Harry Potter Funkoverse – How to Play
[Music] hi and welcome to watch it played my name is Rodney Smith and in this video we're going to learn the two to four player Funko verse strategy game designed by Prospero Hall and published by Funko games who helped sponsor this video in the magical world of Harry Potter there's danger and challenges around every corner and now you can play out your own adventures in this corset for the game or with this one as well and although each of these share the same rules and can be played completely separately they can also be mixed and matched to build your favorite combinations of locations scenarios and characters but in this video we'll primarily use the components from the corset so join me at the table and let's learn how to play to set up choose one of the included scenarios from these double-sided sheets will pick flags which shows this side of the included double-sided board that represents Diagon Alley you'll also put the dice and points nearby as well we'll assume we have two players but there are also rules included for up to four now though have each player pick a color either white or black and then flip this first player marker to see who goes first the winner then takes the marker and puts it beside them with their color face-up each player collects the bases in their color and attaches any combination of two Funko characters to them but we'll stick with the classic teams of Harry Potter and Hermione against Voldemort and Bellatrix you also collect the basic tokens from your team's color these are another character you'll control during the game they just don't have a figure to go with them that said if you have the other sets you can replace your basic characters with characters from those for example maybe one player would add in Ron and the other one would take Draco either way now collect the character cards that match your figures putting them face-up in front of you and any that come with status cards like Harry Potter's protag effect are placed near them as well your set may also come with items like we have here and both players should have the same number of them so we'll give one to each player you attach your item to one your figures and then you take the related card as a reminder of how it works next look at the bottom right corner of each of your characters and take the matching colored ability tokens putting them together in what is known as your ability pool each person now takes a cool down track and places one of these exhaustion markers above each of their characters now check the scenario for any additional rules for example we see four lettered point markers and some starting flags you'll notice I've added these to the board in the indicated locations your team's starting area is also marked on the scenario so in the case of the white team it's these six spaces here the first player now adds their characters to any squares in their starting area and then the other player does the same and that's the setup in the funk averse strategy game players will be putting together teams of characters with unique special abilities and items in order to battle their opponents team and try to achieve the objectives of the scenario now this will likely involve trying to knock your opponent's figures out but it might also include capturing flags controlling locations and other unique objectives as we'll see the game itself is played over a series of rounds and during around each player will take turns back and forth starting with the first player so let's go over how a turn works first you pick one of your characters who doesn't yet have an exhaustion marker on them so right now I can pick any of these three and let's say I choose Harry Potter you can then do up to two actions with your chosen character including doing the same action twice and there are two main categories basic and special actions any character can do basic actions so let's start with those first beginning with moving when you move a character with this action it can go to spaces in any direction including diagonally the board however also has obstructions which have a blue outline like we see here and you cannot move through these when checking to see if an obstruction would block your path imagine a line drawn from the center of the space you are in to the center of the space you wish to enter if that line touches an obstruction then you cannot move there so let's just show you a couple of other examples if I was in this position I can clearly move here because I'm not crossing an obstruction but I could not move here because a line drawn from the center of this space - this one crosses over on the edge of this blue obstruction to get to this space from here I would first have to go to this one and then here next though let me flip the board over so you can see some of the other types of obstructions you might encounter these are irregular shapes but they follow the same rules for example I can't move from here directly to here because my line would cross through this obstruction however just know you can enter a space that contains an obstruction as long as the obstruction doesn't cover the center of the square so I could move like this but I would never be able to enter this space because this is clearly blocked by the obstruction you can always go through a space containing a friendly character and these are known as your allies your opponent's characters are known as your rivals you can never go into a rival space unless the rival is knocked down and we'll see how that can happen a little bit later I should point out though you cannot end a move action on a figure space friendly or otherwise even if you're about to follow that move action with another move action there's just one last example I'd like to go over so that everything's clear although we have two rivals on either side of this point Harry Potter is allowed to move diagonally between them because he's not entering either of their spaces and he's not crossing an obstruction with movement understood let's go to the next action a basic challenge now usually your target of the challenge will be a rival figure and if you're successful you'll be able to knock it down or possibly knock it out but a scenario may also let you target a token that said you can never challenge one of your own allied figures to do a basic challenge you must be adjacent to the target that you're trying to challenge and right now that's not the case so let me just create a proper example here we'll go back to the table I'll show you what I mean for one character to be adjacent to another they must be in spaces beside each other like this or maybe like this but they must also be able to see each other to check for a line of sight you draw a line from the center of the space you were in to the center of the space you're trying to see and if you cross an obstruction like this then you cannot see into that square and that means that Voldemort and Harry are not considered adjacent to each other here's another example and again the line that we draw would cross this obstruction right here on the corner and that means these characters cannot see each other and are not considered adjacent assuming you have a valid target for basic challenge the Challenger rolls two dice and their opponent rolls as many as their characters defense value which is within the shield symbol on their card or if you're fighting a basic token it's actually printed right here on their token the Challenger gets one success for each of these symbols rolled and three successes for each of these the defender gets one success for every shield rolled and three successes for this as well if the Challenger has the same or fewer successes than the defender nothing happens and the challenge fails but if the Challenger has more successes they win if their target had been standing it is now knocked down meaning you lay it in its space or if you were attacking a basic character you would just flip its token over well knocked down your actions are limited as we'll see if a character was already knocked down when they were challenged they still rolled defense dice but if they lose they are knocked out this means you remove them from the board and set them on the one space of their players cooldown track each scenario will usually reward you for successfully knocking out an opponent in this case it says that if you knock out an opponent you gain one point and these are always taken from the pool beside the board then you just place them in front of yourself with the basic challenge understood now let's talk about two other actions rally and assist if you're taking a turn with a figure that is knocked down the only thing it can do is rally which stands it up but that uses both of its actions in other words it can do nothing else in its turn this is where the assist action comes in very handy on a character's turn let's say it was Hermione's turn véra adjacent to a knockdown Ally they can use an assist action to stand it up and this will still leave Hermione with another action that she can use for her turn the last basic action to discuss is called interact and this lets you interact with elements on the board like these point markers if you are on or adjacent to their space you can perform this action and resolve its effect in the scenario which here says that you gain one point after interacting with the token you then collect it and place it on the four space of your cooldown track and those are all of the basic actions which any figure or basic character can use but that brings us to the special actions which cannot be performed by these basic characters instead these will only be used by your Funko figures so let's start by learning about the special ability action special abilities are the ones listed on your characters card and each one will start with an ability symbol to perform the ability you must have a matching token in your supply which you then place on the space of the cooldown track that matches its printed value here so to perform Harry's expell Yarmuth ability I would put this token on the to space of the cooldown track and then resolve its printed ability here even ability lets you perform a challenge then the value here is how many days you will roll which may be more or less than the usual amount in this case the challenge here also specifies a range of 3 and that means I can challenge a target up to 3 spaces away they don't have to be adjacent however I must still be able to see the target when checking what you can see at a distance there are a few rules you need to keep in mind first of all you still draw a line from the center of the space you are in to your targets space but in addition to obstructions if any part of the line passes through a square occupied by a standing rival that you can see then it blocks your vision to your target however you can always see through your allies in this case Harry Potter could target Voldemort because it's only Hermione in the way when your line passes through the exact corner of 4 squares that have arrived on either or both sides that does not block your sight in other words if a target was here Harry Potter could still see them just remember only standing rivals that you can see will obstruct your view of another space for example let's say Harry was trying to target Voldemort a line drawn from the center of his space to his targets would pass through this rivals space however Harry can't actually see Bellatrix because if we drew a line from his space to hers it would pass through this obstruction that means there is an arrival that can be seen blocking Harry's sight Voldemort so Voldemort could be targeted with line of sight at a distance understood that should give you enough information to understand most character abilities that you'll encounter but if you have any questions about them when playing refer to the glossary at the back of the rulebook which will provide you with quick answers to certain terms they may use that we didn't cover here that said I will mention that if an ability starts with a challenge you don't have to be successful in that challenge in order to do the rest of the effect unless it says so for example even if I fail this challenge here I still get to perform the rest of the ability this ability however requires you to succeed the challenge in order to resolve it now some of these will let you challenge more than one target and if so you resolve each challenge one at a time in the order you choose making separate roles for each other abilities may cause you to apply a condition to a character for example Harry can cast protego on an ally this assigns one of these cards to them increasing their defense value but you can only use this ability as many times as you have these to hand out characters also have a trait listed here at the bottom of their card and unlike abilities you do not spend a token to use it this is active any time it would apply including when the character is knocked down or out unless it says otherwise the final special action is using items remember these are the pieces that you assigned to a specific character during the setup and only they can use them during the game to use an item it must be on the table with your character and then you resolve it's printed fact if it also has a number in this top right-hand corner then after using it place it on your cooldown tract in the indicated space meaning you will not be able to use it again until your character gets it back later and those are all the actions remember on your turn you pick an unexhausted character and you can perform up to two actions with it but then it becomes exhausted which you show by placing one of these exhaustion markers on its curve this character cannot be used again during this round and that's the next players turn they'll then pick one of their unexhausted characters to use and then they will also exhaust it as well remember if a character is knocked out it'll be sitting on the cooldown tract but you still have to take a turn with it during the round if you haven't already in which case all you do is move your exhaustion marker to its card and then the next player goes once all of the characters from both players have all been exhausted the round ends and both players shift everything on their cooldown track one space everything that comes off of the track then returns to play if it's an ability token then it returns to your ability token pool if it's a knocked out character then you place it on to any space of its starting area when a point marker leaves the cooldown tract return it to its original space if it's an item that's left the cooldown track return it to the original character who is holding it where they'll be able to use it again in this way you'll want to be strategic about when you perform certain actions and resolve their effects as they're related items or tokens may then be out of play for a certain number of turns afterwards as you wait for them to advance down the track at the end of the round after resolving the cooldown track you also refresh all of your characters removing the exhaustion markers from them then the first player marker is passed and flipped with that person now taking the first turn of the next round and rounds will continue like this until one player has won the scenario for this reason you'll want to check any other special rules the scenario may provide for example this one says here that when the round ends you check to see if any of your standing characters are on or adjacent to your opponent's flag if so you may choose to return one or more of them to your starting area and for each one you do this with you gain two points this also says here that if you're playing with two characters per side the scenario is won by the first player to gain six points and if you have three characters per side as we have here it's the first player to gain ten points however you only check for a winner at the end of a round if a round ends with a tied when you score for both of the players keep playing until a round ends with one player having more points and if you ever run out of victory points to hand out just use a suitable replacement if you want to play with more than two players there are rules for team play included in the rule book which I'll leave you to discover on your own but otherwise that's everything you need to know to play the funko verse strategy game if you have any questions but anything is sought here feel free to put them in the comments below and I'll gladly answer them as soon as I get a chance you'll also find forums for discussion pictures other videos and lots more over on the game's page at BoardGameGeek and I'll put a link to that in the description below and if you found this video helpful please consider giving a like subscribing and clicking that little Bell icon so you get a notification any time we post a new video but until next time thanks for watching [Music] [Applause] [Music]