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Die wilden Fußballkerle

Die wilden Fußballkerle Rulebook

Table of Contents

Table of Contents

  • Components
  • What Is It About?
  • How Does It Play?
  • Setup
  • Gameplay
    • The First Half
    • Goal or No Goal?
    • Grabbing the Game Pieces
    • The Point Chips
    • The End of the First Half
    • The Second Half
    • Extra Time and the End of the Game
  • Pro Rules
    • Whistle on a Striker Card
    • Whistle on a Goalkeeper Card

Components

  • 65 football player cards:
    • Goalkeeper cards with values 5–12 and the referee's whistle, from the Unbeatable Winners (red)
    • Goalkeeper cards with values 5–12 and the referee's whistle, from the Wild Kerle (black)
    • Striker cards with values 5–14 and the referee's whistle, from the Unbeatable Winners (red)
    • Striker cards with values 5–14 and the referee's whistle, from the Wild Kerle (black)
  • 1 end-of-game card
  • 2 game pieces (large figures)
  • 1 collector card (not needed for the game)
  • 50 point chips:
    • 36 black chips, value 1
    • 14 red chips, value 5

Note: In football, the word "player" could be confusing. In these rules, the people who are playing the game are always called "players". The footballers on the cards are always called "strikers" and "goalkeepers".

What Is It About?

The Wild Kerle and the Unbeatable Winners have met in the Teufelstopf for the ultimate final match. It is about who will rule the playground from now on. The game goes back and forth, and the winner is not decided until shortly before the end. Who will score the decisive goal? Who will be the true wild champion in the end?

How Does It Play?

The game is played in rounds. In each round, all players simultaneously reveal one card. Everyone then tries to recognize as quickly as possible whether the Wild Kerle or the Unbeatable Winners have scored a goal. If so, the players try to snatch the colored game piece belonging to that team. A player who snatches correctly receives a chip; a player who was mistaken must give back two chips. For the next round, new cards are revealed. The new card is placed on the previously revealed card. At the end, the player with the highest value of point chips wins.

Setup

The four football player cards with the referee's whistle are set aside and returned to the box. They are not needed for the basic game. The end-of-game card is also set aside for now.

The remaining 60 cards are shuffled and dealt face down. With three players, each player receives 20 cards; with four players, 15 cards; with five players, 12 cards.

The two game pieces are placed in the middle of the table so that every player can reach them easily. Not far from them, the point chips are placed, sorted by color. Each player receives one red chip (five points).

Gameplay

The First Half

The players take their cards, stacked face down, into one hand. They may not look at their cards. With the other hand, all players simultaneously turn over the top card of their stack and place it face up on the table in front of them.

So that no player gains an advantage, each player must turn the card away from himself or herself and lay it face up on the table. The faster the movement, the sooner the player sees the revealed card himself. To make sure the cards are revealed at the same time, the players use the battle cry of the Wild Kerle and call out loudly: "1, 2, 3 – Raaaaa...!" At "...Raaaa!" the cards must be lying face up on the table.

Goal or No Goal?

The combination of the revealed cards determines whether a goal is scored or the shot is saved.

Basic rule: The black striker shoots at the red goalkeeper. The red striker shoots at the black goalkeeper.

If there are several strikers of the same color, the striker with the highest value always shoots. If there are several goalkeepers of the same color, the goalkeeper with the highest value always saves the shot.

A goal is scored if the striker value is higher than the goalkeeper value of the other color. If the goalkeeper value is higher than the striker value of the other color, there is no goal. If the goalkeeper value and the striker value of the other color are equal, there is also no goal!

Note: The values "6" and "9" may confuse players at first. Therefore these numbers each have an underline: 6 9.

Example 1: For the black strikers, the higher striker value applies, namely the 10. For the red goalkeepers, the higher goalkeeper value applies, namely the 8. Since the striker value is higher than the goalkeeper value, the black striker scores a goal (see the illustration in the original).

Note: If no goalkeeper card of one color is revealed, that counts as goalkeeper value 0, and the striker of the other color always scores a goal!

Example 2: For the red strikers, the higher striker value applies, namely the 7. Since there is no black goalkeeper, red scores a goal. Since the black striker value is lower than the red goalkeeper value, the black striker does not score a goal.

Grabbing the Game Pieces

After the players have recognized whether one team or both teams have scored a goal, they must grab for the two large game pieces. Since there are only two pieces, at most two players can snatch a game piece.

If the Wild Kerle (black) have scored a goal, as in Example 1, the players try as quickly as possible to grab the black game piece! If the Unbeatable Winners (red) have scored a goal, as in Example 2, the players try as quickly as possible to grab the red game piece!

If no team scores a goal, no player may grab for the game pieces.

Of course, both teams can also score goals at the same time. In this case, players grab for both game pieces (see the illustration in the original).

Important: A player may only grab one game piece, never both. This would also be difficult, since a player can only grab with one hand, because the cards are in the other hand.

The Point Chips

If a player has grabbed correctly – for example, he has the red game piece in his hand and the Unbeatable Winners have scored a goal – he receives one chip (value 1) from the middle of the table.

If the player has grabbed incorrectly – for example, he has the red game piece in his hand and the Unbeatable Winners have not scored a goal – he must return two chips (value 1 each) to the middle of the table. Of course, he may also exchange chips for others. A player who has no chips is lucky and does not have to give any up.

Players who did not grab a game piece, because other players were faster or because no team scored a goal, do not give up any chips. However, they also do not receive a chip.

Whether a player grabbed correctly or incorrectly, the game pieces are returned to the middle of the table.

The End of the First Half

Play continues in this way, round by round, until all cards have been revealed. Each newly revealed card is placed on the previous card, so that an open card stack forms in front of each player.

The Second Half

All cards are shuffled again and dealt evenly to all players. The second half is played in the same way as the first half.

Extra Time and the End of the Game

Once all cards have been revealed for the second time, the second half is over and the game goes into extra time. Now the end-of-game card comes into play. One card is drawn from the stack face down and placed into the box; instead, the end-of-game card is shuffled into the stack.

The cards are dealt once more, and play proceeds as in the first two halves. The game ends at the moment the end-of-game card is revealed by a player. Once the end-of-game card is revealed, no player may grab a game piece, even if a goal was scored. If a player nevertheless grabs a game piece, he must give up four chips (value 1 each).

The player with the highest value of point chips wins.

Note: When playing with three players, the end-of-game card may also be shuffled in during the second half.

Pro Rules

A particular challenge for the players is presented by the four special cards with the referee's whistle. If these cards are to take part in the game, then at the start of the game one black and one red goalkeeper card, as well as one black and one red striker card, are randomly removed from the game and replaced by the special cards!

The special cards increase the likelihood that players grab incorrectly, since the cards with the referee's whistle prevent goals.

Whistle on a Striker Card

If a striker card (for example black) is revealed with the whistle, the referee blows the whistle for this situation due to a foul! All striker cards of this color remain without success!

Example 3: No goal is scored, since the referee blows the whistle on all black strikers due to a foul!

Whistle on a Goalkeeper Card

If a goalkeeper card (for example black) is revealed with the whistle, the referee blows the whistle for this situation due to offside! All strikers of the other color (in this case red) score no goal!

Example 4: Black scores a goal, since there is no red goalkeeper! Red scores no goal, since the referee's whistle on a black goalkeeper blows the red shot for offside!