Football Leader
Football Leader Rulebook
Table of Contents
Table of Contents
Clarifications
As Football Leader is "a game about a game" some terms can be confusing. For example: at some moments "player" may be referring to the player carrying the ball in the game or the Football Leader player himself.
We shall use italics to distinguish between game elements: cardboard players (counters), attacker / defender (counters) etc. and the Football Leader game player, attacker / defender, etc.
Game Contents
- 112 cardboard player counters for 8 teams
- 32 cardboard Markers: 5x4 Moved Markers and 4x1 Scoring Markers in 4 colors, 2 balls and 6 "yellow card" markers
- 2 decks of 50 Action Cards each
- A board that represents the pitch
- 2 x 12 sided dice
- 1 reference (in Spanish) / strategy sheet
- A rule book (in Spanish)
1. Game Components
1.1 The Player Counters
A Football Leader "team" is composed of 13 player-counters and a goalkeeper-counter.
Ten of the players are placed on the board ready for the match according to the strategy sheet previously filled in by the player (see 1.3). The goalkeeper always stays in the goal space and the other three counters are set aside to be used as substitutes when required.
Player Characteristics
Every counter has 5 coloured icons corresponding to its characteristics. These are shooting at goal (star), dodge (hexagon), passing the ball to another player (triangle), movement (circle) and defence (square).
Goalkeeper counters have just two characteristics: parrying (inverted triangle) and defence (square).
Each of the characteristics can be one of three colours: GOLD, SILVER and BRONZE.
Some of the characteristic icons also have a number, we shall see later how they're used.
Fig. 1: Player and Goalkeeper Counters. Example counter: Shoot GOLD-5, Dodge SILVER-7, Pass SILVER, Mov. BRONZE-2, Defence BRONZE-4, with a 5, 7, 2 and 4 printed on its icons. Goalkeeper example: Parry GOLD-12, Defense SILVER-8, with a 12 and an 8 printed on its icons.
Special Abilities
Every player has "Characteristics" but just some of them have one, two or even three Special Abilities, like "special shooting ability" or "movement dodge", that increase the capabilities of the player in the corresponding circumstance.
As shown in figure 2 there are ten such special abilities which are described in detail in chapter 5.
Example: the number 11 player in figure 1 would make a good forward because of his good shooting characteristic (GOLD-5) and a quite good dodging (SILVER-7) together with its attacking abilities: "shooting on the fly" and "ball control", but has a very bad defence (BRONZE-4) and movement (BRONZE-2) values.
Fig. 2: Special Abilities (icons): Shoot, Unmark, Running Dodge, Run, Outburst, Shoot on the fly, Ball Control, Dodge, Defence, Game Vision.
1.2 The Pitch
Football Leader board represents a football pitch, divided into 38 spaces.
Over the spaces the player can see the very well known shape of a football field. Although it is drawn mostly for aesthetical purposes it has a functional use as well, since it determines the two penalty areas, each covering three spaces.
There's only room for two counters of each team in an area, with the exception of the 6 halved spaces on the sides of the pitch in which just one player of each team can be placed.
When placing his counters in a square a player will position them in the side nearest to his goal, as shown in figure 4.
Fig. 3: The Board.
1.3 Strategy Sheets
Prior to the match each player has to write down his strategy, this will determine the starting position for each of his player counters prior to a goal kick or a kick off.
There're four issues to consider when filling the sheet:
- No counter can be placed in dark grey filled spaces.
- Space limitation has to be considered (see 1.2).
- There are two "strategy" set ups, one for the goal kick and the other for the kick off. And are the same no matters who's attacking or defending.
- In case of the strategy for the kick off at least one player has to be placed in either of the central spaces.
Strategy sheet is important because once set, the strategy it is difficult to modify (see 6.1), so players should think carefully about how they set this up.
Note: an strategy sheet is provided in order to be photocopied. Predefined strategies can be found in the web page in the "Quick Start Rules" document.
Fig. 4: Counter placement and Passes / Movements directions. If player #10 moves to "1" or "2" spaces it is considered a "forward" movement, it would be a "sideways" movement in case of moving to spaces "3" or "5", and backward otherwise. Notice that the same terminology is used when passing the ball. Player counter #3 has a Moved Marker on it (see 3.1.1). P.ej. This space could contain one more player of the red-blue team.
1.4 The Ball
The ball is always "carried" by a player in Football Leader. In other words it is never free on the board. We shall see that no corner kicks or throw-ins are simulated. A missed action always results in a defending player winning the ball, a failed shot is always followed by a goal kick.
1.5 Moved Markers
Each player takes the five markers of a color.
These markers will be placed on moved counters as explained in 3.1.
1.6 Dice
Two 12 sided dice are used in Football Leader.
Excepting for movements, all actions will require the players to roll ONE dice and add it to the bonus from the action card played (see 1.7) to compare against the difficulty level of any particular action.
Even most simple actions will need a dice roll because a result of "1" it is always considered a miss.
Some special abilities grant the possibility of rolling two dice to keep the best of the results. In such case only a result of "1" in the BLACK DICE (NOT in the WHITE one) is considered an automatic miss.
For example: a dice roll with a result of "1" in the White dice and "12" in the black one, would be a "12", but it would be an automatic miss if the opposite result happens: that is a "1" in the black dice and a "12" in the White.
1.7 Action Cards
There're two decks of 50 action cards, one for each player.
Action cards have two values, the one in the center of the card is used for movements, while the one on the corners is used as a bonus for all other actions.
As for characteristics action cards have three possible colours: GOLD, SILVER and BRONZE. Card distribution is shown on fig. 7.
Notice that there are 25 GOLD cards, 15 SILVER cards and 10 BRONZE cards. We shall see that a card is used for every action a player can afford, and that in order to get the bonus of the card, it must be of the same colour as the characteristic, so having a gold is better since there're more golden cards and thus it is more probable to have a GOLD card in your hand to use for an action.
Fig. 6: GOLD-4-12 Action Card. The GOLD-4-12 card will allow a player to move a counter through 4 spaces or make a shoot, pass, dodge or tackle with a +12 bonus modifier to the dice roll. But only if the player token has a GOLD coloured characteristic.
Fig. 7: Action Cards Distribution. Each deck contains 50 cards, distributed as follows:
| Movement / bonus value | GOLD | SILVER | BRONZE |
|---|---|---|---|
| 4-12 | 2 | 1 | 1 |
| 4-11 | 3 | 2 | 1 |
| 4-10 | 2 | 1 | 1 |
| 3-9 | 3 | 2 | 1 |
| 3-8 | 2 | 1 | 1 |
| 3-7 | 3 | 2 | 1 |
| 2-6 | 2 |
2. Playing the Game
2.1 Game in Progress
Each player shuffles his deck and draws five cards.
A dice is rolled to decide who's the first player and the game begins with a Kick Off (see 3.9).
The game is played by turns. In his turn, a player can make a simple or combined action and afterwards has the option to make an "Extra Movement".
Simple Actions for Attacking player are:
- Move
- Pass
- Dodge
- Shoot
While Combined Actions for Attacking player are:
- "Move and Dodge"
- "Supported Dodge"
- "Pass and Dodge"
- "Move or Pass and Shoot"
Simple Actions for Defending player are:
- Move or Tackle
While the only Combined Action for Defending player is:
- "Move and tackle"
After carrying out one of the actions mentioned and optionally the Extra Movement, the player will draw a maximum of two cards from the deck, or just one in case of having already four cards on his hand.
Notice that "Extra Movement" is a movement action that may be taken by any player after his "main" action for the turn.
Each player counter has 5 characteristics, assigned to 5 icons, that correspond to the five basic actions. As said before these are shooting at goal (star), dodge (hexagon), passing the ball to other player (triangle), movement (circle) and defence (square).
A characteristic has a colour (GOLD, SILVER or BRONZE) and sometimes a value. Every action that a player takes has to be played together with an action card. Action cards have the same colours as characteristics and two numbers, the one in the middle of the card is used as movement value while the other in the corners is a bonus to all other actions.
Except for movement, all actions require a dice roll to equal or overcome a difficulty number depending on the action taken, the bonus from the card is added to the dice result but only if the color of the card coincides with the one from the characteristic.
In other words, if the action card has the same colour as the player's characteristic for such action then he will benefit from the card bonus or movement points, otherwise the bonus will be considered "0" and the movement value will be of just "1".
Example 1: a player-counter with movement GOLD-3 that plays a BRONZE-3-7 card can only move one space, because the color of the card used doesn't correspond to the movement characteristic of the player.
Example 2: a player-counter with GOLD pass characteristic that plays a GOLD-3-8 card to make a pass will have a +8 bonus (from the card) to his dice result if he tries to make a pass, since the colour of the card is the same as the one from the player's pass characteristic.
As indicated previously there're 25 GOLD cards, 15 SILVER and 10 BRONZE. This means that it is more probable to have a card to use having a GOLD characteristic and so, for instance, a good forward player will probably have a GOLD shooting characteristic, and the same will happen for passing in a good midfield player, etc.
Minimum Values
Some player's characteristics have a number that indicates a "minimum bonus number" or "minimum movement capability" in case of movement (circle). This minimum is applied when it is higher than the value of the card used for the action.
Example 1: if the player-counter with movement GOLD-3 that plays a GOLD-2-5 card to move, he'll be capable of moving up to 3 spaces, instead of 2, because he has got a minimum movement of 3.
Example 2: a player-counter with GOLD-7 passing characteristic that plays a GOLD-2-5 card to make a pass will have a +7 bonus to his dice result, instead of just the +5 he would receive from the card he has played. Since it has a minimum of "7" when using a GOLD card to make a pass.
Important: minimum values apply only if the colour of the played card matches the colour of the characteristic of the player.
For example: a player with GOLD-7 pass characteristic that plays a BRONZE-2-5 card to make a pass will have a +0 bonus to his dice result though he would have a minimum of +7 if the card were gold.
Exception: the value for Defence characteristic is NOT a minimum. It is instead a difficulty number used when an attacker is trying to dodge that player.
2.2 Game Ending
A game is played in two halves. A player has one turn left in a half when he picks the last card from his deck. The half ends when both players have played their last turn.
Players then shuffle their decks and begin the second half. Whoever kicked off the first half becomes the defender at the start of the second and his opponent kicks off.
If there is a tie at the end of full time then extra time can be played, divide the deck into two parts of 25 cards each.
3. Simple Actions
3.1 Movement & Moved Markers
Except for the player counter with the ball and the goalkeepers all other players can move freely around the board. However if the player with the ball wishes to leave a space containing a defender then he must do a combined "Move and Dodge" (see 4.1).
Exception: backward movements are always free and thus no dodge is needed to leave a space in such way, even though the destination space has a defender player as well.
A player-counter can move as many spaces as the number shown in the center of the card spent if it has the same colour of the player's movement characteristic, or just ONE space if it doesn't match (Except for "Outbreak" special skill, see 5).
Note: "Outbreak" is printed here; chapter 5 names this ability "Outburst".
Note: moving through dotted lines counts as half-movement, but since it is rounded up it is only important if two lines are crossed this way.
Important: the player counter carrying the ball cannot move through a space already filled up with players of its team. Counters without the ball may pass through those spaces though they cannot finish their move up there.
Moved Markers
Immediately after moving, the player will put a Moved Marker over the counter.
Moreover, a player counter that has already a Moved Marker cannot be moved again (Except for "Run" special skill).
When the fifth Moved Marker is put over a counter, the Markers that were previously over other counters on the board are removed so they are ready to be moved again.
Exception: a Moved Marker put by the player previously in the same turn it is not removed when taking an "Extra Movement" action (see 3.2).
Important: Movement is the only action that a player counter with a Moved Marker cannot do. All other actions such as pass, shoot, tackle, or even dodge are permitted.
3.2 Extra Movement
After a player has taken his "main" action he has the possibility of carrying out an extra movement. This movement is done exactly the same way (using a card is required) as a normal movement with the exception that it cannot be made with the player-counter carrying the ball.
3.3 Pass
Obviously the attacking player has the possibility of pass the ball among his player-counters.
A pass has a difficulty value that the player has to overcome with a dice roll, together with the bonus of the card played. The difficulty value for a pass depends on two factors:
- The distance of the pass: The difficulty is calculated by adding "4" for each space forwards (or backwards), "3" for each space across the pitch sideways or "2" if the path crosses a dotted line.
- The defending counters in both the destination and the origin area: adding "3" for each defending player.
Exception: passing backwards doesn't take into account defending players in origin area.
After a successful pass a player has the possibility of an extra movement to be carried out by a counter different from the one that just received the pass.
Missed Pass
If the pass fails the ball will be picked up by a defending player counter. The actual counter that receives the ball is determined as follows:
- If there is at least one defending counter in the destination space then the defending player chooses one to receive the ball.
- If there are no defending counters in the destination space then any defending counter in an adjacent space can receive the ball.
In this case the defending player chooses a counter and moves it to the destination space to take the ball. Note this does not count as a movement action so can be done with a counter with a moved marker.
- If there are no defending players neither at the destination nor at any of its adjacent spaces then a defending player in the origin space will receive the ball.
If no one of the conditions are met the pass never fails although it is still mandatory to play a card to make the pass.
Optional rule: a result of "1" in the pass would mean to lose the pass in origin, instead of destination.
*Fig. 7: Pass Example. Player #10 is passing the ball to player #3. The pass goes through three spaces, one forward and two spaces sideways, crossing a dotted line. Difficulty value for the action is therefore 9 for the distance and 9 for the defending players*, two of them in origin and one in destination spaces, to a total difficulty of 18. A SILVER-4-10 is used so a 8 or more in the dice roll is needed to make the pass correctly, otherwise defending player #3 will get the ball as stated in the first case of a missed pass (see 3.3). *Notice that defending players in other areas than origin and destination would not have been considered when calculating pass difficulty.
It is important to notice that the ball is always carried by a player-counter, so it is never "free" over the board. Neither throw-ins nor corner-kicks are simulated for simplicity sake.
Football Leader "Offside"
A player cannot receive a pass if he is in an "offside" position.
A player counter is offside if there are no defending players in the same row as the counter AND there are no defending players in any of the rows up to the defending goalkeeper.
Exception: a player cannot be offside in its own half of the pitch which includes the four rows nearest to its board side.
3.4 Dodge and Unmarked Players
A player in a space with defending counters is being "marked" by those players.
A simple dodge will allow the attacking player to lose his markers but will stay in the same space.
A combined "Movement and Dodge" will allow the ball carrier to lose his markers and leave the space.
Nevertheless a dodge has a difficulty value that the player has to overcome with a dice roll, together with the bonus of the card played. Such difficulty is the same either for a simple dodge or for a movement and dodge. The difficulty value is "6" + the value of the defending characteristic of the defender player-counter/s in the area.
If the result of the dice rolling, together with the card bonus is equal or greater than the difficulty number the dodge is successful and the attacking player counter is set overlapped or besides the defending one/s to indicate that it is unmarked.
Otherwise, if the player fails to dodge he loses the ball which is put over one of the defending counters at defender's choice.
After a successful dodge a player has the possibility of an extra movement to be carried out by a different counter from the one just unmarked, except if the dodge was failed, which means the player loses the possibility to make the extra movement as well.
Fig. 8: Dodge Example. A Red-Blue team player is trying to get unmarked through a Dodge action. Difficulty value for the action is 18, resulting from a basic "6" added up to "6" defence value of each defending player. He uses a GOLD-4-11 card and the dice roll is an 8, which with the card bonus totals 19, so it is now unmarked. And set over the defending counters to indicate it.
Unmarked Player
Being "unmarked" offers three benefits to the player:
- It can freely abandon the space where it is without further dodges, even though another defending player enters it during defender's turn. In other words the counter is considered unmarked all over the defender's turn.
- An unmarked player increases defender's difficulty to steal the ball if he tries a tackle action.
- It is easier to shoot for an unmarked player.
Notice that a player counter can try to unmark even though it has a Moved Marker on it, just to get the last two mentioned benefits. It simulates the circumstance in which the player is "protecting" the ball waiting from a companion's help.
Important: an unmarked player cannot try a dodge again in order to "remain" unmarked. So he will be "marked" again if stays with the ball in the area the turn after.
3.5 Shoot
As with passes and dodges, shooting action has a difficulty value that the player has to overcome with a dice roll, together with the bonus of the card played. The difficulty value for a shot depends on two factors:
- The space from where the shooting is made.
Spaces from where shooting can be carried out have either 3 numbers in the form X-Y-Z or a single number: 23 or 24. The three values indicate the difficulty depending on the number of defending player-counters in the area: X when there're no defenders, Y for ONE defender and Z for TWO defenders.
Exception: if the shooter is unmarked then it will use X for ONE defender and Y for TWO defenders. Basically it is like if there were one defender less.
For the spaces with just one number (23 or 24) that is the difficulty of the shoot. No defender counter can be in the space and the goalkeeper parry value is not considered.
Exception: a parry value of 11 or 12, converts 23 difficulty shoots into 24.
- The value of the parry or defense characteristic of the goalkeeper.
If the shooting is made from outside goal area the parry characteristic is used, otherwise, (if the shooting comes from one of the three spaces in the goal area) the defence value is the one to add up to the distance value.
3.6 Tackle
Defending player-counters can tackle the attacker carrying the ball when they are in the same space with the aim of getting the ball.
Tackle action has a fixed difficulty value of 16. The player has to play a card of the same colour as the defence characteristic of the player-counter which is trying the tackle action.
The bonus of the card is added to the dice roll. Notice that the value of the defence characteristic of the tackling player is not considered, only the bonus from the card is applied.
If successful, the tackling player-counter gets the ball, otherwise a "Foul Check" is made (see 3.7). If either the ball is stolen or no foul is made, the player can still make an Extra Movement during his turn. As mentioned before, this move cannot be taken with the player-counter that has just captured the ball.
Basic tackle cannot be made against unmarked players.
Hard Tackle
A hard tackle can be made instead of a normal one, with a difficulty value reduced to 12, but with some drawbacks.
The most important difference is that a Hard Tackle is considered a movement and so it requires a Moved Marker to be put over the tackling player-counter. This means that it cannot be made by a player-counter that has already a Marker on it (Except for "Run" special ability, see 5).
The second difference is that the defender is very likely to commit a foul if the tackle misses (see 3.7).
If the player being tackled is unmarked only a Hard Tackle is permitted and the difficulty of the action is increased by +4 (so difficulty is increased to 16 as for basic tackle).
Problem of the "tackle loop"
To avoid entering a "tackle loop" it is recommended to apply this rule, added after the first review of the original rules: "a player-counter that successfully tackled an attacker, cannot be tackled back the turn immediately after the one it got the ball".
Goalkeeper Tackle
The goalkeeper always can freely move and tackle, automatically returning to its place the turn after if the tackle misses. If the goalkeeper gets the ball in a tackle the player can decide to either make a goal kick (see 3.8) or pass the ball in his turn without stopping the game. Goalkeeper can always use a card of any colour for the pass.
3.7 Foul Check
A foul check is made whenever a tackle is missed.
To carry out a foul check the player rolls two dice; in a normal tackle the lower of the two dice is used, if the failed tackle was a hard one then use the higher dice.
Check the result on the following table.
Hard tackle is therefore very susceptible of incurring in a foul in case of a failed tackle.
| Roll | Foul check result |
|---|---|
| 12 | Foul! RED CARD, defender is given a red card and so it is removed from the board |
| 10, 11 | Foul! YELLOW CARD, a yellow card marker is set over the counter |
| 6, 7, 8, 9 | Foul! |
| 5 or less | Nothing happens |
Free Kick
A free kick takes place when there's a foul. It can either be direct or indirect depending on the space it was committed in: a direct kick is played if the space has three shooting numbers and it will be indirect otherwise.
Take notice that in both cases the turn of the defending player finishes immediately in the moment a foul is made, thus he'll have no possibility of an Extra Movement although he shall take up to two cards from his deck.
Direct Kick and Penalty Kick
Direct kick is solved like a shooting.
Attacking player will decide what player-counter will throw the kick depending on its abilities and the cards in his hand.
The difficulty of the shooting will be the same as if there were a single defending player-counter in the space.
If the shoot is missed former defender will start his turn with a goal kick.
Penalty kick
Penalty kick takes place when a player makes a foul in one of the three spaces inside goal area. It is solved as a direct kick with a difficulty number of 4 + value of the goalkeeper parry characteristic (the one in the triangle).
Indirect Kick
Indirect kick is carried out like a simple pass action to be executed by the player-counter who received the foul. At the beginning of the attacker's turn he'll take an extra card. Then the kick is solved as a simple pass and the player continues with the turn normally, with two exceptions:
- Defending counters in the space from where the kick is made are not considered when calculating pass difficulty and cannot get the ball if the pass fails.
- The player-counter who received the pass can move just one space but can take any other action normally, like shooting, dodging or even making a pass again.
Please notice that after receiving the free kick pass the player is in fact "starting" his turn so a shoot at this moment would not be considered as "Pass and Shoot" and thus won't have a difficulty modifier.
3.8 Goal Kick
Goal kick is made after an unsuccessful shooting or when the goalkeeper of a team gets the ball after a tackle or a failed pass.
Before the kick both players set up their player-counters according to what they have written down in their strategy sheets, and draw cards to complete their hands. Attacker will draw an extra card up to a maximum of six.
Then the kick is solved as a simple pass from the goalkeeper to any player-counter and a card of any colour can be used for it. After the pass the player continues with the turn normally, with the same exception as for Indirect kicks, that is that the player-counter who received the pass can move just one space, but can take any other action normally.
3.9 Kick Off
As in real football, kick-off is used to start each part of the match or after a goal has been scored.
Before the kick both players set up their player-counters according to what they have written down in their strategy sheets, and draw cards to complete their hands. Attacker will NOT draw an extra card during the kick-off.
Attacker chooses the one to carry the ball at the beginning among the player-counters on the two central zones of the board and starts his turn normally, as happens in starting kicks, the player-counter with the ball cannot move more than a space.
"Start Up" Rule Comment
Notice that in either of the "starting kicks": free kick, goal kick and kick off, the attacking player with the ball cannot move more than a space.
This rule was included in the second review to avoid the "pass-move-shoot" effect, that prevented defending player prepare against an attack after a kick.
4. Combined Actions
4.1 Move and Dodge
If the player-counter with the ball is in a space containing one or two defender counters it cannot freely move forward or sideways but has to do it together with a dodge action.
It is allowed to move through many spaces this way, making more than just one dodge, but it is mandatory to play a card for the movement and one more card for each dodge made during this movement.
Notice that Move and Dodge is different from simple Dodge which leaves the player-counter unmarked. In fact a movement cannot end with a simple dodge. In other words: if a player-counter is moved during the turn it cannot end the move unmarked, although it can do one or more dodges during the movement.
The difficulty for the dodge is worked out exactly the same way as for the simple dodging action when the movement is forward. And it is half of the value (rounded up) in case of sideways movements.
Notice that a movement is interrupted in the space where a dodge is failed, and in every case a Moved Marker is placed on the player-counter, even though the ball is lost at very first dodge action in the starting space.
4.2 Supported Dodge
When a player-counter is doing a dodge action (either with or without movement) it can rely on another attacker in the same space to simplify it.
This simulates what in Spanish is called a "wall": an action in which a player passes the ball and receives it back the receptor once the defenders have been left behind by the original attacker.
If it is a Movement "Supported" dodge it can only be made in forward movements, not sideways.
In order to make a supported dodge the player has to spend a card with the same colour of the pass characteristic of the supporting player-counter.
Exception: There's no need to spend a card if the dodging characteristic of the attacker has the same colour of the pass characteristic of the supporting one. In this case the support is immediately obtained.
The benefit of a supported dodge is that the difficulty value of the Dodge action is halved (rounded up).
Important: during a player's turn, in case of a movement with multiple dodges, no more than ONE of them can be "supported" this way (but multiple dodges can still be done without further supports).
Fig. 9: Supported Move and Dodge. Player #10 from the red-blue team is trying to move while dodging defending players. Since there is a supporting player in the space that has the same colour in passing characteristic that the supported player dodging characteristic, he immediately gets the benefit of a supported dodge and thus difficulty value is halved to 9. If, for example, player #3 would have a silver pass colour, it would have been necessary to spend a SILVER extra card in order to get the support benefit.
4.3 Pass and Dodge
A pass can be combined with a simple dodge action of the receiver player-counter. For this special case the Dodging action is made before the pass, therefore the receiver player-counter does not have the ball when making the dodge.
Both, "dodge" and "pass", are worked out as explained for the simple actions.
If the dodge fails the player does not waste the card that was going to be used for the pass but it has to finish his turn immediately without the possibility of an Extra Movement. Of course he keeps the ball as well.
If both actions are carried out successfully the player will get a player-counter unmarked and still have an Extra Movement that cannot be made, of course, with the player-counter that has just received the ball.
If only the pass is failed, the ball is lost and so the turn without an Extra Movement, just like when failing a basic pass.
4.4 Move and Shoot
The player-counter can shoot in the same turn it moves, even though such movement was made together with one or more dodge actions.
Shooting in the same turn of a movement has +4 penalty in the shooting difficulty value.
4.5 Pass and Shoot
A player-counter can shoot in the same turn it receives a pass and, as it happens with the movement and shoot, there's a +4 penalty to the difficulty value of the shooting action.
4.6 Move and Tackle
Combined Move and Tackle was included as an optional rule in the original game, but playing without this option can be frustrating to the defender when attacker is playing in a very conservative way and so it has been included as mandatory in this review.
Application of this rule allows a player to move a defending counter and make a tackle against an attacker in the same turn, but it has two prerequisites:
- Just one-space movement is allowed and a card is needed to move in addition to the one for the tackle.
- Tackle this way is always Hard Tackle and its difficulty number is increased by +4. Which means that if the tackled player was unmarked difficulty value is increased to 20! being 16 otherwise.
4.7 Actions NOT allowed
- Move and Pass with the same player-counter. Notice: than a player-token that makes a pass can be moved afterwards with the Extra Movement Action, but move and then pass is never permitted.
- Receive (a pass) and Move. In fact the player-counter with the ball can never be moved with the Extra Movement action.
- Dodge (to get unmarked) and shoot in the same turn is not permitted.
5. Special Abilities
As we mentioned before special abilities denote some actions in which a player is particularly brilliant. In game terms most of them grant the possibility of rolling two dice to keep the best of the results and the other are exceptions to some rules.
"Two dice rolling" abilities:
- "Move and Dodge" allows a player to roll two dice for every Dodging action made in combination with a movement action (see XX). It cannot be used for simple Dodge or "Pass and Dodge" actions.
- "Dodge" allows a player to roll two dice when making a simple Dodge action (see XX). It cannot be used for "Move and Dodge" or "Pass and Dodge" actions.
- Unmark: It is used in "Pass and Dodge" combined action. The player can roll two dice either at the Dodging or the Passing actions at his choice.
- "Shoot": two dice are rolled when shooting, except for "Pass and Shoot" actions.
- "Defence": two dice are rolled when tackling, except for "Move and Tackle" actions.
- Ball Control: two dice are rolled when the player is receiving a pass either for simple pass or "Pass and Shoot" actions. It cannot be used for "Pass and Dodge" actions.
Other special abilities:
-
Shoot "on the Fly" reduces the difficulty by 4 of the Shoot in "Pass and Shoot" actions. There is a benefit for the difficulty but only one dice is rolled.
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Game Vision: A player-counter with this ability that has not been moved during the turn can make a pass action instead of making an extra movement. This is probably the most powerful ability since receiving player-counter can be moved before in the same turn.
Such pass can either be a simple or a "Pass and Shoot" but not "Pass and Dodge" is permitted.
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Outburst: A player-counter with outburst ability can move two spaces even though the card used doesn't correspond in color with its movement characteristic.
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Run: A player-counter with run ability can receive a second Moved Marker, so it can be moved two times or it can make a hard tackle having a previous Moved Marker.
Note: when placing the fifth Moved Marker on a player-counter with this ability that already had one, previous marker is not removed from this counter, as it is done with other markers on the board.
6. Other Rules
6.1 Strategy Sheet
Strategy sheet can be modified in two ways during the game:
- Three player position modifications are allowed. The position of the same player can be changed for either or both, goal kick and kick off.
- Three player replacements can be done, new player entering the field can be placed everywhere, not only in the space left by the leaving player.
Important: strategy sheet modifications can be made only before either a goal kick or a kick off.
After both players have set up their teams players may ask each other for changes. Such modifications are always made secretly and at the same time.
6.2 Expelled Goalkeeper
If a goalkeeper is expelled due to a foul a new player has to be put as goalkeeper.
A player acting as a goalkeeper is considered to have BRONZE-8 in both, parry and defence, characteristics.
The change does count as a replacement. If such replacement cannot be done any other player must be chosen as goalkeeper.
The following paragraph is printed in this position in the source booklet, although its text repeats the goal kick paragraph (see 3.8):
Then the kick is solved as a simple pass from the goalkeeper to any player-counter and a card of any colour can be used for it. After the pass the player continues with the turn normally, with the same exception as for Indirect kicks, that is that the player-counter who received the pass can move just one space, but can take any other action normally.
6.3 Penalty Kick Series
If a match has to be decided by a penalty kick series, both players shall first determine the order in which their players will shoot.
Decks are then shuffled and five cards are drawn for each player. A new card is taken after each kick.
The winner is determined by whoever scores the most penalties out of five. If both players score the same amount then the kicks become "sudden death": the first player to miss loses if the other player scores.
Editorial notes on this transcription: obvious typographical slips in the source are corrected (for example "acion", "trough", "loose" where "lose" is meant, "Moved Market" for "Moved Marker", "chacarcteristics"). Cross-references printed as "(see XX)" in chapter 5 are left as printed; the source does not give a page or section. Figure numbers are as printed, and two figures are both labelled "FIG. 7" in the source. The publisher's contact line and the copyright and printing credits are omitted.