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Finale

By Oliver Abendroth
edited by Scott DiBerardino

Introduction Next to the name of the player is his point


value. This is used when you set up your team
Finale is a football game for two coaches at the start of the game. You may not field a
played with cards that offer a variety of tactical team with more than 50 points.
opportunities. The team that scores the most
goals wins the game. Each coach takes one of The red X to the left of the player’s name is
the teams, SV Stollen (red) or FC Acker (blue), useful for beginners. Instead of sitting
consisting of 30 tactic cards and 30 player helplessly looking at all the cards, just pick out
cards. Each coach will choose 15 player cards the 15 players with red Xs.
and 12 tactic cards to comprise their team. 11
players start on the field, while four sit on the The Tactic Cards
reserve bench.
The tactic cards are used to determine which
The Player Cards team is on the attack and which team must
defend. They also determine which players
The nice young man pictured here is a striker. from each team are used. Before play begins,
You can tell from the red symbol in the corners each coach selects 12 tactic cards to use for
of his card. There are also midfielders (blue), that match, three of which will start in his
defensemen (yellow), and goalkeepers (grey). hand. For your first game, we recommend
using the six white and six purple cards.
The player’s current strength is on the top of
the card, over the his head. When the player In addition to the white and purple cards, there
card is rotated counter-clockwise, his new are six cards each in yellow, blue and red,
current strength will now be on top. which play to the strengths of the respective
players (yellow = defensemen, blue =
In the inside corners of some player cards are midfielders, red= strikers).
colored symbols. Sven has one red cross and
one yellow card symbol. The red cross means The number on each tactic card is the strategy
that Sven may be injured and need to be rating. The coach who reveals the card with
replaced. The yellow card means that he may the higher strategy rating becomes the
commit a foul, and be sent off the field after attacker. His opponent must defend.
two such fouls. Other players may have the
red card symbol, which represents a more Each tactic card has two green areas with
serious foul. player symbols. The upper area is used for the
setup, and the lower area is used for the shot.
Each green area has a left half and a right half, The only restriction when choosing your
separated by two small white arrows. The players is that you must have one and only
attacker uses the players on the left side, and one goalkeeper on the field, and at least one
the defender uses the players on the right. goalkeeper in reserve. You may choose any
number of strikers, midfielders and
In the example card “Open Exchange”, during defensemen.
setup the attacker will use his goalkeeper, one
defenseman, and one midfielder. He totals the For your first game, select the players with red
current strengths (footballs) on the players he Xs next to their names. These 15 players are
chose, and adds the roll of a die to his total. worth exactly 50 points. Put the following
The defender chooses a striker, midfielder and players on the bench, and start with the
defenseman and does the same. Both coaches remainder:
mark the players they used with a “!” marker.
SV Stollen: Bernd Schranke, Paul Walze, Ali
If the attacker’s result is equal to or greater Balla, Simon Joker
than the defenders, the he may continue to the FC Acker: Hans Greifhin, Wladimir Ballnich,
shot. First, however, both coaches must rotate Tim Talent, Erwin Pfosten
counter-clockwise all their players with “!”
markers. Then each coach marks his players When both players have selected their teams,
for the shot in the same way as for the setup. set them up on the table simultaneously. In
If the attacker’s result is greater than the the example, SV Stollen has 3 strikers, 4
defender’s (a tie is not good enough!) then he midfielders, and 3 defensemen, while FC Acker
scores a goal. is trying a 4-4-2 alignment. Each teams’
reserve players are displayed to the side.
If the attacker fails during the setup, the
defender may counterattack. Attacks are Notes on Play
carried out in this fashion, one after another,
until six periods have elapsed. Football is a game of attacking; you won’t be
able to defend well if too many of your players
Preparing for Play are at low strength at the same time.

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.

Once each period, the defender is allowed to Tied Strategy Ratings


make a counterattack if the attacker fails his
setup. If both coaches’ tactic cards are revealed to
have the same strategy rating, they must roll
If the attacker’s strength is less than the to decide who gets to attack. Each coach rolls
defender’s during setup, the defender makes a a die, and the higher result becomes the
counterattack. The defender becomes the attacker. Only one attack is awarded, no
attacker, using the players on his own tactic matter what the results of the roll were. If the
card. attacker fails his setup, the defender
counterattacks without a counterattack bonus.
Both coaches choose players for the new setup
according to the defender’s tactic card. The If both coaches roll the same, keep rolling until
counterattacker uses the players on the left one coach wins.
side, and his opponent those on the right.
Special Symbols on Player Cards
As before, total the players’ strength and add a
die roll. The counterattacker gets an additional If there is a symbol in the upper right inside
bonus equal to the difference in strategy rating corner of a player card with a “!” or “!!”
between his tactic card and that of the original marker, you must roll a die for that player.
attacker. For example, if the strategy ratings
After the die rolls, the marked players are type of player, allowing you to modify your
rotated 90° counter-clockwise. strategy. Note: The reserve goalkeeper may
not be used as a field player. If your reserve
Red Cross: On a roll of 2 (1-in-3 chance) the bench is empty, you may not substitute any
player is hurt and must be taken out of the more players.
game. Remove him from play. You may
replace him with any play from your reserve The “Finale” card
bench, regardless of type.
If a coach has used all 11 tactic cards, his only
Yellow Card: On a roll of 0 or 1 (1-in-2 remaining card will be the “Finale” card. Once
chance) the player is warned by the referee. you’ve used your last tactic card, you must use
Place a yellow card marker on the player. If the “Finale” card for the remainder of the
this player gets another yellow card later in the game; leave it face up. For the remaining
match, the referee ejects him from the game periods and attacks, you will always have a
(see Red Card below). strategy rating of 1, and can only use the
players indicated on the “Finale” card.
Red Card: On a roll of 3 (1-in-6 chance) the
player is given a red card by the referee and is Game End
ejected from the match. You must remove the
player from play, but cannot substitute in a The team that has scored the most goals at
player from your bench. Your team must play the end of six periods wins the match. If there
a man short for the remainder of the match. is a tie, players may agree to play overtime.

Important: If a tactic card (like “Go it Alone”)


Overtime
requires a particular player who has been
removed from the game, you must instead use
If both players want, two additional periods
another player of the same type (color). If you
(105 and 120 minute) are played. Each player
have no other players of the same type, you
gets back all their white tactic cards, whether
may use any player.
they were used or not. The “Finale” card is
again placed underneath the new draw pile,
Player Substitution and each player draws three cards. Play
proceeds by the normal rules. If the game is
You may make a substitution four times in still undecided after 120 minutes…
each match. You have three players and one
goalkeeper on your bench. You may send in a
Shootout
substitute at the start of a new period, before
tactic cards are revealed. The player you
From here on, ignore fouls and injuries on the
replace is removed from play (not put on your
player cards. Each coach selects five players
bench!). The new player may be a different
(no goalkeepers!) to conduct the shootout. Variants
Sort the players you chose into any order you
choose, and turn all players back to their Tactic Card Free Choice
starting facing. Dice off to see who begins.
If you want more options for building your
Each coach puts out his goalkeeper. The first tactic deck, follow these rules. You must
coach takes his first player to go head-to-head choose a total of 11 cards: two with a strategy
against the opposing goalkeeper. Both rating of 5, two with 4, two with 3, four with 2,
coaches roll a die and add the result to their and a single card with a strategy rating of 1.
player’s strength. If the shooter’s result is To this, you must add your “Finale” card.
higher than the keeper’s, a goal is scored!
Regardless of the result, rotate the goalkeeper Each player may choose the three cards in
90° counter-clockwise after the shot. Players their starting hand.
alternate this procedure until all five players
from both sides have had a shot. The team
with more goals wins the match, but if it’s still
The Trophies
a tie, select another five players and go again!
The trophies are a little addition, if you want to
play a German or European tournament with
friends. The winner receives the appropriate
trophy. Then the champion would have to
defend his title, maybe with a bonus or
penalty. In such a competition, you must
always use the overtime and shootout rules.
SV Stollen
White (Mandatory)
1 Schlußkarte! Mit letzter Kraft! 1 Finale! With our last strength!
1 Elfmeter! Die Chance! 1 Eleven Meters! Our chance!
2 Eckball! Die Langen vor! 2 Corner Kick! Forward enough!
2 Flanke! Aber bitte genau! 2 Flank! But be precise!
3 Kontrolliertes Spiel! Nur kein Ballverlust! 3 Ball Control! Don’t lose the ball!
4 Offener Schlagabtausch! Ein harter Fight! 4 Open Exchange! A hard fight!
Purple (Balanced)
1 Abseitsfalle ausgetrickst! Feiner Trick! 1 Cheating Offside! A fine trick!
2 Alleingang! Mach mal was! 2 Go it Alone! You can do it!
2 Einwurf! Und schön verlängern! 2 Throw-in! Beautiful extension!
3 Vorsichtiger Spielaufbau! Nichts überstürzen! 3 Careful Setup! Don’t rush!
4 Brechstange! Wenn nicht so, dann so! 4 Breakout! This way or that!
5 Alles oder Nichts! Jetzt muß er rein! 5 All or Nothing! Now keep it clear!
Red (Striker)
1 Rückpaß erlaufen! Auf der Lauer liegen! 1 Back Pass! Now it’s up to the lookout!
2 Schwalbe!? Der fällt leicht! 2 Dive!? Piece of cake!
2 Steilpaß! Auf den Linksaußen! 2 Chip Pass! On the outside!
3 Fore-Checking! Gleich abwürgen! 3 Checking! Hold them off!
4 Sturmlauf! Stürmen mit Mann und Maus! 4 Striker Run! Attack to a man!
5 Powerplay! Immer in Überzahl! 5 Power Play! Always outnumber them!
Blue (Midfielder)
1 Freistoß! Scharf vor’s Tor! 1 Free Kick! Straight in front of the goal!
2 Doppelpaß! Und der Weg ist frei! 2 Double Pass! And the coast is clear!
2 Fernschuß! In den Winkel? 2 Long Shot! Into the corner?
3 Kampf um jeden Meter! So ein Gewühle! 3 Fight for Every Meter! Such a melee!
4 Kurzpaßspiel! Technisch brillant! 4 Short Passing! Technically brilliant!
5 Pressing! Den Gegner einschnüren! 5 Press! Constrict your opponents!
Yellow (Defenseman)
1 Abschlag! Hoch nach vorn! 1 Kick Off! High and far!
2 Befreiungs-schlag! Ab die Post! 2 Release! From the post!
2 Konter! Und kurz verschnaufen! 2 Counter! And a quick breather!
3 Abseits! Zu früh gestartet! 3 Offside! Started too early!
4 Betonmauer! Alles dicht! 4 Concrete Wall! Everyone get close!
5 Kick’n Rush! Wer kriegt den Ball? 5 Kick ‘n’ Rush! Who’s got the ball?
FC Acker
White (Mandatory)
1 Schlußkarte! Mit letzter Kraft! 1 Finale! With our last strength!
1 Elfmeter! Klares Foul! 1 Eleven Meters! A clear foul!
2 Eckball! Alle nach vorn! 2 Corner Kick! Everybody forward!
2 Flanke! Und der Schuß! 2 Flank! And the shot!
3 Kontrolliertes Spiel! Ballbesitz ist Alles! 3 Ball Control! Ball possession is everything!
4 Offener Schlagabtausch! Immer rauf und 4 Open Exchange! Always up and down!
runter!!
Purple (Balanced)
1 Abseitsfalle ausgetrickst! So macht man das! 1 Cheating Offside! That’s how you do it!
2 Alleingang! Wie aus dem Lehrbuch! 2 Go it Alone! A textbook play!
2 Einwurf! Sehr weit! 2 Throw-in! Very far!
3 Vorsichtiger Spielaufbau! Sicherheit geht vor! 3 Careful Setup! Proceed with caution!
4 Brechstange! Mit Gewalt? 4 Breakout! By force?
5 Alles oder Nichts! Getümmel im Strafraum! 5 All or Nothing! Storm the penalty area!
Red (Striker)
1 Rückpaß erlaufen! Schnell und clever! 1 Back Pass! Quick and clever!
2 Schwalbe!? Foul oder nicht! 2 Dive!? Foul or nothing!
2 Steilpaß! In die Spitze! 2 Chip Pass! In the corner!
3 Fore-Checking! Im Aufbau stören! 3 Checking! Disrupt their formation!
4 Sturmlauf! Alles nach vorn! 4 Striker Run! Everyone forward!
5 Powerplay! Nicht locker lassen! 5 Power Play! Do not relent!
Blue (Midfielder)
1 Freistoß! Eine neue Variante! 1 Free Kick! A new variant!
2 Doppelpaß! Die verstehen sich blind! 2 Double Pass! They can do it blind!
2 Fernschuß! Den Torwart überlisten? 2 Long Shot! Fake out the keeper?
3 Kampf um jeden Meter! Hart aber herzlich! 3 Fight for Every Meter! However hard!
4 Kurzpaßspiel! Fast brasilianisch! 4 Short Passing! Almost Brazilian!
5 Pressing! Räume eng machen! 5 Press! Close the space!
Yellow (Defenseman)
1 Abschlag! Mindestens 70 Meter! 1 Kick Off! Over 70 meters!
2 Befreiungs-schlag! Weg mit dem Ball! 2 Release! Away with the ball!
2 Konter! …der tödliche Paß! 2 Counter! …a deadly pass!
3 Abseits! Mindestens 2 Meter! 3 Offside! By at least 2 meters!
4 Betonmauer! Da hilft nur Köpfchen! 4 Concrete Wall! Use your heads!
5 Kick’n Rush! Hoch und weit nach vorn! 5 Kick ‘n’ Rush! High and far forward!
Summary

Preparing for play:

Choose 15 players, maximum 50 points.


11 players on the field, 4 players on the bench.
Choose 12 tactic cards, including white “Finale” card.

How to play:

For each period–

Each coach selects and reveals a tactic card.


High strategy rating becomes attacker. Resolve ties by die roll.
Attacker makes a number of attacks equal to difference between strategy ratings.
Each coach draws a card.

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!

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