Lisandro Nembrini & Gonzalo Rodrigo. Version 3.0

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1 Lisandro Nembrini & Gonzalo Rodrigo Version 3.0

2 Rules First Recommendations 3 Game Components 3 Match Settings 3 Initial Hand 3 Starting Line Up 4 Discards 4 Match Length 5 Game orientation and direction 5 The Board 5 The Pitch 5 Booking area 5 Passes & Advances reference 5 Players value reference 6 Shot on Goal area 6 Goalkeeper influence area 6 Game Mechanics 7 Attacking turn 7 Defensive turn 7 Playing your cards 8 Ball Cards 8 Passes 8 Advances 9 Challenge 10 Marking 10 Close Pass 10 Defensive & Attacking Actions 12 Dribble & Tackle moves 12 Face-off 12 Referee Die 13 Tactical moves 13 Attacking Dribbles 14 Defensive Tackle Moves 15

3 Shot-on-Goal 16 One on one 17 Assist 17 Goalkeeper Save 17 Goalkeeper Pass 18 Team Repositioning Phase 19 Tactical Pads 19 Attacking Tactical Moves 20 Defensive Tactical Moves 23 Match Progress 26 Kickoff 26 Game Stoppages 26 Foul 26 Yellow card 26 Red card 26 Penalty shot 27 Free kick 27 Corner kick 27 Goal kick 27 Throw-in 28 Substitutions 28 Offside 28 Goal 28 Half time / Full time 28 Injury time 28 Extra time 28 Penalty shootout 28 External Factors 29 Game Modes 29 The Cup 29 Striker mode 31 Ace mode 31 Quick match 31 Legends (Expansion) 32

4 First Recommendations It is highly recommended to know the basic rules of football to fully enjoy Soccer City. Take some time to learn and assimilate the game. Soon you'll notice the similarities with real football. Learn how to play your cards. They're your weapons during the match and the key of the game. Match success will largely depend on your ability and wits in playing them. The game also has a random component, but is mostly based on the ability, skill and intuition of the Coach to play his cards. Game Components The set contains: - The game Board. - The Referee Die - The Score. - Two teams with 10 players and 1 goalkeeper each. - The Ball Yellow & Red cards. - 2 Tactical pads. - 6 card decks: o 25 cards with Attacking Actions o 25 cards with Defensive Actions o 25 cards with Shots on Goal o 25 cards with Goalkeeper Saves o 48 cards with Ball Actions o 17 cards with External Factors. Match Settings Initial Hand A hand of cards is given to each coach after shuffling: - 3 Attacking Action cards - 3 Defensive Action cards - 2 Shot-on-Goal cards Provide each coach with the following cards as well. These 4 Ball cards constitute the coaches Initial Ball Card Hand: - 2 short, 1 medium and 1 long Shuffle the remaining ball cards, of all three card types (short, medium, long) together to form one ball card deck. Deal Initial ball cards hand before second half and extra-time halves, if there is extra time to play. Then place the card decks beside the game board and each coach takes his Tactical Pad. 3

5 Starting Line up Before kick-off, each Coach decides the position for 6 players and goalkeeper on the board. The two remaining players will be substitutes. Place your players on your defending half. It is not allowed to have 2 pieces (either same team or different) on the same hex. Place the ball on the center spot. Team that is taking the kick-off place one player on their own half on an adjacent hex. Players have different attack and defense values according to their numbers and their possible role on the pitch: - Goalkeeper, Number 1: 4 GK points, 4 Defensive points (Outside the penalty box the defensive value is reduced 2 points), and 1 attacking point in the opponent penalty box. - Defenders, Numbers 2, 3 & 12: 4 Defensive points, 1 attacking point - Defensive Midfielders, numbers 4 & 5: 3 Defensive points, 2 attacking points - Attacking Midfielders, Numbers 6 & 7: 2 Defensive points, 3 attacking points - Strikers, Numbers 8, 9 & 14: 1 Defensive point, 4 attacking points ** Numbers 12 and 14 are only used in Cup mode. Discards Turn down your cards and keep a maximum of two of them. That is, keep none, one or two when a Discard occurs: - After each goal, coaches can take an optional discard. Ball cards cannot be discarded. - Coaches must make a mandatory discard at the end of the first half. Ball cards must be discarded when the half ends. - In case of extra time, coaches may make an optional discard. Ball cards must be discarded. When cards are discarded or played, they should be placed in discard decks beside their respective card decks. When a deck is depleted, shuffle the respective discard deck to form a new deck of the given card type. This does not apply to the ball cards, because the half is over when the Ball card deck becomes empty. 4

6 Match Length Match length is given by Ball card deck. This deck is made of 45 cards that are being picked by players during the match. First half is over when there are no ball cards left on the deck. For second half 3 Extra ball cards are added, playing as Injury Time, totalling 48. If score is drawn after second half then players might play the Extra Time. TIP: Each half is minutes. In case you are more than 2 players it may be a good idea to play one-half matches only, or play Quick Match Game Mode. Game Orientation and Direction Every hex in the playing field is surrounded by 6 other hexes. Three hexes are ahead and 3 hexes are back, taking as a reference the direction of your attack. As such, we will refer to "Moving a player forward" as moving the player through the field using one of the 3 hexes between him and the opponent's goal line. In the same fashion, we will refer to "Moving a player backward as moving him through one of the 3 hexes between him and his own goal line. In addition, when we refer to a player Advancing with relation to advances, dribbles, tackle moves or tactical moves, the given action may be performed in the direction of any of the 6 hexes surrounding the player in question. The Board Main area is the Pitch, made up with hexagonal spaces in a honeycomb grid, where the match is played. Partial hexes on the board are playable. Bear in mind that hexes that have a line across them belong to the area that line demarcates (i.e. Hexes that are crossed by the penalty box line fully belong to penalty box). On each player side there is the Booking area, numbered from 1 to 9, where you may control the yellow and red cards your players may receive. In the right corner of the board there are two guides, passes and advances, a quick reference on how to use your Ball cards. 5

7 You have Players Value reference, where you may check defensive/attacking values of your players depending on their number. Shot-on-Goal Area Shoot on goal inside this area only. Shot-on-goal area will be limited to the area depicted in the diagram. GK Influence Area Goalkeeper will be able to make a save whenever he is within this area. In case the shot from the attacker is made from outside the penalty box, the Goalkeeper Influence Area will be limited to within the Penalty Box lines. When the shot is made from inside the box, Goalkeeper influence area will be limited to the area depicted in the diagram. 6

8 Game Mechanics The game is turn-based. Each turn is made of an attacking move and defensive move. Once your turn is over you must replace cards played by drawing new cards from the corresponding card decks. Attacking Turn First one to move is the attacking team, the team that possess the ball or the one that had it in the last turn. Attacking turn is made of 4 sequential phases that you can either play or skip: 1. Pass or Advance. Player with the ball piece in the same hex may make a pass or advance with it using a Ball card. 2. Attacking Action. You may play your attacking action cards in two different ways: Make a dribble to avoid your opponent's tackle move. Use the tactical move on the card. 3. Shot-on-Goal. Use the shot-on-goal cards to try a shot on target. The shot-on-goal card used will compete with goalkeeper save card. 4. Team Repositioning. Once your turn is over is the time to reposition your team for your next turn. Defensive Turn After the attacking team is done it is time for the defensive turn: 1. Defensive Action. You may play your Defensive Action cards in two different ways: Make a tackle move and try to steal the ball from your opponent. Use the tactical move on the card. 2. Team Repositioning. Once the defensive turn has finished it is time to reposition your team before the next attacking turn begins. 7

9 Playing Your Cards Ball Cards You may use Ball cards to pass the ball to your team mate or Advance with it. You may only play one ball card per turn unless you get an attacking action card allowing you to play one more. Passes Coach decides the length of the pass. The length of the passes is dictated by the length of the pass card played by the coach: Short pass Ball moves up to 4 hexes Medium pass Ball moves from 5 up to 8 hexes Long pass Ball moves from 9 up to 12 hexes. Both the player advance and passes must be made following only a straight line of hexagons from where the player and ball are. There are exceptions to this rule when making square passes and close passes as explained later in the rulebook. Long and medium passes are high passes, avoiding an opponent located more than one hex from the passer of the ball or where it ends up on the board, be it a teammate or an empty hex. However, an opponent will block medium or long pass at the beginning of the ball s path, as a consequence, such pass cannot be made. If the teammate who is to receive the pass is marked* there will be a challenge*. *Explanations on page 10. Short passes are ground-level passes. An opposing player located anywhere in the trajectory of a pass would block said pass, so it cannot be made. Short passes do not trigger a challenge, regardless as to whether or not the attacking player receiving the pass is marked or not. 8

10 TIP: It is not necessary to make a pass to a hex which has another member of your team. You may decide to make a pass to a hex close to your player and then try to reach the ball on the Team Repositioning phase or even on your next turn. Square pass You may also make a pass to a team-mate that is alongside the ball bearer, in parallel to midline. In this case: Short pass: 1 hex Medium pass: 2 hexes Long pass: 3-4 hexes Square Passes can be blocked by placing defenders on both of the hexes directly adjacent to the ball origin, through which the ball would pass. There may not be an empty hex between the two defenders. Medium and long square passes are also high passes, working the same way as explained previously. Advances Short advance Player moves 1 hex with the ball. Medium advance Player moves 1 hex and the ball moves 2 hexes. Long advance Player moves 1 hex and the ball moves 3 hexes. To make a pass or advance the ball must be on the same hex as the player. You cannot make square advances. 9

11 Challenge A Challenge decides which team will play the ball on the following turn. A Challenge happens when the player that should receive the ball from a medium or long pass, Corner Kick or any other set-piece is marked. There is also a Challenge in some cases when you use your Attacking Tactical Moves. A Challenge is settled by throwing the normal dice, numbered from 1 to 6. Both players throw the dice and higher score wins and gets the ball. If you both roll the same number the defender will get the ball. If the player receiving the ball is marked by two or more opponents then there will be two or more different Challenges. The Goalkeeper always adds +2 points to his die roll during the Challenge in his own penalty box, when the Goalkeeper is the player making the challenge. Marking A player that is receiving the ball is marked when there is an opposing player on any of the 6 spaces surrounding his hex. If there is no player around he is un-marked. Close pass Close passes are not made using ball cards and hex lines do not apply. They are used on kick-off, throw-in, set-pieces and some tactics you will find on Attacking Tactical Moves such as Give-and-Go. If a close pass is made following a straight line, as a normal short, medium or long pass, it will be considered as one of them respectively, but cannot be intercepted with the Defensive Tactical Move Defensive Anticipation. A close pass up to 4 hexes will be considered as a short pass, same rules as for short passes apply. If longer than 4 hexes, it will be considered as a long pass, same rules as long passes apply, therefore if the receiver is marked a challenge has to be played. A close pass cannot be done in case 2 opponent players are located on the 2 hexes beside ball origin. Picture the pitch divided into 6 sections, based upon extensions of the 6 hexes surrounding the hex in which the passer is located. Defenders will block a close pass if they are on both of the hexes, directly adjacent to the hex containing the passer, through which the ball would pass to reach its intended target. There may not be an empty hex between the two defenders (see pic below): 10

12 Short close passes (up to 4 hexes) may be blocked by having two opponents together along the physical line between passer and receiver: 11

13 Defensive & Attacking Actions Attacking action cards are played during the second phase of the attacking turn and can be used as a Dribble to leave an opponent behind or as a Tactical move, shown on the card. Defensive action cards are played during the first phase of the defensive turn. They are made of Tackle moves, blocks and some other ways to try to steal the ball from the attacker, but may also be used as a Tactical move shown on the card. Only one attacking or defensive action can be used on each turn. Dribble & Tackle moves Both dribbles and tackles are scored from 3 to 5 points shown on the top left of the card. Below the card value you will find the move you can play with it. Found below the card s move is the defensive tackle your attacking move beats, or the attacking move your defensive card blocks: this means you will always beat your opponent with that move regardless of the total points scored by each player. Below the card's picture are the moving instructions for one or both players to perform, once you leave your opponent behind or steal the ball from the attacker Face-off Ball bearer may commence a face-off versus a defender whenever the defender is on an adjacent hex. In case there are more than 1 adjacent hex with a defender the ball bearer may choose who to face. Alternatively, a defender may commence a Face-off versus the ball bearer in case he is placed on an adjacent hex. The Coach who starts the face-off must warn his opponent and choose one of his attacking/defensive cards to face the other, who will choose the defensive/attacking card of his wish. Both coaches will show their choice at the same time, adding his attacking or defensive points to attacking or defensive player value. If the defender's point total beats his opponent's, he will gain possession of the ball and make the move shown on his card. If the attacker wins the face-off he will make the move shown on his attacking action card and begin the following attacking turn. o If the defender is behind the attacker the attacking coach may decide whether to make the move shown on the card or just advance 1 hex with the ball. 12

14 If a draw is produced a foul is committed by whoever started the face-off, unless he decides to roll the Referee Die. o A defensive foul is whistled when the defending team have started the face-off o An attacking foul is whistled when the attacking team have started the face-off. When the player that wins the Face-off finds an opponent player in his path while doing the move shown on the card he will pass the player as if he wasn't there, but if this second player is on the destination hex the winning player will stop at the previous hex. NOTICE that during a Face-off, whatever the outcome, a new attacking turn will begin for the team that gains possession of the ball. Referee Die A player that commits a Foul may decide to throw the referee die to avoid the free-kick, but at the risk of being booked by the referee. In case the coach decides not to throw the referee die there will be foul and a free-kick for the opponent on the hex where the ball piece was placed. The possible decisions of the referee are: Whistle: Referee whistles the foul and a free kick for the opponent is awarded. Player booked: Yellow card for the player that decided to throw the die and a free kick for the opponent is awarded. The Ball - Match Goes on! Player that threw the dice will begin a new attacking turn after both players have done the movement stated on his card. In case of attacking foul (attacking team starts the face-off) dice sides with yellow cards will be considered as mere foul. In case the foul is made inside the penalty box both whistle and yellow card decision will mean a yellow card for the defender. Tactical Moves Tactical moves are shown on the top right side of each card. You may choose to play the tactical move instead of your dribble or defensive tackle move. There are some tactical moves that can be played at different moments of your turn, before a pass or advance to leave your defender behind, or stealing the ball from the attacker by leaving a player in an offside position with Offside Trap. Tactical moves are described on the Tactical Pads. 13

15 ATTACKING DRIBBLES MAIN SITUATION DRIBBLING Start a Dribble whenever you have a defending player on a hex besides the ball bearer. SCISSOR MOVE NUTMEG Move 2 hexes around the defender. SELF PASS Move defender 1 hex aside and move attacker 2 hexes around it. CROQUETA Move attacker 2 hexes forward and place defender on the former attacker hex. SOMBRERO Attacker moves 3 hexes forward and defender moves 1 hex forward. ROULETTE Swap attacker and defender positions. CAROUSEL Swap attacker and defender positions. Attacker moves 1 hex forward and defender moves 1 hex forward. ELASTICA Swap attacker and defender positions and move attacker 1 additional hex forward. Move attacker 3 hexes around defender and move defender 1 hex in the direction of your choice. Move attacker 3 hexes around defender and then move defender 2 hexes in the direction of your choice. * In case the Dribbling is lost, Attacker can play an additional dribble move, unless the tackle move specifically blocks Dribbling (i.e. Blow), in which case the attacker cannot use this property. If dribble move wins both players will make the move shown on the winning card and the attacker will start attacking turn. 14

16 DEFENSIVE TACKLE MOVES MAIN SITUATION PULL Make a Tackle move whenever you have an attacker with the ball on a hex beside your player. BACK UP SHOULDER CHARGE Swap defender and attacker position. Defender steals the ball. SLIDE TACKLE Defender moves one hex backwards, steals the ball and move attacker one hex of your choice forward. BLOCKING Defender steals the ball and moves attacker one hex in same direction the defender was following. PRESSURE Swap defender and attacker positions. Defender steals the ball and moves one hex forward. CUT OFF Defender steals the ball and moves 1 hex in any direction. BLOW Defender steals the ball and moves one hex forward. Move attacker piece in any direction. TACKLING* Defender steals the ball and moves 2 hexes in any direction. Defender steals the ball, moves 2 hexes forward with it and moves attacker one hex in any direction. Defender takes attacker hex, steals the ball and moves attacker one hex in any direction. * In case the Tackling is lost, defender can play an additional tackle move, unless the dribble move specifically beats Tackling (i.e. Nutmeg move), in which case the defender cannot use this property. If tackle move wins both players will make the move shown on the winning card and the defender will start attacking turn. 15

17 Shot-on-Goal Shot-on-Goal is the third phase of your attacking turn. Pick one of your Shot-on-goal cards to shoot. Find shot-on-goal value on the top left side of the card. On the bottom of the card you will see the conditions to get a Special Shot with additional points. It is a must that the attacker is unmarked on the three hexes between him and the goal line, unless he receives a long/medium or close pass and wins the challenge. Team mates do not block the shot-on-goal, unless there are three own players on these three mentioned hexes. It does not affect the Shot-on-goal if the attacker is marked on the three hexes behind. It is also necessary that the attacker is inside the shot-on-goal area on the Board. Get shot-on-goal value adding your card points to your player's attacking points. GOAL - In case shot-on-goal's total score is above goalkeeper save total value SAVE Goalkeeper save total score is above shot-on-goal sum. TIE Both scores are equal, follow instructions described on goalkeeper save card. 16

18 One on One Play a One-on-One move when ball bearer is inside the penalty box and the only player defender has is the goalkeeper. Add +1 point to your shoton-goal score. Assist Make a Short Pass inside from goalkeeper influence area to inside penalty area. Add +2 points to your shot-on-goal score if ball gets to your team mate and decides to shoot. Goalkeeper Save The coach draws the top card from the goalkeeper save card deck when the attacker shoots on goal. Goalkeeper piece must be inside goalkeeper influence area. Show your card right after shot-on-goal card from your rival is unveiled. Total score of your save will be the result of adding goalkeeper save score to goalkeeper defensive points. Some special saves will beat certain shot-on-goal cards regardless of the score. Find this save on the top left corner of your card. Below save description is shown the move to be done if your card wins. It is shown on the lower right corner of the card the move to be performed if the scores of save and shot-on-goal are equal. Tie-break moves might be: 17 Clears the ball! - Goalkeeper clears the ball and sends it 4 hexes in any direction of the defender's choice (straight line).

19 o If ball piece gets to a hex with no players then the team repositioning phase begins, defender starts, continue until the ball is regained by any player. Corner kick Attacker gets a corner kick Out Shot is out of target and defender regains ball possession with a Goal kick. Post hit Ball bounces off the post the attacker decides. After that the die is rolled and depending on the result the following will happen: - Numbers 1, 2 and 3 ball bounces 4 hexes in the direction of the drawing. POST HIT! Number 1 Number 2 Number 3 o If ball piece gets to a hex with no players then the team repositioning phase begins, attacker starts, continue until the ball is gained by any player (i.e. Numbers 1-2). o Player intercepts the ball in case it is placed on one of the 4 hexes of the ball direction. Then that player starts the attacking turn (i.e. Number 3) - Numbers 4 and 5, ball goes out. (Goal kick) - Number 6 is goal. Goalkeeper Pass (after blocking) Goalkeeper blocks the shot-on-goal when goalkeeper save score is higher than shot-on-goal total score. Once ball is blocked the GK may move one hex free in any direction and then begin the attacking turn with a pass using a ball card. GK cannot keep the ball longer than 2 attacking turns, but he is limited to the single move he may make immediately after making the initial save. 18

20 Team Repositioning Phase At the end of attacking and defending turn Coaches may reposition his team. Both attacking and defending coaches may move 1 hex each player. Attacking Turn. The player that has the ball cannot be repositioned. Players that have been moved on the attacking turn cannot be repositioned. Defending turn. Players that have been moved on any defensive tactical move cannot be repositioned. Tactical Pads Each coach has a tactical pad as a guideline on how to use the different tactical moves shown on the cards. Find both Attacking and defensive tactical moves on each side of the pad. Any tactical move can only be played on its attacking/defensive turn, unless the tactical move conditions say the opposite. You must have the tactical move card to run the action. 19

21 Attacking Tactical Moves Give and go (1-2) Attacker makes a close pass to a teammate located a maximum of 4 spaces away. First attacker moves up to 2 hexes. Second attacker passes the ball to the first player using a short pass. The ball must land within a distance of 2 hexes of the first attacker. *Play this tactic right before pass/advance phase. Crossing Pass Choose one teammate on the opposite side of the pitch (sideline to sideline) and pass him the ball using a close pass. Both players have to be in the same half of the pitch and a maximum of 4 hexes to their respective sideline. The chosen player moves 1 hex with the ball. *This tactic is played after the pass/advance phase. Pass to the Box Choose a team mate in the penalty box and pass him the ball using a close pass from anywhere in the attacking half. *This tactic is played after the pass/advance phase. 20

22 Sideline Advance Choose a team mate who is within 4 hexes behind the player in possession of the ball. Move him forward a maximum of 4 hexes in parallel to the sideline. *This tactic is played after the pass/advance phase. * If there is any other player on his way, blocking his run, the chosen player will move 1 hex to one side and keep on advancing. Slip From the Defender Choose a marked team mate and move him 1 hex away from the defender. This player must be unmarked after using this tactic. One of your players must have possession of the ball when you make this tactical move. *Play this tactic right before pass/advance phase. Fast Break Choose up to 2 players in the defensive half and move them forward a maximum of 2 hexes. The ball goes to one of the 2 players using a close pass. *This tactic is played after the pass/advance phase. 21

23 Additional Pass/Advance: Make an additional pass or advance. *This tactic is played after the pass/advance phase. + Sprint: Player that makes a medium or long advance moves an extra hex. *This tactic is played after the pass/advance phase. One-Touch Pass/Advance: During the team repositioning phase, if any of the players takes possession of the ball, that player will be able to play a pass or advance. You cannot play a One-Touch Pass/Advance if any of your players had the ball before the team repositioning phase. *This tactic can be only played right after player repositioning phase. Reposition your team. If any of your players catches the ball you can play a pass or advance. 22

24 Defensive Tactical Moves Defensive Anticipation Defender waits until the attacker makes a medium or long pass. Move the defender right after the pass is completed by moving him 1 hex to intercept the ball. The ball will be intercepted on the adjacent hex to the passer or receiver of the ball. *This tactic can only be played right after attacker makes a medium or long pass. Pressing Choose a maximum of 2 defenders that are at a maximum of 3 hexes from the attacker with the ball. Move them a maximum of 2 hexes to mark the player with the ball. *This tactic can only be played on your defensive turn. 23

25 Offside Trap Defender waits until the attacker makes a short, medium or long pass. Move a maximum of 2 players 1 hex to catch the opponent in an offside trap. *This tactic can only be played right after the attacker makes a short, medium or long pass. Goalkeeper Anticipation The Goalkeeper waits until the attacker makes a Pass to the Box or a Corner Kick. If the ball receiver is unmarked, and the goalkeeper is located up to 2 hexes from him, the GK moves up to 2 hexes and intercepts the ball from any of the 6 hexes surrounding the receiver. Then the GK starts his Attacking turn. If there is not free hexes surrounding the receiver (inside the penalty box) the GK will intercept the ball from his hex. *This tactic can only be played right after attacker makes a Pass to the Box or a Corner kick. Tactical Foul Right after an unsuccessful tackle move, the defender commits a foul on purpose against the attacker. The defender interrupts attacker s turn in order to reposition his team. This tactic is always punished with a yellow card to the defender without the need to roll the referee die. *This tactic can only be played after the result of a face-off. 24

26 Backward step Two of the defenders located in their own half of the pitch can go back 2 hexes towards their own goal. *This tactic can only be played on your defensive turn. Defensive Retreat Choose up to 2 players located in the opponents half of the pitch, and move them back a maximum of 3 hexes. *This tactic can only be played on your defensive turn. Mark the man. All defenders located 2 hexes (no more no less) from an attacker can move up to 2 hexes towards him. *This tactic can only be played on your defensive turn. 25

27 Match Progress Find below a range of possible events and situations you may find when playing your match. Kickoff Place a player on the hex beside center spot. Make a close pass to a team mate. A ball card is not required to make this pass. Then attacking turn begins for kickoff team. Kickoffs occur at the beginning of each half, at the start of extra time and each time a goal is scored. Game Stoppages Repositioning Game stops when the ball surpasses any line, in case of foul or offside. Coaches may then relocate their players, attacking coach first followed by the defensive coach. Restrictions to player repositioning: -Attacking team mates cannot be positioned adjacent to each other, so they need to be separated by at least one hex. -The defending player cannot be placed marking an opponent that is not within shot-on-goal area. -Throw-in: reposition only 2 players in case of throw-in -Do not reposition any player when GK blocks the ball. -Attacking tactical moves cannot be played on the following turn after the match is resumed. Foul There is a Foul when the attacker and defender get the same score during a face-off. The player who starts the face off may decide to throw the referee die and accept its decision: yellow card, foul or resume the match. Free kick will be played from same hex the attacker was when the foul happened. In case of foul within the penalty box there will be a penalty shot. In this case, every face of the die will mean foul + yellow card save for Match goes on! Yellow Card Your player will be booked when: You decide to throw the referee die when defending a foul and get the yellow card faces of the die. You decide to throw the referee die when defending a foul inside own penalty box and get any result but Match goes on! In any case after using the tactical move Tactical Foul. Red Card Your player will be sent off when he is booked for the second time with yellow card. Your defending player will get a red card when he commits a foul, within his shot-on-goal area and no other defending player (excluding the Goalkeeper) is present within the shot-on-goal area. Furthermore, the Goalkeeper will receive a red card if he commits a foul within shot-on-goal area and no other defender is present within the shot-on-goal area. In this situation it is mandatory to roll the referee die. The player gets the red card in any result but Match goes on! If the Goalkeeper is sent off the coach needs to choose any player from his players that are already in the game to play as goalkeeper, getting 3 goalkeeper points. Player will keep defensive and attacking values. Two players sent off from the same side ends the match with a 5-0 loss for the team. 26

28 Penalty Shot A Penalty shot is whistled when a defender commits a foul against the ball bearer within the penalty box. Both coaches take 3 cards from the ball card deck: a short pass, a medium pass and a long pass card each. Take the cards from the discard pile when the ball card deck is depleted. After the penalty shot is resolved, each coach must return the 3 ball cards that they received, for the purpose of the taking of the penalty shot (1 short, 1 medium, 1 long), to the exact same ball card deck and/or ball card discard pile from which they were drawn. If any of the ball card were drawn from, and subsequently returned to, the ball card deck, the card deck is then shuffled before play resumes. Each coach will choose one of the cards and they must show them at the same time. It is a goal if cards are different, and goalkeeper will save the shot if both cards are the same. Free Kick Kick the ball using a ball card or shoot on goal (if the foul was made within the shot-on-goal Area). Take a shot-on-goal card at random from anywhere in the deck if you decide to shoot. You must place a player in the hex with the ball to make the free kick. Defender may use a Defensive Wall to protect his goal from the shot. Place 2 players 2 hexes away from kick spot between it and your goal line. Add +1 defensive point to the goalkeeper save thanks to the wall. To surpass the defensive wall, the shot card value must be at least 10 or higher after modifiers have been applied. If the modified Shot card value is below 10 points the shot is blocked by the wall. The defensive coach awards possession of the ball to one of the players that formed the wall (defensive coach s choice) and his team switches to offense and begins their attacking turn. In the event that the defensive coach elects not to use a defensive wall, the shot will automatically reach the goal (resulting in a goalkeeper save attempt) regardless of the Shot card value. Corner Kick It is not required to place any of your players on the corner to kick it. Kick the corner kick as a pass (using a ball card) or as the tactical move Pass to the box, choosing which player would receive the ball. It is not necessary to have that tactical Move Pass to the box to play it. If chosen player is marked there will be a challenge. If unmarked, he will be free to shoot. Goal Kick Take a Goal Kick whenever there is a shot-on-goal with a result of OUT on the goalkeeper save card, o whenever the attacking team causes the ball to go out of bounds over the defenders goal line. You must place the Goalkeeper or another player in the hex with the ball to make the goal kick. Take the goal Kick from any hex within the goal area. Make a pass using a ball card to leave the Penalty Box. 27

29 Throw-in A throw-in is made whenever the ball goes out of bounds over either of the two sidelines. The throw-in is performed by the team that did not cause the ball go out of bounds and is performed from the spot at which the ball went out of bounds. It is not required to place a player on the touch line to make a throw-in. Make a close pass to any team mate closer than 4 hexes. After the pass you may proceed with your attacking turn. Substitutions Coaches may do a maximum of 2 substitutions during the match. Substituted players cannot go back into playing again. The substitutions may only be made during Game Stoppages. Offside A player is in an Offside position when closer to the opponent's goal line than both the ball and the second-to-last defender (which is usually the last outfield player) including the goalkeeper, and also in the opponent's half of the pitch when receiving a pass from a team-mate. You may also catch your opponent offside by using the Offside trap tactical move. When an offside occurs, play is halted. The defending team is awarded possession of the ball and will become the attacking team. A Game Stoppage and Repositioning occurs. Once both teams are repositioned, play resumes with the new attacking team performing a free Kick from the hex in which the player was deemed to be offside. Goal Get a goal when shot total score is higher than goalkeeper save total score. Half Time / Full Time Halves are over when the ball card deck is out of cards and one of the players uses the last ball card in his hand. -If match is tied at the end of full time coaches may agree to play the Extra Time -If extra time is tied coaches may decide the match on penalty shootout. Injury Time At the end of second half, when the ball card deck is out of cards and one of the players uses the last Ball card in his hand, coaches add 3 Extra Ball cards. Ball bearer decides which card value will be played thereon. Once the injury time is started (first extra ball card has been played) players have to toss aside any remaining ball card they would have. Play the 3 extra balls only. Extra Time Play extra time if full time ends with a draw. Deal 4 new Ball cards to both coaches: 2 short, 1 medium, 1 long. Leave the deck with a total of 15 Ball cards (9 short, 4 medium, 2 long). Agree with your opponent whether to play extra time in 1 or two halves. No additional time is played after extra time. Penalty Shootout Play penalty shootout to decide match winner in case the score is a draw at the end of extra time. Each team shoots 5 penalties. Each team will shoot an extra penalty if draw continue after the first 5, until the draw is broken. Penalty shoots work as those that happen during the match (see Penalty Shot). 28

30 External Factors Some defensive and attacking action cards are marked as External Factor (EF symbol). Whenever a coach plays a dribble or tackle move car (not tactical moves) marked with the external factor symbol, that coach will draw the top card from the external factors card deck. In the event that both coaches play cards that contain an external factor symbol during the same face off, only the coach that wins the face off draws an external factor. The external factor card is played immediately and its effect takes place upon the completion of the current turn (attacking or defensive respectively). Played external factor cards are placed beside the game board while the effect lasts. Some external factors will cancel each other out (as stated on the card), when this happens mentioned card is discarded. However the majority can be used in conjunction with each other during subsequent turns. When the EF card deck is out of cards, shuffle those which aren't in use and replace the deck. Game Modes All game modes are optional and mutually compatible. The Cup Cup mode emulates a Playoff Tournament (The Cup) with the common rules of this kind of match, external factors adapted to the advantages and disadvantages of playing Home or Away and with a larger squad to be able to adapt your tactics to more attacking or defensive depending on circumstances. Rules Additional players (12 & 14) are one Defender and one Striker Each squad has 11 players, but only 9 may be activated for the match. Only 7 players (6 position players and 1 GK) may be on the field as normal. When you decide playing this game mode, add the Cup mode EF to the rest of the game's EFs: Tactical Revolution, Heroic, Refreshing Player, Time Loss, Home Referee Before kick-off, both opponents must agree on the playing order (which team will be the Host for first leg and which one the Visitor). If there is no agreement, toss a coin to decide the order. 29 Players booked with a yellow card in first leg will be banned for the second. This rule only applies to the first 2 players booked from each team.

31 Players booked with a red card will be banned for second leg. Players booked with a red card in the second leg may not participate in the next round's first leg in case the team qualifies. In case of a tie on aggregate, away goals rule applies. If the tie on aggregate remains at the end of the second leg, extra time will be played (See extra time rules in the Match Progress section). In case of an equal score after ET, play Penalty Shootout. (See below). Penalty Shootout: The penalty shootout takes 5 penalty shot per team. Team that scores more shots will win the match. If the equalizer persists after the first 5 shoots, Sudden Death will be played (one penalty per team to break the tie). Settings for the Penalty Shootout: Both opponents agree which one shoots first. If no agreement is reached, toss a coin. Both shooter and goalkeeper will take 3 cards from the deck of balls: 1 short, 1 medium and 1 long. These balls represent the direction of the shot. Shooter will place in front of him the deck of shots on goal. These represent the height of shot. The goalkeeper, will take 2 cards from the deck of goalkeeper saves: One of 5 points and one of 6 points. Execution of the Penalty shots: Shooter selects one ball card of the 3 picked. Then take a random card from the deck of shots on goal. Next, goalkeeper will select one of the 3 ball cards of the one picked and one of his goalkeeper save cards. Both players will show their cards at the same time and then compared values: Possible outcomes Goalkeeper will save the shot if both players show a short ball...both, GK and shooter show same ball card and GK Save card value ties shot on goal card of the shooter. The penalty shot be out if... shooter shows a medium or long ball card and a shot-on-goal card above 7 points. Otherwise, it is GOAL. 30

32 Striker Mode Play without the shot-on-goal card deck. Use the Striker mode guide to check the conditions required to shoot. As for the ordinary match, player that shoots on goal must be within the shot-on-goal area. Striker Mode Guide Bicycle Shot. 9 points. Shoot on goal while inside the penalty area and unmarked after receiving a long or medium pass or Pass to the box. Lob Shot. 8 points. Shoot on goal while in or out of the penalty area, the goalkeeper being situated more than two hexes from his goal line. SuperClass Shot. 8 points. Shoot on goal while inside the penalty area and unmarked after a successful face off. Header. 7 points. Shoot on goal while inside the penalty area after receiving a long or medium pass or Pass to the box. Spiral Shot. 7 points. Shoot on goal while outside the penalty area and unmarked after a successful face off. Missile. 7 points. Shoot on goal while outside the penalty area and unmarked. Half Volley Shot. 6 points. Shoot on goal while in or out of the penalty area and unmarked after receiving a long or medium pass or Pass to the box. Low Shot. 6 points. Shoot on goal while inside the penalty area. Long distance Shot. 5 points. Shoot on goal while outside the penalty area. Ace Mode Ball cards will have the value each player chooses at the time they are played. Decide which value suits you better either as a pass or advance. Tactical moves that let you play more than 2 ball cards apply all the same. Renew the ball cards played after your turn. Each coach will have 2 ball cards only. Match length will be the same, playing a total of 45 ball cards. Quick Match Match length is around minutes, real time. Reduce the ball card deck to 20 plus the initial hand of each coach: 13 Short ball cards 5 Medium ball cards 2 Long ball cards 31

33 Legends (Expansion) Legend Mode is a Soccer City expansion (not included) consisting of 33 additional cards featuring legendary players. Each Legend has his own number and defensive-attacking skill values, plus some additional unique attributes consisting of 3 advantages and 1 Special Skill each. Legendary player selection Legendary player selection is limited to 2 players per team in regular & friendly games and 3 players per team in The Cup mode games. There are no limitations on player selection when playing an All Star Game, as explained below. Player position numbers 12 & 14 are included in the above selection process, and may be included in your squad for regular, friendly and Cup games. Beginning with the home team, each coach selects a legendary player, in alternating fashion. Player position numbers may not be duplicated within the same squad. For example, you have selected a legendary player, who is a #2 defender, for your squad. No additional players may then be assigned to your #2 defender position. All Star Game (Variation) The All Star Game variation removes the Legendary Player restrictions. The same player selection process and rules, as described above. You may, however, field teams filled entirely with Legendary Players. Legendary Player cards must be placed along the side of the board so that each coach may easily see each Legend s values and skills. You may not hide Legends card from your opponent! Defensive and attacking values Legends card values will replace regular player values that wear same number on the pitch. Therefore, a regular player position number 6 is an attacking striker that usually has 3 attacking points and 2 defensive points. If you pick a Legend to play your #6 position (Attacking Midfielder), the attributes for that Legend are used instead. For example, if you select Be la Papp, his attributes of 3 Attacking points and 3 Defensive points will be used for the position. 32

34 Advantages Advantages are additional points that the legendary player will add to his usual values every time a given action is performed. It applies to dribbles, tackles, shots on goal, saves and challenges. i.e: Bela Papp will add +2 points to his total score whenever he performs a croqueta (+3 attacking points, +4 points due to croqueta action, + 2 points because HE IS A LEGEND advantage = 9 points). Bela will increase his defensive score by 1 point whenever he performs a Tackling (+3 defensive points, + 4 tackling action points, +1 advantage point because HE IS A LEGEND = 8 points) Bela will add 1 point to his Shot-on-goal when he shoots a missile (+3 attacking points, +8 Missile shot points, +1 advantage point = 12 points) Advantage additional points in Shot on goal actions will only apply if the Shot can be performed according to its special conditions. Legends that have advantage points in challenges will add these additional points to the dice toss value. Special Skills These special skills are unique to each Legendary Player and can only be used when such player is on the pitch. A Legendary player s attacking tactical move related skills may only be used when that legendary player initializes the attacking tactical move. In other words, he must be in possession of the ball at the beginning of the attacking action phase. A Legendary player s defensive tactical move related skills may only be used when the legendary player participates in the defensive tactical move. Special skills that require ball possession (such as passing, advancing or dribbles) may only be performed by the legendary player if that player is equipped with the skill and is possession of the ball. In addition, special skills that apply to tackle moves may only be used if the legendary player is the player attempting the tackle move. Attacking and defensive special skills, relating to tactical moves, must be performed at the same time that the given tactical move is being performed. Special skills, related to passing or advancing, must be performed during the passing/advancing phase. Special skills, related to shots on goal, may only be performed when shooting on goal. Special skills, related to face offs, may only be performed when a face off occurs. 33

35

36 ELEGÉ Ibérica Design by Lisandro Nembrini & Gonzalo Rodrigo Artwork by Jorge Consuegra Special Thanks Carlos A. Rodrigo Gregg Prendergast Christian Amey ELEGÉ Ibérica. All Rights reserved.

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