Magic Number Eleven: GK Expansion
Magic Number Eleven: GK Expansion Rulebook
Source: the official English Pluto Games expansion rules sheet ("FINAL_MN11EX_Rulesheet(EN)", BGG file 425239, 1,497,760 bytes, uploaded to the Magic Number Eleven: Expansion item). The GK rules appear only on its printed page 4, headed "GK Expansion 2"; BGG lists no separate file for the GK Expansion. That section is transcribed here as printed. Apply these rules to the base game of Magic Number Eleven.
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.