- We're cleaning up Gotham City
and cavorting around a criminal carnival.
That's right, it's the DC Funkoverse Strategy Game
from Funko Games.
(upbeat music)
This Pop-size tactical fighter game
pits two teams of players as heroic Funko Pop characters,
duking it out with brains, brawn, and batarangs.
One quick note.
We're showing off the DC Funkoverse Game
along with its expandalone,
allowing us to play six characters,
but these same rules apply to all the expandalones
including other theme-based Funkoverse games.
Set up begins with the selection of a scenario
such as control.
Once both teams have agreed, place the game board center
with the corresponding location side up.
Place the dice and points nearby
along with a supply of any game markers separated by type.
After selecting teams, each player takes control
of a character, placing it on a base.
Each character comes with a card
including their name, abilities,
ability cost and type, a defense value, and a trait.
In the lower-right side of the card
are a number of ability dots
which represent that character's starting tokens.
Some characters also come with bonus cards or items.
Read the instructions on your selected scenario
for starting placement of the characters,
objectives for the game, and placement
of any special markers.
Flip the first player token to see who goes first.
Gameplay occurs in rounds during which the active team
takes the following steps: choose a character,
take two actions, exhaust.
First, the active player selects
one non-exhausted character to play for the turn.
They then may take up to two actions with that character
including taking the same action twice.
After resolving the actions,
the player places an exhausted marker on the character card.
Play passes to the next team.
Once both teams have exhausted
all their characters, the round ends.
Let's take a look at the actions.
Move allows the character to move up to two squares
in any direction including diagonally.
However, obstructions on the map
or rival characters impede movement.
Assist allows the character to help up
a knocked-down character.
Any one adjacent ally can now stand up.
Interact depends on the scenario,
but it allows you to engage or activate
one marker on the map either on that space or adjacent.
Ability allows the character to choose an ability
from their character card
and place the corresponding ability token from their pool
to the numbered space on the cooldown track.
If they don't have the token in their pool
because it's already on the track,
they cannot use that ability.
Then activate the ability
by following the instructions listed.
Use item.
Some abilities can also come from items
which have their rules on a special item card
which goes on the cooldown track when activated as well.
Challenge is the main combat mechanic of the game.
When challenging, the active character
may make a basic challenge with two dice,
or if a listed ability grants them a challenge,
there may be a corresponding number
in which case they role that many dice.
The defending player rolls
their defense value worth of dice.
Each player is attempting to get
more successes than the other.
Blast icons are successes for the challenger,
while shield icons are successes for the defender.
Ties go to the defender.
If the defender wins, they stand their ground,
and play continues with the next action.
If the challenger wins, the defender is knocked down.
If a knocked down character is challenged and loses again,
they are knocked out, removing them from the board
and placing them on the one space of the cooldown track.
Generally, challenges may only be targeted
at arrival on an adjacent space,
but some characters have a ranged challenge ability
which provide a range value,
the number of spaces on the board away from the character
for a rival to be legally challenged.
Range must also obey line of sight rules.
So obstructions and rival characters block ranged attacks
if they impede the path of a challenge.
During a turn, if a selected character
has been knocked down,
they cannot take any actions that turn.
Instead, they must rally, standing up
and forgoing the rest of their turn.
They still take an exhausted marker as usual.
And that's the actions.
Turns continue until the round ends.
Then players shift all abilities
and characters on their cooldown track one space.
Any items that shift off the one space return into play.
Remove all exhausted markers from all character cards.
Pass the first player marker to the other team
who begin the next round.
Rounds continue until the objective
of the scenario is achieved by one team
whether it's points, location control, or grand larceny.
And that's Funkoverse.
Again, these rules apply to all versions of the game,
whatever your flavor.
Check the universe-specific rule book of your game
for any special rules or conditions.
I'm Becca Scott, and you can watch me and my friends
play this game and other awesome games on Game the Game
right here on Geek and Sundry.
We'll see you there.