Magic Number Eleven: Expansion
Magic Number Eleven: Expansion Rulebook
Table of Contents
Table of Contents
Components
- 10 Away Player Cards
- 9 Star Player Cards
- 3 GK Cards
- 3 VAR Cards
- 2 Yellow/Red Cards
- 1 Referee/Penalty Shootout Card
- 1 Corner Kick Board
Game Setup
- The Away team chooses between Away team (Base game) and Away team (Expansion).
- Add 9 Star Player Cards to the Star Player Cards of the base game.
- GK Expansion can be combined optionally. (See GK Expansion 2 below.)
- Place the Referee/Penalty Shootout Card with the Tackle side up. Place all the other components near the game board.
VAR (Video Assisted Referee)
When defender reveals a Tackle Card, a Referee's Decision is applied according to the Tackle Strength.
Total Attack Power - Total Defence Power = Tackle Strength
If the attack side hits "Magic Number", it is always considered as "Strong Tackle".
Referee's Decision
Strong Tackle (3+ or Magic Number): The Penalty Kick is conducted. Plus, a Warning is given to the defender side.
Weak Tackle (1 ~ 2): Randomly draw a VAR Card out of Penalty Kick and Free Kick.
Clash (~ 0): Randomly draw a VAR Card out of all of 3 VAR Cards.
In case a VAR card is drawn, conduct as depicted.
VAR Cards
Free Kick: Conducted with the same rules as the Penalty Kick, but the defender side chooses two cards.
No Foul: It was not a foul but a fair tackle. The attack side fails to score.
Warning and Sent Off
Warning: When a Warning is given, take a Yellow Card and place it in front of you. If an additional Warning is given while a Yellow Card is placed, flip the card to the Red Card side. As soon as the Red Card is given, a Player Card must be sent off. Once it is given, the Red Card is never removed. If you receive another Warning while having a Red Card, an additional Player Card must be sent off.
Sent Off: Choose a Player Card placed on the board and remove it from the game. If there is no Player Card on the board, remove any Player Card except the substitutes. A Player Card that once sent off cannot be used again in the game.
Corner Kick
In a Goal Check situation except for the Tackle, if ALL the conditions below are met, a Corner Kick is conducted by the attacking team.
- The Total Attack Power is 10 or less.
- The Total Attack Power and Total Defence Power are equal.
- Defender's Control State is Defensive.
Place a Shoot Token on the Corner Kick Board and flick the token using fingers. If the token gets in the hole "completely" without any tilt, it's a goal. Otherwise, it's a failure.
If failed but the token does not fall outside the Corner Kick Board, place the token back and try again. If the second attempt fails, the Corner Kick immediately ends.
Penalty Shootout
In case of a tie, the general Penalty Shootout can be conducted using the Penalty Shootout Card. If scored, place a Shoot Token face up, and if failed, place a token face down on the card.
New Immediate Effect and Icon Effect
- Pick a Synergy Card from the opponent's hand and add it to your hand. If you have 5 Synergy Cards in your hand, discard the card instead.
- Discard a Synergy Card in your hand. Pick a Synergy Card from the opponent's hand and discard it without looking at its front.
- Place a Shoot Token face down, on one of the soccer ball icons created by the opponent's Player Cards. The icon is considered as an empty space.
- Move the Control Marker one space forward and attempt a Shot with this card. *The turn ends immediately after resolving the shot.
- Attempt a Shot with another Player Card of your choice. *The turn ends immediately after resolving the shot.
- When attempting a Shot with this card, all the Basic Defence Power of the opponent is ignored. However, you cannot play Synergy Cards from your hand.
GK Expansion 2
This section is part of the expansion rules sheet (page 4). The separate GK Expansion product is catalogued on its own.
Components
- 3 GK Cards
Game Setup
Each team chooses a GK Card after the "Signing Star Players" phase in the basic game. The Home team picks a GK Card first, and the Away team picks a card out of 2 remaining cards. Remove the other unchosen card from the game. In the Lineup phase, each team picks a starting lineup of 11 Player Cards, including a GK Card.
GK Rules
The GK Cards cannot be placed on the Field, and cannot be substituted. Place the GK Card near the game space, setting it aside from other Player Cards. Each GK Card has a special skill, which can be used once in the 1st Half and 2nd Half each. After the GK Skill took effect, flip the card face down to mark it. During the Half Time, set the GK Card back to normal.
GK Skills
Defence Cover
- When to use: Defender Reaction
- Effect: Negate up to 1 (cross) effect on the opponent's Player Card that attempted the shot.
Counterattack
- When to use: Defender Reaction
- Effect: If the opponent's Total Attack Power exceeds 11, move the Control Marker one space forward.
Build Up
- When to use: Between Team Action and Player Action
- Effect: Discard a Synergy Card in your hand and draw a card. It cannot be conducted if you have no card.