Fussball Duell
Fussball Duell Rulebook
Table of Contents
Table of Contents
Components
- 1 game board “Football Pitch” (Spielplan „Fußballfeld“)
- 6 players per team (figures)
- 1 ball marker (black)
- 2 goal markers (blue and red)
- 2 goals
- 31 tactic cards
- 5 shot cards
- 4 overview cards
For the variant (Pro League – Duel Variant):
- 9 duel cards
- 6 yellow stands
- 1 die
Object of the Game
The team that scores the most goals by the time the tactic card deck has been played through for the second time wins.
Use the tactic cards to move your players across the pitch. Run free, dribble, pass, or engage the opponent in a duel. As soon as a player with the ball reaches the shooting zone on the board, he can try to score.
Before the First Game
Carefully punch all parts out of the punch sheet.
First assemble the goals as shown. Then put the figures into the stands of matching colour. Take the black goal marker and stick the football stickers onto the two round discs.
Before Each Game
Place the board in the middle of the play area. It is best to sit at the side of the board so that you have a good overview. Then sort the cards into tactic cards, shot cards and duel cards.
For the basic game you need the tactic cards and the shot cards. Return the blue duel cards, the yellow stands and the die to the box; they are needed for the variant only.
Two players: each player takes the six figures, the goal with the matching goal marker, and two overview cards.
Three or four players: play in teams as described on page 10 (see “Three or Four Players” below).
Place the goal markers on the goals and set the goal count to 0. Place the goals at the ends of the board. Place your overview cards in front of you.
Toss a coin to determine which team starts. The player whose team starts receives the ball marker and places it on one of his figures.
Before Each Half
Set up your figures on the board before each half. For the first game, set up the figures as shown in the picture on page 2.
For all later games, the starting line-up is as follows:
- Place the goalkeeper on the field marked with the 4. The figure with the ball stands in the centre circle.
- The other figures may be placed freely in your own half.
- In the two rows to the right and left of the halfway line, which are white-striped in the illustration on page 2, no figure may stand in the starting line-up except the figure in the centre circle.
Take the tactic cards and find the card “Abpfiff” (Final Whistle). This card ends a half. Shuffle the remaining tactic cards and place them face down as the draw pile next to the board.
Take the top three tactic cards from the draw pile, shuffle the Final Whistle card in among them, and place these cards back under the draw pile.
Each player takes three tactic cards face down from the draw pile into hand. The player in possession of the ball begins.
Kick-off – The Game Begins
On your turn you may carry out one move. A move always consists of three parts:
- Play a card from your hand
- Carry out actions and possibly a shot on goal
- Draw a tactic card
The most important information about the move and the actions can also be found on the overview cards.
1. Play a Card from Your Hand
At the start of your turn, choose one of your hand cards and place it face up in front of you.
The hand cards have two halves: the attack side (light green) and the defence side (dark green). The cards show the actions by which the figures and the ball can be moved across the pitch.
Key to the card symbols (as printed on the card illustration):
- Attack side: the number of spaces a figure or the ball can be moved
- Movement actions
- Ball actions
- Special action: Parade
- Defence side: defence action
- Movement action
If your team is in possession of the ball, you play an attack. You use the light green attack side of the cards and hold the cards so that this side faces up.
The other player is the defender. He plays with the dark green defence side and holds the cards so that this side faces up.
If you lose or win the ball, you change roles. Turn all of your hand cards over immediately, so that the other side faces up.
2. Carry Out Actions and Possibly a Shot on Goal
Once you have played your card, you may carry out the actions on the card. As an attacker you may only carry out the attack actions; as a defender you may only carry out the defence actions.
Attention! Attackers and defenders have different actions.
Whether attacking or defending, the following always applies:
- The actions shown on the card may be carried out in any order. As an attacker you may, for example, first dribble with one figure, then pass, and then run free with another.
- The stated number of spaces a figure may be moved does not have to be used up. Whole actions or individual spaces may be forfeited. An attacker may, for example, forgo a pass entirely and dribble only one space.
- One figure may carry out several actions in a row in one move. It is not possible, however, to split one action between several figures. One figure may first run free, then receive the ball, and then dribble.
Attack – Actions
As an attacker you may:
- move your figures across the pitch with the movement actions
- pass the ball from figure to figure
With the movement actions you move your figures:
- Figures may be moved in all directions (horizontally, diagonally and vertically) and may change direction during the move.
- Occupied spaces may not be entered or jumped over.
Coach tip: The goalkeeper may be moved like any other field player.
2 Run Free (without the ball)
With this action you may move a figure without the ball on the board as described above.
2 Dribble with the ball
This action only concerns the figure in possession of the ball. It may be moved as described above. You may not move figures without the ball with this action.
With the ball actions you may pass the ball across the pitch:
- The ball may be moved in all directions (horizontally, diagonally or vertically), but always only in a straight line. It never changes direction during its movement.
- The ball must always be passed to another figure. It may not end on an empty space.
3 Pass
In a pass, the ball is played from the figure in possession to another figure. The ball marker is moved from one figure to the other. A pass may not be played over other figures.
3 High Pass
The high pass allows you to play the ball over occupied spaces as well.
Example: Alex is the attacker and plays the following card. He uses the action “Run Free” and moves the figure 2 spaces forward. Then he passes the ball to the figure he has just moved. He dribbles the figure 2 spaces towards the goal.
As soon as the figure in possession of the ball reaches a shooting space with numbers in front of the goal, you may choose whether to shoot at goal immediately or to move the figure further forward to increase your chance of scoring (see Shooting at Goal, page 8). The shot is not an action – you do not need a special card for it. If you cannot or do not want to shoot at goal, the defender takes his turn.
Defence – Actions
As a defender you may carry out the following actions:
1 Run
With this movement action you may move any figure. Per run action, a figure may be moved on the board as described in the movement actions on page 5.
Example 1: Felix is the defender and plays the following card. He uses the action “Run” and moves the figure 2 spaces. For the second action he moves the same figure a further 2 spaces. For the third action he moves a different figure 1 space forward.
Coach tip: With this action you can try to cut off your opponent’s path or form a wall, since occupied spaces cannot be entered.
! Tackle (Zweikampf)
The tackle is a special action and is always carried out as the last action of a move. With it you can try to take the ball away from the opposing player. A tackle is always possible when a figure of your own team stands on a directly adjoining space – horizontally, diagonally or vertically – next to the figure in possession of the ball.
Example 2: Felix is the defender and plays the following card. He uses the action “Run” and moves his figure 1 space forward, next to the figure in possession of the ball. He then engages it in a tackle.
In the basic game, the tackle is decided by Rock, Paper, Scissors. To do so, both make a fist and count: “One, two, three!” On “three” each forms a symbol with the hand: scissors (index and middle finger spread), rock (fist) or paper (flat, outstretched hand). Then see who has won. The rules are: scissors beat paper, paper beats rock, rock beats scissors.
If both players show the same symbol, the tackle is repeated.
Who has won the tackle?
- If the player who was already in possession of the ball (the attacker) wins, then you have unfortunately had bad luck. The attacker keeps the ball and is now on turn.
- If the player who played the tackle (the defender) wins, take the ball marker and place it on the figure with which you played the tackle. Then draw one tactic card. Both players turn their hand cards face up and you are on turn again.
! Parade
The parade is a special action for the defender. It may be played immediately in the event of a shot on goal (see Shooting at Goal, page 8).
Attention! If an “OR” appears between actions on a card, you must decide which of the stated actions you want to carry out.
3. Draw a Tactic Card
When you have carried out all actions and cannot or do not want to shoot at goal, your move is over. Draw a tactic card, and the next player is on turn.
Shooting at Goal
In front of the goals are spaces with numbers on them: the shooting spaces.
From these spaces it is possible to shoot at goal.
Tip: The closer you are to the goal, the higher the number. That means it is more likely that the player will score. If an opposing figure with the ball lands on the space with the 4, the player automatically scores a goal.
When the figure with the ball reaches a shooting space, you may, if you wish, announce and carry out a shot immediately. The shot is not an action; you do not need a special card. Once you have announced a shot, the defender takes the shot cards into hand and sorts or shuffles them. You may now draw as many shot cards from the defender’s hand as the number on the shooting space indicates.
There is only one exception: the parade (see page 9).
Tooor! You draw as many cards as the shooting space indicates. If at least one of the drawn cards is a “Tooor!” card, a goal has been scored. Mark the goal at the top of your goal by placing the marker on the next higher number.
Example: Annette is the attacker and plays the following card. She moves her figure with the action “Dribble” 2 spaces forward and reaches a shooting space with the 2. She forgoes the remaining actions and announces a shot immediately. She draws these two cards and has scored a goal!
Afterwards the previous defender receives the ball, and you set up again. The figure with the ball is placed in the centre circle. Other figures may be placed in your own half as described for the starting line-up on page 3.
Saved? If you draw only “Gehalten” (saved) cards, you have unfortunately had bad luck. No goal has been scored and there is a goal kick. The goalkeeper of the opposing team then receives the ball. All of your figures must be drawn out of the penalty area in a straight line. Turn your tactic cards over and the new attacker is on turn.
! Parade
If the defender has a card with a parade on hand, he may play it immediately when the attacker announces a shot. The parade ensures that the goalkeeper is especially alert. As a result, the attacker may draw one card fewer than the number shown on the shooting space. Only one parade may be played per move at most.
Example: In the example described above, Annette reaches a shooting space with her figure in possession of the ball and announces a shot. Felix may now play a parade immediately. Annette may now draw only one card instead of the two indicated on the shooting space.
Final Whistle – End of the Game
End of the 1st Half
As soon as a player draws the Final Whistle card, he places it face up. The 1st half is now over. No more actions may be carried out.
Then comes the 2nd half. To prepare it, set up the tactic card stack again as described above, and set up your figures in the starting line-up on the board. The 2nd half is started by the team that started the 1st half as the defender.
End of the 2nd Half – End of the Game
If the Final Whistle card is drawn in the 2nd half, the game is over. The team with the most goals wins the game.
If the scores are level, shuffle the shot cards and lay them out face down on the table. Turn over one card each in turn. The player who was in possession of the ball at the final whistle begins. The player who first turns over a “Tooor!” card wins.
Three or Four Players
When you play with three or four players, form trainer teams.
With three players: two players form one trainer team, and each of them receives only two hand cards at the start of the game. The other player runs his team alone. He receives three hand cards at the start, as usual. During the game the red and the blue team are played alternately.
Example: Felix and Annette play the blue team, Peter plays the red team. Felix begins and makes his move for the blue team. Then Peter is on turn. After Peter, Annette may play one of her hand cards for the blue team. Then Peter is again on turn for the red team, and so on.
With four players: form two teams of two. It is best to sit so that a trainer of the red team and a trainer of the blue team alternately sit next to each other. At the start each player receives two hand cards. Play proceeds clockwise, following the same rules as described above.
Pro League – Duel Variant
For this variant you need, in addition to the basic game, the blue duel cards, the die and the yellow stands from the box. Place them next to the board. Shuffle the duel cards and lay them face down next to the board.
Play the game as described above in the basic game.
When a tackle takes place, the defender turns over the top duel card and carries out the action described on it.
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Rock, Paper, Scissors: here you play Rock, Paper, Scissors as in the basic game to decide the tackle.
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Yellow card: That was a nasty foul and you receive a yellow card. Take a yellow stand and place it over the figure with which you played the tackle. The attacker keeps the ball.
Attention! If a figure that is already standing in a yellow stand receives a yellow card, it is sent off for unsporting behaviour and is suspended for the rest of this game.
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Foul: That was a foul! The tackle was not successful and the attacker keeps the ball.
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Die: If the card shows a die, the defender takes the die and rolls it once. Depending on what the die shows, you win the ball or not:
- You have won the tackle and taken the ball from your opponent. Place the ball on your figure and then off to the counter-attack!
- That was not enough. Your opponent paid attention and keeps the ball.
- That was a nasty foul and the referee has seen it! Take a yellow stand as described above and place the figure into it.
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Ball won: The tackle was successful. Place the ball on your figure and go over to the attack. Afterwards all duel cards are shuffled again and laid out as a new stack.
Play with Your Favourite Team
Does your favourite team have very different colours from blue and red? Then go to our homepage kosmos.de and enter “Fußball-Duell” in the search field. There you can download players in different shirt colours to print out, and design your very own Fussball Duell!