Old School Football
1 The board game
I believe the age category for which the game is suitable, should be 12+,
despite the quite extensive game rules. The game is difficult, so not every
person can handle the extensive game rules.
The meeples
The meeples, the soccer players, could be numbered first. The numbering
sticker sheets are not included. The white and blue players are paired with
the orange/brown and black goalkeepers, which are different for each team.
The field
The field is divided into positions. Each position is surrounded by a border.
By moving within these positions, players must try to defeat the opponent
by scoring goals.
The goal
The goal has a total of 9 horizontal x 3 vertical positions, for a total of 27
scoring positions. The goalkeeper stands in his position and marks all
adjacent positions as indicated, so that's exactly 9 standard positions above,
diagonally, to the left, and to the right. These standard positions are always
protected.
The goalkeeper can also dive. The correct direction is determined by rolling
the dice. As soon as a soccer ball is thrown with a special dice (or an even
number with the White dice, we use this version, the special dice is not
included), the goalkeeper chooses the correct angle and stops the ball. The
goalkeeper can dive in all directions, covering exactly 25 positions. See the
image for this. For other positions, a goal is conceded automatically. So, 9
positions are covered and six extra positions are covered after throwing the
soccer ball or an even number with the White dice…
When the goalkeeper stops the ball by diving from the goal line, the player
on the correct side is entitled to take a corner. So, if the goalkeeper chooses
a corner and dives, stopping the ball, the ball goes out of bounds, and a
corner is awarded.
Extra rule: if the defending player wants, he can block the shot and then no
corner is awarded automatically, but the ball will be blocked and goes back
into the playing ground, with an angle of approximately 90 degrees from
the shooting direction, with 3 positions towards 90 degrees…
See the red line, where the goalkeeper can dive into by throwing the White
dice.
2 Dice for coordination, passing and
shooting, basic rules
Two dice are rolled... One with 10 sides for the horizontal positions and one
with 10 sides for the vertical positions... These are the two normal dice
which are Dark Blue and Red.
When both players, first the attacker, than the defender have moved their
meeples, the turn ends, normally the attacker starts every turn, exception:
after a tiki taka, the defender moves his units first.
The game involves two players alternately rolling two dice... The position
of the ball is determined by the players... The ball can move forwards and
backwards and optionally to the left and right, diagonally or a long ball,
even a curling ball is also an option, the choice is up to the player.
First, the attacker, in possession of the ball, can change his players'
positions, then the other player can change his 11-man position. You can't
both take the same position. It's either side by side, in front, or behind. So,
one player throws each time, and both choose a position.
Now, of course, it's all about who has possession of the ball, and they can
throw it repeatedly until the game stops. So, you can pass forward and
backward, and you roll the dice until you lose the ball again due to the
opponent's correct positioning. And your own incorrect moves, dribbles,
and positional play.
If the dice rolls correctly and you think you can score, you can shoot at the
goal. For example, if you roll a 6 and a 9, you can shoot. You can also pass
or dribble further once you have the ball. You do not have to shoot after
throwing the dice. The coordinates determine the position where the ball
lands, but you have to constantly calculate where those coordinates
correspond. You can choose every direction, so you have no limit on the
direction.
It's not true that if you throw 6 and 9, you always have to pass diagonally or
some such miscommunication… You can pass only vertically with 6 or 9,
only horizontally with 6 or 9, and also diagonally, or take the long ball by
adding horizontally and vertically, or you coordinate on the map the vertical
and horizontal dice counts…
So, if you've thrown 5 and 7, as in the example above, you can pass a long
ball of 12 vertically or horizontally. You can also pass diagonally with the
coordinates 5 vertically and 7 horizontally or vertically, in any direction.
You can also decide to pass only vertically or only horizontally. When a
long ball is played, players are then allowed to use their movement points
twice to position themselves to receive the ball. So, when a long pass is
given, both players possess two times their movement points…
The image shows the pass direction: short passes in red, and long passes in
orange, with 5 vertical + 7 horizontal = 12 directions, 8 positions for a long
pass. Note that short-range diagonal passes, shown in red, must be
determined by coordination.
It's just like real soccer... If you throw the ball to a position where no player
is present and no player can pick it up from that direction... Then the ball
goes to the sides and the opponent gets to throw it in and chooses a position
and player on the field. The ball can then roll, and it rolls 5 or 10 positions
in the direction it came from. A diagonal pass also rolls 5 or 10 positions
diagonally, so from that position it rolls in approximately the right direction.
A long ball, floating in the air, rolls 10 positions, and a pass from the
ground rolls from the ground 5 positions further. The players determine the
exact position of a curling ball thrown using the White dice. By throwing
even numbers each time, the ball keeps curling, the curling stops after an
odd number is thrown and then there the ball touches the ground…
So, diagonal passing is possible by determining vertical and horizontal
coordinates, but you can also pass only to the left or right, or only forward
and backward. So, if I roll 6 and 3, you can decide to pass 6 vertically or
shoot. You can also make a short pass to the left or right, horizontally. Or
will it be coordinated and a diagonal pass? The choice is yours later.
A long ball can be chosen by adding the numbers on both dice. If the ball is
shot from a distance towards the goal, by adding the numbers, the
goalkeeper has time to get into the right position to catch the ball; the
goalies have twice the movement points to make the save when the shot is a
long ball. So, if an attacker shoots a long ball, the goalkeeper has two times
the movement points to make to get into the right position to catch the ball.
Normally, the goalkeeper doesn't have much space, but when shooting on
goal, correct positioning is more important.
The keeper can also come out of his box/goal, then still the rule is
complying, so towards the goal 9 positions and by diving 25 positions at
maximum.
You can always pass the ball, regardless of whether you still have
movement points or not. You can also think of variations such as passing
first, then running.
3 Advanced Rules explained
Playtime
This is of course variable, but I would stick to 30 minutes per half, so 60
minutes...
Number of players
The two players each have 23 players in the squad. However, given the
reality, this is a good indication. Three strikers, two goalkeepers, four
fullbacks, four centre backs, four wingers, and four midfielders are the
standard. The players decide who to field.
Whose turn?
First, the team in possession... You can determine this by rolling the dice
with the ball. One player rolls the White dice, and the player who throws
even numbers gets to choose either the ball or the goal. Just like flipping a
coin, you can choose the field or the ball. If the throwing player throws odd
numbers, then the opposing player needs to choose.
Tactics
Of course, you can choose your own tactics. So, 442, 433 or 541, etc., that's
up to each player. But do pay attention to the quality of the players, placing
them in the right positions...
You can also decide for yourself how many wingers you want to field, as
well as how many defenders and midfielders, etc. So, a maximum of 10
players, plus the goalkeeper are used…
Substitutes
You can make up to five substitutions... Handy with yellow cards. You
could even add more individual skills. So, it's a matter of weighing the pros
and cons.
Rolling ball
The ball must remain in play and is moved with the dice. As soon as the
ball is kicked out of play, a throw-in, corner kick, or goal kick must be
taken. The ball rolls a maximum of 5 spaces on a short pass; on the next
turn, if the ball is not touched or gets blocked... So, hypothetically speaking,
if no player picks up the ball on the first pass, the ball rolls 5 spaces on the
next turn. So, if I roll a 6, I move the ball 6 spaces, and if no one picks up
the ball from either side, the ball rolls another 5 spaces on the next turn
because no one picks it up. With a count of 1, the ball still rolls 5 spaces
each turn...
Suppose someone rolls 9 and 1, and the player makes a diagonal pass, with
9 vertically and 1 horizontally slightly diagonal... Now, the ball can roll
forward from position 1 horizontally and 9 diagonally. The direction of the
ball is therefore important for its further roll... If you choose diagonal, the
ball rolls diagonally; if you choose forward, it rolls forward, and so on.
When the player dices a 3 and a 8, the player can decide to only use 8 or 3
movement points… So, then you omit number 3 for example, you only use
8 for vertical or horizontal. So, or you coordinate pass, or you just add
numbers and give a floating pass, or you use just a single dice…
Long shots
Even if the ball is shot 5 positions forward towards the goal, for example,
the ball will roll 5 to 10 positions forward in the next round and the other
round. This can count as a long shot, but remember that the goalkeeper the
possesses 2x movement points to pick up the ball…
Passing the ball
If the ball is marked, that the ball is adjacent to two opposing players, the
player whose in turn, must play the ball in a direction.
A pass can be given, even if the player does not possess movement points,
or before running, the passing can also happen.
If two players are adjacent to the ball, the attacking player cannot roll the
ball around its axis.
So, when two opposing players “touch” the ball, or are adjacent to the ball,
you must pass or shoot. With the dice. A pass without dice is then not
prohibited.
So, both players adjacent to the ball: dice. Otherwise both passes are
optional.
Marking is a bit different, that is two players side by side, then the defender
can decide to tackle the opponent, even if the ball is not adjacent to the
defender.
The ball may be passed or shot straight through a player, if it is a through
pass, it can be intercepted.
But, if the player throws the two dices for passing, the ball cannot be
intercepted! Only the goalkeeper can intercept the ball by catching the ball
Within the 9 square area or diving into these by using the White dice.
The ball also cannot be intercepted or blocked in the case if it's a long ball!
If a long ball is headed on, the dice numbers must be followed, so the same
numbers are repeated. Or the player throws the Dark Blue and Red dice. It
is optional.
So, when a player wants to pass through players by a through pass, there is
a chance that the pass will be intercepted by the defending players… The
defender could throw even numbers with the White dice. Passing or
shooting with dice cannot be intercepted.
Then an imaginary line is created from one position to the other, where the
defending players, who can block the ball are within 1 square range of the
ball. When a ball is blocked, the ball bounces towards a direction the
defender chooses, with 90 degrees angle.
When a through ball is intercepted, there is no bouncing with 90 degrees
angle. Just intercept and play on!
So, a pass with dice cannot be intercepted, but can be blocked… A through
ball can be intercepted, no blocking.
A lob or a high shot on goal involves all players; the goalkeeper only needs
to catch it. A long ball allows the goalkeeper two runs, so 2 + 2 positions =
4, and he can catch the ball!
When the goalkeeper is outside the box, the goal opportunity arises, a one-
on-one situation… Now, the player can also lob the ball by playing the
Dark Blue and Red dice… If the ball falls in the goal and the goalkeeper
cannot reach it, it is a goal.
- A floating ball, if not headed, will hit the ground and move 10
positions if not intercepted by a footballer. A solo player has the
ability to intercept a long ball by heading or with the feet. If the feet
used, the ball rolls 3 Squares points towards one direction…
- Heading a long ball is also a long ball, so again 2x movement
points.
Passing without a dice
- If the attacking player plays the ball and the opponent is adjacent to
the ball, at the end of the turn, he must pass or shoot with the dice.
- If an opposing player is between the ball and the pass direction, the
pass must be made with the Dark Blue and Red dice. So, if an
opposing player is between the ball and the pass direction, the Dark
Blue and Red dice must be rolled to pass in that direction... For
example, two opposing players block the side, but the other
directions are open, no players there. There you can pass freely,
without a limit, if there is no player in front of the player, you can
move the ball further without rolling the dice... "Free" means that a
line must be drawn and the opposing player(s) must be a good 1
space further than this line.
A through pass can be intercepted by all players who are between the
range, 1 space, of the ball.
- A long floating pass between two free players is also possible, but
both players can move their units twice before the ball hits the
ground. A long ball can also be headed further.
When shooting at goal, the dice must always be rolled...
In the picture above, you can see that the goalkeeper still has a chance to
dive for the ball and the defending player must throw the White dice to dive
for the ball, or it is a goal. The attacking player can curl the ball out of reach
of the goalkeeper.
For passing without a dice, a player must be free to intercept the ball and
the player giving the pass must be free to pass with 1 square distance…
Otherwise the attacker must pass by dicing.
This also means that if a player wants to pass without rolling the dice, the
opposing players must be out of range to do so.
- Whether a player is within range is determined by placing a straight
line from the passing point to the position where the pass is made. If
an opponent is within one position of the pass, the pass cannot be
accomplished without throwing the Dark Blue and Red dice.
Here's an example of how to pass diagonally without rolling the dice:
Possible pass direction/through pass in orange, covers the entire area
between the two orange lines:
Tiki Taka
In a single turn, a player can give more than one passes, by tiki taka,
quickly playing the ball, without spending any movement points, so the
involved meeples, must not move while the tiki taka commences, a
meeple/player can pass on the incoming ball… This works with through
passes only and passing direct to the players.
There must be a limit for this, and this is set by time…
3 meeples tiki taka is a maximum. While you play tiki taka, the involved
meeples of yourself must not move! After the tiki taka, the defender moves
first…! The defender moves first after one thing taka with 2-3x meeples, a
successful tiki taka!
While tiki taka, players can turn the ball around their position, so 8
positions are free to move, and the tiki taka playstyle is continued…
Before the tiki taka, the player can dice with the Dark Blue and Red dice, to
see for a shooting chance while the ball changes from position in between a
tiki taka... It is handy to know that you can shoot if the opportunity arises…
Scoring with the White dice, curling shots
Even if you know the ball will go out of bounds after throwing the dice, you
can still shoot and score… This will happen in an innovative way, so more
people will shoot when an opportunity arises. As soon as a ball is shot, so as
soon as the dice indicate a position, the player must determine where the
ball will land, he hasn’t shot yet of course, he is aiming at the goal…
Suppose this ball is three positions away from the goal, so first the Dark
Blue and Red dice are thrown, now he can throw the White dice, if he
manages to throw the ball enough to curl it into the goal, it is a score!
This means that if I throw 2x even numbers with the White dice and then an
empty dice, the ball will just go out of bounds if there are 3 curls needed…
Suppose I throw 4x ball and then an empty dice, then I have to move the
ball four positions towards the goal. Even if the ball is shot at goal, meaning
if the dice indicate it will go in, you can still roll the dice, but you have to
hope the ball lands correctly, curling. This could mean the ball goes out of
bounds after all. The positions you can slide to are therefore left and right
only, or up and down, as you choose. You can also choose diagonally up
and down. So, choose between sliding left or right, up and down, or
diagonally up or down. Three choices to make and think about this
creatively!
In this position, it is best to try a curl, when not curled, it is no goal, but
when the player throws an even number with the White dice, it is a goal…!
If you want to lob a ball, you lob the ball, you cannot, curl and lob the
ball… So, curling is in one direction only!
When you have no clear shot, you can move the ball freely around the
player, and decide to shoot, curling is already an option…
If a player sees the goal and the goalkeeper is outside his goal or at the
other end, they are free to shoot. The player shoots horizontal, but can dice
and curl the ball in by throwing even numbers with the White dice until an
odd number is thrown…
Passing without dice must be done directly to the team players, through
balls are also possible, but only forward, diagonally or horizontally, or
curved, that is complicated but possible. But it is possible to place a through
ball with a curve, by passing in a direction and dicing with the White dice,
and every time the dice is thrown, the ball curls and when the attacking
player dicing is done, the ball curls to that direction… So, pass horizontal,
curl it left or right; diagonally is possible too, and curl by dicing…
See how in this event, the player can move… Two players and the
goalkeeper, the player throws a 5 and a 7 with dice… Decides to give a pass
without dice to the left and the other player must dice again and score!
Surpassing a player with a feint
There has to be room for some feinting… So, a player has to be able to
surpass another player with a feint… As soon as the feint succeeds or fails,
one of the players, or several at the same time, who are marking, will lose
his (their) movement points for that round…
The players are standing side by side, then you can tease, so when both
players are standing/running. For example, suppose my winger meets the
left back, and he goes towards the player and stands in front of him, the ball
in the middle, one on one situation. Now the winger can decide to throw the
White dice and make a feint. If he throws an even number, he can use his
movement points to continue. The left back is not allowed to move
anymore. So, the defender is not able to run after the winger…
If two or three defending players stand adjacent to the ball, then all of them
will lose their movement points for one turn.
Suppose the winger, the attacking player with the ball, rolls an odd number
with the White dice. He can then hand over the ball and not move any
further. The left back can then continue, using his movement points. It is the
one or the other situation…
The system for tricking and passing players can be adjusted… This is
optional. All players must throw two even numbers with the White dice to
trick a player. The playmaker is allowed to throw one time. So, a regular
player must also throw twice an even number. A playmaker is allowed to
pass a player after one even number with the White dice.
When a player is passed by feinting, the ball and the opponent player switch
position… The defenders lose their movement points.
Long ball/long pass
When a long ball is played, the interaction between players and units is
different. With long passes, the movement is different than with short
passes because the ball is in motion, so first the attacker and then the
defender must move their units before the ball reaches the ground. When a
long ball is played, a floating ball means players can move their meeples
twice (2× movement points) before the ball reaches the ground.
For example: a right winger can move 8 or 6 positions, depending on which
player, before the ball reaches the ground, the wing back can move 6
positions…
Most often, players will opt for a header. If a player decides not to head the
ball and the defender decides the same, the attacker must signal this, and if
the defender also fails to head, the ball will bounce 10 spaces away each
turn.
The long ball bounces 10 spaces in the same direction if it hits the ground
and isn't headed on. Unlike a ball that rolls along the ground, which rolls 5
spaces further each turn…
When the attacker wants to intercept the ball with his feet, then this must be
indicated, then the defender can try to head the ball if desired… If no one
heads the ball, it can then be intercepted, first by the attacker, then still the
White dice must be thrown, and the ball will roll 3 Squares further in an
angle of 90 degrees in one direction. If no one can intercept, the ball will
bounce 10 Squares further the next turn.
A lob over a goalkeeper, who has come out of his goal can be achieved by
taking a long ball. Outside the penalty area, the goalkeeper cannot touch the
ball with their hands at all, meaning only their feet can be used. This means
that a total of only five positions can be used to block the ball with their feet
or body. In a one-on-one situation against the goalkeeper, you must either
run past them or take a long ball using the dice. Or you just shoot with the
dice, from the ground.
So, if both players are free, with two positions, then one player may play a
long pass to the other without having to roll the dice. However, they must
run for one extra turn before they can continue dribbling or playing. For
example, a left-back may cover six positions and a winger eight. After that,
the game may continue. The ball rolls again.
Crossing the ball
A player can decide to cross the ball into the box, or make some kind of a
cross ball/long ball of this kind somewhere in the field, then the player must
take 1 till 5 movement points, so take 1 to 5 forward, and then dice with the
Dark Blue and Red dice. Now both dice numbers are added and the cross is
made. So, reasoning from the starting position of the player, the player must
take 1 to 5, to choose between, vertical and then dice and make the cross.
The cross ball is a floating ball if added, otherwise it is a low pass. If it is a
floating ball, then 2x movement points, otherwise 1x. So there are low and
floating crosses…
Intercepting the ball
Within range of the ball, this means the unit (or units) is between the pass
direction and the ball with 1 square, and when this ball is played directly
from the ground and not floating, it can be intercepted, when it is a through
ball, a pass using the dice cannot be intercepted…
An example: if the player draws a line and the pass is a little bit within the
first square, it is within the range of a defender… So, no excuses, a little bit
is not accepted. A little bit within the first Square means that the ball can be
intercepted. For a through ball, which can be intercepted, no opposing
player must be within 1 Square range of the drawn line.
When the ball is intercepted, the ball is captured by the opponent and the
game will go on… If not, the pass will reach the destination…
Blocking the ball
A shot on goal can also be blocked once by selecting one player in the path
of the shot. The defending team then rolls the White dice.
Blocking is done by rolling the White dice for each player in between 1
square of the shooting or passing direction. The ball goes 3 movement
points towards a 90 degrees angle, chosen by the defender.
Example, the ball cannot be turned around, because the attacking player is
stuck, and he has to pass, now, two players are within blocking range, when
he passes, a pass with dice, the defending player can throw 2 times with the
White dice to block the ball:
Controlling the ball
When in control, the player can freely, without losing movement points,
move the ball around the meeple/player. This is possible, but the 1 square
distance with the opposing player must remain.
If the player persists on rolling the ball towards the opposing player, then
the defender can throw the White dice to tackle or block the ball. If a tackle
fails, the defending player/meeple loses all of his movement points, that
turn. It works like feinting. With the risk that you lose the ball.
Headers
When a floating ball heads towards two opposing players, the first player to
head the ball depends on the role of the soccer player. The role of the soccer
player will therefore determine who heads the ball first, not the direct
position.
Normally the attacker heads first, by throwing the dice with ball, 50%
chance to head. And if they throw an even number with the White dice, the
defender no longer has to throw; the ball is headed by the attacker.
Except for the central defenders, target man and goalkeepers, who always
have the upper hand in the air.
With a target man vs. a goalkeeper, the goalkeeper has the advantage.
Target man vs. a central defender in header duels, the normal rules comply,
attacking players get to roll the White dice first. If they throw an even
number, they can head it, and if an odd number is thrown, the second player
must throw.
If two defenders stand adjacent to each other, waiting for a header duel with
the attacker, the defender has 2x chance to throw the White dice. If there is
a target man, still the target man throws first… Then 2x the defenders…
For the goalkeeper, the closest positions according to the marking legend
can be reached; then the dice must be rolled. So, according to the marking
legend, the goalkeeper can always catch the ball in the penalty area.
However, according to the marking legend and around the covered
positions, the goalkeeper can dive for the ball; then the dice must be rolled.
So, when an attacker wants to head the ball, and the goalkeeper is
alongside, then the goalkeeper will take the ball. If he needs to dive, then
the goalkeeper throws the dice first and when the goalkeeper misses the
ball, the opposing player can throw the dice.
If both players throw blank, the ball bounces 10 positions further. They
miss the ball.
Through pass
Players can pass to an open area, out of the opponent's reach, with one pass.
Remember, the ball will roll five spaces if it's not initially (the same turn)
picked up; this is for a direct pass. If a floating long ball isn't intercepted, it
will move ten spaces in the same direction.
If the ball falls (completely or a single bit, does not matter) within 1 square
near an opponent player/meeple, or when you draw a line and there is a
player in between the drawn line, then the through ball will not succeed, the
ball will be intercepted by the opponent…
The player can pass through, but the ball must not exceed the vertical
distance diced with the Dark Blue and Red dice. This distance is gained by
adding both dice.
When a player wants to give a through pass, then there must always be 1
square distance with the opponent players. If still the attacking player
persists on playing the through ball, the defending player captures the ball
in that direction…
So, the through pass, with a distance of 1 square to the defending players,
can be done to a preferred position within the diced range.
When the game is paused
Consider a penalty, a free kick, goal kick, throw-in, or corner kick… First,
the player playing the ball moves his players, then the defending player
must move his players. When play is stopped, the units can move freely
around the field.
Capture the ball
Once the attacker has played, the opponent can also capture the ball by
moving. If you have enough movement points, you can simply take over the
ball, but you will probably have to pass afterwards because you will quickly
be marked.
Goalkeeper ball or goal kick
The goalkeeper may kick the ball long from a goal kick position or by hand.
Normal rules comply for a goal kick. Except that when the ball is kicked by
the goalkeeper there is a bonus of +8 vertical and +8 horizontal… So,
counting starts at +8. When heading on, only the dice are used, not +8!
When the ball is in the hands of the goalkeeper, the keeper can move freely
in the penalty area for 5 movement points and then make the kick. Let us
assume that a 3 and a 7 is thrown = 15 and 11, now you can optionally kick
the ball 26 vertically. The player can even curl the ball…
The goalkeeper has nine designated spots in the penalty area, so he can
catch a long ball in nine different positions, according to the markings. Only
at the positions around the markings, where he can dive, the White dice
must be rolled.
When you dive for the ball, the ball goes 90 degrees towards a direction
chosen by the defender/goalkeeper. Or optionally towards the corner, when
diving on the goal line. If the goalkeeper dives and cannot reach the ball,
the ball surpasses the goalkeeper, and the goalkeeper loses his movement
points.
When an attacker shoots and the goalkeeper is within range, the goalkeeper
controls the ball, or when he can dive, the defender throws the White dice.
If odd numbers are thrown, the goalkeeper loses his movement points for
that turn. The attacker may decide what to do…
The orange area represents the area the goalkeeper can intercept into in the
penalty area, and the red area represents the areas he will always have...
When the orange area is covered, you roll the dice.
Like in a one-on-one situation against the goalkeeper, created by tiki taka
passing for example... Let us assume the goalkeeper marks the ball, has not
dived yet, throws an uneven number with the White Dice. A penalty kick…
When a low shot is taken on goal, the goalkeeper is still allowed to move…
When he has movement points of course.
See below, that the goalkeeper can dive to the ball… When the attacker
with the ball, passes a through ball towards the player… The goalkeeper
can dive. If he misses the ball, the goal is open… The player can take the
ball and score by dicing or by running into the goal…
You can also spot how a through pass must be given, without passing the
distance of 1 square with the defending players…
Tackles
You can tackle someone by rolling the White dice and throwing an even
number, 2, 4 or 6… By throwing an odd number, it's probably a free kick...
Once an odd number is rolled, you also have to roll the Light Blue dice.
When throwing 1 or 2, the player still captures the ball. The attacker cannot
move, no freekick. By throwing 3, 4 or 5, a Freekick is awarded to the
attacker. If a 6 is rolled, it means yellow card. When a 6 is thrown, the
White dice must be thrown again, with 50% chance that an even number is
thrown, a Freekick will be awarded without a yellow card. When an odd
number is thrown, a yellow card plus a Freekick is awarded.
So, after rolling a yellow card, you have to roll the White dice again!
So, in order: to make a tackle, the White dice is thrown, throwing an odd
number, then the other Light Blue dice is thrown, suppose you throw a
yellow card = number 6, then the White dice must be thrown again. 2x
yellow is red by the way.
Tackling and marking are different. The difference lies in the fact that you
mark according to the marking legend, and that you can tackle around the
player in these positions. By the way, the marking legend is optional, and is
for more advanced players…
The attacker can continue if you mark him, the defender can tackle the
player or ball… Marking does not mean that two opposing players are
adjacent to the ball.
If a player is marked, they may continue dribbling until the ball is captured
or tackled. Tackles are only allowed around the defending player, as
indicated in the marking legend. So, the defending meeple is then adjacent
to the player.
Tackling is done with sufficient movement points on the ball and optionally
according to the marking legend, where certain positions can be marked and
tackled.
A player can continue dribbling while marked.
So, if the ball is adjacent to an opposing player, they must pass or shoot, if
the turn ends and the ball is adjacent to an opposing player… If two players
are adjacent to each other, the defender is able to tackle!
After a successful tackle, the tackled player is unable to move for another
round and therefore loses his movement points for a round. If the tackle is
not successful, the defender loses his movement point for the same turn…
Marking
When the defending player stands side by side with an opposing
player/meeple, then the defender, if he has got movement points, can tackle
the ball. So, this is not the same as overtake the ball, no, this is tackling the
ball when two opposing players are side by side…
Fouls and penalties
Suppose a player is tackled incorrectly, like awarding a freekick, dicing
with the White and Light Blue dice, inside the penalty area, then the
attacker is awarded a penalty.
Scoring a penalty: the attacker must roll the White dice to score a goal.
When the attacker dices blank, the goalkeeper must dice, if it is also blank,
it is still a goal. When the attacker dices an even number with the White
dice, it is always a goal.
As a player, you are allowed to take down/tackle the opponent. Once you've
rolled an odd number with the White dice, you must then roll the second
Light Blue dice, which indicates the referee, with 1 and 2, awarding the
defender the ball; 3, 4 and 5 awarding a freekick and number 6 awarding a
freekick and yellow.
So, players roll a second dice in case of a possible foul...
This way you maintain variety and we can imitate the referee a bit…
A foul against a player, who has broken through, results in an immediate
red card. This is determined by the two players, who must acknowledge it
maturely. If it turns out that the player cannot be caught by a second player,
the player who takes him down is indeed given a red card.
Heading on
If a long ball is played, the player does not need to roll any dice again to
head the ball, but can be played immediately (heading on), using the dice
rolled in the previous turn.
Offside position
There's also an offside position... So, as soon as the ball is played to a
player standing behind the defence, the opponent is allowed to play the
ball...
Corners
A corner is taken by first determining the vertical position by rolling the
Dark Blue and White dice, vertically and then horizontally. You can
therefore pass short or diagonally, but you can also first determine the
vertical position and then add vertical + horizontal to determine the
horizontal position. This only applies to corners.
Suppose I roll 6 vertically and 7 horizontally, then I can add vertically +
vertically = 12 for vertical, and 14 horizontal. This means you get a real
cross ball; good or bad, it depends on the dice/luck.
A corner is headed by rolling the two dice, Dark Blue and White.
As soon as a goalkeeper stops a ball, it leaves the pitch and a corner must
always be taken… The position of the goalkeeper determines from which
side the corner must be taken.
The corner must be taken by choosing a maximum between 1 to 5 squares
vertically and rolling both dice and adding the horizontal up... This means
that the player can choose between 1 till 5 positions vertical and then throw
the dice and adding them up.
Dribbling
The player can dribble in any direction—diagonally, left, right, forward, or
backward. They can dribble until they score a goal or until they pass.
Players alternate positions, so the attacker dribbles the maximum allowed
positions for the players, and the defender must then try to win the ball
through positional play and clever moves, such as tackles and marking.
The players are also allowed to hide the ball from the opposition by moving
the ball to a different direction, around the axis of the player with the ball…
Without using any movement points.
4 Individual qualities of players
The players possess individual qualities. For example, the wingers are
usually faster, and the defence is usually slower, see table with the marking
legend for the speed of players. This means that, in positioning, some
wingers can cover four spaces forward, to the sides, or back, instead of two
for standard players in defence and midfield. Therefore, the wingers are
usually faster. The speedy advanced striker is also slightly faster, covering
three spaces at a time. Some full-backs also cover three spaces at a time.
See the marking legend for the individual qualities.
The defenders are naturally better at defending, which manifests itself in
that for every 8 positions per field, 3 positions are defended, including the
front and rear positions. This is called marking. Only marked sides can be
tackled. If the marking legend is used of course.
This is less true for the target man, this striker is difficult to mark, he wins
headers as soon as the ball comes towards him.
For example, the advanced striker is better at scoring and gets to think twice
on the ball. By rolling the dice twice, he aims at the goal twice. Other
players are only allowed to shoot/roll the dice once while shooting at the
goal.
So, there are two types of strikers: the target man and the advanced striker.
The advanced striker is faster than the target man and so he can dribble
more quickly. He also can throw 2x the dice for a shooting opportunity. He's
faster than most defenders. The target man is difficult for a defender to
defend because the target man has the heading priority, with the target man
rolling the dice, followed by the other players. The advanced striker relies
on his speed, dribbling, and scoring quickly by getting behind the defensive
line; heading is more the target man's specialty.
The Playmaker gets to throw twice and decide when to pass. This doesn't
apply to regular midfielders, who therefore throw once. Not for shooting,
only for passing, 2x.
The goalkeeper then stands on the left, right, or centre of his goal to be able
to stop the ball. For example, if the striker takes a shot and the ball rolls to
the left corner and the goalkeeper is on the left, he catches the ball. If he's
on the right, it's a goal. If he's in the centre, he always has a chance to catch
the ball going to the corner, but balls going to the left or right can also
become goals if the goalkeeper rolls the dice incorrectly. You actually can
choose a corner by throwing the ball out of the line.
For a goalkeeper, only the positions indicated by "1" on the image, see
before, don't require a roll of the dice. These positions are automatically
blocked by the goalkeeper, and the ball is stopped and caught. If a shot on
goal is blocked by rolling the dice for positions "2," the ball goes out of
bounds, and a corner is taken by the attacker. Or the ball bounces 90 degree
back to the field… The choice of the defender.
If you shoot from the left or right corner, the goalkeeper must obviously be
either in the right corner or in the middle, middle means rolling the dice for
goalkeeper positions “2”.
Long balls can be headed. If a player is marked by a central defender, they
lose the header, unless they're a target man. For example, suppose a fast
advanced striker is in front of the defence and the ball comes to them; the
central defender gets the chance to throw first and head first.
Captain
Each player may choose a captain from their starting eleven. This player
may protest to the referee if they commit a foul. In that case, they use one
of the six jokers, so they don't have to roll the Light Blue dice for a foul.
They must then state that they are using the joker; in the event of a foul,
they don't have to roll the second dice… Works best in the penalty area, I
suggest!
Playmaker
The Playmaker is allowed to roll the dice twice before passing, giving him
an advantage over other players and midfielders. They can decide to play
based on the first roll of the dice, or the second. So, if the pass opportunity
initially fails, they are allowed to roll a second time. They can then also
continue dribbling, provided they are unable to pass.
If the marking legend is used, the marking is very much reduced, so making
the midfield vulnerable against the opponent, while defending.
The marking legend
The marking legend indicates the positions, in which the player in question
can defend and also their speed. This makes it simple for central defenders,
as they can cover eight positions. Right-backs can usually only mark five
positions. The marking legend can make it more fun, but also more
complicated.
See the picture to see in which directions these players can mark other
players. You can see that this player plays 4-4-2.
If the marking legend is optional, all players mark 8 positions… As simple
as it can be.
Pictures
5 Summary of the most important rules of
the game
So, for passing, if you've thrown 5 and 7, you can pass a long ball
of 12 vertically or horizontally. You can also pass with the
coordinates 5 vertically and 7 horizontally or the other way around,
in any direction. You can also decide to pass only vertically or only
horizontally. Forward and backward must then be 5 or 7 positions,
and horizontally the same. For a long ball, players are then allowed
to use their movement points twice to position themselves to
receive the ball.
So, the ball can roll, and it rolls 5 or 10 spaces in the direction it
came from each turn after the initial pass. A diagonal pass also rolls
5 or 10 spaces diagonally, so from that point, it rolls diagonally in
roughly the right direction. A long ball rolls 10 spaces, and a ball
from the ground rolls 5 spaces further.
If opposing players are one position between two opposing players,
then a roll of the Dark Blue and Red dice is required to make a pass
in the desired direction.
Each turn you roll the dice and can decide whether to pass or
dribble... Unless, of course, two opposing players are adjacent to
the ball (at the end of the turn), then you must pass by throwing the
dice (or shoot).
The ball may not be shot or passed directly through a player; if the
ball is passed towards the opponent, the opponent is allowed to dice
and block the ball by dicing with the White dice and continue
playing (the ball bounces three spaces away at a 90-degree angle).
However, if it's a long ball (in which case it may be played over a
player)!
If the ball falls (completely or a single bit, does not matter) within 1
square near an opponent player/meeple, or when you draw a line and
there is a player in between the drawn line, then the through ball
cannot be played.
You can pass everywhere, but the ball must not exceed the vertical
distance diced with the Dark Blue and Red dice. This distance is
gained by adding both dice.
When a player wants to give a through pass, then there must always
be 1 square distance with the opponent players. If still the attacking
player persists on playing the through ball, the defending player
captures/intercepts the ball in that direction… The play continues.
If a long ball is headed on, the dice numbers (from the previous
turn) can optionally be followed, so that the same numbers are
repeated.
A lob or a high shot on goal involves all players; the goalkeeper
only has to catch it. A long ball allows the goalkeeper two runs, so
like 2 + 2 positions = 4.
When the goalkeeper is outside his box, the goal opportunity arises,
a one-on-one situation… Now, the player can also lob the ball by
playing the Dark Blue and Red dice and add the numbers… If the
ball falls in the goal and the goalkeeper cannot reach it, it is a
hit/goal. Normally the ball rolls from the ground if the dice are not
added!
The goalkeeper actually chooses a corner by throwing an even
number with the White dice. Only position "1" doesn't require a roll
of the dice. The ball is safe for the surrounding 9 positions. These
positions are typically blocked by the goalkeeper, and the ball is
caught. Blocking a shot on goal by rolling the dice, throwing even
numbers with the White dice for positions "2" results in the ball
going out of bounds, and a corner is taken by the attacker. Or the
ball bounces off with 90 degrees for 3 Squares at a 90-degree
direction.
If two opposing players are adjacent to the ball, they may head the
ball on or control the ball by feet, otherwise the ball will bounce 10
spaces further.
A long floating pass between two free players is also possible, but
both players can move their units twice before the ball hits the
ground. A long ball can also be headed further. Or gets controlled
with the, but the ball moves 3 positions further with 90 degrees
angle, if controlled with the feet. Heading has priority!
In a single turn, a player can give more than one pass, by tiki taka,
quickly playing the ball, without spending any movement points a
meeple/player can pass on the incoming ball by using through
passes… Tiki taka always exists of through passes…
There must be a limit for this, and this is set by time… After max. 3
tiki taka passes the opponent and attacker can move their players
again.
The defender moves first after max 3x successful tiki taka! So,
when the attacker uses a tiki taka, the players involved do not
move, the other meeples do move… And after a tiki taka, the next
turn, the defender starts moving his meeples…
When shooting at goal, the Dark Blue and Red dices must always
be rolled… The attacker must roll the dice to shoot. The ball can
optionally be curled by throwing the White dice as long as even
numbers are thrown, the ball curls, when an odd number is thrown,
the curl ends… Allowing players to try shots at goal… So, when an
odd number is thrown the curl has ended!
If you want to lob a ball, you lob the ball, you cannot, curl and lob
the ball… So, curling is in one direction only!
Whether a player is within range, is determined by placing a
straight line from the passing point to the position where the pass is
made. If an opponent is within one position of a through pass or
shot, the pass or shot can be intercepted. When a pass using the
dice is 1 square between the the defender, then the defender may
want to try to block the pass by throwing the White dice and the
defender throws 2, 4 or 6 to block. So, a pass with dicing can only
be blocked. The ball is not intercepted, and will move 3 Squares in
one direction with an angle of approximately 90 degrees!
Passing without dice must be done directly to the teammates. So,
through passes are also possible, forward, diagonally, or
horizontally. The ball can be passed diagonally, vertically, or
horizontally without dice. Therefore, no coordination is required
during a pass without rolling the dices. Curling is also possible! But
the Dark Blue and Red dice must be added to determine the
maximum vertical range of the pass.
When you have no clear shot, you can move the ball freely around
the player, and decide to shoot, dribble or pass…
The long ball bounces 10 spaces each turn in the same direction if it
hits the ground and isn't headed on or controlled by the feet. Unlike
a ball that rolls along the ground, which rolls 5 spaces further, each
turn...
A player has to be able to pass another player with a feint, by
throwing the White dice. When a player is passed by feinting, the
ball and the opponent player switch position if desired by the
attacker…
A lob over a goalkeeper, who has come out of his goal can be
achieved by taking the long ball. Outside the penalty area, the
goalkeeper cannot touch the ball with their hands at all, meaning
only their feet can be used, reducing the position they can reach to
5 positions…
But, if the player throws the two dices for passing, the ball cannot
be intercepted! Only the goalkeeper can intercept the ball by diving
into these by using the White dice. It can be blocked by throwing a
2, 4 or 6! By throwing odd numbers, the ball will roll in the same
direction… That is the difference with interception.
Within range of the ball, this means the unit is 1 square between the
pass direction and the ball is located, and when this ball is played
directly from the ground and is a through ball and not floating (long
ball), the ball can be intercepted.
When in control, the player can freely, without losing movement
points, move the ball around the meeple/player. This is possible,
but the 1 square distance with the opposing players must remain.
If the player persists on rolling the ball towards the opposing player,
then the defender can throw the White dice to tackle the ball. If this
action fails, the defending player/meeple loses all of his movement
points, that turn. It works like feinting. With the risk that you lose the
ball.
Heading: because the attacker gets to dice first, except for a duel
with a goal keeper and a central defender, and if they roll an even
number with the White dice, the defender doesn't have to throw
anymore; the ball is headed by the attacker. With a target man vs. a
goalkeeper, it is the goalkeeper who throws the dice first. And a
target man vs. central defender, then the target man throws first. If
they roll an even number with the White dice, they can head it on.
As soon as an odd number is rolled, the opposing player must
throw. If this player also rolls an odd number, the ball bounces 10
positions further. They miss the ball.
Long balls can be headed. If an attacking player is marked by a
central defender, they lose the header, unless they're a target man,
in which case the attacker must roll the dice first. For example,
suppose a fast advanced striker is in front of the central defender
and the ball comes to them; the central defender heads it. With a
target man, if the ball lands in an adjacent position and both players
are in the right position, the target man must roll the dice. Wing
backs have no priority!
If two central defenders stand adjacent to each other, waiting for a
header duel with the attacker, the defender has 2x chance to throw the
White dice. If there is a target man, still the target man throws first…
A player can decide to cross the ball into the box, or make some
kind of a cross ball/long ball of this kind somewhere in the field,
then the player must take 1 till 5 movement points, so 1 to
maximum of 5, and then dice with the Dark Blue and Red dice.
Now both dice numbers are added and the cross is made. So,
reasoning from the starting position of the player, the player must
take 1 to 5 vertical and then dice and make the cross. If you dice
you have to make the cross…
The cross ball is a floating ball if added, otherwise it is a low pass. If
it is a floating ball, then 2x movement points, otherwise 1x.
When play is paused, units can move freely around the field.
Once the attacker has played, the opponent can capture the ball by
just moving; if you have enough movement points, you can simply
take over the ball.
When the defending player stands side by side with an opposing
player/meeple, then the defender, if he has got movement points,
can tackle the ball. So, this is not the same as overtake the ball, no,
this is tackling the ball when two opposing players are side by
side…
The defender can tackle a player, which the defender is marking, by
rolling an even number with the White dice. Marking is standing
adjacent to an opposing player. If an odd number is thrown, you
also have to roll the Light Blue dice with number 1 and 2, the
defender captures the ball and the attacker cannot move for one
session. Or a 3, 4 or 5 is thrown, which means that a freekick is
awarded to the attacker; if a 6 is thrown, it is a freekick, but the
defender must throw the White dice again, if an even number is
thrown, it is just a freekick, no yellow, if an odd number is thrown,
it is a yellow card. The attacker wins a free kick.
So, in order for a yellow card: to make a tackle, the White dice is
thrown, when an odd number is thrown, then the Light Blue dice is
thrown, suppose you throw number 6, then the White dice must be
thrown again.
The tackling is done with sufficient movement points on the ball
and optionally according to the marking legend, where certain
positions can be marked and tackled.
If a player is marked at the end of their turn, if their turn ends and
they are marked, they must pass or shoot. So, when two players and
their turn are next to the ball, the attacker must act!
In a penalty position, the attacker must roll the White dice and
throw an even number to score a goal. There's initially a 50%
chance of scoring. But the keeper must also throw an even number,
otherwise it is still a goal. So, there is little chance the goalkeeper
will stop the ball. If the ball is stopped, the ball rolls over the
touchline or is blocked, determined optionally by the defender.
If you roll two yellow cards for the same player, you receive a red
card, and the player is removed from the game.
If a long ball is played, the player does not need to roll any dice
again to head the ball, but can play immediately (heading further),
using the dices rolled in the previous turn. If the ball is passed
according to the diceless principle, the two dice, Dark Blue and
Red, must be rolled.
There's also an offside position... So, as soon as the ball is played to
a player standing behind the defence, the opponent is allowed to
play the ball...
The goalkeeper may kick the ball long from a goal kick position or
by hand. Normal rules comply for a goal kick. Except that when the
ball is kicked there is a bonus of +8 vertical and +8 horizontal…
So, counting starts at +8. When heading on, only the diced numbers
are used, not +8!
When the ball is in the hands of the goalkeeper, the keeper can move
freely in the penalty area for 5 movement points and then make the
kick. Let us assume that a 3 and a 7 is thrown = 15 and 11, now you
can optionally kick the ball 26 vertically. The player can even curl the
ball…
A corner is headed by rolling the two dice, Dark Blue and Red.
A corner is taken by first choosing a vertical between 1 to 5, then
determining the horizontal position by rolling the Dark Blue and
Red dice. The numbers achieved, are added to each other and
horizontal is decided…
You can therefore pass short or diagonally, but you can also first
determine the vertical position and then add vertical + horizontal to
determine the horizontal position. This only applies to corners.
Curling is also possible by throwing even numbers with the White
dice.
As soon as a goalkeeper stops a ball on the goal line, it leaves the
pitch and a corner can be taken… The position of the goalkeeper
determines from which side the corner must be taken. The
defender/goalkeeper could choose to block the ball, the ball
bounces back with three positions in an angle of 90 degrees.
The advanced striker is better at scoring and is able to aim twice to
score a goal. By rolling the dice twice, he aims at the goal once, but
he can do this twice. Other players are only allowed to roll the dice
once for shooting.
The target man is difficult for a defender to defend, because
heading involves the target man rolling the dice first, followed by
the other field players. In a central defender versus target man
match, the target man rolls first. Vs. a goalkeeper, the goalkeeper
rolls first.
The Playmaker is allowed to throw twice the Dark Blue and Red
dice and decide when to pass (just like the Advanced Forward, this
time for passing).
So, if the pass initially fails, there is an opportunity, they are allowed
to roll twice. They can then continue dribbling, provided they are
unable to pass. When the first throw was not taken, then the second
throw is decisive, so, the player cannot choose between the first and
the second throw, you take the opportunity as is!