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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, corner kick is awarded 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 Both teams move 1 player up to 3 hexes first 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