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QUICK GUIDE
Shooting
- Shooting outside area = -1 dice penalty
- Difficult angle shots = -1 dice penalty
- Dice roll of 1 = shot off target
Deflecting shots
- If in path of ball, 5 or 6 OR Tackling 10+ deflects the ball
- Within 1 hex of ball, 6 OR Tackling 10+ deflects the shot
- Use Loose Ball rule for deflections
Snapshot
- Can take snapshot at any time in penalty area
- Can also snapshot outside the box (refer to ‘what next’ card)
- -1 dice penalty for snapshots
- Defending team gets to move 1 player up to 2 hexes on a snapshot
Goalkeeper
- Gets a 1 hex move whenever ball enters penalty box
- Can dive 3 hexes parallel to goal line
- Furthest hex away = -1 dice penalty
- If GK moves at snapshot, -2 dice penalty on 3rd hex, -1 on 2nd hex
- Handling: if dice roll is < Handling, GK Holds ball.
- Fail Handling: Loose ball again. If direction is not in front of GK, CORNER KICK.
- Can also dive at attacker’s feet (3 hexes max): Saving vs Dribbling
GK Distribution
THROW: No player moves first. Throw distance of standard pass. No interceptions. The throw can travel the distance of a standard pass and is subject to standard pass rules except interceptions.
MOVEMENT PHASE: Keeper Drops ball to feet and play on.
DROP THE BALL/KICK: Outfield players rule apply with ability to play High Pass (Can kick to anywhere except opposite Final Third with accuracy =>8) / Long pass / Standard pass
Loose Ball
- Refer to grid on the pitch and decide which player will roll for this
- First roll is direction, second roll is distance
- If ball hits a player while travelling, that team takes possession
- Otherwise, attacking team continues with Movement Phase
- If a loose ball follows a High Pass, contest the header in the new landing location.
- If no-one can challenge for a header, the ball is on the ground.
Corner kick
- Decide who will take the corner kick; place player at corner arc
- Both teams pick up and reposition 6 players, moving two at a time
- Attacking team moves first
- Both teams move one player up to 3 Hexes (Attack goes first)
- Play continues with
- (a) High Pass: Can be placed anywhere in penalty box. ACCURACY: =>8
- (b) Short pass: Can travel the distance of a first-time pass. You cannot play a first time pass after a low pass in this scenario
Throw-in
- Decide who will take it and place player there
- Conduct a Movement Phase (optional: conduct a second Movement Phase)
- Throw ball (with a standard pass) the distance of a first-time pass WITH interceptions.
- Throw ball to the head of your teammate up to the distance of a first-time pass WITHOUT interceptions. A Header must follow.
Free Kick
- Defenders must be be 2 hexes away from the ball
- Pick up and reposition players following this pattern:
- 2 Attacker / 2 Defender / 2 Attacker / 2 Defender / 3 Attacker / 2 Defender
- Now choose to pass or shoot
- If shot is =>9, no defender can block it
- Remember -1 for shooting outside of the box
- Any player standing within 1 hex from the ball can take the kick
Penalty Kick
- Pick up and resposition all players
- No players allowed in the penalty area and arc, except taker and keeper.
- GK has -2 dice penalty
Standard Pass
- Can’t travel through an opponent
- Opponent can intercept within 1 hex of the path with a 6 or 10+ tackling
First Time Pass
- 1 player from each team moves 1 hex as ball travels
- Opponents within 1 hex of the path can intercept with a 6 or 10+ tackling
- Opponents who move into path of ball can intercept with 5 or 6 or 10+ tackling
Long Pass
- Can travel to any hex on the pitch
- Can’t aim within 5 hexes of a teammate or 1 of an opponent
- Opponent GK moves according to pace
- ACCURACY: High pass + dice =>9
- ACCURACY: (Final Third to Final Third) =>10
High Pass
- Can’t make the pass if opponent is within 1 hex and in path of the pass
- 1 player from each team moves up to 3 hexes as ball travels
- Must always aim at teammate
- ACCURACY: High Pass + dice =>8
Header
- A maximum of 2 outfield players from each team within 2 hexes from the ball can challenge
- Announce which player is rolling
- 2 hexes away = -1 dice penalty
Control a High Pass
- Only possible if no opponent can challenge for a header
- ACCURACY: Dribbling + dice =>9
Steal
- If attacker moves within 1 hex of defender, roll a 6 or 10+ tackling to win the ball
Tackle
- If defender moves within 1 hex in a Movement Phase
- Tackling + dice vs Dribbling + dice
- Dice roll 1 is always a foul
- Winner repositions around opponent
Tackle from Behind
- A roll of 1 or 2 is a foul
- 2 hexes behind attacker considered ‘behind’
- Attacker is always facing the goal
- If you fail the Leniency test, receive a red card.
- Otherwise receive yellow
Reckless tackle
- Announce reckless tackle before attempting it
- Can foul players who do not have the ball
- 1 or 2 = foul failed. Yellow card issued
- 3+ = foul committed and play stops
- If you fail the Leniency test, receive a red card.
- Otherwise receive yellow
Fouls
- Roll for booking.
- If red card, play must stop for a free kick/penalty
- Roll for injury
- Attacker then decides to play on or take the foul
Nutmeg
- Can only be attempted if you have the pace to get through
- Defender gets +1 for Tackling
- Dice roll of 1 from the Defender is a Foul
- If successful, defender is stunned and cannot move.
- If tied: loose ball, attacker who initiated nutmeg cannot move - regardless of how much pace he has already used