Big Time Soccer
Big Time Soccer Rulebook
Table of Contents
Table of Contents
Game Components
- 72-card Action Deck
- 1 Chart Sheet
- 1 20-sided Die
- 12 Yellow/Red-Card Chits
- 1 Ball Marker
- Rules
- 1 Soccer Field
The Field
Big Time Soccer's field is divided into 18 zones (spaces), which are labeled in columns (Left, Center, Right) and rows (Defensive 1 and 2, Midfield 1 and 2, and Attack 1 and 2). The intersection of a row and column comprises a zone's name. For example, your penalty area (or "box") is referred to in these rules as D1C; i.e., row D1, column C (which is also your opponent's A2C).
The Cards
Big Time Soccer has 72 cards which form the action deck. There are two major types: Offensive (Passing, Dribbling, Shot at Net), and Defensive (Challenge, Intercept).
At the bottom of each Pass or Dribble offensive card is an icon which indicates the action of the card, the direction of the pass or dribble.
Above that is a graphic of the soccer field which indicates the distance and direction the ball marker is moved (one or two spaces). This graphic may have a red-brown area which indicates that the card cannot be played in that area of the field. For example, a card may show that it cannot be played in your defensive zones (spaces in rows D1, D2).
At the top of the card there is another pass or dribble icon (smaller than the one at the bottom of the card). This icon indicates which type of offensive card may be played next. If this icon is a "Pass" icon, then only a Pass card can be played next – not a Dribble card. If this icon is a "Dribble" icon, then only a Dribble card can be played next – not a Pass card.
Below the smaller icon at the top there is usually a red "C?" or "I?" These indicate that a Challenge or Intercept defensive card may be played by your opponent on your card. If there is a black line through the C or I, it means a defensive card cannot be played.
At the left of the card is vertical text which describes the card's action and reinforces the card's soccer field graphic. An O/S Shot At Net card can be played as an Outside Shot. If the red-brown area on the field graphic excludes the box, that confirms that the card cannot be used to take an Inside Shot.
The Pass in Any Direction card allows you to move the ball left, right, ahead or diagonally 1 space. If it has a black line through the red I, it means a defensive card cannot be played on this Pass card.
A Pass Diagonal Right card may have a plus-sign and an Outside Shot icon with question-mark at the bottom of the card, along with a two-toned border. This indicates that an Outside Shot may be taken after the pass if the ball is in one of your A zones (but not in A2C).
To play a defensive card it must have a C or I at the bottom. C cards are played on Dribble cards and I cards are played on Pass cards – after the ball is moved. If the card's field graphic has a red-brown area it indicates that it cannot be played if the ball is in that area of the field (for example, a card may not be playable in your offensive and midfield zones – rows A1, A2, M1, M2). See the Defensive Play section for more information.
Playing the Game
Set Up
Place the soccer field on the table between the players, and place the ball marker in the center of the M zone. The location of this marker (the "ball" from now on) will be referred to as the "current zone," and indicates the section in which the ball is located. Each team has its own Defensive zone rows (D), Midfield zone rows (M) and Attack zone rows (A). When you have ball control, use the column and row designations on the top and left side of the field.
Shuffle the 72-card action deck and deal six cards to each player, which are arranged to form hands which are always hidden from the opponent. Place the remainder of the deck within easy reach of both players.
Turn the yellow-card chits red side up, mix thoroughly and place off to the side.
Kickoff
A kickoff takes place at midfield at the start of each half. Randomly determine who gets the initial kickoff. (At the start of the second half this player's opponent will have ball control first.) Simply move the ball marker into this player's M1C zone. This player has ball control and begins a new offensive sequence.
After a goal is scored, the team which was scored upon gets a kickoff and has ball control.
Offensive Play
On his turn, the offensive (ball control) player has four choices of action:
- play a valid Pass or Dribble card
- play a valid Shot At Net card (from one of his "A" zone spaces)
- Clear the ball – keep it in play (and possibly keep control)
- Clear the ball – kick it out of play (opponent gets a throw-in)
- Attempt to hold the ball and keep control
To play a valid Pass or Dribble card, it must have a pass or dribble icon at the bottom of the card, and it must match the icon at the top of the last card you played (unless it's the first card of an offensive play sequence). Also, its graphic must not have a red-brown area which excludes the zone of the ball's current location on the field.
Example: Let's say the offensive player chooses to play an "Any Direction" card after taking the kickoff in his M1 zone. He takes the card from his hand, places it face up next to the action deck to start a discard pile and says "dribble ahead." He then moves the ball marker into his choice of M2 zones.
Important: Whenever a new offensive sequence of play begins you may take any valid offensive action (including a shot at net if the ball is in one of your A zones). Examples: taking a kickoff, when ball control changes hands, a Shot Chart result of "gets ball control" or "throw-in," or you successfully hold the ball. In all these cases a new offensive sequence of play begins, so you may choose any of the actions above.
Offensive Actions
Play a Pass or Dribble Card: as noted above, to play a valid card it must have a pass or dribble icon at the upper left and match the bottom icon of the last card you played (unless it's the first card of a new offensive sequence). If its graphic has a red-brown area it must not exclude the zone of the ball's current location on the field.
All ball movement is forward, diagonal or sideways (Exception: passing to your goalie from a D2 zone) and is usually 1 space. When you play a 2-space card, you may move the ball just 1 space if you wish.
Example: Alan's goalkeeper has just made a save after a Shot at Net by his opponent Bob, who rolled a 14 on the die – Save! Goal Kick or Throw to Any D2 Zone. After moving the ball marker into his D1C zone to show that his goalkeeper has possession, Alan decides to throw the ball into zone D2L. He moves the ball there, then plays a "Pass Diagonal-Right 2" card, moving the ball into zone M2R. This card requires that a Dribble card be played next, and fortunately for Alan his replacement card is a "Dribble – Ahead" card. He plays it, moving the ball into zone A1R, looking to play the Shot at Net Card–Outside Box card he has in hand.
Passing Directly to Your Goalkeeper: You may pass the ball to your goalkeeper by discarding any Pass card if the ball is in one of your D1 or non-box D2 zones. Replenish your hand, then your goalkeeper gets a Goal Kick. (See Goal Kick section below.)
Example: Alan has just gotten ball control in his D1L zone. He only has one offensive card – a "Pass Left–1 Space." With no potential to move the ball down the field he decides to use the Pass card to kick the ball to his goalkeeper. If Alan then draws a playable card as its replacement that would be nice, but if not he can use the Goal Kick chart to send the ball downfield. (See Goal Kick section below.)
You may only pass to your goalkeeper once per offensive sequence; i.e., you may not pass the ball to your goalkeeper again until you lose ball control and gain it back.
Defensive "I" cards may not be played when an opponent passes to his goalkeeper.
Shoot at Net: if the ball is in one of your "A" zone spaces you may play a Shot at Net card onto any card atop the discard pile. (See Shooting the Ball below.)
Clear the Ball – Keep It In Play:
You may choose to kick the ball downfield and keep it in play. To do so, follow these steps:
- Do not discard a card. (Exception: in stoppage time you MUST discard a card.)
- Advance the ball 1 zone diagonally, 1 or 2 spaces ahead or across, or 3 zones (at least 1 zone ahead) in a chess-knight pattern as above.
- Roll the die. On a roll of 1-2 you gain control of the ball in the space where you advanced it. If you clear the ball into your opponent's box, you must play a Shot-Inside the Box card or choose one of the Clear Actions, which will give your opponent a Goal Kick.
- If you clear the ball into your opponent's box and the die roll is 3-20, his goalie grabs it and he automatically gets a Goal Kick. (See Goal Kick section below.)
Clear the Ball - Out of Play:
You may choose to kick the ball downfield and out of play. To do so, follow these steps:
- You must discard a card.
- Advance the ball 1 zone diagonally, 1 or 2 spaces ahead or across, or 3 zones (at least 1 zone ahead) in a chess-knight pattern. Note that if the ball is in an L or R space, you could kick the ball from its current space so it goes out of play (on the same side of the field) one or two spaces ahead.
- Your opponent gets a throw-in and therefore controls the ball in the space where the ball left the field. However, if you cleared the ball out of play from one of your A2 zones, your opponent gets a Goal Kick instead. (The ball went over the goal line.)
Attempt to Hold the Ball:
If you're in good position on the field and just need to draw the right card to take a shot or pass/dribble, you may want to try to hold the ball. To do so, follow these steps:
- Announce: "I'll try to hold the ball."
- Optionally discard a card. (You usually will, to get rid of it.)
- If your opponent plays a valid C (Challenge) card he automatically makes a tackle and gains control of the ball in its current space.
- If no C card is played, the offensive player rolls the die. On a roll of 1-10 he keeps control. On a roll of 11-20 the opponent steals the ball and gains control in the ball's current space.
- The player who has ball control begins a new offensive sequence.
Tip: a good time to choose this action is when the ball is in one of your A zones, you have a Shot At Net (Inside) card in hand, and you need to draw a card to move it into your opponent's box.
This action is not allowed if the ball is in either player's box.
You may not attempt to hold the ball again immediately after a successful hold. There must be an intervening Pass or Dribble card.
Throw-Ins
After a shot at net, some chart results specify a throw-in. This is simulated in the game by simply placing the ball into play in the zone specified. The player indicated – offensive (the shooter) or defensive – has ball control. Play continues in the zone with a new offensive sequence.
If the offensive player gets a throw-in to one of his A zones, he may immediately play an Outside Shot card without playing a Pass or Dribble card.
Throw-ins also take place when a player clears the ball out of play over one of the field's long sidelines (the "touch" lines). The opponent gains control in the space which last held the ball marker before going out of play.
Defensive Play
After the offensive player plays a Pass or Dribble card he must then allow his opponent time to decide if he wants to play a defensive card. Tip: keep close track of the defensive cards, and occasionally bluff that you have one.
To play a defensive card, it must have a C or I at its bottom. Challenge cards are played on Dribble cards and Intercept cards are played on Pass cards, after the ball is moved. The defensive player simply places his C or I card onto the discard pile, rolls the die and states the result on the card. This can be a failed or successful tackle/interception, a foul, a foul-plus-yellow card, or even a red card. Any foul results in a play stoppage and a free kick for the offensive player. (See Free Kick section below.)
- If the result is a successful tackle or interception, the defensive player gains ball control in the ball's current zone; if the ball is in his box he gets a Goal Kick.
- If the result is a failed tackle or failed interception, the offensive player retains ball control in the ball's current zone and begins a new offensive sequence.
(See the Special Cards section below regarding "C/I+Star" defensive cards.)
Shooting the Ball
Shot at Net–Outside the Box: a low-percentage shot, taken from one of your A zone spaces adjacent to your opponent's box. You will usually play one of these cards when you don't have a card which can advance the ball into your opponent's box and/or lack a Shot at Net–Inside the Box card. To resolve the shot, roll the die and consult the Shot at Net/Free Kick/Corner Kick chart. A roll of 20 scores a goal.
Example: you gain control of the ball at Space M1C and play a "Pass – Ahead 2" card, moving the ball into your A1C zone. You draw a card from the deck to replenish your hand, pausing for a few seconds in case your opponent wants to play an "I" card. He doesn't. The card you played requires that a Dribble card be played on top of it, but you don't have one. Therefore you can't move into your opponent's box to play the Shot at Net–Inside the Box card in your hand. What you can do is a) choose the Hold Ball action, hope you succeed and then draw a Dribble card that moves the ball ahead, or b) play your Shot–Inside the Box card from A1C as an Outside Shot, with less chance of scoring a goal.
Shot at Net–Inside the Box: a big chance to score a goal. You can only play one of these cards if you advance the ball into your opponent's box (your A2C zone). You may play this card as a Shot–Outside the Box card from one of the non-A2C zones if you wish. Tip: keep close track of these cards.
Example: same scenario as above, ball in your A1C zone. You tried the Hold Ball action, kept possession and luckily drew a "Dribble – Ahead" card from the deck as your replenishment card. Therefore you play it, moving the ball into your opponent's box. Your opponent does not play a "C" card. (He'd probably play the "C/I+Star" card if he had it.) Now you can play the Shot at Net–Inside the Box card you've been holding.
To resolve the Inside Shot at Net, roll the die and consult the Shot at Net/Free Kick/Corner Kick chart. A roll of 18-20 scores a goal when shooting from inside the box.
If the chart result specifies that the offensive player gets ball control or a throw-in into one of his A zones, he may play an Outside Shot card if he has one, without the play of a pass or dribble card.
If you pass/dribble the ball into your opponent's box hoping to draw a Shot at Net – Inside the Box card and fail to draw one, you must choose one of the Clear Actions, which will give your opponent a Goal Kick.
Free Kicks
If your opponent gets a foul, foul-plus-yellow, or red card result from the play of his C or I card, you get a free kick from the zone where the ball is located, as follows:
- If the ball is in your A2C zone (his box): You get a Penalty Kick. (See Penalty Kick section below.)
- If the ball is in one of your other (non-box) A zones: You must roll the die and consult the Shot at Net/Free Kick/Corner Kick chart. A roll of 20 scores a goal. Exception: a roll of 19 also scores a goal if the free kick is from your A1C zone.
- If the ball is in one of your D or M zones:
- You may "kick" the ball into the ball's current zone (just like a throw-in) and play cards from your hand normally.
- You may Clear – Ball Out of Play as above.
- You may Clear – Ball In Play as above. Roll the die. On a roll of 1-10 you get ball control in the new space. If you clear the ball into your opponent's box, you must play a Shot-Inside the Box card or choose one of the Clear Actions, which will give your opponent a Goal Kick. On a roll of 11-20 your opponent automatically gets a Goal Kick.
Corner Kicks
These occur as a result on the Shot at Net/Free Kick/Corner Kick chart. Roll the die and consult the chart again. A roll of 20 scores a goal.
Goal Kicks
A Goal Kick means the goalie has the ball. You are awarded a Goal Kick if:
- your opponent clears the ball and it goes out of play from one of your D zones
- the result from a Shot at Net is "Save! Defense Gets a Goal Kick"
- you pass the ball to your goalkeeper ("Pass Back" option)
You cannot discard a card, but you have a choice:
- roll the die and consult the Goal Kick chart (normal or aimed kick)
- throw-in to any of your D2 zones
If you throw-in the ball into one of your D2 zones, you may not pass the ball back to your goalkeeper until you lose ball control and gain it back.
Either choice begins a new offensive sequence.
Normal or Aimed Goal Kick: A normal goal kick can land in any space shown on the Goal Kick Chart. The goalie's team will gain control of the ball on a die roll of 1 to 8. All other rolls result in your opponent gaining control.
An "aimed" kick can be made into one of your M1 or M2 spaces; just click the M1/M2 space of your choice. The ball automatically moves into the chosen space. A die roll of 1 to 4 results in you gaining ball control. All other rolls result in your opponent gaining control.
Tip: this may be a good tactic if you are behind in the score, have a shot card in your hand but need to start out at midfield to use it.
Penalty Kick
A penalty kick is awarded to your opponent when any foul is issued due to the play of your C or I card when the ball is in your box. Your opponent rolls the die and consults the Penalty Kick chart for the result. A roll of 6-20 is a goal! Tip: when the ball is in your box, only the two "C/I+Star" defensive cards are worth playing. (See Special Cards section.)
Fouls and Yellow Cards
If you obtain a "foul" result from your play of a C or I card, your opponent gets a Free Kick.
If you get a "foul-plus-yellow card" result (which signifies misconduct) also choose one of the yellow card chits randomly, turn it face-up and keep it on your side of the field.
If you later draw a yellow card with the same number, it means that the same player on your team has received two yellow cards—which equals a Red Card. Flip one of the matching yellow cards to its red side and place the other in the game box.
In the rare event that all the yellow cards have been drawn, simply ignore any further "foul-plus-yellow card" results.
Red Cards
A red card can also be assessed outright for a more serious offense (such as violent conduct), as follows: If you play a C or I card and draw a #1 yellow card, roll the die. If you roll a 1 you get a red card instead of a yellow. Flip the #1 yellow card red-side up and place it on your side of the field.
When you get a red card, your team will have to play a man short for the rest of the game. To simulate this, you must play with a 5-card hand; do not replenish your hand after your next play of a card. If you get a second red card, you must play with a 4-card hand. If you get a third red card, you must play with a 3-card hand. Ignore a fourth red card if you get one. If each player has the same number of red cards, both players play with 6-card hands.
Example: Alan plays a Pass–Ahead 2 card from his M1C zone into his A1C zone (Bob's D2C zone). Bob knows that there are several I/S cards still in the deck—or in Alan's hand. He has a defensive I card, decides to play it on Alan's Pass card, and rolls the die. It's a 2 – a foul plus a yellow card. Bob draws a yellow card, flips it to its yellow side and keeps it near him. This one is a 4. He's already drawn a 2, so if he draws either of those numbers again he'll have a red card and will play a man short – in game terms, he would play with a 5-card hand from then on.
Alan then gets a free kick from his A1C zone; a 19 or 20 will be a goal. He rolls the die and it's a 10. He checks the Shot at Net/Free Kick/Corner Kick chart and finds that the result is a throw-in for Bob into his D1L zone, so Bob moves the ball there and becomes the offensive player.
Hand Replenishment
After you play a card from your hand and its action is complete, replenish back to six cards (or less if you have any red cards). If your opponent played a C or I card, then you'll both need to replenish. The player who played the offensive card should draw first.
Special Cards
"No Defense Allowed" Offensive Cards: These cards don't have "C?" or "I?" in red on them, and signify brilliant offensive work. Defensive cards may not be played on them.
Pass+O/S Cards: If you use one of these to pass from an M1 or M2 zone into a non-box A1 zone, you may take a Shot at Net–Outside Box without the play of a Shot at Net–Outside Box card. (Alternatively, you can play this card as a normal Pass card.) Defensive "I" cards may be played on these cards; if successful they negate a shot.
C/I+Star Defensive Cards: These cards can be played on your opponent's Pass or Dribble card. The star indicates smart, careful defensive play that results in fewer fouls and yellow cards. It's often wise to save these for use when your opponent dribbles or passes the ball into your box, threatening an Inside Shot At Net. If you successfully tackle or intercept the ball in your box, your goalkeeper grabs it and gets a Goal Kick.
"Any Direction" Card: This card can be played as either a Pass or a Dribble card (1 space), and either type may be played on it next. A very useful card!
Stoppage Time & End of a Half
There is usually extra time in soccer due to balls that go out of play, substitutions, injuries, infractions, and other periods of inactivity. When the last card of the deck is drawn, roll the die and consult the Stoppage Time chart. Keep the top card of the discards on the table to help remember if a Pass or Dribble card needs to be played next. Shuffle the rest of the cards and deal out a new, small face-down deck composed of the number of cards indicated on the chart and continue play.
In stoppage time, if you choose either Clear action you must discard a card if you have any.
If you have no cards and gain ball control, you must choose a Clear action.
Continue play until…
- both players have played all their cards, or
- after all the stoppage cards are in hand, both players concede that they can't get a shot at net.
Then the half ends.
End of the Game
When the second half ends (after stoppage time), a "league" game is over! Higher score wins (and a tie is possible).
A game in "cup" mode is decided by a shootout. Players alternately roll the die five times and consult the Penalty Shot chart. If the number of goals scored per team is tied at the end of the ten total attempts, players alternately roll the die until only one player scores and each player has had the same number of attempts.
Playing Tips
Count the spaces forward you need to get off a shot at net. If your goalie has the ball and you only have one or two such cards, you'll likely be better off using the Goal Kick chart – instead of playing those cards and hoping you'll draw the cards you need.
Consider field position, the score, your yellow cards and the time left in a half when you decide upon your action. For example, if ahead by two goals early in the game and you have several yellow cards, you may want to hold back playing a defensive card on your opponent, to avoid a third yellow card (or a red one).
Later in a half you'll know more about what cards your opponent might be holding. For example, if four Shot at Net–Inside Shot cards have been played and you hold the last two, you'll know that your opponent can only take Outside the Box shots.
If you're ahead by a couple of goals late in the game, try to burn as much time as possible. Don't Clear–Keep Ball In Play. If your goalie has the ball, throw it in and Clear–Kick Ball Out of Play instead of using the Goal Kick chart.
If you have a Shot–Inside the Box card in hand, the ball is in one of your A zones, but you lack a card to advance into your opponent's box, it might be a good idea to try the Hold action and hope you draw the card you need.
If you have two or three Shot–Inside the Box cards in hand, you can afford to spend one as an Outside Box shot. This can also demoralize your opponent if you're ahead in the score. Of course, it will also alert him to the fact that you probably have at least one left.
You need cards that can move the ball up the field. A balanced hand might have one or two Shot cards, one or two defensive cards, and three or 4 Pass/Dribble cards. A hand composed of nothing but Shot and defensive cards is not very good.
You have a 40% chance of recovering your Goal Kick off the chart. This can be a time-saving offensive tactic if you're behind in the score, especially if you hold few offensive cards.
Bluff on occasion. If you have no Shot cards, goad your opponent into playing a defensive card after you pass or dribble into one of your A zones, hoping for a foul and a Free Kick. Simply imply that you'll be taking an Inside Shot from his box after the play of your next card.
All "Pass 2" cards are highly valuable for play after you get a "Save! Goal Kick" result, since you can throw-in to a D2 space and immediately move two more spaces ahead.
"Pass–Ahead 2" cards are great for advancing the ball from M2C to A2C when you have a Shot–Inside the Box card in your hand.
Note that you could conceivably pass the ball through your opponent's box with a Pass 2 card that moves the ball horizontally. Passing through (or Dribbling into) your own box is extremely dangerous, since your opponent could play a defensive card and steal the ball; pass to your goalkeeper instead or clear the ball.
Watch for important cards. Tracking the six Shot–Inside the Box cards is a must. Tracking the eight Defensive cards carefully will elevate your play, as will tracking the five "Any" cards which cannot be defensed.
If you have an Inside Shot card in hand and nothing else, you could try clearing the ball (keep in play) into your opponent's box. A lucky die roll of 1 or 2 will let you take that shot!
Each game of Big Time Soccer will play out differently. Sometimes you'll find that everything goes your way and at other times nothing will work right. You may have 5 shots at net in a half or 15.
Reference Chart Sheet
Shot at Net, Free Kick A1/A2, Corner Kick
| Roll | Result |
|---|---|
| 1-2 | Blocked - Offense gets Ball Control A1C |
| 3-5 | Blocked - OOP on Def. - Corner Kick for Offense |
| 6 | Blocked - OOP on Def. - Offense Throw-In A1L |
| 7 | Blocked - OOP on Def. - Offense Throw-In A1R |
| 8 | Blocked - Defense gets Ball Control D2L |
| 9 | Blocked - Defense gets Ball Control D2R |
| 10 | Blocked - OOP on Off. - Defense Throw-In D1L |
| 11 | Blocked - OOP on Off. - Defense Throw-In D1R |
| 12-13 | Blocked - Defense gets Ball Control D2C |
| 14-19 | Save! - Defense gets Goal Kick |
| 20 | GOAL! |
Penalty Kick
| Roll | Result |
|---|---|
| 1-2 | Save! Goal Kick |
| 3-5 | Save! Corner Kick for Off. |
| 6-20 | GOAL! |
Goal Kicks (if aim L, C, R only 1-4 good; see rules)
| Roll | Result |
|---|---|
| 1 | Goalie's Team Controls Ball - A1L |
| 2 | Goalie's Team Controls Ball - A1R |
| 3 | Goalie's Team Controls Ball - M2L |
| 4 | Goalie's Team Controls Ball - M2R |
| 5 | Goalie's Team Controls Ball - M2C |
| 6 | Goalie's Team Controls Ball - M1C |
| 7 | Goalie's Team Controls Ball - M1L |
| 8 | Goalie's Team Controls Ball - M1R |
| 9 | Other Team Controls Ball - Opp M2L |
| 10 | Other Team Controls Ball - Opp M2C |
| 11 | Other Team Controls Ball - Opp M2R |
| 12-13 | Other Team Controls Ball - Opp M1L |
| 14-16 | Other Team Controls Ball - Opp M1C |
| 17-18 | Other Team Controls Ball - Opp M1R |
| 19-20 | Other Team Controls Ball - Opp D2C |
Stoppage Time
| Roll | Result |
|---|---|
| 1-5 | 1 minute, add 2 cards |
| 6-10 | 2 minutes, add 4 cards |
| 11-14 | 3 minutes, add 6 cards |
| 15-17 | 4 minutes, add 8 cards |
| 18-19 | 5 minutes, add 10 cards |
| 20 | 6 minutes, add 12 cards |
Hold Ball: optionally discard a card, roll die. 1-10 = keep possession, 11-20 = lose. Ball stays in current zone. Continue play, new offensive sequence. Not allowed if ball is in opponent's box. Can't do 2x in a row. If opponent plays a C card he automatically makes a tackle and gains possession; do not roll die.
Clear - Kick Ball Out Of Play: Discard a card. Advance ball 1 zone diagonally, 1 or 2 zones ahead or across, or 3 zones in a chess-knight pattern. Your opponent gets a throw-in into the zone where the ball left the field. If the ball left the field from one of your A2 zones, it's a Goal Kick for your opponent.
Clear - Keep Ball In Play: Do not discard a card.* Advance the ball as above. Roll die. If result is 1-2, you gain ball control; 3-20 opponent does. (If ball is cleared into opponent's box and you don't gain control, he automatically gets a Goal Kick.) *YOU MUST DISCARD A CARD IN STOPPAGE TIME.
Goal Kick Options: 1) Roll die, consult Goal Kick chart. 2) Throw-in to any D2 zone.
Free Kick: From one of your A zones you must use the Shot chart. From a D or M zone you may: 1) Take the ball in the current zone (like a throw-in). 2) Clear the ball - Out of Play. 3) Clear the ball - Keep in Play. Roll the die: 1-10 you get ball control; 11-20 your opponent does. If you get control and kick the ball into your opponent's box you need to play a Shot-Inside the Box card; if you don't your opponent gets a Goal Kick.