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0% found this document useful (0 votes)
623 views20 pages

Instructions: Watch The How To Play Video!

Uploaded by

Gabriel rocha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

AGES 10+ 2-4 PLAYERS

TM

INSTRUCTIONS

WATCH THE HOW TO PLAY VIDEO!


go.Funko.com/FunkoverseHowToPlay
COMPONENTS

CAPTAIN AMERICA
4 I CAN DO THIS ALL DAY
Stand up or do an action. Then do an extra action.

4
Captain America can do this while knocked down.
Limited to once per turn.

IRON MAN
4
3 SHIELD THROW
OVERRIDE
4Range
typeDo
3, challenge PROTOCOL
of3ability
1. Roll 1 extra die for each
basictoken onDo
actions. your cooldown 2track.
a challenge to Iron Man.

BLACK PANTHER
3 2NO, YOU MOVEBLAST
PANTHER
1REPULSOR LEAP
Challenge
Range 3. challenge
Choose
3, Push thewithin
a rival target21squares
2. Push square. that1 Black
the target square.
Panther can see and place him adjacent to
4UNIBEAM
them. Give Black Panther two Energy tokens.
AVENGERS ASSEMBLE 2Range

BLACK WIDOW
5, Challenge 4.
2 4KINETIC
At the start of the game, Captain America HURRICANE
adds ENERGY BURST
to yourTHROW
ability pool
(as shown in the ability dots to the right). Do aMove
challenge 2 to each
1. Challenge 4. adjacent
Push therival. You1 square.
target may

3
discard an Energy to push each target 1 square.
3 2 WIDOW’S BITE
WAKANDA
I AM IRON MAN Challenge 3. FOREVER!
If you win, shift an ability token on
2

3
After Iron Man does an ability that usesBlack
the Panther
last
your abilityortoken
opponent’s a standing
of it’s ally
cooldown type doesupa 1.Move 1.
track
in your ability token pool, shift a token Repeat
on your this 2 moretrack
cooldown times.
down 1.
3 SPY DISGUISE
Swap positions with an ally on the map. You
VIBRANIUM SUIT
2
may stand Black Widow and the ally up. Black
When Black Panther is challenged, giveWidow
him ancan
Energy token.
do this At the
while start ofdown.
knocked Black
Panther’s turn, he may discard two Energy to stand up or do an extra action.

2 AGILE ACROBAT
After Black Widow does a challenge, she may do a move 1.

2 4 CHARACTER 4 CHARACTER CARDS


2 BASES
4 CHARACTER MOVERS
1
1 MOVE

S.H.I.E.L.D. OPERATIVE
Move up to 2 squares.
CHALLENGE
Roll 2 MOVE

DORA MILAJE
dice to challenge
S.H.I.E.L.D. Move up
an adjacent to 2 squares.
rival.
AGENT MOVE
CHALLENGE

IRON DRONE
ASSIST
Roll 2Move upchallenge
dice to to 2 squares.
Stand up an adjacent ally.
2 an adjacent rival.
INTERACT CHALLENGE
Roll 2 MOVE
S.H.I.E.L.D. AGENT
ASSIST
This action differs dice to challenge
depending
IRON DRONE on theStandan anMove
upadjacent
scenario.
up toally.
rival.
adjacent 2 squares.

ASSIST
INTERACT
RALLY CHALLENGE
DORA MILAJE 2 Roll 2 dice
Stand differs
up an to challenge
adjacent ally.
2
This action depending
Use two actions toanstand up.
on the scenario.adjacent rival.
INTERACT
ASSIST
2 RALLY
This action differs depending
2 Use two Stand up an adjacent ally.
on the scenario.
actions to stand up.
S.H.I.E.L.D. INTERACT
RALLY
PLACE KNOCKED OUT CHARACTERS HERE
OPERATIVE 2 This action differs depending
Use two actions to stand up.
on the scenario.

PLACE KNOCKED OUT CHARACTERS HERE 2 2 RALLY


Use two actions to stand up.

2 COOLDOWN 4 BASIC 4 BASIC 9 ABILITY


TRACKS CHARACTERS CHARACTER CARDS TOKENS

8 EXHAUSTED FIRST PLAYER


MARKERS MARKER

EL EL EL
RV RV RV
A

A
©M

©M

©M

3 ENERGY TOKENS

6 DICE
DOUBLE-SIDED MAP
A B
C D
1

1
TRIUMPH MARKER
4 DOUBLE-SIDED 4 POINT MARKERS 21 POINTS
TARGET/LEADER
MARKERS
LEADERS
HELICARRIER BRIDGE

Matching your team’s strengths against your opponents’ weaknesses


is an essential part of combat leadership, and a skill that all Avengers
A
STARTING AREA

should master. Show your rivals whose leadership is more effective today!
SIEGE
HELICARRIER BRIDGE

HACK THE SETUP STARTING AREA


See ScenarioThe Avengers
Setup in the must always Each
be prepared for an attack
picks on
a their mobile
TERMINAL character to beCommand
a leader. Both
instructions.
Center. Learnreveal
players how totheir
player secretly
defend the Helicarrier
leaders by placing bridge
their from hostile
Your characters may interact character cardsforces
on thebytable
running
at thethrough this training
same time. exercise
Place the against your rivals.
leader marker
with the Terminal to secure it. that matches your base color on your leader’s character card.
While the Terminal is secured, The starting player places their
SETUP
leader on the leader starting square B
at the start of the round you See Scenario Setup in the instructions. The player with light bases is
that matches their base colorthe
the defender, and thenwith
player places darkany remaining
bases characters
is the attacker. On the first turn
may shift a token on your in the corresponding starting area as The
shown on this card.
cooldown track down 2. the attacker goes first. defender’s starting area is the melee.
The leaders’ starting squares are not used after play starts. (They are
GAINING POINTS
not considered part of any starting area.) A B
• At the end of a round, if the defender has at least one character
GAINING POINTS
DATA TERMINAL DATA TERMINAL
in the melee they gain 1 point, and 1 additional point If they have
more characters
• If your leader knocks out a rivalinleader,
the meleegain than the attacker
4 points. C STARTING
AREA
• Atally
• If your leader’s theknocks
end of out
a round,
a rivalif leader,
the attacker
gain 3has at least one character in
points.
the melee (MELEE)
outthey gaingain1 point, and 1 additional point If they have at
STARTING AREA

• If your leader knocks a rival, 2 points.

OBJECTIVE CARD
least as many characters in the melee as the defender.
• If your leader’s ally knocks out a rival, gain 1 point.
• If you knock out a rival, gain 1 point.
• If you interact with a point marker, gain 1 point. C D
• If you
See Gain Extra interact
Points with
in the a point marker, gain 1 point. See Point Markers
instructions.
in the instructions.
WINNINGWINNING D
If playing with two characters per side, gain 6 points to win.
If playing with two characters per side, gain 6 points to win.
If playing with three characters per side, gain 10 points to win.
RETRIEVE THE If playing with three characters per side, gain 10 points to win.
VIBRANIUM © MARVEL WOe01
MVL100
Your characters may interact
with the Vibranium to secure it. STARTING AREA
While the Vibranium is secured, © MARVEL WOe01
your characters roll one extra MVL100
die on the first non-ranged
challenge they do each turn.

VIBRANIUM VIBRANIUM CASE 2 DOUBLE-SIDED SCENARIO CARDS


CASE OBJECTIVE CARD
2
UNDERSTANDING COMPONENTS
CHARACTER CARDS
ABILITY COST ABILITIES
CAPTAIN AMERICA 4 I CAN DO THIS ALL DAY
Stand up or do an action. Then do an extra action.
Captain America can do this while knocked down. =
NAME Limited to once per turn.
3 SHIELD THROW
Range 3, challenge 1. Roll 1 extra die for each =
type of ability token on your cooldown track.

3 NO, YOU MOVE


Challenge 3. Push the target 1 square. =
DEFENSE 2
AVENGERS ASSEMBLE
At the start of the game, Captain America adds to your ability pool
ABILITY =
(as shown in the ability dots to the right). DOTS
TRAIT

NAME DEFENSE
This is your character’s name. The number inside the shield shows how
many dice you roll when your character is
ABILITY COST challenged.
This shows the type of ability token required
to use an ability and where you place it on TRAIT
the cooldown track. This is a rule unique to your character.
ABILITIES ABILITY DOTS
Choose from these abilities when your The colored dots indicate which ability tokens
character does an ability action. you take into your pool during setup.

BASIC CHARACTERS S.H.I.E.L.D. IRON DRONE DORA MILAJE S.H.I.E.L.D.


Basic characters are simplified characters you AGENT OPERATIVE

can use until your Funkoverse™ collection 2 2 2 2


grows. They follow the rules for characters, Basic Characters standing
but they do not have abilities or traits, and they
cannot hold items. When a basic character is MV
L10

MARVEL W
Oe
0
MV
L10

MARVEL W
Oe
0
MV
L10

MARVEL W
Oe
0
MV
L10

MARVEL W
Oe
0
1

knocked down, flip it over in its square so that KNOCKED


DOWN
KNOCKED
DOWN
KNOCKED
DOWN
KNOCKED
DOWN
the “knocked down” side is face-up. 2 2 2 2

Basic Characters knocked down

COOLDOWN TRACKS 4
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. 3
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, characters
2
return to your starting area, ability tokens return
to your ability token pool, and item cards return
to the characters holding those items. This will 1
be explained in more detail in other sections of
these instructions.
3
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! (page 7), 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
1. Set aside the Data Terminal, Vibranium Case, objective cards, cooldown tracks, and
scenario cards. You won’t use them in your first game; you’ll learn how to use them in
The Full Experience (page 8).

2. Place the map with Shuri’s Lab face up.

3. All players will use the dice and points. Place them beside the map.

4. Each player takes two exhausted markers.

5. Each player takes a base color and the basic character that matches that base color.
6. Each player chooses a character and puts that character on their
IRON MAN

base. Your characters are allies to each other. Your opponent’s


BLACK PANTHER

characters are your rivals. 1 PANTHER


4 OVERRIDE LEAP
PROTOCOL
Choose
Do 3 basic a rivalDo
actions. within 2 squares
a challenge 2 tothat
IronBlack
Man.
7. Each player takes the cards for their character
2 REPULSOR and
them. Givebasic
BLAST
Black
Panther can see and place him adjacent to
character,
Panther two Energy tokens.
and any tokens or status cards belonging Range
2to their character.
3, challenge
KINETIC ENERGYEnergy
2. Push the target 1 square.
BURST
Tokens are used by Black Panther when UNIBEAM
4 he does his abilitites.
Do a challenge 2 to each adjacent rival. You may
Rangediscard an Energy
5, Challenge 4. to push each target 1 square.

8. Your character cards have colored dots in theirWAKANDA


3
bottom
Black Pantherright
FOREVER!
corners.
or a standing ally does a Move 1.
Take one ability token to match each colored dot. Combinetimes. Repeat this 2 more all your
I AM IRON MAN
2 your
ability tokens into ability
After Iron Man does
VIBRANIUM
token pool.
an ability
ability token pool,SUIT
that uses the last ability token of it’s type

2
in your shift a token on your cooldown track down 1.
9. Randomly determine who
When Black Panther is challenged, give him an Energy token. At the start of Black
goes
Panther’s turn,first,
he mayand give
discard that player
two Energy to stand upthe
or doFirst
an extra action.
Player marker.
10. The Shuri’s Lab starting areas are marked with base colors on the
next page. The player with the First Player marker places their characters on squares in
their starting area. Then, proceeding clockwise, the other players place their characters
in their starting areas. When using the Shuri’s Lab map, the cooldown track nearest to
your starting area is yours.

4
EXAMPLE FIRST-GAME SETUP

BLACK PANTHER IRON MAN


PLAYER Energy Tokens PLAYER
Ability

A RVEL

A RVEL

A RVEL
©M

©M

©M
Token
Dora Milaje Card Black Panther Card Iron Man Card Iron Drone Card Pool
Panther’s turn, he may discard two Energy to stand up or do an extra action. in your ability token pool, shift a token on your cooldown track down 1.
Use two actions to stand up. 2 When Black Panther is challenged, give him an Energy token. At the start of Black 2 After Iron Man does an ability that uses the last ability token of it’s type 2 Use two actions to stand up. 2
RALLY VIBRANIUM SUIT I AM IRON MAN RALLY
on the scenario. on the scenario.

BLACK PANTHER
This action differs depending Repeat this 2 more times. This action differs depending
DORA MILAJE

INTERACT Black Panther or a standing ally does a Move 1. INTERACT

IRON DRONE
Stand up an adjacent ally.
WAKANDA FOREVER! 3 Range 5, Challenge 4.
Stand up an adjacent ally.
ASSIST UNIBEAM 4 ASSIST
discard an Energy to push each target 1 square.

IRON MAN
Do a challenge 2 to each adjacent rival. You may Range 3, challenge 2. Push the target 1 square.
an adjacent rival. KINETIC ENERGY BURST 2 REPULSOR BLAST 2 an adjacent rival.
Roll 2 dice to challenge Roll 2 dice to challenge
CHALLENGE them. Give Black Panther two Energy tokens. Do 3 basic actions. Do a challenge 2 to Iron Man. CHALLENGE
Move up to 2 squares.
Panther can see and place him adjacent to OVERRIDE PROTOCOL 4 Move up to 2 squares.
Choose a rival within 2 squares that Black
MOVE PANTHER LEAP 1 MOVE

Exhausted
Markers

DORA MILAJE IRON DRONE

Cooldown 2 Starting 2 Cooldown


track Area track

Dice

Points

Cooldown Starting Cooldown


track S.H.I.E.L.D. Area S.H.I.E.L.D.
track
OPERATIVE AGENT
2 2

Exhausted
Markers
BLACK WIDOW

CAPTAIN AMERICA

MOVE HURRICANE THROW 4 I CAN DO THIS ALL DAY MOVE


S.H.I.E.L.D. OPERATIVE

S.H.I.E.L.D. AGENT

4
Move up to 2 squares. Move 1. Challenge 4. Push the target 1 square. Stand up or do an action. Then do an extra action. Move up to 2 squares.
Captain America can do this while knocked down.
CHALLENGE 2 WIDOW’S BITE Limited to once per turn. CHALLENGE
Roll 2 dice to challenge Challenge 3. If you win, shift an ability token on Roll 2 dice to challenge
an adjacent rival. your opponent’s cooldown track up 1. 3 SHIELD THROW an adjacent rival.
Range 3, challenge 1. Roll 1 extra die for each
ASSIST 3 SPY DISGUISE type of ability token on your cooldown track. ASSIST
Stand up an adjacent ally. Swap positions with an ally on the map. You Stand up an adjacent ally.
INTERACT may stand Black Widow and the ally up. Black
Widow can do this while knocked down.
3 NO, YOU MOVE INTERACT
This action differs depending Challenge 3. Push the target 1 square. This action differs depending
on the scenario. on the scenario.

2 RALLY AGILE ACROBAT AVENGERS ASSEMBLE 2 RALLY


Use two actions to stand up. 2 After Black Widow does a challenge, she may do a move 1. 2 At the start of the game, Captain America adds
(as shown in the ability dots to the right).
to your ability pool Use two actions to stand up.

Ability S.H.I.E.L.D. Black Widow Card Captain America Card S.H.I.E.L.D.


Token Operative Card
Pool Agent Card
First Player
BLACK WIDOW Marker CAPTAIN
PLAYER AMERICA
PLAYER
5
PLAYING THE GAME
Proceeding in clockwise order, players take turns choosing a character to do actions. When
all characters have gone, the round ends, and a new round begins.

TAKING A TURN
1. CHOOSE A CHARACTER
Choose one of your characters without an exhausted marker. (No characters have
exhausted markers at the start of the round.)
2. 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 to act is knocked
down, see Rally (step 3) below.
BASIC ACTIONS SPECIAL ACTIONS
All characters can do these actions. All characters except basic characters can
do these actions.
MOVE
Move up to 2 squares in any direction. ABILITY
Spend an ability token to do an ability
CHALLENGE by placing it on your cooldown track on
Roll 2 dice to challenge an adjacent the number matching the ability’s cost.
target.
USE ATTACHMENT
ASSIST This action is not used in your first
Stand up an adjacent ally that has been game. Some attachments require an
knocked down. action to use.
INTERACT
This action is not used in your first
game. You’ll use it in scenarios.

3. RALLY
If the character you’ve chosen to act is knocked down, the character cannot do the actions
above. Instead, they can stand up by using both of their actions.
4. EXHAUST YOUR CHARACTER
Place an exhausted marker on the character card of the character you chose. This
character cannot take another turn this round. Once you exhaust a character, it’s the
next player’s turn.
5. 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. Things that shift off the 1 return to play. After shifting off
the cooldown track, characters return to your starting area, ability tokens return to your ability
token pool, and item cards return to the characters holding those items.
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.

6
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
(page 14) 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 A and Z are rivals.
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 and 3 successes for each .
• Your rival gets 1 success for each and 3 successes for each .
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 (page 16) for the complete challenge,
knocked down, and knocked out rules.

DOING AN ABILITY
BLACK PANTHER

When a character does an ability action, follow these steps:


1

1. Choose an ability from that character’s card.


2. Spend an ability token of the appropriate type from your pool to pay the 2
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.
3
3. Follow the rules of the ability in the order written on the card. See Abilities
(page 11) for the complete ability rules.

VIBRANIUM SUIT
STOP READING AND PLAY! 2 When Black Panther is challenged, g
Panther’s turn, he may discard two
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!
7
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 (page 6) rules. Instead of winning by knock
out, you play to gain points. Each scenario describes different ways players can gain points.

SCENARIO SETUP
1. Agree on a map and one of its associated scenarios. Place the point markers on the
setup squares, as shown on the scenario card.
2. All/each player will use dice and points. Place them beside the map.
3. Each player uses a cooldown track.
4. 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.
5. 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 item each. If both players have
Funkoverse collections, choose characters and items in secret.)
6. Take the character cards, item card, and any status cards or tokens associated with
your characters. Each player takes one exhausted marker for each of their characters.
7. 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.
8. Check the scenario card for additional setup rules.
9. 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 always gain extra
points from point markers. When a character is adjacent to a point marker on the map or in its
square, 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.

8
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, companions and bonus objectives. 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.

BONUS OBJECTIVES
This game contains two bonus objectives: Hack the Terminal and Retrieve the Vibranium.
Bonus objectives are attachments that come with special markers that are placed on the map
and a card that explains their rules. Bonus objectives can help your team in various ways, like
creating new ways to power up your team.

BONUS OBJECTIVE SETUP


Each team takes one bonus objective marker and places the associated card in front of them,
these have the rules for bonus objectives. Then each team hands their bonus objective marker
to their opponent. Immediately after characters are placed during setup, each team places
the bonus objective marker they have been handed by their opponent in their starting area.

BONUS OBJECTIVE RULES


Bonus objectives markers are special markers that follow some of the rules for characters.
Bonus objectives markers follow the same rules for adjacency, movement, 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.

ITEMS
Some Funkoverse games include items. Each team chooses one item and gives it 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.

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. Read the rules as you would for an ability. An item remains with
the same character for the whole game.
While an item is on the cooldown track, it 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-ITEM ACTION


If the item has the icon, the character holding the item must do the
use-item action to use it. After your character uses the item, place the
corresponding item card on the cooldown track on the number indicated 2
in the .
If the item does not have the 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-item action is only considered
a challenge action if it has a after the item name. Otherwise, it is considered a non-
challenge action.

9
ATTACHMENTS (CONT.) & MIXING GAMES
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.

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 that character’s
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, 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 forfeit any number of their actions on
their turn to allow their attached companion to do that many actions, selected from the actions
listed on that companion’s card. This 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
purposes of gaining points, when a companion knocks out a rival, credit the knockout to the
character the companion is attached to.

MORE PLAYERS
This game contains two Free-for-All scenarios specifically designed for three or four players!
(Triumph and Scrimmage) 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.
You can also play regular Funkoverse scenarios as a team game! 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 of the same side use the same cooldown track and
ability token pool.

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 and your opponent have the same game, everyone can play with their favorite characters.
If you play with more than one Funkoverse game of the same type, characters with the same
name cannot be allies. (Iron Man cannot ally with another Iron Man.)
A recommended game of Funkoverse uses three characters and one item per side, but you
can experiment with more attachments and more characters as your collection grows!

10
ABILITIES
When you choose to have a character do an ability action, follow these steps:

1. Choose an ability from that character’s card.


2. 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.
3. Follow the rules of the ability as written on the card.
If the ability has multiple rules, follow the rules in sequence. If the ability contains a challenge
and the challenge cannot be done because there are no possible targets, the ability ends and
the remaining rules for the ability are ignored.

When ability rules conflict with the rules written in the instructions, the ability rules take precedence.

ABILITY TYPES
There are a variety of types of abilities in Funkoverse ( ). Each ability type is
associated with various qualities:

Characters with these abilities exhibit finesse, agility, and


coordination. Such abilities often provide ways for characters
to be faster or more flexible.

Characters with these abilities exhibit forcefulness, strength,


and fortitude. Such abilities often provide ways for characters
to be mighty or more resilient.

Characters with these abilities exhibit cunning, ingenuity, and


deception. Such abilities often provide ways for characters
to trick or inhibit rivals.

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 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.

11
USING THE MAP
The map that comes with this game has Helicarrier Bridge on one side and Shuri’s Lab on the
other. Each side is unique, and the position of obstructions changes how games are played.

OBSTRUCTIONS
Obstructions on each side share the same appearance. Other objects on the map are not
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 EXAMPLE EXAMPLE


This obstruction on Shuri’s An obstruction on the Helicarrier This chair is not bordered by the
Lab map with a thick black Bridge is a thick black line lines as in the other examples.
line paired with red outer lines paired with a red outer line. It is not an obstruction.
is a wall. Characters cannot enter the
enclosed area.

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 opponent’s characters
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 straight
beside or diagonal to your character and your character
can see that square.

OBSTRUCTIONS AND ADJACENCY


BASIC
CHARACTER
2
If an obstruction is between your character and another
square, your character cannot see that square and
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.
12
NOTE: These diagrams are for reference and may
not match the map included in this game.

EXAMPLES OF WHAT YOUR CHARACTER CAN SEE

BASIC
CHARACTER
2

Ally A and rival Z cannot see Ally A can see rival Z but not Ally A cannot see ally B
each other (rule 1). rival Y (rule 1). because the rival Basic
Character is blocking its
view (rule 2).

BASIC
CHARACTER
2

Ally A can see ally B because rivals Y Rival Z is knocked down, so ally A can see ally
and Z do not block the sight line that B. Ally A cannot see the rival Basic Character
passes through where corners meet because rival Y is blocking its view (rule 2).
(rule 4).

BASIC
CHARACTER
2

Ally A can see rival Z through Ally A can see the rival Basic Character. Rival Z would
the square occupied by ally B normally block its view of that square, but in this example it
(rule 3). does not because ally A cannot see rival Z (rules 1 and 2).
13
MOVING
When you move something (such as a character or a token), you may move it straight into the
next square or diagonally.

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 something through a square occupied by a standing rival.
RULE 6: You cannot end something’s move in a square occupied by an ally or rival.

EXAMPLE EXAMPLE
Ally A can move through ally B, but not Ally A is in a square that is partially
through rival Z (rules 4 and 5). occupied by an obstruction. Ally A
cannot move diagonally through the
obstructed corner (rules 1, 2, and 3).

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).
14
NOTE: These diagrams are for reference and may
not match the map included in this game.

STRAIGHT MOVES CANNOT MOVE

BASIC
CHARACTER
2

Ally A can move 1 or 2 squares, Ally A cannot move because it is


but not to squares occupied by blocked by rival Z, the rival Basic
another character or blocked by an Character, and an obstruction (rules
obstruction (rules 1 and 6). 1 and 5).

DIAGONAL MOVES MOVING BETWEEN RIVALS

Ally A can move diagonally to squares Ally A cannot move diagonally through
not occupied by another character or the corner that is obstructed, but may
blocked by an obstruction (rules 3 move between rivals Y and Z, as the
and 6). corner is not obstructed (rule 3).

COMBINING STRAIGHT AND DIAGONAL MOVES

Ally A can move through squares Ally A cannot move through an


occupied by ally B (rule 4). obstruction. Ally A uses two basic move
actions to go around it (rule 1).

15
CHALLENGES
The rules provide many ways to challenge targets. Usually your target is a rival, but you might
target other things, such as tokens. 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 equal to the number that follows “challenge.”

CAPTAIN AMERICA
4
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 equal to the number 3
that follows “challenge.”
3
DEFENSE
The number inside the shield on the target character’s card shows how many
dice the defender rolls when that target is challenged. Tokens that you can AVENGERS ASSEMB
challenge show their defense on the token. 2 At the start of the game, Capta
(as shown in the ability dots to

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 and 3 successes for each .
• Your rival gets 1 success for each and 3 successes for each .
If you have more successes than the defender, 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 use actions, but can rally. However, another character can do the assist action
to stand that character up. See Assist and Rally (page 6).

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 any actions. In some instances, it
might be beneficial to delay taking a turn with a character in play; 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 defender rolls dice to defend
for each challenge as it is declared and made.

16
A BASIC CHALLENGE

1. Ally A challenges rival Z as 2. Ally A, the challenger, gets 3 successes:


a basic action. Rival Z has
a defense of 2, so each Rival Z, the defender, gets 2 successes:
character rolls two dice. Ally A wins the challenge. Rival Z is knocked down.

KNOCKING OUT A TARGET

1. Ally A challenges rival Z 2. Ally A, the challenger, 3. Ally B challenges rival Z,


with a challenge 3 ability. gets 2 successes: 4 who is already knocked
Ally A rolls 3 dice. Rival Z down. Ally B gets more
has a defense of 2, so they 3 successes and wins.
roll 2 dice. Rival Z, the defender, gets Rival Z is knocked out
1 success: and moves to the 1 of
2 their cooldown track.

Ally A wins the challenge. 1


Rival Z is knocked down.

PLACE KNOCKED OUT CHARACTERS HERE

A RANGED CHALLENGE
1. Ally A uses a range 3, challenge 2 ability,
and challenges rival Z, who can be seen
and is within 3 squares.
2. 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.

17
GLOSSARY
This glossary includes terms used throughout all Funkoverse games. Some terms do not apply
to characters in this game (MVL100). 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 and minion tokens you control are allies. If you play with three or four
players, characters and minion tokens controlled by players of the same side 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 (page 14), except that each square to which
you move it must be farther away.
CHALLENGE ACTIONS: An action is considered a challenge action if it is a basic challenge
or it has a after the ability or item name.
CHALLENGING A TOKEN OR MINION TOKEN: If a token (including minion tokens) has a
defense, then it can be challenged. For the purposes of challenges treat the token as a 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.
FREE-FOR-ALL: Free-for-All is a type of scenario specifically designed for multiplayer play.
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. Scrimmage and Triumph are Free-for-All scenarios.
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, line of sight, and what the token can see as characters. A minion token you place
is considered your characters’ ally.
See Challenging a Token or Minion Token (page 18).
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.

18
*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 (page 19).
PUSH: See Away (page 18).
RANGED CHALLENGE: The word “range” indicates that a challenge can be made when the
target is not adjacent. See Challenges (page 16).
RIVAL: Characters and minion tokens controlled by your opponent(s) are rivals of your characters.
*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.
SWAP
Whenever two things are swapped, place each one exactly where the other was.
TOKENS: A rule might place round tokens on the map. If all your tokens are in play, you cannot
place tokens on the map. Unless otherwise stated, tokens do not block what a character can
see, characters can occupy the same squares as tokens, and characters cannot move 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 (page 18).
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 (page 18) 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 (page 14), 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.

19
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 to 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.

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 a square adjacent to your staring area
or the nearest available square.

WHEN DO YOU PAY FOR AN ABILITY’S COST?


Costs are paid before an ability is done. Ability tokens used to pay for abilities go on the cooldown
track before the ability effect takes place.

HOW DOES WAKANDA FOREVER! WORK?


You may distribute the Move 1s between Black Panther and his allies in any way you want. Each
move 1 is done separately, and they may not be combined to move through other characters.

ARE THERE ANY OTHER MARVEL SETS?


Yes! In fact, some may call this expansion ... inevitable.

RELENTLESS WILLPOWER
THANOS
ULTIMATE

6
INFINITY WAR
ULTIMATE SCENARIO

You may stand Thanos up. Do a challenge 4 to


each adjacent rival. Thanos may do this while
knocked down. Hear me and rejoice! You have the privilege of being saved by the Great
Titan, Thanos. You may think of his arrival as suffering, but it is salvation!
6 PERFECTLY BALANCED
Flip the First Player marker. If the dark side
lands up, knock out a rival character. If the SETUP
light side lands up, knock out a standing rival See Scenario Setup in the instructions, except place infinity markers
character of your opponent’s choice. instead of point markers. See Ultimate Mode in the Thanos instructions.
THANOS

6 4 TITANIC
ORBITAL THROW
ENERGY STRIKE The team opposing the ultimate character are the heroes. The multi-
Challenge
Do a challenge 3. Place
6 to any rival. the target in any square colored point tokens are Infinity Stones. The ultimate character gets
adjacent to Thanos, then push them 2 squares. one Infinity Stone and the heroes give one of their characters an Infinity
Stone. For more options see Difficulty Levels in the Thanos instructions.
MASTER STRATEGIST 4 MERCILESS
2 When Thanos shifts off the cooldown track, ignore
Knockthe scenario
down card rival.
an adjacent
Place the remaining Infinity Stones on the infinity markers .
and treat any squares on the edge of the board as his starting area.
4 I AM ... INEVITABLE RULES
Place Thanos adjacent to a rival he can see within If a hero is knocked out, place their Infinity Stones in their square.
2 squares. Do a challenge 2 to each adjacent rival. Characters take all Infinity Stones in squares that they enter.
For the first non-basic challenge your character does each turn to a
rival, your character rolls 1 extra die for each Infinity Stone they have.
THE MAD TITAN
2 Before Thanos does an ability, you may place any one ability token from
your ability token pool on the 1, 2, or 3 of your cooldown track to reduce the
Infinity markers function similarly to point markers, except when you
interact with an infinity marker you do not gain a point. Instead, when
ability’s cost by that number. a character interacts with an infinity marker, that player may shift one
ability token off of their cooldown track. Any abilities or traits that refer
to point markers may also be used with infinity markers.

GAINING POINTS
• If your hero knocks out the ultimate character, gain 2 points.
• If you have 6 Infinity Stones, do an interact action to gain infinite points.

WINNING
If playing as the heroes, gain 6 points to win.
If playing as the ultimate character, gain infinite points to win.

MVL100 WOe01

CONTENTS:
4 Character Movers, 4 Character Bases, 4 Character Cards, 4 Basic Characters,
© MARVEL 4 Basic Character Cards, 2 Scenario Cards, 1 Data Terminal, 1 Vibranium Case,
2 Objective Cards, 2 Cooldown Tracks, 1 Double- Sided Map, 12 Game Tokens,
17 Game Markers, 6 Dice, 21 Points, 1 First Player Marker, Instructions
Images may differ slightly from
actual product. /FunkoGames FUNKO, LLC. 2021
Game by 2802 WETMORE AVE, EVERETT, WA 98201
© 2021 Funko, LLC. All trademarks
and registered trademarks are the @FunkoGames (425) 783-3616
property of Funko, LLC or are the
property of their respective owners. @FunkoGames funkogames.com POP!® is a trademark of Funko, LLC.
All rights reserved.

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