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 meeples
The meeples, the soccer players, also need to 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 only dive diagonally
and downwards, covering exactly 15 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 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…
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.
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 vertically and a 9 horizontally,
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 vertically and 9 horizontally, you
always have to pass diagonally or some such miscommunication…
You can pass only vertically, only horizontally, and also diagonally, or
take the long ball by adding horizontally and vertically, or you
coordinate on the map the vertical and horizontal counts…
So, if you've thrown 5 vertically and 7 horizontally, as in the example
above, you can pass a long ball of 10 vertically and 14 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…
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 short pass 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 vertically and 3
horizontally, 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 15
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.
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 the 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 rolls a maximum of 5 spaces...
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,
a so-called soft shot. The goalkeeper then gets two chances, 2x
movement points, to catch the ball. The goalkeeper may use his
movement points twice to catch the ball. Other players may also use
their movement points twice.
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.
Passing the ball
If the ball is marked, that the ball is within the reach of two opposing
players, within one position distance to an opposing player, the
player whose turn it is, must play the ball in a direction.
So, when you're marked, you must pass or shoot. With or without
rolling the dice. Marking, is ending two players movement points next
to the ball. Then the attacker must do something with the ball.
The ball may not be passes or shot straight through a player; if the
ball is heading towards the opponent, they may continue playing or
they intercept by dicing the White dice...
The ball cannot be intercepted in the case if it's a long ball! If a long
ball is headed on, the dice markings must be followed, so the same
numbers are repeated. Or the player throws the Dark Blue and Red
dice.
So, when a player wants to pass through players, there is a chance
that the pass will be intercepted by the defending players… The
defender could throw even numbers with the White dice.
Then an imaginary line is created from one position to the other,
where the defending players who can intercept the ball are within 1
square range of the ball. When a ball is intercepted, the ball bounces
towards a direction the defender chooses, with 90 degrees angle.
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 they can catch the ball!
- A floating ball may be passed over a player. A low ball may
be intercepted by an opponent if it lands in the marking area
or goes through an opponent, then the defender throws the
White dice, if an even number is thrown, the ball is
intercepted and moves 90 degree, and 3 movement points,
towards a direction the defender chooses. A long ball can be
headed on, provided it lands in the marking area.
- A floating ball, if not headed, will hit the ground and move 10
positions if not intercepted by a footballer. If a defender marks
the opponent, the defender is allowed to head the ball on,
otherwise the ball will bounce 10 spaces further.
- Heading a long ball is also a long ball, so 2x movement
points.
Pass and shoot without a dice
- If a player plays the ball and is marked, by the opponent at
the end of the turn, he must pass or shoot with the dice.
Marking is like both attacking and defending meeples ending
the turn next to the ball.
- 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 short 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...
So, 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…
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
dice with the football logo, or it is a goal.
For passing without a dice, a player must be free to catch the ball
and the player giving the pass must be free to pass…
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.
- 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…
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:
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!
Passing a player
There has to be room for some teasing… So, a player has to be able
to pass 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 movement points for that round… So, suppose
I have a winger with 4 movement points, the left back overtakes him
and marks the ball. So, tackling is different, with a tackle he can
touch the ball, with a chance of touching the opponent, then the
defender has to throw the White dice, so he can take the ball, and
the defender must possess enough movement points to touch the
ball.
With marking, there is no tackle yet. 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... 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. A playmaker is allowed to
pass through after one even number with the White dice.
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 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 to, the attacker must signal
this, and if the defender also fails to head, the ball will bounce 10
spaces away.
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...
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 four
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.
So, if both players miss by throwing the White dice the ball bounces
10 spaces further in the same direction.
A long pass can be intercepted with the foot if the opponent is not
present. So, if the long pass is played and there is a player available
to head it, but the opponent is not present, you can choose to
intercept the pass with your foot. The ball will then roll forward at a
90-degree angle in three positions, the angle of which is your choice,
either forward or backward, relative to the ball towards…
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.
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.
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
cannot be intercepted, no opposing player must be within 1 Square
range of the drawn line.
When the ball is intercepted, the ball moves three positions towards
a position to be determined, namely 90 degrees towards the pass
direction. Because ball control is the issue, a pass cannot be
controlled directly; you have to intercept the ball. This can be done,
but the ball will move to the forward or backward direction with an
angle of 90 degrees, the defender chooses the direction. This means
the ball is intercepted, and to regain control, it must move three
positions away from the player. With the risk of losing the ball again!
If an opponent intervenes between the pass direction. If the ball is
within reach of a player with two positions around him, he can try to
intercept it by throwing an even number with the White dice. If he
throws an even number, like 2, 4, or 6, the interception is successful
and the ball will roll at a 90-degree angle with three positions… So,
you can't pick up the ball directly! 90 degrees with three positions
forward or backward, to be determined by the defender.
A shot on goal can also be intercepted once by selecting one player
in the path of the shot. The defending team then rolls the White dice.
If a player is within one square/position of the ball, the defending
player can roll the White dice to intercept the ball… This means a
good pass to the covered position can be achieved by rolling both
dice, with a fair chance that it will be intercepted.
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.
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
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.
When the game is paused
Consider 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.
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.
The orange area represents the area the goalkeeper can dive into in
the penalty area, and the red area represents the areas he is always
allowed to dive into. When the orange area is covered, you roll the
dice.
When a low shot is taken on goal, the goalkeeper is no longer
allowed to run, but only to dive to the positions indicated with number
2.
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 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. By throwing 3, 4 or 5, a Freekick is
awarded to the attacker. If a 6 is rolled, it means yellow card. The
White dice must be thrown, with 50% chance that an even number is
thrown, with an even number, a Freekick is 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.
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 advanced players…
The attacker can continue if you mark him, but then he must finish
with the ball outside the reach of the opposing players.
Suppose the striker runs towards the goalkeeper but is overtaken by
an opponent and ends up in a marker position, then he has to shoot
or pass.
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. Or always when the
opposing players are within reach of the ball, when the marking
legend is not used. So, the defending meeple is then adjacent to the
ball.
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 cannot continue dribbling while marked, but if you are the
attacker and have movement points, you may leave the marked area
until the ball is caught, marked, or lost.
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…
After a successful tackle, the tackled player is unable to move for
another round and therefore loses his movement points for a round.
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. In other words, the attacker
must roll the White dice with the football to score a goal. When the
attacker dices blank, the defender must dice, if it is also blank, it is a
goal. When the attacker dices an even number with the White dice, it
is 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.
Optionally, the corner must be taken by choosing
5 squares vertically and rolling both dice and adding the horizontal
up... This would invalidate the first rule in the book. This means that
the player cannot choose between 1 till 5 positions vertical and then
throw one dice and adding them up 2x. So let us assume a 7 is
thrown, then the ball goes towards 14 horizontals, with optional 1 to
5 vertical…
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…
So, a player rotates on their axis, so they don't waste any movement
points; they only waste movement points by changing their position.
So, upon receiving the ball, you can immediately turn with it and hide
the ball. So, you can rotate on your axis and then pass!
4 Individual qualities of players
The players possess individual qualities. For example, the wingers
are usually faster, and the defence is usually slower. 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 more often 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
once. 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 can
dribble 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 choose a corner by
throwing the ball. The goalkeeper actually chooses a corner by
rolling the dice. Only positions indicated by "1" on the image, see
before, doesn'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…
Playmaker
The Playmaker is allowed to roll the dice twice before passing, giving
them 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 twice. 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. This makes it simple for central defenders, as
they can cover eight positions. Right-backs can usually only mark
three 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 vertically and 7
horizontally, as in the example above, you can pass a long
ball of 10 vertically and 14 horizontally. You can also pass
with the coordinates 5 vertically and 7 horizontally, in any
direction. You can also decide to pass only vertically or only
horizontally. Forward and backward must then be 5 positions,
and horizontally 7. 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. 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. Importantly, rolling
the dice doesn't mean you have to pass with the dice (you
can also dribble further or shoot at goal).
Each turn you roll the dice and can decide whether to pass or
dribble... Unless, of course, you are marked (at the end of the
turn), then you must pass (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 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 a player plays the ball and is marked by the opponent at the
end of the turn, he must pass…
If a long ball is headed on, the dice markings (from the
previous turn) can 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.
If a central defender marks the opponent, the defender may
head the ball on, 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, but the ball moves 3 positions
further with 90 degrees angle.
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!
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 can be intercepted, the defender throws the
White dice, throwing 2, 4 or 6.
Passing without dice must be done directly to the teammates.
Through passes are also possible, but only 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!
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...
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.
Within range of the ball, this means the unit is between the
pass direction and the ball is located, and when this ball is
played directly from the ground and not floating (long ball),
the ball can be intercepted. When the ball is intercepted, the
ball moves 3 positions towards a position of 90 degrees to
the pass direction. So, this can be done in two directions at
90 degrees, forwards or backwards… The choice of the
defender.
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 a 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
defence 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.
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.
You can tackle a player by rolling an even number with the
White dice. 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: 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, they must
discard the ball; if their turn ends and they are marked, they
must pass or shoot. So, when two players and their turn and
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 a goal.
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. When passed
with the Dark Blue and Red dice, the ball is not floating…
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...
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 could choose to block the ball, the
ball bounces back with three positions in an angle of 90
degrees.
Only sides that are marked can be tackled.
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 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 no 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!
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.