains the traits and abilities printed on Bride status cards she has been given. When the Bride of Frankenstein is given the fourth Bride status card, shift two ability tokens off your cooldown track.
Invisible Man (Defense 2; ability dots: cunning, finesse)
- Strangle ✷ (cunning, cost 2) — Challenge 3. Roll 1 extra die when targeting a knocked down character.
- Sneaking (finesse, cost 1) — Move 2. Give Invisible Man the Sneaking status card.
- Reign of Terror (cunning, cost 2) — Move 2. Push an adjacent rival 2 squares.
- Elusive Trickster (trait) — Rivals can only see the Invisible Man while they are adjacent to him.
Invisible Man status card, Sneaking: At the start of Invisible Man's turn, if no rivals can see him he may do an action. After the Invisible Man rallies or does an action, discard this card.
The Bride status cards (4): The Bride of Frankenstein gains the abilities and trait printed on the Bride status cards she has been given (see Made Me From Dead). The cards, as printed (ability type icons are not reproduced here):
- She Hears (cost 1) — Stand The Bride of Frankenstein up. The Bride of Frankenstein can do this while knocked down.
- She Breathes (cost 4) — Do a challenge 3 to each rival within 2 squares.
- She Walks (cost 2) — Move 3. Do a basic challenge.
- She Sees (trait) — The Bride of Frankenstein can assist allies and interact with things she can see within 2 squares.
Note: the stacked status cards are only partly legible in the instructions' illustrations; the name-to-text pairing and costs above for She Hears, She Breathes and She Walks were read from the PDF's text layer and should be checked against the physical cards.
Basic characters (Mad Scientist, Villager) (Defense 2): Move — Move up to 2 squares. Challenge — Roll 2 dice to challenge an adjacent rival. Assist — Stand up an adjacent ally. Interact — This action differs depending on the scenario. Rally — Use two actions to stand up.
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
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Choose a Character — Choose one of your characters without an exhausted marker. (No characters have exhausted markers at the start of the round.)
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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 Attachments.
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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.
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.
Doing a Move
When you move a character, you may move it straight into the next square or diagonally. However, you cannot move through standing rivals or obstructions. See Moving for the complete move rules.
Doing a Challenge
Challenges allow you to knock down and knock out rivals. Remember that every character may do a basic challenge against adjacent rivals.
When you challenge a rival with a basic challenge, roll 2 dice. When using an ability to challenge, you roll a number of dice equal to the number that follows "challenge". Your opponent then rolls a number of dice equal to their target character's defense, which is the number inside the shield on that character's card. You want to get more successes than your opponent.
- As the challenger, you get 1 success for each star icon and 3 successes for each double-exclamation icon.
- Your rival gets 1 success for each circle icon and 3 successes for each double-exclamation icon.
If you have more successes than your rival, your character wins the challenge, and your rival loses. If you do not, your character loses the challenge. Unless otherwise specified by an ability, nothing happens if there is a tie or if the challenger loses the challenge.
When a standing rival is challenged and loses the challenge, the rival is knocked down. Tip the character over in the square where they stood. If a rival that is knocked down is challenged and loses, the rival is knocked out. Remove the character from the map and place the character on the 1 of that player's cooldown track. See Challenges for the complete challenge, knocked down, and knocked out rules.
Doing an Ability
When a character does 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 in the order written on the card. See Abilities & Traits for the complete ability rules.
Stop Reading and Play!
The above rules cover what you need to know to start playing your first game! When you try to do something you have not done before, or you have a question about how something works, refer back to these instructions or read the detailed sections that follow.
Winning Your First Game
For your first game, collect one point each time you knock out a rival character or when one of your characters is adjacent to a rival when they are knocked out. Continue playing until one player has collected three points or until each player understands the rules of the game. After that, keep reading to learn how to play through the full Funkoverse experience by using scenario cards, items, companions, and by mixing games!
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: This obstruction on Dracula's Castle map with a thick black line paired with white outer lines is a wall.
Example: An obstruction on the Frankenstein's Lab map is a thick black line paired with a white outer line. Characters cannot enter the enclosed area.
Example: A chair is not bordered by the lines as in the other examples. It 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 line passes through where four corners meet, and your rivals occupy one or two of those squares, your character can still see past that corner.
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 and it is therefore not considered adjacent. This includes obstructions on the corner of squares blocking diagonal adjacency.
Adjacency Example: Ally A is adjacent to rival Z, but it is not adjacent to rival Y or the rival Basic Character.
Examples of What Your Character Can See
Note: These diagrams are for reference and may not match the map included in this game.
- 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).
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, or item, it is a special move. You can move it up to the number of squares specified by the ability, trait, or item.
How to Move Something
When moving something, use the following rules.
- 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.
Example: Ally A is in a square that is partially occupied by an obstruction. However, Ally A cannot move through the obstruction (rules 1 and 2).
Example: Ally A is in a square that is partially occupied by an obstruction. Ally A cannot move diagonally through the obstructed corner (rules 1, 2, and 3).
Example: 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 cannot move because it 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 corner that is obstructed, 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 star icon and 3 successes for each double-exclamation icon.
- Your rival gets 1 success for each circle icon and 3 successes for each double-exclamation icon.
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.
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 Taking a Turn.
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.
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.
A 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.
Knocking Out a Target
- Ally A challenges rival Z with a challenge 3 ability. Ally A rolls 3 dice. Rival Z has a defense of 2, so they roll 2 dice.
- Ally A, the challenger, gets 2 successes; Rival Z, the defender, gets 1 success. Ally A wins the challenge. Rival Z is knocked down.
- Ally B challenges rival Z, who is already knocked down. Ally B gets more successes and wins. Rival Z is knocked out and moves to the 1 of their cooldown track.
A 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.
Note: Rival Y is also in range but cannot be challenged because an obstruction blocks ally A from seeing them.
The Full Experience
Now that you've played your first game, you're ready for the full Funkoverse experience! You can also take it to the next level by mixing Funkoverse games or playing against a friend who has their own Funkoverse game!
Scenarios: Where the Objectives Get Interesting!
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!
When you play a scenario, use the Playing the Game rules. Instead of winning by knock out, you play to gain points. Each scenario describes different ways players can gain points.
Scenario 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.
- Each player will use dice and points. Place them beside the map.
- Each player uses a cooldown track.
- Each player picks a base color. Flip the First Player marker. If the side matching your base color lands up, take the First Player marker and place it in front of you.
- Each player chooses a character and takes the basic character matching their base. (If you are mixing Funkoverse games or are playing against a friend who has their own Funkoverse game, choose three characters and one attachment each. If both players have Funkoverse collections, choose characters and attachments in secret.)
- Take the character cards, attachment card, 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.
- Check the scenario card for additional setup rules.
- 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 in their starting area.
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.
Scenario Cards (Dracula's Castle map)
Flags — Tonight is Walpurgis Night—the night of evil! You'll need everything you've packed to prepare for the worst, so bring the luggage upstairs. And hurry! Your rivals may be scarier than what's outside!
- Setup: See Scenario Setup in the instructions. Place the flag markers as shown.
- Rules: When a round ends, check to see if any of your standing characters are on or adjacent to your opponent's flag marker. If so, you may choose to return one or more of those characters to your starting area.
- Gaining Points: If a character returns to your starting area using the rule above, gain 2 points. If you knock out a rival, gain 1 point. If you interact with a point marker, gain 1 point. See Point Markers in the instructions.
- 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.
Control — You are bid welcome! The interior rooms of the castle look quite different than the view from outside - so cheerful and inviting. Do not mind the spider spinning her web for the unwary fly. Secure the route between the carriage and the bedroom, and keep your rivals from setting up inside of the castle.
- 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 in the instructions.
- 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.
Abilities & 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.
Exceptions
When card text conflicts with the rules written in the instructions, the card text takes precedence.
Ability Types
There are a variety of types of abilities in Funkoverse. The characters in this game use three of the ability types (finesse, might, and cunning). Other games have characters that use different combinations of ability types. Each ability type is associated with various qualities:
- Finesse (blue swirl icon) — Characters with these abilities exhibit finesse, agility, and coordination. Such abilities often provide ways for characters to be faster or more flexible.
- Might (red triangle icon) — Characters with these abilities exhibit forcefulness, strength, and fortitude. Such abilities often provide ways for characters to be mighty or more resilient.
- Cunning (grey gear icon) — Characters with these abilities exhibit cunning, ingenuity, and deception. Such abilities often provide ways for characters to trick or inhibit rivals.
- Leadership (yellow banner icon) — Characters with these abilities exhibit 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 star icon 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
Play with 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
This Funkoverse game includes the Shovel and Fishing Net 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 cannot be given items.
Fishing Net ✷ (cost 2) — Range 3, challenge 2. Pull the target 2 squares.
Shovel ✷ (cost 3) — Challenge 4. If you win, shift a character, token, or marker on your cooldown track down 2.
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.
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.
Doing the Use Attachment Action
If the item has the number 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.
If the item does not have the number 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 star icon 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 characters are placed during setup, your opponent places the bonus objective marker they have been given by you in their starting area.
Bonus Objective Rules. Bonus objective 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 attached 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
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.
If you play with more than one Funkoverse game of the same type, characters with the same name cannot be allies. (Dracula cannot ally with another Dracula.)
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!
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.
Glossary
This glossary includes terms used throughout all Funkoverse games. Some terms do not apply to characters in this game (UNI100). Terms not used in this game are marked with an asterisk (*). Other Funkoverse games include additional terms not referenced here. See the instructions included in those games for clarifications of those terms.
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.
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.
Decreasing an Ability Cost: A rule might decrease the cost of an ability. When that happens, place the ability token on the number of the cooldown track that corresponds with the new number. If the cost is decreased below 1, an ability token is no longer required to use the ability.
Discard: When you discard something, it is removed from play. Discarded things become available to play again.
Increasing Defense: A rule might increase a target's defense. The target rolls more dice when defending against a challenge.
Markers: A rule might place square-shaped markers on the map. If all the markers of that type are in play, you cannot place that marker on the map. Unless otherwise stated, markers do not block what a character can see, characters can occupy the same squares as markers, and characters cannot move or target markers. Markers follow the same rules for adjacency as characters; characters must be able to see squares containing the markers in order to be considered adjacent. See the source of the marker for more rules.
*Minion Tokens: Minions are special tokens that follow many of the rules for characters. Rules that call for the placement of minion tokens on the map will explain how the minion moves, and challenges, as well as any traits or abilities. You cannot place a minion token in a square occupied by an ally or rival. A minion token follows the same rules for adjacency, movement, blocking line of sight, and what the token can see as characters. A minion token you place is considered your characters' ally and your opponent's rival. See Challenging a Token or Minion Token. For the purposes of gaining points, when a minion token knocks out a rival, credit the knock out to the character who put that minion into play.
Nearer: A rule might specify choosing something that is nearer or nearest to a square (typically the square of a character doing the ability action). Something that cannot be seen from the square does not count when determining what is near. If two things are equally near, the player responsible for this rule coming into play chooses the target. A rule might specify placing something nearer. In this case, ignore what the thing in question can see.
Opponent: The player you play against is your opponent. If you're playing a three-player or four-player game, all of the players on the other side are your opponents.
Placing Something: Placing something is different from moving something and ignores the rules for moving. When a rule says that you place something on a square, neither your character nor the thing being placed needs to be able to see the square unless the ability says so or says it has to be in an adjacent square.
Pull: See Toward.
Push: See Away.
Ranged Challenge: The word "range" indicates that a challenge can be made when the target is not adjacent. See Challenges.
Rival: Characters, companions, and minion tokens controlled by your opponent(s) are rivals to your characters.
Shift Down/Up: Some abilities may shift things on the cooldown track up or down. When something is shifted up or down by a number, move it that many spaces up or down the cooldown track. Things that would shift beyond the top of the cooldown track are instead placed on the top of the cooldown track.
Shift Off: Things shift off of the cooldown track when they are at the bottom of the track and are shifted down, or when an ability specifies that they are shifted off. Things that shift off of the cooldown track return to play. See Cooldown Tracks.
Status Cards: Some characters have abilities that give status cards. When this happens, find the status card and put it near the affected character's character card as a reminder that this character follows that status card's rules. If a status card is in play, it cannot be given to a character until it has been discarded. When a character gets knocked out, the character keeps its status cards. For the purposes of gaining points, when a status knocks out a rival, credit the knock out to the character who put that status card into play. A character can have more than one of the same status card, and they stack.
Tokens: A rule might place round tokens on the map. If all of your tokens are in play, you may choose a token already on the map to place instead. Unless otherwise stated, tokens do not block what a character can see, characters can occupy the same squares as tokens. Tokens follow the same rules for adjacency as characters; they must be able to see squares they are next to in order to be considered adjacent. See the source of the token for more rules. See Challenging a Token or Minion Token. For the purposes of gaining points, when a token knocks out a rival, credit the knock out to the character who put that token into play. These rules do not apply to minion tokens. See Minion Tokens for the rules that apply to them.
Toward: Some abilities specify moving something toward something else (sometimes written as "pull"). When moving something toward something else, your character must be able to see the thing and each square into which you are moving the thing. When moving something toward another thing, 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 nearer.
Within a Number of Squares: To know what is within a number of squares, count squares as you would for movement, but ignore obstructions and any characters and tokens that would block what can be seen.
F.A.Q.
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.
Is rally a basic action? No. The basic actions are: move, challenge, assist, and interact.
Can I stand in this square? A character can stand in 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 standing in a square. If the middle point of the square is covered by an obstruction then, nothing can be placed in that square.
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.
How does The Creature's Abduct ability work with Tunnels? If The Creature Abducts through a Tunnel, it can take an adjacent character with it all the way to the other side.
Can The Creature move through multiple Tunnels in a movement? Yes, it's possible to move Tunnels consecutively. With the right Tunnel placement, The Creature can get across the map in a single turn.
How does Invisible Man's Elusive Trickster trait work? Rivals who are not adjacent to him can not use ranged attacks like the Fishing Net against him, and can not choose him for abilities like Mesmerize that require that the user "can see" the target.
Can I use the Blood die when the token is not on the cooldown track? No, Dracula must use a challenge to get it on the cooldown track before he can shift it down to use the Blood die.
If the Blood token is already on the cooldown track, can I still place it on the 3? Yes, you do not have to wait till the Blood token is off of the cooldown track to place it on the 3.