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DUCKWARS

FUNKARDS

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Funkards Hack
Boosty
Reading a Funkard
AMBER
Gobbly
Boosty
Take-Off
Flip-Flap
SAPPHIRE
EMERALD

FUNKARDS HACK

Funkards sounds kinda rude, but it isn't. Get your minds out of the gutter, it's called a portmanteau. Duck Wars is a Munchkin-esque Monty Haul game, which means LOOT IS ALL. Which means the Funkards are critically important to successfully engaging with Duckthulhu and his evil minions. Below are some snazzy examples of finished Funkards, and this brief intro will walk you through how to read a Funkard. They look very dense to begin with, but once you reduce it down, it becomes second nature. 

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During the time when we are putting together individual Funkards, I have opened up the spreadsheet where we crunch the numbers, sharing it with the whole interwebs (read-only).  The spreadsheet is the canonical list of Funkards currently used in the basic edition of Duck Wars, the cards are reproductions with fluff. We are doing exactly the same thing with the Beastie-ary just to get the game out there ASAP.

 

You may (hopefully) already sense the tone of Duck Wars, so let your imagination sing ... or send us an email ... if you need clarifications. All of the starter Quest Duckgeon Rooms that we are developing utilise this list alone, and please, feel free to design your own Rooms! As this is live, you might even see me bouncing around inside it, late at night, while I labour away until some beneficent bestows on us production $$$. I have done the same thing with Funkards, Snares and Duckventurers just to get all our stuff OUT THERE!

Example Funkards
Example Flip-Flap Feat
opal.JPG

HOW TO READ FUNKARDS

Funkards (Items, Zappies, Feats), Omens and Snares are all formatted the same way on a card for ease of use, although they are all used slightly differently in the game -

 

  • Funkards are all shuffled together to form the basic deck in the Easy-Peasy Game,

  • Omens are shuffled in with the Funkards in the Meh-I'm-Watching-You Game, 

  •  Snares are left separately, unless you are playing a Total-Party-Death level of the game where you also shuffle Snares into the deck. This is the reason Snares are formatted the same as the other cards. 

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Each card has a colour to differentiate its basic type -

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Each card has a natty little picture artistically devised by the 8-year-old, a title and some fluff. This much is self-evident, as you can see to the right. 

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Each card has up to four gemstones, 3 at the top-right and 1 at the bottom-left - sapphire, emerald, amber and opal.

 

SAPPHIRE GEMSTONES

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The top-right sapphire gemstone designates how this thing IMPACTS everyone when the card is used, with the options -

 

  • S for Shooty - the card shoots or is used to affect Shooty Combat. These Funkards may only be used to affect Shooty Combat, even if they manipulate DuckFighter dice which can be used for both types of combat. 

  • C for Choppy - the card attacks or is used to affect Choppy Combat. These Funkards may only be used to affect Choppy Combat, even if they manipulate DuckFighter dice which can be used for both types of combat. 

  • A for Area - the card affects everyone in a range, friends, foes or both, as designated by the Funkard. 

  • M for MEEEE!!! - the card affects one character, or a character in an adjacent square. Generally the Funkard will indicate whether you nominate a Duckventurer (or Beastie), or whether it is the next character that gains the effect of the Funkard. The adjacent square rule simulates you using your Delicious Mollusc Dinner  Item to save a dying fellow. 

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Sapphires are such a S.C.A.M ... geddit? See what I did there?

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EMERALD GEMSTONES

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The emerald gemstone designates how this card is USED. Some cards go off automatically when they are drawn, some can be saved and used by Duckventurers (or Beasties) later. Emerald gemstones have  the options -

 

  • P for Passive - the effect of this card is constantly in play.

  • A for Activated -  the effects of the card go off when a player decides to activate it. 

  • T for Triggered - the card goes off as soon as it is drawn. Most Omens and Snares are Triggered, as they are outside player control. 

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Soon you will have the code for emeralds down P.A.T. You are right, of course, the jokes and mnemonics are getting worse ...

 

AMBER GEMSTONES

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The funky amber gemstone designates ultra-cool blow-your-socks-off SPECIAL effects. Note that not all cards have a Special effect, so the amber gemstone is not always present. Amber gemstones have  the options -

 

  • G for Gobbly - Funkards with the Gobbly special effect have a suspiciously dice-shaped box, as you can see in the TWAANGGG! Feat example on the right. A DuckDice may be gobbled up by the player and stored on the Funkard - some Funkards allow any colour DuckDice to be stored, some are specific to certain dice. 

    When the Funkard is activated, the DuckDice may be added to a die roll, or used for other effects as specified by the Funkard. You still have to roll the stored DuckDice. In the example Funkard on the right, only a DuckFighter DuckDice may be stored, and would add to a Shooty combat roll when activated. 
     

  • B for Boosty -  Funkards with the Boosty special effect have a line of little gold icons along the base of the card,  as you can see in the Staff of Stuff Item example on the right. Boosty Funkards power up-up-UP the more DuckDice they are fed.

    Each time a Duckventurer spends a DuckDice, one token is added to the Boosty. The DuckDice is discarded. When the Funkard is activated, the number of filled, BOOSTED tokens is added to whatever effect the Funkard has. In the example, if a Duckventurer had Boosted the power of the Staff of Stuff Item with 6 DuckDice, the Loot roll will be +6! 

    Max Boosty is 10. If you can't kill something with +10, you're not DOING IT RIGHT!
     

  • T for Take-Off - Funkards with the Take-Off special effect have multiple effects,  as you can see in the Power of Duckskull! Zappy example on the right. Beginning Duckventurers struggle to fly, but as they go up in Ranks, their Take-Off and soaring high in the sky ability becomes much easier. 

    When the Funkard is activated, the effects are different dependent on the Rank of the affected Duckventurer. In the Zappy example, all Duckventurers Ranked 1-3 gain +1 Quack; 4-6 Ranked Duckventurers gain +1Q +1P, while superhero Ranked 7-10 Duckventurers gain 2 STAT increases and get to choose, as is always indicated by the question mark - ?. 

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  • F for Flip-Flap - Funkards with the Flip-Flap special effect take time and energy to prepare and use. Funkards with the big F and spinny card icon at bottom right next to the opal gemstone, are flipped over when activated, regardless of whether they have an effect or are Resisted. 

    The flipped Funkard can only be flipped back over by expending a DuckDice. This can be any DuckDice, it doesn't matter, and you don't roll it, you just discard it, like activating a Funkard without a cost. You spend a FunkyDuck to activate the Funkard, any colour die to flip it back, then more FunkyDucks to keep activating. Not a biggie, but that extra die can sometimes be crucial in a tight battle.

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  • 1 for 1 Use - Funkards with the 1 Use special effect are fairly self-explanatory. When you eat your dinner, it is gone, when you drink a potion, it stays drunk. When a Funkard is 1 Use it is discarded when activated, even if the effect fails to work (for whatever reason - Resist Rolls and such). 

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Soon you will have the code for amber down .. um ...  dunno. I think it's pretty easy to memorize amber because everybody wants Funkards featuring them. See below what each of these do, because they are powerful and snazzy. 

 

OPAL GEMSTONES

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The opal gemstone on the bottom left of the card is exceedingly clever, for it operates both as the ACTIVATION COST of the Funkard, and the card's STATThe full rules for casting Zappies, using Feats and Items can be found in the Intro-DUCK-tion.

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Gemstone Key
Snare Shooty Arrow.JPG
Omen.JPG
Gemstone Key
twang.JPG
Funkards Omens Snares example.JPG
Example Funkards
Gemstone Key
Opal
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1 Use
Funkards Spreadsheet

FUNKARDS SPREADSHEET

Now you should be able to read the spreadsheet, which is grouped alphabetically within the 3 headings: Zappy, Feat and Item. Omens and Snares are weird types of Funkards which have their own sections. Currently the spreadsheet only lists the 150 Funkards available in the basic Easy-Peasy edition (50 Items, 50 Feats, 50 Zappies), more Funkards will be released in future expansions. The 8-year-old is already ONTO IT.

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It should be mentioned at this stage that you need to use common sense when deciding which Items you are wielding. You can't be wearing 2 pairs of boots, okay? You can't wear two sets of armour at the same time. Do I really need to go into this? You can only use 1 weapon at a time. I'm not going to add a million columns to the Spreadsheet and all these hard and fast rules, just use some logic and common sense.

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Don't Worry too much about 'Subtype' for the moment, that's mainly for Quest generation and what stuff Mallards offer to the Duckventurers at the beginning of a Quest. 

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WHERE TO NOW?

There are more rules, which are listed in the handy-to-find section More Rules, including Omens. If you have never chosen a Duckventurer, you can start that now. If you are ready to enter the Duckgeon, you are going to need to find out how Quests work, and that will lead you right into Omens and Snares. If you are a connoisseur of mythical monsters, especially super-crazy duckoid ones, you need the Beastie-ary.  

 

Good luck and duck-speed (and if you want to find out more immortal Duckingdom sayings, go to Fluffy Duck) ...

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© 2019 EPSILON ENTERPRISES. ALL INTELLECTUAL PROPERTY ON THIS  SITE REMAINS THE PROPERTY OF EPSILON GAMES FOR GEEKS IN THE U.S AND OTHER COUNTRIES.

dpken1@gmail.com   |   +64 4 27 344 8548    

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