Soccerrolling! (RPG & Football)
Soccerrolling! (RPG & Football)
BASIC MANUAL
INTRODUCTION
EMAIL:
[email protected]
Vinícius Alves
Adriano Peres
1
INDEX
CHAPTER 1: INTRODUCTION - TRAINER SHEET AND BASIC
ATTRIBUTES .................................................................................. 4
Name, Age and Nationality ............................................................... 4
Fame ................................................................................................ 4
Potential ............................................................................................ 4
Luck .................................................................................................. 4
Season.............................................................................................. 5
CHAPTER 2 - GAME RULES ......................................................... 6
Special Rule: Considerable difference in PR .................................... 8
Tiebreaker: Overtime and Penalties ................................................ 9
CHAPTER 3 - CHAMPIONSHIPS AND TEAMS............................ 10
National Cup ................................................................................... 12
National Championship................................................................... 13
1st Division ..................................................................................... 14
2nd Division .................................................................................... 15
3rd Division ..................................................................................... 16
Comments ...................................................................................... 17
UEFA Champions League .............................................................. 17
UEFA Europa League..................................................................... 19
UEFA Super Cup ........................................................................... 20
FIFA Club World Cup...................................................................... 20
CHAPTER 4 - END OF SEASON .................................................. 21
Definition of Positions ..................................................................... 21
Experience ...................................................................................... 21
Goals .............................................................................................. 24
Negotiations .................................................................................... 26
Employment Contracts and Proposals ........................................... 27
CHAPTER 5 - ADVANCED RULES AND OTHER IDEAS ............ 29
Tactical Posture .............................................................................. 29
Squad ............................................................................................. 34
Negotiation Narrative ...................................................................... 39
Veteran Players .............................................................................. 39
Legendary Players .......................................................................... 40
Friendly Games .............................................................................. 42
Summary ........................................................................................ 43
Collective Interview ......................................................................... 47
2
Extras!............................................................................................. 49
Writing your story! .......................................................................... 49
How to play? ................................................................................... 50
LIST - OTHER TEAMS ................................................................... 51
SOCCERROLLING! - ONE YEAR OF LIFE! ................................ 55
FINAL CONSIDERATIONS ............................................................ 56
TRAINER SHEET ........................................................................... 57
3
CHAPTER 1: INTRODUCTION - TRAINER SHEET AND BASIC
ATTRIBUTES
Soccerrolling can be played alone or with several friends. For
this game, we will use a random factor to find out if we will be
successful in what we intend to do, in this case, the dice. We will
use dices with 6 sides (d6) and 20 sides (d20). At the end of this
book we will have the Trainer Sheet for you to fill out. If you want to
start playing as soon as possible, go to the Summary topic, which is
on page 51. We will now know the Basic Attributes:
Fame: This attribute acts as a level; The higher this value, the
better known you will be. You will start the game with 0 Fame
point. It also reflects your experience, and the higher the value,
the more players will learn your instructions; It also facilitates
proposals for other teams. You will earn points when you
accumulate Experience Points (EXP); You will see later on how
this works;
When choosing your team, you will have to do a calculation,
as you will start with Fame 0, and this will reflect in the club's
potential. For that, you will have to add 4 to your Fame Points,
and the result will add the Potential of the chosen club. Finally,
you will divide the total by 2, and if it results in a decimal value,
round it down.
4
does not please you or is not sufficient to achieve your goal. You
can only use this point ONCE PER MATCH. It is worth
mentioning that this point expense must be made IMMEDIATELY
after the bad roll, and not after defining the results. This value will
decrease one point with each use; Each time you start a new
season, roll 2d6 + 3 again to determine the new value; You will
NOT under any circumstances spend lucky points to redefine
results. If Luck points remain at the end of the season, they will
NOT accumulate for the next season.
5
CHAPTER 2 - GAME RULES
Scrolling Score
2d6 of the match
2-3 3x3
4-6 2x2
7- 9 1x1
10-12 0x0
6
If the PR is greater than the opponent's by more than 1 point,
the match had a winner! For that, we will roll 2d6 twice: One move to
define the GOAL MARGIN and another to define the SCORE:
7
Suppose I am training Chelsea (Pot. 7) and will face Brighton
& Hove Albion (Pot.5); I will play this game at home, so I will have
+1 to the total roll; I got a '8', while the opponent got a '7'; Adding it
all up, we have: Chelsea, PR 16 (7 + 1 + 8) and Brighton & Hove
Albion, PR 12 (5 + 7), determining Chelsea as the winner in that
match, as Chelsea's PR was higher than the limit of 1 point; I did the
roll to determine the Margin of Goals (7) and another for Score (9),
which defined the result: Chelsea 1x0 Brighton & Hove Albion;
I continue at Chelsea; Now, I will visit Everton (Pot. 6); Everton
has a bonus for playing at home; First we will roll over to the
principal, who got an '8'. I rolled a '4'. All in all, we have: Everton 15
(6 + 1 + 8) and Chelsea 11 (5 + 6), determining Everton as the
winner in this match, as Everton's PR was higher than the 1 point
limit; I scrolled to determine the difference (9) and another for the
result (4), which defined the result: Everton 3x1 Chelsea;
Another match; I will face Newcastle (Pot. 6); I play at home,
so I will get +1 in the total roll; I got a '9', while the opponent got a
'12'; Adding it all up, we have: Chelsea 17 (7 + 1 + 9) and Newcastle
18 (12 + 6); Despite having lost in the comparison of the PRs, the
margin of 1 point guaranteed a draw; I did the roll to determine the
tie (4), which defined the result: Chelsea 2x2 Newcastle;
Considerable difference in PR
Value of
Conclusion
margin
05-10 +1 in Pro Goals or -1 in Contra Goals
11-15 +2 in Pro Goals or -2 in Contra Goals
16-20 +3 in Pro Goals or -3 in Contra Goals
8
5 and 10 points indicates that it should be adding a pro goal for the
winner or removing a goal that may have suffered, therefore, the
winner decides between changing the result of Everton 3x1 Chelsea
to: Everton 4x1 Chelsea or Everton 3x0 Chelsea;
Extension
Result
Conclusion
from 2d6
5-10 There were no goals
10-11 The team scored 1 goal
12 The team scored 2 goals
Result
Narrative Effect
from 2d6
2 Look out, look! Connect! A ball in your post!
3 Do something! They have already won 1d6 corners!
4 Don't get involved, brother! They are coming up with everything ...
5 Jeez! I think the teams want to take it to penalties ...
6-7 Wow!! Game caught, balanced! Nobody gives up! It's football!
8 You have a good touch of the ball ... Keep it up!
9 The opposing team is dominated! Just one more effort ...
10 That! You scored a goal! Keep it up!
11 Wow! What a magnificent goal! It hit the post before entering!
12 Beauty! You scored two goals! Unbelievable!
9
If a winner is still not determined, move on to the Penalty
Stage, rolling 2d6 also for each charge:
Penalty shootout
Result
from Conclusion
2d6
2-5 Missed charge
6-12 Converted charge
Result
Narrative Effect
from 2d6
You are crazy? Your kick ended up in space! Put your foot in
2
shape!
I do not believe! The ball hit the post! It will be unlucky like that in
3
Asgard!
4 Lost! The goalkeeper caught there in the left corner!
5 Lost! The goalkeeper caught it in the right corner!
6 GOAL! The goalkeeper came to deflect, but he entered anyway!
7 GOAL! Hit in the middle of the goal! Indefensible!
GOAL! Perfect collection, in the right corner! The goalkeeper
8
would never reach!
GOAL! Perfect collection, in the left corner! The goalkeeper would
9
never reach!
10 GOAL! What a fright! It hit the post and went in! It is us!
11 GOAL! Creepy and firm! Congratulations on training hard!
GOAL! Nice collection! Goalkeeper didn't even come out in the
12
photo! Where the owl sleeps!
10
o 1st Division
o 2nd Division
o 3rd Division
11
NATIONAL CUP
After choosing your team, you will have to roll 1d20 and
consult the tables below to find out which division your opponent will
come from. Soon after, you will play 1d20 again and consider the
amount rolled with the teams' disposition in the list of each division.
If your opponent is a 2nd Division team, consider +4 in the d20 roll
and note the teams' disposition in the division's list.
12
Table 1 Round Table 2 Round Table 3 Round
Value Division Value Division Value Division
d20 of team d20 of team d20 of team
1-6 1st Division 1-9 1st Division 1-11 1st Division
7-13 2nd Division 10-16 2nd Division 12-18 2nd Division
14-20 3rd Division 17-20 3rd Division 19-20 3rd Division
NATIONAL CHAMPIONSHIP
13
Ex .: Suppose I am training Crystal Palace, and at the end of
the championship I end up with 53 points; Looking at the table, we
see that I would be between the 7th and 8th places; The margin for
7th place is 3 points (56-53 = 3) and for 8th place it is 2 points (53-
51 = 2); Therefore, Crystal Palace ended its participation in 8th
place. Suppose now that I did not do very well, and scored only 43
points; I was between 12th and 13th places; Since the margin is one
point for both the top and bottom positions (44-43 = 1 and 43-42 =
1), we will consider the top position, that is, 12th place.
CLASSIFICATION TABLE
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
87 79 73 68 64 60 56 51 49 47
11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
45 44 42 41 40 37 36 33 30 23
14
National Championship - (2nd Division)
CLASSIFICATION TABLE
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th
92 86 81 77 74 72 70 68 65 63 62 59
13th 14th 15th 16th 17th 18th 19th 20th 21st 22th 23th 24th
58 57 55 54 52 51 49 48 47 44 39 32
15
National Championship - (3rd Division)
The 20 teams play each other, in turn and return, totaling 38 rounds;
The first three will be promoted to the 2nd Division;
CLASSIFICATION TABLE
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
87 79 73 68 64 60 56 51 49 47
11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
45 44 42 41 40 37 36 33 30 23
16
COMMENTS
17
Ranking target for tournaments with 4 teams
10 8 7 4
You can, if you want, list and assemble all the groups and
simulate all the matches to define the classifieds. You can also
simulate the performance of other teams not controlled by the
player. After making all of your team's matches, roll 2d6 and add up
to three times the Potential of each of the other teams. After defining
your team's position, I order the other teams according to this roll in
the other positions, in descending order. If there is a tie in this sum,
consider the 2d6 roll as a tiebreaker. The teams that were
champions in their groups will have the advantage of making the
second match as home team in the round of 16. Determine at
random which group of keys the group champions will play (Hint:
use 1d8!). After defining the principals, do the same roll for the
runners-up.
EIGHTHS OF FINAL
18
The 16 qualified teams will face each other in a knockout
system, round trip, with qualified balance. In the event of a tie,
penalties are decided. The winners will go on to the quarter-finals,
where the teams with the best campaign will always be the home
team.
QUARTERFINALS
SEMIFINAL
19
balance qualified. In the event of a tie, penalties are decided. In the
second phase, the 16 teams face off, from where eight will emerge,
who will proceed to the next phase;
At this stage, the remaining eight will join the eight teams that
were eliminated in the Champions League, but were in 3rd place in
their groups. Therefore, this phase will have 16 teams again. The
winners will advance in succession until the final, which will be made
in a single game and on a neutral field. The champion guarantees
the place for the Champions League edition of the following year.
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CHAPTER 4 - END OF SEASON
DEFINITION OF POSITIONS
How the focus will be only the team that we will be training, we
will have to simulate the results of the other teams that are
participating together with yours. First define your team's position in
the championship. Then, list all the teams in the division in question,
and roll 2d6 for each of them, and add up to triple their potential.
Order them, allocating teams in descending order. In case of a tie
between them, use the criterion of the highest value rolled in 2d6. If
there is still a tie between two or more teams, roll again between
them to break the tie. That way, you will have, roughly speaking, the
resolution of the championships, where you will have the champion,
the classifieds and the teams that will be relegated.
EXPERIENCE
21
2 - Performance in the National Championships (1st Division):
22
preliminary round, consider +2 EXP in your total performance;
If you end your participation in Continental Championships in the
group stage, consider +5 EXP in your total performance;
If you end your participation in Continental Championships in the
round of 16, consider +10 EXP in your total performance;
If you end your participation in Continental Championships in the
quarterfinals, consider +15 EXP in your total performance;
If you end your participation in Continental Championships in the
semifinals, consider +25 EXP in your total performance;
If you end your participation in Continental Championships as a
finalist, consider +50 EXP in your total performance;
If you end your participation in Continental Championships as a
champion, consider +100 EXP in your total performance;
At the end of the season, add up all the EXP you have earned.
For every 50 EXP earned, you will raise your Fame by one level,
improving the performance of the teams you coach, in addition to
getting better contracts in the future.
23
Performance in the National Cup: 3rd Round (3 XP);
2nd Division performance: 3rd place (15 XP);
Total Wins: 4 in the National Cup + 25 in the National
Championship = 29 Wins (29 XP);
Total Draws: 1 in the National Cup + 11 in the National
Championship = 12 Draws (4 XP)
Total: 3 + 15 +29 +4 = 51 XP
GOALS
When you are hired by a club, the board will call you and offer
you a Goal. If at the end of the season you fulfill it, your contract is
renewed for another season. The goal works as follows:
When you finish the championship dispute, see what position you
will be in, and compare with the list made to know where your
team will fit; If your team stays:
24
Let's assume that I finished in 7th place at the end of the
championship. Therefore, I was in the range between 4th and
10th placed, destined for teams of Potential 7, above my initial
range. I pleased my directors and secured a contract for another
year!
Result
Narrative Effect
from 1d20
I'm sorry, friend! You did not meet our expectations and we will
1-5 have to let you go ... We wish you the best of luck in your new
team!
You gave us several scares! You are a dedicated professional,
6-10 but we cannot jeopardize our investment. We will have to dismiss
him! More luck in your new team!
Very well! We had ups and downs in this championship! We will
11-15 give you a vote of confidence in the leadership of this team! But
be more cautious going forward, okay?
After a long meeting with the club management, we decided to
continue investing in your project, as we believe it was just an
16-20
accident on the way! Congratulations, we'll be together next
season!
25
o Below the starting range:Unfulfilled goal and dismissal, with
reservations; If you fall, or are two levels below your starting
level, you are fired at the end of the season. If you are not
demoted, you will have to roll the table below with 1d20:
Result
Narrative Effect
from 1d20
You haven't met your goal, coach! You did not meet our
1-15 expectations and we had a huge loss! We are waiving you and
wish you success in the future!
You haven't met your goal, coach! However, his effort was
visible, and after a long meeting with the management of the
16-20
club, we will give him a vote of confidence, and renew his
contract ... But, please, no more scares!
NEGOTIATIONS
26
After defining the next season, with the necessary adjustments
(accesses or descents), list all the teams from the three leagues.
Apply the possible bonuses due to the performance of the teams
(access, descent or titles), and soon after, you will play 1d20, and
the result you will compare with the following table:
SIMULATION TABLE
NEGOTIATIONS
d20 Resolution
1 Lost 2 points in Potential
2-4 Lost 1 point in Potential
5-16 Potential does not change
17-20 Earned 1 point in Potential
After the end of the season, roll 1d6 and add your Fame value;
The result will indicate the number of proposals you will have;
27
NEW PROPOSAL
OF JOB
d20 Resolution
Team proposal with -1 Potential in
2-6
relation to your team
Team proposal with the same
7-9 Potential value in relation to your
team
Team proposal with +1 Potential in
10-11
relation to your team
Team proposal with +2 Potential in
12
relation to your team
I will scroll to find out the level of the teams that the proposals
came from. For this, I will roll 2d6 three times. '2', '5' and '8' came
out, and looking at the table, I received two team proposals with
Potential -1 in relation to my team, and a team proposal with
Potential equal to mine;
Finally, I list the teams that meet the conditions of the roll, and do
a random roll according to the number of teams to find out where
the proposal came from;
28
CHAPTER 5 - ADVANCED RULES AND OTHER IDEAS
TACTICAL POSTURE
In any match, you may want to change the way you play, in
search of a desired result. Then, you will change your Tactical
Posture. There are two forms of tactical stance: the Offensive stance
and the Defensive stance. You will decide this BEFORE the start
ofand some games and by changing the way you play, you can be
successful in taking risks, or have a catastrophic result.
If you choose to use a tactical stance, right after you make the
Start Resolution rolls, you must make two more rolls, one for
POSITIVE EFFECT and another for the NEGATIVE EFFECT:
29
Tactical Posture
Modifiers
Potential Value Modifier
from some team Potential
0 -3
1-2 -2
3-4 -1
5-6 0
7-8 1
9-10 2
11-12 3
This scrolling simulates the adaptive capacity that the team will
have to adopt the chosen posture, combined with their experience
as a coach. After these two rolls, you will find out what the positive
and negative effects were by looking at the table below.
Remembering that you will apply the bonuses and penalties AFTER
you have made the Match Resolution and even knowing the result of
the game.
30
Positive Effect for Offensive Posture
Result Narrative Situation Consequence
2-8 Your team is playing the same way, without any evolution! -
9-11 Well, it's having an effect! Keep it up, look! + 1 goal scored
31
Suppose I am training the Manchester City (Pot. 8) and I will
have a match against Tottenham (Pot. 7), valid for the final of the
National Cup. I lost the first game by 2x0, and now I will host
Tottenham in my domain. As it is a good team, I will adopt an
Offensive Stance, seeking the greatest number of goals possible.
Now, I will make the scroll regarding the posture I decided to adopt:
32
Suppose now that I am training the Aston Villa (Pot. 5) and I will
have a complicated match ahead of Watford (Pot. 5), inside my
stadium, valid for the 3rd phase of the National Cup. I managed a
miraculous 2-2 draw in the first match, and I have to get back in the
best possible way. Therefore, I will adopt a Defensive Posture.
Now, I will make the scroll regarding the posture I decided to adopt:
33
COMMENTS:
You will be able to use ONE and ONLY ONE Lucky point to give a
+1 bonus in order to improve the result of Tactical Posture. That is,
in a confrontation, you can use a Luck point in the Match Resolution
and a point in the Tactical Posture; It is the only case that Luck
points can be used twice in a match;
SQUAD
The focus of the game is only the teams, not their players. You
will be playing a very important role, managing the athletes (or
heroes, as you want to call them). For this reason, we are not
providing the teams' rosters or rules for managing them separately.
Here are some tips to help you:
If you want to count on the real players of the team you have
chosen to coach, feel free to scale them up as you see fit. Search
the team's internet or website to find out the current squad of the
team in question. List as many players as you want. However,
before any match, you must form your base team in the tactic you
prefer, and play 2d6 for each SECTOR, in this case, for the
GOALER, DEFENSE, MIDFIELD and ATTACK. There will be
situations that will occur in each sector depending on the rollover.
Apply them AFTER rolling PRs and before generating the match
score.
34
GOALKEEPER
2d6 value Occurrence and Narrative Effect
That player will be injured; Play 1d6 to find out how many
games he will be out of; The reserve will enter the game, but
2 the lack of pace will cause him to concede 2 goals that the
incumbent would not concede. I'm sorry!
That player will be fit for the match, but will not be in top form.
3-4 A considerable failure will cause your team to concede 1 goal
that they normally would not concede. What bad luck!
That player is fit for the match, and will be acting normally.
5-9 Good luck!
That player is fit for the match, and very well, by the way; He
will make an excellent defense, from an almost certain goal
10-11 throw. Consider the withdrawal of 1 conceded goal, if any, in
the final result.
That player is fit, and will be making the best match of his life!
12 He will make two simply miraculous defenses! Consider
withdrawing 2 goals conceded, if any, in the final result.
DEFENSE
2d6 value Occurrence and Narrative Effect
This sector will have two injured starting players for that match;
Scroll the Injury Table to find out the position of unavailable
2 players; For this match, two reserves will enter; The lack of
rhythm will be decisive, and in one of the many carelessness
you will get a goal!
This sector will have an injured starting player for that match;
Scroll the Injury Table to find out the position of the unavailable
3-4 player; For this departure, a reserve will enter; The other
players will be more attentive, since the reserve does not have
the same sequence as the players ...
This sector will have all its holders ready for the match, and
5-11 they will be acting normally. Good luck!
This sector will have its starting players able, and acting in their
best performance, passing much security to the goalkeeper!
12 They will prevent a move that would result in a goal. Consider
the withdrawal of 1 goal conceded in the final result.
35
MIDFIELD
2d6 value Occurrence and Narrative Effect
This sector will have two injured starting players for that match;
Scroll the Injury Table to find out the position of unavailable
2 players, and you will have two reserves; The lack of integration
will be visible, and the performance will be much lower than
expected. Consider the loss of 5 points in the PR.
This sector will have an injured starting player for that match;
Scroll the Injury Table to find out what the player's position is
3-4 unavailable, and you will have a reserve; The other holders will
have to work even harder to make up for the holder's lack.
Consider the loss of 2 points in the PR.
This sector will have all its holders ready for the match, and
4-9 they will be acting normally. Good luck!
This sector will have its starting players able, and making an
10-11 excellent match, with great use of passes and set of plays;
Consider a 2 point gain in PR.
This sector will have its starting players able, and making the
best match of their lives! Everything is working out! Be it a
12 dribble, a pass, a cross ... the Universe conspires in your favor!
Consider a 5-point gain in Match Resolution.
ATTACK
2d6 value Occurrence and Narrative Effect
This sector will have two injured starting players for that match
(if you play with at least two attackers); Scroll the Injury Table
to find out the position of unavailable players; For this match,
2 two reserves (or one reserve) will enter; Disaster! The bad luck
and lack of training caused the team to miss more conclusions
than usual. Consider the loss of 2 goals in the Final Result.
This sector will have an injured starting player for that match;
Scroll the Injury Table to find out the position of the unavailable
3-4 player; For this departure, a reserve will enter; The player
entered nervous and visibly confused, missing good chances of
goal. Consider the loss of 1 goal in the Final Result.
This sector will have the holder (s) apt for the match, and he
5-9 will be acting normally. Good luck!
This sector will have the eligible player (s) fit, and making an
10-11 excellent match, offering great danger to the opposing goal;
Consider the gain of 1 goal in the Final Result.
This sector will have the fit player (s) fit, and making a
practically perfect match! Simply all the actions worked! Pele
12 on the field? It looks ... Consider the gain of 2 goals in the Final
Result.
36
Feel free to choose the player from your position who has
been injured. But if you want to discover this randomly, use the
tables below:
DEFENSE
MIDFIELD
37
ATTACK
To finish, roll 1d6 to find out how many matches that starting
player will be unavailable.
The rolls identify that I lost a defensive player who was injured, and
that my attack will be in a great day and I will win two goals in the
final result.
I'm stubborn ... I'll take my chances and use my luck to roll again ... I
got a '3' now ... Damn! I lost the same way, and my PR is now 9!
Rolling to the GOAL MARGIN - I rolled a '9' - Bournemouth wins by
difference of 2 goals;
38
SCORE SCROLL - I rolled a '4' - Result was Southampton 1x3
Bournemouth ... crap ...
Hang on! I forgot my attack, which was too good today! He scored
two goals! Then, the result will be: Southampton 3x3 Bournemouth!
What a game! Oh, my God!!
NEGOTIATIONS NARRATIVE
In the example above, you can also consider that there were
three hires and one exit, or four hires (one being promotion of
juniors) and two negotiations. Your imagination will decide!
VETERAN PLAYERS
If you choose to assemble your team with the original players, if any
of them are over 33 years old, before starting the game, you will
have to do an Injury Roll with 2d6 to find out if he is injured. Follow
the table below to define this:
VETERAN PLAYERS
Banner
Injury Scroll
deity
33-36 2-3 will be unfit
37-39 2-4 will be unfit
40-41 2-5 will be unfit
+42 2-6 will be unfit
39
If he is found unfit, play 2d6 to find out how many games he will be
out of. If a '12' falls, he will be out of the entire season, and if he is
over 37, he will definitely retire.
LEGENDARY PLAYERS
You can count on the talent of players known worldwide to join your
team, which you will call “Legends”. They offer advantages when
they are on the pitch in the final result of their game, depending on
the position they play. Whenever you bring a Legend to your team,
you will lose half your Lucky Points until the end of the season,
rounded down. In addition, if you are a famous player, he will be at
most one season on your team, unless your team has at least
Potential 7. If you choose players who are over 33, follow the rule for
Players Veterans. If he ends his career or ends the contract, you
can bring another one, remembering that you can only have one
Legend on your team.
However, he will offer important bonuses to his team whenever he is
on the field, depending on the position he plays. Goalkeepers and
Defenders allow withdrawal of goals conceded from the final result,
and midfielders and attackers allow bonuses on goals in the final
result. If you are controlling a squad, define the position that your
“Legend” player will play, and scroll the tables below according to
his position:
40
SCOREBOARD LEGEND SCROLL DEFENDER LEGEND SCROLL
Value Value
Effect on income Effect on income
from 2d6 from 2d6
2-8 - 2-9 -
Disregard 1 goal Disregard 1 goal
9-11 10-12
conceded conceded
Disregard 2 goals
12
conceded
ATTACKING LEGEND
SCHOOL OF MIDDLE-LEGEND
SCROLLING
Value Value
Effect on income Effect on income
from 2d6 from 2d6
2-9 - 2-8 -
41
FRIENDLY GAMES
42
SUMMITS
Suppose you are controlling your team and want to build your
rosters, including with technical files. You can determine through
these oracles some details to further enrich your experience with
this game.
GOAL TIME
To use it, you will need 1d20; After discovering the result,
we will roll in sequence, that is, first the goals of the principal and
then the goals of the visitor. It will be discovered the time range
that this goal was scored, leaving it up to you to decide when it
occurred.
Chelsea: We will roll once; '15' fell (goal between 61-75 minutes),
Liverpool We will roll once; '11' fell (goal between 46-60 minutes);
GOAL EXECUTION
This table defines how the goal was completed. Use 1d20 for
this, and we will roll in sequence, that is, first the client and
then the visitor.
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Scrolling Mode that the
from 1d20 goal was
scored
1-4 Heading
5-20 Kick
Continuing with the example above, let's find out how these goals
were scored.
COMPLETION BY REBOTE
This table defines whether the goal was scored due to the
rebound offered by the goalkeeper. We play 1d20, and we will
check for the home team and then for the visitor.
GOAL LOCATION
This table defines where exactly where in the field this goal was
scored. Use 1d20, and we will roll in sequence, that is, first the
client and then the visitor.
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Proceeding:
Partial summary:
GOAL OCCURRENCE
This table shows how the players scored their goals. Again we
will use 1d20, and we will roll in the visitor-order.
Proceeding:
Partial summary:
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GOAL ACHIEVED BY STOP BALL
This table indicates how the goal scored through a dead ball
happened. Use 1d20 and the visiting-client order again.
See how easy it is? You can exercise your mind and
describe the goals as it comes to your mind with the tips that the
Oracles offer. This table defines where exactly where in the field
this goal was scored. Use 1d20, and we will roll in sequence, that
is, first the client and then the visitor.
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YELLOW CARDS:
You will be able to find out how many yellow cards your team
has received. To do this, you must roll 1d6 to find out the amount
that was given to your team.
RED CARDS:
You will be able to find out how many red yellow cards your
team has received. To do this, you must roll 2d6; If one falls2 or
3, means that there was an expulsion in your team.
COLLECTIVE INTERVIEWS
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Table for press conference
Value of
Effect caused
Scrolling
Terrible! The press spoke very badly of you and burned your film! You
2
lost 2 Luck points and the team lost 1 Potential point!
Hmm ... You were sincere, but you were unhappy in some responses! THE
3-4 the press noticed it and opened it up in the headlines! You have lost 1
Luck point.
His interview was simple, without major considerations on his part or by
5-9
the press, so his situation before everyone is the same.
Very good! Good press conference, and the press conveyed good
10-11 impressions of you!
You have earned 1 Luck points.
Wonderful! The press was delighted with your answers and your charisma!
12+
You won 2 Luck points and the team won 1 Potential point!
48
FUßBALL-FOKUS MAGAZINE
EXTRAS!
49
HOW TO PLAY?
If you got here, it’s because you want to start playing soon,
right? We wanted you to flip through the book first ... but that's okay!
The important thing is that you acquired the file and were interested
in knowing the game. To start playing, follow these steps:
The game doesn't really end. You decide when it ends. You
can delete your listing and start a new campaign. There is nothing
wrong with starting over and doing it all over again, only now you will
know the way and how to do it! Good luck and have fun!
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LIST - OTHER TEAMS
Eliminatory - The famous '' mata-mata '', similar to the national cups;
You can draw all the teams and play the games to define the
champion;
Groups - You can divide teams into groups, following the same
concepts and structures presented in continental tournaments.
Shifts - You can play everyone in a single group and simulate
matches, and whoever scores the most points will be the champion.
Simulation - Roll 2d6 for each team and add three times their
Potential to determine the classified / champions.
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UEFA - OTHER TEAMS - 72 teams
52
You can simulate the national championships to define the
classifieds. Teams are ordered according to their country of origin:
CAF - Africa
16 teams (1 slot for the FIFA Club World Cup)
AFC - Asia
16 teams (1 slot for the FIFA Club World Cup)
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CONCACAF - North, Central America and the Caribbean)
16 teams (1 slot for the FIFA Club World Cup)
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SOCCERROLLING! - ONE YEAR OF LIFE!
55
FINAL CONSIDERATIONS
VINÍCIUS ALVES
ADRIANO PERES
SOCCERROLLING!
YOUR BEST MATCH!
56
Football Narrative Game
PERSONAL DATA
NAME AGE NATIONALITY
BASIC ATTRIBUTES
FAME LUCK POTENTIAL
CLUB
CLUBE NAME
SEASON
# YEAR CLUB NAME TOURNAMENT FINAL POSITION