Video summary
FunDhan is an educational card game designed to teach children essential financial literacy skills through engaging gameplay that combines money management with math practice. The game components include budget sheets, character-specific cards defining missions involving health and desire points, a deck of need cards representing various expenses or gains, risk cards introducing random events, and colored dice for resolving those risks. Players can choose between two to four participants, though the instructions detail specific setup variations depending on whether there are three to four players or just two, ensuring flexibility while maintaining core mechanics focused on tracking income, spending, and saving over a simulated period of time.
The primary objective revolves around fulfilling unique missions assigned to each character at the start of the game, which require achieving specific targets for health points, desire points, and savings by the end of fourteen rounds representing two weeks. Gameplay proceeds in a clockwise direction where players take turns selecting either a need card from six available options or drawing a risk card after rolling dice; choosing a need card involves immediate financial transactions that are meticulously recorded on personal budget sheets to track cumulative scores and remaining funds. When a risk card is selected, the outcome depends on the die roll and whether it applies globally to all players or only the roller, often rewarding those who like certain events while penalizing others based on their character preferences listed on their cards.
Strategic decision-making is central to winning FunDhan, as players must carefully weigh the potential benefits of a card against its costs before committing to an action that could disadvantage opponents or deplete limited resources. The game concludes after fourteen rounds when final scores are tallied in the last row of each player's budget sheet, and victory goes exclusively to those who successfully meet all three mission targets rather than just one or two; additionally, players meeting their health and desire goals receive a one-time monetary reward that can help them reach the savings target needed for overall success. Special rules apply when playing with only two participants, such as removing specific high-value need cards from circulation, but these adjustments do not alter the fundamental goal of balancing spending habits to achieve comprehensive financial milestones while enjoying an interactive learning experience about budgeting and economic choices.
Read the full video transcript
Hello everyone. Today we are going to
see how to play Funhan, an educational
card game based on financial literacy.
Through this game, children can learn
about simple financial concepts such as
managing money, tracking their expenses,
and also improve their math skills in a
fun and an engaging way. So, let's get
started.
First, let's have a look at the game
components. In the box, we have here an
instruction booklet,
some budget sheets,
10 budget cards,
14 risk cards,
a deck of 62 need cards,
and the three colored dice.
Now, let's take a look at the game
setup. So, this game can be played
between two to four players. But first,
we'll take a look at the setup for a
three to four player game.
First, we'll distribute one budget sheet
to each player.
Then we'll take some budget cards,
shuffle them well, and distribute to
each player without looking randomly.
Let's have a look at this budget card.
Each budget card has a character
mentioned on it and each player has to
play the game as the character mentioned
on their budget card. Also, there are
some numbers mentioned on the budget
card which we will discuss later. All
the players first have to fill the
details of their characters in the
budget sheet. For example, if my
character's name is Pigaso, I'll write
here as Pigaso, health target as 45,
desire as 60, and savings as rupees 100.
The starting money for each player would
be always rupees 300.
Now, let's take the deck of risk cards.
We will shuffle them nicely and keep
them aside.
Then we will take the deck of need
cards, shuffle them and place six of
them face down on the table like this.
The remaining need cards will be kept
aside.
Our game setup is now ready which will
look something like this.
Now let's understand the objective of
the game. Each character has been
assigned a mission. For example, if my
character is Pagaso, then my mission is
to get 45 health points, 60 desire
points, and save 100 rupees by the end
of the game.
The player who achieves all the three
targets of the mission will win the
game.
Let's see how to start the game. To
start the game, we will first turn all
the need cards on the table face up.
The player who has recently visited a
bank can be the first player to start
the game. The first player can either
choose one need card out of the six need
cards on the table or pick one risk card
from the top of the deck. First, let's
see what happens if you take a need
card. Let's assume the first player
decides to take a need card out of the
six placed on the table. And the player
chooses this card. For this chocolate
card, the player needs to spend 15
rupees as indicated on the card. And
also for this card, the player receives
two health points and five desire
points.
Now the player will fill the budget
sheet something like this. Reason for
gain or loss in money would be
chocolate. So I'll write here as
chocolate and I have spent 15 rupees for
it. So I'll write in the second column
as minus5.
My health score would be two points
and the desire score would be five
points.
And initially I had 300 rupees. So in
the last column I'll write 300 minus 15
and that would be 285 rupees.
By using this budget sheet the players
can keep a record of their spendings and
gains throughout the game. And as soon
as this space gets empty, a new need
card from the top of the deck is kept at
that spot.
So the next player will also have a
choice between the six need cards and
the risk cards.
Now let's understand how the game will
continue. The game will be played in a
clockwise direction. So after Pigaso who
was the first player, Pessi will play,
then Ploa and finally Pipo. Now again it
would be Pigasu's turn to play and start
the second round of the game.
Let's say the first player, Pigaso,
chooses a need card again and he or she
chooses an omelette card out of the six
need cards. Now the player will fill the
budget sheet something like this.
Reason for loss in money would be
omelette. So in the first column I'll
write as omelette. Money lost would be
minus30. So in the second column I'll
write as minus30. Total health of the
player would be written as 2 + 8 = to
10.
And similarly desire would be written as
5 + 6 = to 11.
And finally money left with the player
would be 285 minus 30 that is 255
rupees.
So here we have to keep in mind that
whenever we are filling a health score
and the desired score in the budget
sheet we fill it cumulatively. The
benefit of this is that on each turn we
can see what is a health score and the
desire score and how much more points do
we need to achieve the mission. As you
can see here in my budget sheet, my
total health score is 10 and my total
desire score up till now is 11.
Now we will see how to play the risk
cards. To play a risk card, first of
all, we'll take the dice and roll it.
So we have got the pink color on the
dice. Now we will pick up a rest card.
As you can see here there are three
situations on the risk card. Pink color
appeared on the dice. So we will follow
the pink situation which is extra art
period for all.
If you see the budget card our character
has some likings and some dislikings.
For example, Pigaso likes art period. So
for this the player will be awarded five
desire points. Now let's see how to fill
this in our budget sheet.
In the first column, I'll write dice
roll along with art.
On this turn, the player didn't spend or
gain any money. So, I will write here
zero. Health score would be 10. Desire
score would be 11 + 5 equals to 16.
and the player didn't spend any money.
So in the last column I'll write 255
rupees.
An important thing to understand here is
that this situation was applicable for
all the players as it was mentioned for
all on the risk card. If for all is not
mentioned in the situation on the card,
it will be applicable to only the player
who has rolled the dice. Now let's see
how this risk card picked by player one
will affect other players.
Pessi which is the character for player
two does not like art period. So five
points will be deducted from pess budget
sheet. For this we will write in the
second row as 9 minus 5. Please note a
new row is not used by pessi here
because the deduction of desire score is
due to the dice rolled by another player
and not by pessi. On Pessie's turn,
Pessi will fill the details in the third
row. The final desire score would also
be entered in the same turn. An
important rule to remember here is that
there are only 14 risk cards in the
game. Once all the 14 risk cards are
used by the players, they cannot be used
again and only the need cards can then
be used to proceed the game. Whether to
choose a need card or risk card depends
on the situation of the game and the
player's mission. So the players have to
think carefully before choosing a card.
Players can choose a card which would be
beneficial for them and at the same time
will act as a disadvantage to another
player. Therefore, it's important to
think before choosing a card. Also, if a
player has less money, choosing a risk
card can sometimes be a disadvantage.
The game continues in a clockwise
direction for 14 rounds. And these 14
rounds represent two weeks. After 14
rounds, the game ends. And the players
can see their final scores for their
health, desire, and savings in the last
row of their budget sheet, which will
look something like this. If the player
has achieved the required health and
desired target, a one-time reward is
also awarded to the player, which is
mentioned on the budget card. For
example, by the end of 14 rounds, if
Pessi achieves a health score of at
least 55 and a desire score of at least
40, a reward of 40 rupees would be
awarded to Pessi.
The player who has achieved all the
three targets of the mission will win
the game. Only achieving the health or
the desired target is not enough to win
the game. A player needs to achieve all
the three targets that is health,
desire, and savings in order to win the
game.
Sometimes there can also be more than
one winner for the game. Now, let's have
a look at the game setup for two
players.
In a two-player game, remove all the
need cards with the values of 5, 45, and
50 from the deck.
These cards will not be used during the
game.
There will be no change in the number of
risk cards
and also the rest of the rules of the
game will remain the same.
So this was fun, our educational card
game based on financial literacy. We
hope you enjoy playing it and learn
valuable money management, budgeting and
math skills along the way. If you have
any questions or feedback regarding the
game, we'd love to hear from you. Feel
free to leave your comments and
questions in the comment section below.
Thank you for watching.