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Game Instructions for Educational Game FunDhan [ENGLISH]

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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.
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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.