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AGES 13+ 2-4 PLAYERS PROSPERO HALL VOLUME ONE NUMBER ONE

13+
AGES
AYERS
2-4 PL CONTENTS
Game Board,
7 Gang Leader Figures,
8 Warriors Movers with Bases,
5 Dice, 6 Gang Tiles, 13 Location Tiles,
Coney Island Showdown Tile, 56 War Cards
,
24 Bopper Cards, 20 Weapon Cards
21 Tokens, Instructions
Gang Leader Figures
Warriors Movers
(Insert into Bases)
1 Game Board 3

Warriors
2 Gang
Leader 9 Gang Stack
Gang Tile

7 Bopper Deck 4

Pics.
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WOe01 TM & © Par.
Pics.

Pics.
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TM & © Par.

Pics.
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WOe01 TM & © Par.
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Coney Island In this fight, each


Warrior
Weapon.

8 can use only one


TM & © Par.
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TM & © Par. Pics.

Showdown Tile
WOe01
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WOe01 Pics.

Weapon Deck
K

Weapon Cards
6 VAN COR TLANDT PAR

3 3
OR 3 OR

REPUTATION

Par. Pics.
TM & © Par. Pics.
WOe01 TM & ©Par. Pics.
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WOe01 TM & ©

Location Tile
Par. Pics.
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Par. Pics.
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8
WOe01

Location Stack
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FOX SNOW

BRASS
KNUCKLE
S THROW
HANDS
BOOM
When this
BOX
must reveis played, you
card afte al a Bopper
Defeat Tokens 1 Bottle Tokens
r the fight
ANY When you roll, you
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Then remove this from 1 to a die.


TM &© Par.Pics.
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the game.
WOe01 TM &© Par.Pics.
WOe01 TM &© Par.Pics.
WOe01 TM &© Par.Pics.
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War Cards 4 War Deck


10 Fight Tokens

Dice
5

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Instigator Token
.

11
SETUP
1. Place the game board, tokens, and dice within reach of all players.
Place the Warriors Gang
Leader figure on the "4"
2. figureutaontionan Tra
Rep
em
ck. Then randomly place space of the
each other Gang Leader
pty space of the track.
Each player cho
oses a Warriors mover and pla
3. and
Start space of the board. The
three
ces the mover on the Bronx
n they take the four cards for
Throw Hands cards to make their Warrior
a starting hand of seven War
cards.
Take the unchosen Warriors
4. cards and shuffle them all
' cards and the remaining Th
together. Place them in a fac
row Hands
Deck. Reveal the top three e-down War
cards and place them in a
next to the deck. face-up row

5. the
Each player takes one Weapo
ir starting hand and places
n card matching the weapo
it face up in front of them.
n shown in

Shuffle the remaining Weapo


6. dec n cards and place them in a
k. Reveal the top three car
ds and place the
face-down
next to the deck. m in a face-up row

7. Shuffle the Bopper cards and place them in a face-down deck.


8. asi
Set the Van Cortlandt Park
and Coney Island Showdow
de. Mix up the remaining Loc
ation tiles and
n Location tiles
stack. Place the Van Cortlan place them in a face-down
dt Park tile face up next to
game will begin with a fight at the stack. The
Van Cortlandt Park. Keep the
Showdown tile nearby for the Coney Island
end of the game.
9. Mix up the Gang tiles and
Location tile stack. Reveal
place them in a face-down
stack above the
the top tile and place it fac
Van Cortlandt Park tile. Th e up above the
is is the first gang that the
fight at Van Cortlandt Park. Warriors will

10. Place one Fight token on eac


h space on the board.
Randomly choose a player
to begin the game and give
11. Instigator token. that player the

Learn How to Play!


Funkogames.com/playwarriors
You’re members of the Warriors, one of New York’s toughest gangs. Cyrus, the
leader of the Gramercy Riffs, was murdered at a midnight summit and every other
gang wrongly thinks you’re to blame! Work together to get back to your home turf
while fighting rival gangs and increasing your reputation. Make it to Coney Island
and defeat the highest-ranked gang in a final showdown to win! But if your gang’s
reputation drops below the top 7 in New York, you lose.

HOW TO PLAY
The game has two phases, the Fight Phase and the City Phase, and always begins
with the Fight Phase. After each Fight Phase, the Warriors will play the City Phase
(see page 8) until a member of the Warriors is challenged to a fight and another
Fight Phase is triggered (see page 10).

1. FIGHT PHASE
neighborhoods
4
The game board is split up into four
tow n, and Downtown).
(Bronx, Uptown, Mid
only the War rior with the
During the Fight Phase,
othe r War rior s in the same
Instigator token and the t.
par ticip ate in the figh
neighborhood as them will
ating in the fight
When fighting, the Warriors particip
s and play ing War cards
will take turns using Weapon
Gan g and Location tiles
to cover spots on the face-up
the figh t, the Warriors
with Defeat tokens. To win
d
, discar
this fight
as well as turn of mber.
the Gan g tile On each same nu

must cover both spots on


th at roll the
any di ce

for each War rior in the


one spot on the Location tile
er on the Rep utation REETS
fight. If the rival gang is high BACKST
cov er an add ition al spot
Track, the Warriors must 4
"Rep utat ion" spo t must 5
on the Location tile, and the
be one of the spots covered to win .
5
token takes the
The Warrior with the Instigator
ION
TAT
PU
RE

cloc kwise. On each


first turn and play continues
ber of War cards and
turn, you may play any num two Warriors
each hand!) to try EXAMPLE: There are
use up to two Weapons (one for in the Fight aga ins t the Lizzies, who
er cov er more than
and cover one spot. You can nev are higher than the
Warriors on the
tinu e taking turns Warriors must
one spot in a turn. Warriors con Reputation Track. The
on The Lizzies tile
they win the fight. cover bot h spo ts
until they are knocked out or and three spo ts on the Bac kstreets
putation" spot.
tile, including the "Re
WE APO N SPO TS use a
t showing that Weapon. Or you may
You may use a Weapon to cover a spo er any Wea pon spot.
pon" War card and cov
Weapon when playing an "Any Wea
(See Weapons on page 6.) 4
NUMBER SPOTS
must
To cover a Number spot, you
The top
play War cards to roll dice.
ws the
left corner of each War card sho
number of dice you roll when
you play 4
of War
it. You may play any number
n, but you can nev er roll
cards in a tur
more than five dice.
ds you
Once you've played the War car
tur n, roll the dice . You
want for that
spo t tha t is equ al or
may cover one
highes t num ber you
lower than the
not cov er a spo t, you 're
rolled. If you can
knocked out, as exp lain ed belo w. Before the fight, the
Instigat
a Warrior in their neig or chooses
hborhood.
That Warrior discards
two cards.

n never roll more than


IMPORTANT!: You ca GRAVEYARD
n never cover more
five dice and you ca
rn.
than one spot in a tu
4
KNOCKED OUT 5
If you cannot or choo
se not to cover 5 REPUTATION

u are knocked
a spot on your turn, yo
m your hand to
out. Choose a card fro
. If there are
remove from the game MER

oose a card
CY
, ch
no cards in your hand
to remove
COCH

pil e
ISE

from your discard


e kn ocked out,
instead. Af ter you ar
re tur ns in the
you cannot take any mo
ur tur ns until
current fight. Skip yo THROW
STR
Whe
EET
WIS
the fight is over.
Warr n this is E
io p
HANDS may r in you layed, an
re rn o
CHAINdisc turn a c eighbo ther
ard p a rh
When you roll, you may discard this ile to rd from th ood
from your hand to add 1 to a die. their e
hand ir
Then remove this from the game. .

EXAMPLE: Cochise
uses a Chain, turning
to play his War card. it face down,
This gives him two
plays Throw Hands dice. He also
and Streetwise to get
dice. Because Street two more
wise has an ability
played, Cochise use when it is
s it immediately. He
dice, and his highes then rolls four
t number is 4. He can
the 4 spot on the Pun cover either
ks Gang tile or the 4
Graveyard Location spot on the
tile. He chooses to cov
on the Gang tile, placin er the 4 spot
g a Defeat token on
it.
5
SWAN
VER MER
MIN CY
REMB
RANDT

TAKE THE LEAD SM


OO SW ITCH BLADE
When another Warrior in your Whe TH
n TAL
neighborhood rolls, you may discard re-r this is p KER
this from your hand to add 1 to a die. CHAIN oll a la
die yed, y
afte o
r ro u may THROW
lling
.
HANDS
When you roll, you may discard this
from your hand to add 1 to a die.
Then remove this from the game.

WAR CARDS
Some cards have Weapon icons on them.
Cards may be played on your turn to roll dice.
the matching Weapon you may use it to do
When these cards are played, if you have
a card may be used only when the text on
an ability, as explained below. The ability on
ed or discarded, place it in your personal
the card says so. Whenever a War card is play
War cards you can have in your hand.
discard pile. There is no limit to how many

WEAPONS atching Weapon


pon to cover a m
You can use a Wea at ch ing War card. War
cards
pl ay in g a m stead
spot or when le t you roll two dice in
ea po n ei th er n you
that use a W an y Weapon spot. Whe
t yo u co ve r
of one or le down. You cannot
rn the card face
use a Weapon, tu the end of each
ain in this fight. At
use that Weapon ag again.
pon cards face up
fight, turn all Wea
o Weapons. When
ve more than tw
You can never ha e to remove from
eapon, choose on
you take a third W
the game.

MOLOTOVS are wild Weapons.


You can use a Molotov as if it
were any Weapon, whether to
cover a Weapon spot or when
playing a War card. However,
instead of turning the Molotov
face down, you must remove it
from the game.

6
4 4
4

you
of this fight,
ses On each turn e.
or choo. re than two dic
Instigat od cannot roll mo
e fig ht, the neighborho card.
th r
Before arrior in thei ds a random
aW discar In this fight, each Warrior
arrior
That W can use only one Weapon.

GANG RULES d on the tile.


lies when you fight them, as describe
Each gang has a special rule that app

WINNING OR LOSING THE FIGHT


spots, as
If you cover the required number of
e the rival
described on page 4, you win the fight! Mov
Repu tation
Gang Leader's figure to the bottom of the 1
up to fill the 2
Track, shifting the other Gang Leaders
ns and place
empty spaces. Remove all the Defeat toke
stack and
the Gang tile face up on the bottom of the 3
stack are now
reveal the top tile. If all the tiles in the
them up to
face up, turn them face down and mix 4
form a new stack.
out (there
If all the Warriors in the fight are knocked
lose the
are no Warriors who can take a turn), you 5
fight them
fight. Leave the Gang tile where it is—you'll
iors Gang
again in the next fight—and move the Warr
n Trac k,
Leader figure one space down the Reputatio 6
er direc tly
swapping positions with the Gang Lead
If the figure was alrea dy on the "7" when it
below him.
e.
needs to move down, the players lose the gam
7
the Defeat
Whether you've won or lost the fight, remove all
bottom of
tokens and place the Location tile face up on the ht
Then all rriors won the fig
the stack—don't reveal another Location tile yet! EXAMPLE: The Wa
y move the Hi-Hat
on cards ts. The
Warriors who were in the fight turn their Weap agains t the Hi- Ha
from the "3" space
e. Gang Leader figure
face up, and play continues with the City Phas to the bottom of
the Reputation Track.
der s on spaces "4"
Cortlandt Each of the Gang Lea
Note: After the first fight, remove the Van throug h "7" mo ve up one space.
the bottom
tile from the game instead of placing it on
of the stack.
7
2. CITY PHASE
Warriors move toward
During the City Phase,
for fights and choosing
Coney Island, preparing
fight rival gangs.
whether to run from or
Instigator token takes
The Warrior with the
continues clockwise. On
the first turn and play y
her move toward Cone
each turn, you may eit a sp ac e, tak e
u move to
Island or rest. When yo st revea l any
en you mu
that space's action. Th
Wa rri or s continue taking turns
Bopper cards.
e is triggered.
until a new Fight Phas

MOVING
ace, as long as:
You may move to any sp
n where you
It's closer to Coney Island tha
1. star ted.
the next
It's in your neighborhood or
an entire
2. neighborhood—you can not skip
neighborhood.
Warrior. Ignore
It's not occupied by another
3. this rule when moving to Con
ey Island.

It doesn't show an —you cannot move to


4. a space that used to have a Fig
ht token on it.
must stop on The game board shows the route
from
It's not past a Fight token—you
5. a space with a Fight tok en. Van Cortlandt Park to Coney Islan
into four neighborhoods: Bronx,
d, separated
Uptown,
Midtown, and Downtown.
ACTIONS
pile to your hand.
Return a card from your discard
row to your hand. Reveal the top
Add a War card from the face-up
card of the deck to replace it.
nt
face-up row and place it in fro
Take a Weapon card from the e: You
the deck to replace it. Not
of you. Reveal the top card of d,
Weapons. When you take a thir
can never have more than two
game.
choose one to remove from the
any Bopper cards this turn.
Nothing happens. Don't reveal
a
game. Then you're challenged to
Remove the Fight token from the
ht on page 10.)
fight! (See Challenged to a Fig
8
REST
Instead of moving, you may return all the cards
in your discard pile to your hand, then remove a
random card in your hand from the game.

BOPPER CARDS the deck, one at a time.


er moving or resting, reveal Bopper cards from
Aft :
ends on where you moved
The number you reveal dep
lar
moved to a regu
If you rested or .
Regular e Bopper card
Space space, reveal on
e,
Threatening spac
If you moved to a
cards.
Threatening reveal two Bopper
Space n't
Subway space, do
If you moved to a
cards.
Subway reveal any Bopper
Space
s.
Par. Pic
TM & ©

t
space with a Figh
If you moved to a
WOe01

pper ca rds.
al any Bo
FIght Token token, don't reve sp ace.)
Space e to an
on (You cannot mov

COAST
cards have no IS CLEA R
ST
d. Discard COA A R
affect when reveale E
scard pile.
L
er di IS C
them to the Bopp
COAST
IS CLEAR

cards are immediately


placed face up in front of you
when
R RE STED
revealed. Ignore wha t the car d say s the A
plac e a Thr eat
first and second tim e you
THE FU If this
random is your third

in front of you. When you


you ,
plac
stop
e the
rev
thir
eali
d
ng
ZZ card Threat
Then yo in your hand , remove a
u’re ch
alleng
from th
ed to a e game.

Threat in front of
fight!

third
and suffer the penalty on that
h pen alty incl udes
Threat card. Eac If this is your third Threa
t, roll a die for each of

to a figh t. The n take your Weapons. If you

being challenged
roll a 1 or 2, remove
the game. Then you’r it from
e challenged to a fight ed
alleng
r
! u’re ch
and any Coa st is Clea eat, yo om it!
the three Threats is yo ur th
If this fight and yo
ird Thr nnot run fr
u ca

ard pile , and shu ffle to a


cards in the disc
them back into the Bopper deck. E OUTAY!
COMT
9 O PL
CHALLENGED TO A FIGHT
There are two ways you can be challenged to a fight:

a
1. Moving your mover to a space with
ove the Fight
en. Be sure to rem
Fight tok
token from the game.
nt of you.
2. Placing your third Threat in fro
When you're challenged to a fight, the
s
Warrior that was challenged secretly look
at the top tile of the Loca tion stack. With out
r
communicating in any way with the othe
Warriors, decid e whe ther to fight or run.

If you choose to fight, reveal the Location


t
tile, take the Instigator token if you don'
already have it, and play cont inue s with the
Fight Phase.

RK
RT L A NDT PA
VA N CO

3 3
OR 3 OR

REPUTATION

If you choose to run, place the


Location tile
face up on the bottom of the
stack. If all the
tiles in the stack are now face
up, turn them
face down and mix them up
to form a new
stack. Then place one Bottle tok
en on the board
and move the Warriors Gang
Leader figure
one space down the Reputation
Track for each
Bottle on the board, including
Bottle tokens
placed on the board previously.
If the figure is
already on the "7" when it needs
to move down,
the players lose the game.

10
END OF GAME
When a Warrior move
s onto Coney Island, th
From now on, that Wa ey do not reveal a Bopp
rrior doesn't take turns er card.
during the City Phase.
When all the Warriors
have reached Coney Isl
and, it's time for the fin
al showdown:

The last Warrior to rea


1. Island takes the Instiga
ch Coney
tor token.
Take the Coney Islan
4 2. and place it face up. d Showdown tile
Fin
3. highed the Gang tile of the rival gan
st on the Reputation Tr
g that's
ack and
place it face up above
the Coney Island
Showdown tile.
Remove all the other
4. tiles from the game.
Gang and Location
On each turn
of this fight,
You cannot run away from this fight!
cannot roll mo you
re than two dic
e.
5. Play a final Fight Phase.

To win the fight, the Warriors


must cover
both spots on the Gang tile, one
spot on the
Coney Island Showdown tile for eac
4
OR
h Warrior
in the fight, and an additional
"Reputation"
OR

spot on the Coney Island Showdo


4 4 each gang that's higher on the
wn tile for
REPUTATION
Reputation
Track than the Warriors.
If the Warriors would ever move
5 5 below "7" on
the Reputation Track, or they lose
the final
TION
REPUTA
REPUTA

Coney Island Showdown, all the


TION

5 6 6 players lose.
If the Warriors win the final Con
REPU REPUTATION
TION TATION
REPUTA

ey Island
EXAMPLE: The third and final Warrior Showdown, all the players win!
moves to Coney Island. The Warriors
Gang Leader figure is on the "3" space
of the Reputation Track. The Rogues
ADJUST DIFFICULTY
Gang Leader is on the " 1" space. To For a more difficult game,
win the game, the Warriors must cover you may adjust the
number of All Clear cards in
both spots on the Rogues tile and five the Bopper deck during
spots on the Coney Island Showdown setup. Remove two for mediu
tile (three Warriors + two gangs with m difficulty, four for
hard difficulty, and six for ext
higher reputation), including two reme difficulty!
"Reputation" spots.
11
?
en War cards in my hand

FAQ
Can I have more than sev
the number of War cards
Yes. There is no limit to
nd.
you can have in your ha
the
d then remov e that card from
to roll a die an
n I play a Throw Hands card
Ca d.
from your han
game to add 1? re m ov ed from the game
ds can only be
No. Throw Han
Streetwise card if no
Can I still play Mercy’s
borhood have cards in
Warriors in my neigh
their discard pile?
to roll a die, but the
Yes. You may play it
en.
ability doesn't happ
a War card?
Can I use a Molotov to play
as any
Yes. You can use a Molotov
r card. Then
Weapon when playing a Wa
the game.
remove the Molotov from
Can I choose to
participate in a
if I'm in a differe fight, even
nt neighborhood
Instigator? than the
No.
Do I draw a B
opper card af
a Fight token ter moving to
? a space with
No.

What happens if I
would reveal a four
Always reveal Bo th Threat?
pper cards one at
third Threat, don' a time. After your
t reveal any more,
normally. even if you would
What happens if I play Snow's Boo
mbox card and then after the Fig
third Threat? ht reveal my
You're immediately challenged
to a fight! Look at the next Loc
and choose whether to fight or ation tile
run.
This game was designed by the boppers at Prospero Hall.
For more about our games go to: prosperohall.com. /FunkoGames

Reserved. @FunkoGames
TM & © 2022 Paramount Pictures. All Rights es
red trademarks are the property of oGam
© 2022 Funko, LLC All tradem arks and registe @Funk
funkogames.co
m ive owners. All rights reserved.
Funko, LLC or are the property of their respect WOe01

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