Академический Документы
Профессиональный Документы
Культура Документы
By Oliver Abendroth
edited by Scott DiBerardino
Each coach picks one team and receives the 60 Injuries and fouls can decimate any team, but
cards of the team’s color. Select 15 players you have to play on to the end regardless of
from among the 30 player cards, 11 field how many players are sent off. Use your
players and four reserve players. The 15 reserve players carefully.
players you choose may not have a total point
value that exceeds 50. If you lose too many players from one group
(e.g. strikers), then you may be forced to
reorganize. If one of your lines is without
players, you must provide a backup player How to Play
from an adjacent line (e.g. move a midfielder
to striker). The game lasts for six 15-minute periods. At
the end of the sixth period, whoever has shot
Selecting Tactic Cards the most goals wins the match!
Each player selects 11 of their own tactic Determine Attacker and Defender
cards, shuffles them, and places them face
down to form a draw pile. Put the white At the beginning of each period, each player
“Finale” card (Schlußkarte) on the bottom of chooses a tactic card from their hand and
your draw pile. Draw the top three cards to places it face down in front of them. Reveal
form your starting hand. Note: if you use up them simultaneously. The player with the
all 11 of your tactic cards, you will be forced to higher strategy rating becomes the attacker for
use the “Finale” card for the rest of the game. this period, and their opponent becomes the
defender. See below if the strategy ratings are
For your first game, use the white and purple the same.
tactic cards. They are quite balanced and offer
a good mix for becoming acquainted with the Each player immediately draws a new tactic
game. For later games, we recommend you card; you always have three tactic cards in
always use the six white cards, and exchange your hand.
the six purple cards for tactic cards of another
color. You must always use the white “Finale” The attacker now makes a number of attacks
card. equal to the difference in the strategy ratings
of the tactic cards played.
The tactic cards keyed to player colors (yellow,
blue and red) use the strengths of the players Example: SV Stoller plays “Go it Alone”,
of that type, i.e. it makes sense to use the strategy rating 2. FC Acker plays “Open
yellow tactic cards if you have a strong defense Exchange”, strategy rating 4. FC Acker is the
line. More tips on tactic card selection are at attacker, and will make two attacks this period.
the end of the rules.
The Setup Phase
The Play Board
The attacker now chooses players based on the
Lay out the board between the players. Put left half of the setup (upper) portion of his
the two ball-shaped goal markers on the zero tactic card. The defender likewise chooses
spaces, and the umpire on the first 15-minute players based on the right half of the same
period space. Leave the “!” and yellow card card. A question mark symbol in place of a
markers within reach. player symbol allows you to choose any type of
player other than a goalkeeper.
attacker’s tactic card. Mark the chosen players
The attacker marks his choices first using the with “!!” markers this time.
“!” markers. Then the defender makes his
choices, allowing him the opportunity to react Important: Normally, you may not choose a
to the tactics of the attacker. player during the Shot Phase if you used him
during the Setup Phase. However, if there is
Each player totals the strength of his chosen an arrow on the tactic card connecting a player
players by adding up the footballs on the tops from the setup portion to the shot portion,
of the cards. Then each player rolls a die and then you must use the same player for both
adds the result to their strength. the setup and the shot.
If the attacker’s strength is equal to or greater As before, both coaches total up their strength
than the defender’s, his setup is successful and and add a die roll. If the attacker’s total is
he may proceed to the Shot Phase. greater than the defender’s, he scores a goal!
Move the football-shaped marker to indicate
If the attacker’s strength is less than the your new score.
defender’s, the defender makes a
counterattack using the rules below. Again, each coach checks whether any of his
players are injured or have committed a foul,
Each coach must now check to see if any of and then rotates 90° counter-clockwise all
their chosen players has a symbol in the upper players with a “!!” marker. Remove all “!” and
right inside corner of their card. Roll a die for “!!” markers from all players.
each such symbol (red cross, yellow card, or
red card) and resolve the results. Second and Subsequent Attacks
At the end of the Setup Phase, all players with If the attacker has attacks remaining
a “!” marker are rotated counter-clockwise (according to the difference in strategy
90°, resulting in new strength values for these ratings), he plays a new tactic card from his
players. hand, then draws one from his draw pile.
Note: If there are no player symbols in the During each additional attack, the defender
setup portion of a tactic card, skip the Setup may discard one of their tactic cards and draw
Phase and go right to the Shot Phase. a new one.
The Shot Phase The players now resolve the new attack using
the setup and shot procedure outlined above,
Both coaches again choose players, this time using the new tactic card played by the
according to the shot (lower) portion of the attacker.
When the attacker has performed all of his were 5 and 2, the counterattack would get a
attacks, the period ends. +3 bonus.
Moving On to the Next Period Possible injuries and fouls must be resolved as
for a normal attack.
Move the referee marker to the next 15-minute
period on the board. The new period begins If the setup succeeds, the counterattacker may
with each coach selecting a tactic card from move on to the shot, but without any
their hand as before. Reveals these cards counterattack bonus. If successful, the
simultaneously, and determine the new counterattacker scores a goal, and the
attacker. Continue to play in this fashion until counterattack is over.
six periods have elapsed. After the sixth
period (90 minutes), whichever team has the If the counterattack’s setup fails, the
scored the most goals wins the match. If the counterattack is finished. If the original
score is tied, the game goes into overtime, and attacker has attack remaining, he continues
possibly even a shootout. play with his next attack. Further
counterattacks are not allowed until the next
Counterattacks period.
How to play:
Each attack–
Setup
Attacker chooses players based on tactic card, then defender. Each coach totals their strength and adds a die roll.
If attacker’s total is equal to or greater than defender’s, continue on to shot.
If attacker’s total is less than defender’s, defender counterattacks.
Check player symbols and rotate players 90° counterclockwise.
Shot
Attacker chooses unused players based on tactic card, then defender. Each coach totals their strength and adds a
die roll.
If attacker’s total is greater than defender’s, a goal is scored.
If not, the attack ends.
Check player symbols and rotate players 90° counterclockwise.
Counterattack
Defender becomes attacker and chooses players based on his own tactic card.
Resolve counterattack as normal, except during setup (only) the counterattacker gets a bonus equal to the
difference between strategy ratings.
Only one counterattack can be made per period.
Further Attacks
The attacker continues any further attacks by playing a tactic card (and drawing a new one) for each one and
resolving the attack normally. The defender may discard a card from hand and replace it for each attack. When all
attacks are resolved, the period ends.
After six periods, the game ends. Whoever has the most goals wins!