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Rule Book TTS Version

The document serves as a comprehensive rulebook for the game Fantasy Footbrawl, detailing game setup, rules, and team creation. Players assume the role of Managers, leading teams in matches that combine strategy and combat, with the goal of scoring more points or inflicting damage on opponents. Key sections include game phases, player abilities, and the importance of managing resources like Gold Coins for team development.

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0% found this document useful (0 votes)
33 views54 pages

Rule Book TTS Version

The document serves as a comprehensive rulebook for the game Fantasy Footbrawl, detailing game setup, rules, and team creation. Players assume the role of Managers, leading teams in matches that combine strategy and combat, with the goal of scoring more points or inflicting damage on opponents. Key sections include game phases, player abilities, and the importance of managing resources like Gold Coins for team development.

Uploaded by

xstyles112
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 54

TABLE OF CONTENTS

RULE SECTION PAGE


INTRODUCTION.......................................................................................3
COMPONENT OVERVIEW...........................................................................6
QUICK MATCH.........................................................................................8
GAME RULES...........................................................................................9
GAME SETUP.......................................................................................9
TEAM CREATION.................................................................................12
MATCH...............................................................................................15
KICK OFF.......................................................................................15
TURNS + ACTIVATING PLAYERS......................................................16
MOVING ACTION............................................................................17
TAKING POSSESSION OF THE BALL..................................................18
KICK ACTION.................................................................................18
­ PASS ­ KICK ACTION...........................................................23
­ SHOOTING AT THE GOAL......................................................23

ATTACK ACTION............................................................................26
INTERCEPTION ACTION..................................................................28
ABILITIES......................................................................................30
­ GOALKEEPER ABILITY.........................................................31

SUBSTITUTIONS.............................................................................32
COUNTER OPPORTUNITY................................................................33
CRITICAL EFFECTS + DAMAGE.........................................................34
DISABILITIES.................................................................................36
TACTICS........................................................................................38
ITEMS............................................................................................40
END OF MATCH + FORFEIT...............................................................44

PAYOUT.............................................................................................46

TRANSFER WINDOW.............................................................................48
­ TEAM BANKRUPTCY.............................................................52
­ PREPARE FOR THE NEXT MATCH............................................52
VICTORY CONDITIONS........................................................................52
INDEX.....................................................................................................53

2
INTRODUCTION
Greetings, I am William, everyone's favorite Dark knight and professional Fantasy Footbrawl commentator.
I'm here to introduce you to the marvelous game of Fantasy Footbrawl !

Fantasy Footbrawl can be played by two at a time, but additional people can
participate when playing in a tournament style game.

You assume the role of a Manager for a Fantasy Footbrawl team, participating in
what some might label a perilous, dubious, and perhaps slightly inept sports league.

Managers pit their teams against each other and play violent matches to see who will
be victorious, or even just survive the brutality !
The game is played over multiple sessions, enabling teams to develop over time as
more matches are played. Alternatively, it can be played as a one­time game, whether
friendly or not­so­friendly.

When playing the game for the first time, follow each section of this rulebook in the order they are
presented. This should provide Managers with the rules needed in the order best suited when
playing for the first time.

The object of the game is to try and win by scoring more goals than your opponent or by inflicting enough damage to
their team so that they're forced to concede. While it's true that some of your players might meet their demise during
your tenure as a Manager, this is a sacrifice you're prepared to make in order to guarantee your team's supremacy
within the League !

Teams will acquire Gold Coins (GC) after each match, and it falls
upon you, as a Manager, to invest this gold in training your team's
players to enhance their skills.
Managers can also purchase equipment and weapons to safeguard your
players, which adds exciting twists to the matches.
Managers might also want to swap out some players for more
experienced players during the game's Transfer window.

All of these are crucial steps toward becoming a respected, top­tier


Manager in the Fantasy Footbrawl league—one who instills fear in
their opponents !

When a rule specifies that a dice roll outcome should be of a value X+, it implies that the outcome must be equal
to or surpass value X to be considered successful. For instance, a requirement of 9+ would indicate that the
outcome must be 9 or higher.

Yellow Green Gray Purple Direction Action


Range dice. Range dice. Range dice. Range dice. dice dice

3
4
5
COMPONENT OVERVIEW

6
In the heart of an ancient city, nestled within the towering walls of a grand library, lived a mage named
Lars Elric. Elric was renowned for his vast knowledge and his peculiar method of accessing information
—through a magical crystal square. This crystal square, engraved with mystic runes, allowed Elric to tap
into the vast depths of the library's archives with a mere touch.

One evening, as the city buzzed with excitement over an upcoming Footbrawl tournament, a group of
enthusiastic spectators gathered outside Elric's library. They were fervently discussing the chances of
their favorite team, the Deadclaw Griffins, in the tournament. Elric, perched at his study window,
overheard their animated chatter.

Intrigued, Elric retired to his study and retrieved his crystal square—a palm­sized crystal adorned with
intricate patterns. Holding it gently in his hands, he closed his eyes and focused his thoughts on the
Deadclaw Griffins. With a whispered incantation, the crystal square began to glow softly, humming with
latent magic.

In the depths of the library, shelves laden with ancient tomes and scrolls seemed to shift and rearrange
themselves as if responding to Elric's invocation. The crystal square illuminated glyphs on the table in
front, casting an ethereal light around the mage. Elric's consciousness expanded, linking with the
repository of knowledge stored within the library.

In a moment, the crystal square projected images and information into Elric's mind. He saw vivid scenes
of the Deadclaw Griffins in action—swift players weaving across the field, their Manager strategizing
with a determined grin, and cheering crowds echoing through stadiums. Details poured in: match
histories, player profiles, and even strategies employed.

With a profound understanding, Elric absorbed the essence of the team's prowess. He learned of their
strengths, weaknesses, and the synergy that bound them together. The crystal square pulsed
rhythmically, synchronizing Elric's thoughts with the collective knowledge he sought.

Hours passed like fleeting moments, and as the crystal square's glow gradually faded, Elric opened his
eyes. He had unraveled the secrets of the Deadclaw Griffins. With newfound insight, he began to
contemplate the outcome of the tournament.

Do as Elric did—seize control of your team. Let your own crystal square gaze upon the QR runes below
and forge your own team within the Fantasy Footbrawl library:
https://fantasy­footbrawl.com/

7
QUICK MATCH
If Managers are familiar with ALL the rules in the rulebook (Otherwise, skip this page) and don't want to spend too
much time on creating new teams, or just want to play a one­time game, they can quickly create teams without using
the Player sheets at the start of the game.

Each Manager takes a Level 1 Turn tracker and 1 Tracker token from the game
box. Then, shuffle the Regular player deck and deal each Manager
6 Regular player cards.

All new teams must start off with at least one player with the Goalkeeper Ability.
If a team does not have a player with the Goalkeeper Ability, the Manager
selects 1 player to gain the Goalkeeper Ability.

If a player possesses any Abilities or Items, find the corresponding Ability or Item cards from the Ability and
Item decks and place them next to the player card. Managers must keep track on a piece of paper of how many
Uses or Durability the Item card has as the match progresses.

Managers now play their match following all the normal rules, starting with the Kick off.
(See “Kick off” on page 15).

After the match is completed, if the Managers want to keep their teams, they simply take a Team sheet, give their
team a name, and note 400 GC. However, they should only note down 100 GC if the team did not start with a player
that has the Goalkeeper Ability.

Afterward, note each player's current


Fame, give them a name, and add all the
players' current Fame together in the
“Team total fame” section. Then, mark off
the number 1 box in the “Team level”
section, and transfer the players over to
Player sheets along with any
Disabilities gained during the match.

8
GAME RULES
In instances where rules on game components contradict with the rules in this rulebook, the rules specified on the
game components will take priority over those in this rulebook.

The very first step is to create teams, and this is done in the Team creation section.
(See “Team creation” on page 12).

When teams are about to face off in a match, the game follows a sequence of phases in the following order:

1
The first phase is the Match phase, during which the Managers play the actual match between
their respective teams.
(See “Match” on page 15).

2
The second phase is the Payout phase. Here the winnings for each team are calculated once
the match concludes.
(See “Payout” on page 46).

3
The third phase is the Transfer window phase. During this phase, Managers have the opportunity
to use their winnings to improve their teams in various ways, preparing them for the next match.
(See “Transfer window” on page 48).

Once all the phases have been completed, the teams are free to participate in their next match, keeping all their
remaining winnings and any purchases during the Transfer window phase.

GAME SETUP
Before starting a match, separate all cards into their respective decks, then place them next to the game board.
It's important to note that certain cards of the same type feature distinct Red and Blue borders on their back side.
These cards are separated into separate Red and Blue decks. The rules will instruct when decks need to be shuffled
during gameplay. After separating cards there should be a total of 10 separate decks:

26x Ability 8x Arms dealer 10x Critical effect 10x Disability 21x Experienced
player

28x Item 14x Regular player 11x Tactic "Blue" 11x Tactic "Red"

9
Before any match can begin, the two Managers are assigned a
team color: Red or Blue. Each Manager then takes the Tactic card
pile with the corresponding color border as their team's color.
Both Managers then shuffle their Tactic card deck and place it
face­down in a draw pile in their play areas.

The side of the game board with Red­colored Goal posts is


considered the side for the Manager that chooses the Red color.
Consequently, the side of the game board featuring Blue­colored
Goal posts is the other Manager's side of the game board.

The game board is divided into different sections, as displayed below. These will be referenced in rules and on cards:

Spaces within the white outlines on each of the far ends of


the board are the team's Keeper zones.
(See “Goalkeeper ability” on page 31).

Spaces with an X on them in their respective team colors are the team's Goal zone.
These are located within each of the Keeper zones.
(See “Shooting at the goal” on page 23).

This side is the Red team zone highlighted by Red.


(See “Kick off” on page 15).

The space in the middle of the board is the Center mark.


(See “Kick off” on page 15).

The spaces highlighted by Purple is the Mid field.


(See “Kick off” on page 15).

This side is the Blue team zone highlighted by Blue.


(See “Kick off” on page 15).

Outlined in yellow are the Substitution spaces.


Each team has a total of 6 Substitution spaces that are
next to their respective Team zones.
(See “Substitutions” on page 32).

The Blue L and Red R outside the play area show Managers
what board edge the ball is supposed to move towards when
rolling the Direction dice.
(See “Kick action” on page 18).

In the four corners just outside the play area are


the Goal posts. Each team has 2 Goal posts represented by the red and blue color on top of them.
(See “Shooting at the goal” on page 23).

10
Before we start creating teams, Managers must know what information is presented on player cards.
Let's take a Troll Regular player card as an example and go through the information on the card:

Race. Price.
These areas display the Race of the player, and a picture of This shows the Price that the teams Manager
the player race. must pay for the player to join their team. This
amount must be subtracted from the team's
Gold Coins when purchased.
Kick ranges.
There are 4 methods to use when kicking the
ball. Each of these methods has a
corresponding range value:
Pass
Shoot
Volley
Goalkeeper shoot (GKS)
(Goalkeeper shoot will be referenced in this
rule book and the game components as GKS).

A higher Kick range increases the player's


control of the ball when performing a
Kick action.
(See “Kick action” on page 18).

Statistics.
The "Stats" section show the statistics of a player which are
Item.
used in various ways in the game:
Items grant players temporary access to
various effects that are not available to those
Speed represents how many spaces a player can be moved
without them.
on the game board when performing a Moving action.
It is also used when trying to steal the ball away from an
The corresponding Item card from the Item
opposing player.
deck explains when the Item can be used and
(See “Moving action” on page 17 and
what effect it can have when used.
“Interception action” on page 28).
(See “Items” on page 40).

Defence and Strength are used when resolving attacks.


Abilities. A higher Defence value gives players an advantage when
Abilities grant players permanent access to defending against attacks, while a higher Strength gives
various effects that are not available to those an advantage when attacking.
without them. (See “Attack action” on page 26).

The corresponding Ability card from the Fame keeps track of how many times a player can train to
Ability deck explains when the Ability can enhance their statistics, or learn new Abilities.
be used and what effect it has. (See “Transfer Window” on page 48).
(See “Abilities” on page 30).

Wax seal.
At the bottom of the card, there is a wax seal of approval from the Fantasy Footbrawl League.
While this seal does not impact the game in any way, it does change color to assist Managers in
distinguishing between the various player cards.

11
TEAM CREATION

If only 1 new team is being created, the Manager creating the new team must complete the rules for
Team creation by themselves, before a match can proceed against an already established team.

Each new Manager takes a Team sheet, gives their team a name under the “Team name” section, and marks off the
number 1 box in the “Team level” section (All new teams start off as Level 1). Each Manager then takes a Level 1
Turn tracker and 1 Tracker token from the game box. New teams are also awarded 1000 starting
Gold Coins (GC), Managers note this on their Team sheet under “Team GC” as seen in the example below:

Gold Coins will be referenced in this rule book and


on the game components as GC.

The initial 1000 starting GC are used to create a team roster of 6 players. But first, a Manager must be chosen to go
first before purchasing can begin. This is done by a dice roll off (Rerolling ties).
The Manager with the highest dice roll goes first. The Manager with the next highest roll goes next and so forth,
depending on the amount of Managers participating in the team creation process.

After determining the order in which the Managers will purchase players, shuffle
the Regular player deck and place down 3 cards.

The 3 Regular player cards placed down are now available


for purchase. The Manager that goes first can now purchase 1
of the 3 available Regular player cards that was dealt.

Once a player is selected for purchase, the


Manager subtracts the player's Price from
their teams total GC.

If, at any point, a team would end up with a team roster of only 3 players being able to play, and unable to buy
new players due to insufficient GC, that team must declare Team bankruptcy and can no longer be used.
(See “Team bankruptcy” on page 53).

12
Now a new Player sheet is taken along with a Player token, and the following information from the acquired
player is noted down, as seen below:

Player name & Team name.


Give the new player a name and note it
in the “Player name” section and the
team name to which the player belongs
in the "Team name" section.

Race and Number.


Note the Race of the purchased player
in the “Race” section.

Select a Player token from the game


box with the same Race as the
purchased Player, and that has the same
color assigned to the Manager. Kick ranges.
Note down the Pass, Shoot, Volley, and GKS range values in
Record the number their respective sections under the "Kick ranges" sections.
from the chosen
Player token in
the "Number" section. Statistics.
Record the Speed, Defence, Strength, and Fame statistics in
their respective sections under "Statistics" with their
corresponding name.

Items.
If the purchased player possesses any Items, find the corresponding
Item card from the Item deck. Then, note down the Item name either
in the "Equipment" or "Armor" section, depending on the Item Type.
(As seen in the example on the right).

Additionally, mark off the amount of Uses or Durability the Item has
in their corresponding "Equipment" or "Armor" sections.
(See “Items” on page 40).

Abilities.
If the purchased player has any Abilities, note down the Ability name in
the “Abilites” section. Afterwards, find the corresponding Ability card in the
Ability deck.
(See “Abilities” on page 30).

Do not note anything in the "Player damage" and "Disabilities" sections for now,
as these are gained while playing matches.

13
The purchased card is now moved to a discard pile and is temporarily
no longer available for purchase. Next, a new Regular player card
is drawn and placed down in its spot.

Now, it's the next Manager's turn to choose one of the


3 available cards and repeat the steps from page 12 and 13.
Continue this process until all Managers has purchased
6 Regular players for their team roster.

If at any point there are no more Regular player cards to draw from,
take the discarded Regular player cards, shuffle them together, and form
a new draw pile and continue the process.

Once all Player sheets have been filled out, record the names of the Record the unspent portion of
new players in the “Team roster” section of the Team sheet. the team's initial 1000 GC in the
Additionally, note each player's current Fame as seen “Team GC” section of the
in the example below: Team sheet after Managers
have purchased 6
Regular players.
(Note down 400 GC).

In the “Team total fame”


section, add all the players
current Fame together and
note it down.
Team total fame is used to
calculate bonus earnings for
Now gather all the Regular player cards and set this draw pile aside. matches against teams with a
This draw pile will be used during the Transfer window phase. higher Total fame.
(See “Transfer window” on page 48). (See “Payout” on page 46).

All new teams must start off with at least one player with the
Goalkeeper Ability. Therefore, new teams that do not have a player
with the Goalkeeper Ability, must train their first Goalkeeper.

To train a player as a Goalkeeper, the Manager selects 1 player


from their team roster to acquire the Goalkeeper Ability.

The Manager then subtracts 300 GC from their team's total GC and
notes down Goalkeeper in the “Ability” section of the selected
player's Player sheet. Find the "Goalkeeper" Ability card
from the Ability card deck to
reference the rules for the
Goalkeeper.
(See “Goalkeeper Ability” on page 31).

14
MATCH
Before starting a match, Managers must determine which team will perform the first Kick off.
This decision is made through a dice roll off (Rerolling ties). The Manager who wins the roll off
gets to choose which team will perform the first Kick off of the match.

KICK OFF
To start the Kick off setup, the first step is to place the ball on the Center mark. Managers then take turns placing
1 player at a time from their team roster in their own team's Team zone or Keeper zone.

The team performing the Kick off must place their first player on the Center mark.
This player will execute the Kick off and have possession of the ball to begin with.
In the example below highlighted by Red is where the Red team's players are allowed to be placed.
Players cannot be placed in the Midfield, Substitution spaces, or
the opposing team's Team zones during the Kick off setup.
Managers have the option to not place a Goalkeeper on the field at
this time if they choose.

In this example, it is shown how players could be placed


during a Kick off that is performed by the Red team.
The numbers from 1 to 8 represent in what order
the players were placed on the game board.

Once each Manager has placed 4 players, any remaining players on


their team roster are kept outside the game board and are referred to
as being on The bench.
Players on The bench come into play when the game calls for a new
Kick off or when Substitutions are required.
(See “Substitutions” on page 32).

It is now time to perform the Kick off. During the Kick off,
the Manager must use the player on the Center mark.
The only action the player on the Center mark is allowed to do during the Kick off is to perform a Kick action
into its own Team zone, as highlighted by Red above.
(See “Kick action” on page 18).

After the Kick off, players are now allowed to enter the Midfield, Center mark, and the opposing team's
Team zone. The Red team Manager that performed the Kick off now gets to resolve their turn.
(See “Turns + Activating players” on page 16).

Managers do not need to inform each other about which players they intend to bring onto the game
board until the player is actually placed. However, players that have sustained 2 Damage are
unable to play and must stay on The bench.
(See “Critical effects + Damage” on page 34).

15
TURNS + ACTIVATING PLAYERS
The Manager that executes the first Kick off, places their Tracker token on turn
number 1 of their Turn tracker. (In this example it will be the Red team).
The Tracker token indicates what turn the Manager is currently resolving.

Whenever a Manager starts their turn, the opposing Manager


who does not currently have the turn takes 3 Counter tokens.

These tokens are used against the opposing Manager who is currently resolving their turn.
(See “Counter opportunity” on page 33).

During a Manager's turn, they get to activate all of their own players that are on the field one at a time and perform a
set of Actions with each player before their turn is completed. Be aware that turns can end before all players get a
chance to activate. This happens when shooting the ball Out of bounds.
(See “Kick action” on page 18).

When a player is activated, they get to perform 1 Primary action and 1 Secondary action as seen below:

The Primary action must be resolved first. There is only 1 option available as a Primary action:

MOVING ACTION
Moving actions are used to move and reposition players around the game board.
(See “Moving action” on page 17).

Once the Primary action has been resolved, the Secondary action can be resolved.
As a Secondary action, Managers can choose 1 out of 3 shown below:

KICK ATTACK INTERCEPTION


ACTION ACTION ACTION
Kick actions can only be Attack actions are used to Interception actions are only used
taken by a player that is in reposition the opposing team's to regain possession of the ball from
possession of the ball. players around the game board, the opposing team.
It is used to play the ball across regain possession of the ball, and (See “Interception action” on page 28).
the game board and, most inflict Damage to the opposing
importantly, to score against players.
the opposing team. (See “Attack action” on page 26).
(See “Kick action” on page 18).

FREE ACTION
Certain rules allow Free actions to be performed. These Actions are immediately
resolved or skipped when available. Free actions can always be performed regardless of
whether the player has been activated or not, and also during the opposing Manager's turn.

16
Managers have the option to skip a player's Actions if they choose. After the player's Primary and
Secondary action have been resolved or skipped, the player's activation is considered complete.
Players who have completed their activation can only be activated again when their team starts their next turn.

After all players on the Red team have been activated, the turn is given over to the Blue team.
The Blue team starts off by discarding any unused Counter tokens they may have.
The Manager then places their Tracker token on their turn number 1 on their
Turn tracker and starts the activation of their team's players.

After all players have been activated, the turn returns to the Red team.
The Manager then moves their Tracker token to the next turn number
on their Turn tracker and resolves their next turn.

This process continues until both Managers have completed their


turn 12, after which, the winner of the match is determined.
(See “End of Match + Forfeit” on page 44).

MOVING ACTION
Moving actions are used to move and reposition players around the game board.
Players are not allowed to move diagonally, and can only move horizontally and vertically.
The number of spaces a player can move during a Moving action is equal to the player's Speed statistic.

Players are allowed to move through each other and do not block movement
in any way. However, players cannot end their movement in spaces that are MOVE
already occupied by other players.

In the example to the right, the Dwarf player has a Speed statistic of 4 and
wants to take possession of the ball. The Dwarf player cannot reach the ball
as it is 5 spaces away. Therefore, the Dwarf player must stop 1 space away
from the ball after moving its allowed 4 spaces. Once the player has been
moved the Moving action ends.

Managers can choose not to move players up to their full Speed value,
but any leftover movement is lost and cannot be used at a later time.

Moving when close to your opponent's players can be


risky, as this can open up for Counter opportunities.
(See “Counter opportunity” on page 33).

Only players that have the Goalkeeper Ability are allowed to enter the
Keeper zone. Players from the opposing team are never allowed to enter
the opposing team's Keeper zone under any circumstances.
Additionally, players cannot be forced into any Keeper zones
or off the game board in any way.

Players are never allowed to move onto Goal post spaces.

17
TAKING POSSESSION OF THE BALL
If the ball lands in the same space as a player, or a player moves into the same space as the ball, and no other player
is in possession of the ball, the player will gain possession of the ball. When a player in possession of the ball moves,
the ball will move along with the player into the same spaces.

BALL POSSESSION In the example on the left, the Orc player moves onto the same space as the
ball, taking possession of it. Afterwards, the ball now follows the player until
possession of the ball is either voluntarily released or forcibly taken by an
opposing player.

The only way for players to voluntarily release possession of the ball is by
performing a Kick action, or when instructed by another source.

KICK ACTION
Kick actions can only be taken by a player that is in possession of the ball. It is used to play the ball between
players across the game board and, most importantly, to try and score Goals.

Kick actions use different Range dice to determine how far the ball will travel on the field. Some also have
restrictions on when they can be used. Kick actions that use the Direction dice can also send the ball off in an
unwanted direction. Shown Below are the 4 types of Kick actions that can be performed and their rules:

18
Before explaining how a Kick action is resolved, Managers must know how the 4 different symbols on the
Direction dice affects the balls movement on the field:

Spot on indicates that any excess range rolled for the Kick action above the required
amount is discarded, increasing the likelihood of the ball landing exactly where the Manager
wants it to land.

Momentum indicates that if the range rolled for the Kick action exceeds the required
amount, the ball will then move the excess range in a straight line towards your opponent's
Goal zone.

L (Left) direction indicates that if the range rolled for the Kick action
exceeds the required amount, the ball will then move the excess range in a
straight line towards the side of the game board that has the blue “L” on it.

R (Right) direction indicates that if the range rolled for the Kick action
exceeds the required amount, the ball will then move the excess range in a
straight line towards the side of the game board that has the red “R” on it.

When resolving a Kick action, the player's Kick range of the same name determines the spaces the ball is
allowed to be placed on at the start of the Kick action. In the example below, a Shoot ­ Kick action has been
chosen and the Minotaur player resolving it has a Shoot range of 5.

Managers can only start tracing Kick ranges from spaces that are
horizontally and vertically adjacent to the shooting player. As seen below,
the spaces highlighted by brown show the allowed spaces for placing the
ball during the Shoot ­ Kick action:

SHOOT RANGE

The chosen space does not necessarily guarantee that this is the space where the ball will end up landing.
It serves as an indication of the intended direction for the ball's movement during the Kick action.
Managers are not allowed to change the chosen space once dice has been rolled.

19
Shoot, Volley, and GKS ­ Kick actions where the Direction dice is used are all resolved in the same manner.
However, the ball's travel distance depends on the type of Kick action used, as they use different Range dice.

In the example on the right, the Minotaur player


from the Red team, after moving, wants to shoot the KICK ACTION
ball over to one of its teammates.

Because the Minotaur player did not skip its


Primary action, the Volley ­ Kick action cannot
be used to get the ball all the way over to the
Vampire teammate, who is 9 spaces away.
Instead, a Shoot ­ Kick action over to the Troll
teammate, who is 6 spaces away, is taken instead.

Before dice are rolled, the Manager chooses to place


the ball adjacent to the Troll player, inside the
Minotaur player's allowed Shoot range of 5.

Now it's time to roll the dice. The total result required for the ball to reach the desired space is always equal
to the number of spaces between the player performing the Kick action and the space the ball is placed on.
In the above example, where the ball is placed 5 spaces away, a minimum of 5 is needed to be rolled on the
Range dice.

The dice used for a Shoot ­ Kick action is the Green Range dice.
The Range dice lands on a 6, resulting in the total range the ball has to travel being 6 spaces.
This means the ball has to move the excess range of 1, after moving to the desired landing space that is
5 spaces away.

However, because the Direction dice lands on Spot on, any excess range beyond the needed 5 is
discarded. Therefore, the ball lands on the initially indicated space. The ball is placed on the desired
space, and the Kick action ends.

KICK ACTION
Alternatively, if the Range dice
had rolled 5, the Direction dice
effectively has no impact.

This is because the range rolled equals


the number of spaces where the ball was
intended to land. The ball would be placed on the
desired space, and the Kick action ends.

When rolling for Kick actions, it is important to roll all the required dice at the same time.
This is because the end result can be manipulated by other sources like Tactic cards.
(See “Tactics” on page 38).

20
If the total range exceeds the required range amount and the Direction dice does not land on Spot on, then the
ball must move to the initially desired landing space and then move the excess range in a straight line in the
direction indicated by the Direction dice.

In the GKS ­ Kick action example below, the ball is initially placed 10 spaces away from the Orc player
performing the Kick action. A range roll of 12 on the Purple Range dice, means that the ball has to move
12 spaces. After moving the ball 10 spaces to the initial desired landing space, the ball still needs to move the
2 excess range that remain. The ball will move the excess range in the direction determined by the Direction dice:

EXCESS RANGE

Remember, all excess range rolled for the Kick action


is discarded when Spot on is rolled.

In situations where the range rolled is below the required amount to reach the desired landing space, the ball still
has to travel towards the initial space that was chosen for the ball to land on. In cases like this, the Direction dice
does not affect the shoot. Let's take an example below of a Volley ­ Kick action where this happens.

During the Volley ­ Kick action, the ball's desired landing space is 9 spaces away from the
shooting Minotaur player. A range roll of 8 on the Gray Range dice, means that the ball only
moves 8 spaces. Therefore, the ball must move backwards towards the shooting Minotaur player.
This also applies if the Direction dice lands on Spot on.

To determine the ball's landing space, Managers must


INSUFFICIENT RANGE trace the shortest path from the shooting player to the
desired space for the ball to land on.
The path traced must zig zag horizontally and vertically
until a straight line can be traced to the initial desired
landing space.

The spaces highlighted by brown show an acceptable route


from the shooting Minotaur player to the initial desired
landing space where the Vampire player is.

The ball is then placed 1 space away from the initial


desired landing space as the total range the ball can travel
is only 8 spaces.

21
Excess range can move the ball Out of bounds on either the left or the right edges of the field. If this happens, the
Manager who currently has the turn must immediately end their turn, regardless of whether some of the team's
players have not yet been activated. In the example below, the Minotaur player from the Red team performs a
Shoot ­ Kick action.

The Manager places the ball 4 spaces away close to the edge of the field.
OUT OF BOUNDS The Direction dice rolls the R (Right) direction, and a
range roll of 6 means that the ball has to move 6 spaces.
Unfortunately, this sends the ball Out of bounds,
and the Red team must immediately end their turn.

OUT OF BOUNDS The Manager of the Blue team is then


allowed to place the ball in 1 of the 3
unoccupied spaces adjacent to where the
ball went Out of bounds.

PLACE BALL

MOVE 1 PLAYER

At the start of the next turn, the Manager of the Blue team is allowed to move
any player from their team to the same space where the ball was placed,
regardless of the player's current position on the field.

The Manager chooses to move the Orc player to the ball's location, giving the
Orc player possession of the ball. However, it's important to note that this
does not mean the Orc player has been activated yet.

When the Orc player is eventually activated during the turn, this will count as
having used its Primary action. Therefore, the Orc player can only
perform its Secondary action as if having moved normally.

The ball can never scatter Out of bounds from the Goal posts or the
edges of the Goal zone. If this happens, the ball would instead be moved
back to the Goal post space. This will result in the ball hitting the
Goal post, as seen in the example on the right.
(See “Shooting at the goal” on page 23).

22
KICK ACTION
PASS ­ KICK ACTION
The Pass ­ Kick action is the only Kick action that does not use the Direction dice.
However, when using the Pass ­ Kick action, the ball is not allowed to be placed in any of the Goal zone spaces.
(Because of this the Pass ­ Kick action cannot be used to score goals).

In the example below, the Minotaur player from the Red team, who is in possession of the ball, intends to pass the
ball over to the Troll teammate that is 4 spaces away. Before dice are rolled, the Manager chooses to place the ball
on the same space that is occupied by the Troll player, inside of the Minotaur player's allowed Pass range of 4.

Now it's time to roll the dice. The total result required for the ball to reach the desired space is always equal to
the number of spaces between the player performing the Kick action and the space the ball is placed on.
In the example below, where the ball is placed 4 spaces away, a minimum of 4 is needed to be rolled
on the Range dice.

If the end result ends up having excess range, the excess range is
discarded and the ball would still land on the desired space. PASS
The dice used for a Shoot ­ Kick action is the Yellow Range dice.
Fortunately, the Range dice lands on 4 meeting the minimum range
requirement of 4, the ball is placed on the intended space, and the
Pass ­ Kick action ends.

INSUFFICIENT RANGE

In situations where the range rolled is below the required amount, the
shortest path must be traced from the shooting player to the desired space
for the ball to land on. The path traced must zig zag horizontally and
vertically, until a straight line can be traced to the initial desired space.
As an example, had the Range dice rolled a 3, the ball would be
placed in the space indicated by the number 3.

KICK ACTION
SHOOTING AT THE GOAL
The most crucial shots are those taken against the opposing
team's Goal zone in an attempt to score a Goal.
Depending on where the ball lands, it will have
different outcomes after the shot is resolved.

On pages 24 and 25, let's take examples of


Shoot ­ Kick actions from the Blue team, where
the ball is placed in the Goal zone 4 spaces away
from the Orc player performing the Kick action.

23
First let's take an example of a Goalkeeper catch.
This occurs when the ball lands in the same space
GOALKEEPER CATCH
as a Goalkeeper inside the Goal zone.

The Direction dice rolls the L (Left) direction, and


with a range roll of 5 on the Range dice means that the
ball has to move 5 spaces.

First, the ball travels 4 spaces to the initial desired landing space.
The ball then moves the excess range of 1, ending up in the same space
as the Red team's Goalkeeper, who successfully catches and gains
possession of the ball.

When a Goalkeeper catches the ball, both


Managers gain +1 Excitement tokens.

(Excitement tokens are used during the


Payout phase when calculating winnings
See “Payout” on page 46).

There is also a chance of the ball hitting a Goal post. GOAL POST HIT
The Direction dice again rolls the L (Left) direction,
and with a range roll of 7 on the Range dice means that the
ball has to move 7 spaces.

When the ball moves onto a space containing a Goal post,


it hits the Goal post and is placed in the first space outside
of the Keeper zone, across from the hit Goal post in a straight line.
(This represents the ball bouncing off the Goal post).

When the opponents Goal post is hit, only the Manager that
performed the Kick action gains +1 Excitement token.

(Excitement tokens are used during the


Payout phase when calculating winnings
See “Payout” on page 46).

At the end of any player's activation, if the ball is on one of the


Keeper zone spaces and the Goalkeeper is not in possession of the ball,
the ball must be moved to the first space outside of the Keeper zone
in a straight line.
(This represents the ball slowly rolling downward, allowing the match to
proceed, even without any Goalkeepers on the field).

24
Managers can, of course, roll exactly what they need to when trying to hit the Goal zone and score a Goal.

In the example on the right, the Range dice again lands on a 7.


However, this time the Direction dice rolls the GOAL!
Momentum symbol.

The ball cannot move Out of bounds from the Goal zone
in that direction and instead lands in the Goal zone.
(This represents the ball hitting the goal's net).

Every time the ball lands in the Goal zone, and a


Goalkeeper is in the Goal zone, the Goalkeeper gets to
perform a special Goalkeeper jump and attempt to save the
ball before a Goal is scored.
(See “Goalkeeper ability” on page 31).

When the ball ends up in one of the teams'


Goal zones, and is not saved by a Goalkeeper,
the opposing team successfully scores a Goal
and gains +1 Goal token.

In the example above, the ball was not saved by the Red team's
Goalkeeper, so the Blue team gains +1 Goal token.
(Goal tokens are used when determining the winner of the match
See “End of Match + Forfeit” on page 44).

After a Goal is scored, the current turn ends, and the ball, along with all
players, are removed from the field. The Managers must now ensure that
the turn number on their Turn trackers are set to the same turn number,
choosing the highest turn number that one of the Managers is currently at.

For example, if the Blue team started the match and scores the first Goal
of the match during their 11th turn, the Red team's turn number must
first be moved up from turn 10 to turn 11 before the game continues.

After this, the Red team then moves their Tracker token again
to turn 12 and continues the match with a new Kick off
performed by the team that did not score.

The new Kick off follows all the same rules as when
the match first started, but continues the match from
turn 12.
(See “Kick off” on page 15).

During this new Kick off setup, players on The bench are
allowed to be swapped out with players that are currently
used if the Managers wish to do so, or they can choose to
keep using the same players.

25
ATTACK ACTION
The Attack action serves multiple purposes: repositioning the opposing team's players around the field, regaining
possession of the ball, creating openings for players, and inflicting Damage on the opposing players when a
Critical hit is rolled.

To perform an Attack action, an opposing player must be within a player's


PLAYER ZONE
Player zone. As seen in the example on the right, the Red Troll player's
Player zone consists of the 8 adjacent spaces highlighted by brown.

Attack actions are allowed to target 1 space within the attacking player's
Player zone and can only target 1 opposing player.
The attacking Manager must specify which player inside the Player zone is
the target of the Attack action before dice rolls are made.

To successfully hit a player, the attacking Manager must roll 1 Action dice
and add the rolled result to the Strength statistic of the player performing
the Attack action. If the end result is less than 10, the attack misses
resulting in nothing happening, and the Attack action ends:

STRENGTH: 4 + = 8 = MISS
If the end result is 10 or above, the attack hits, and the defending Manager must attempt to block the attack with a
defence roll. To do this, the defender must equal or exceed the attacker's end result. The defending Manager rolls
1 Action dice and adds the rolled result to the Defence statistic of the player being attacked.
If the end result equals or exceeds the attacks end result,
the attack is blocked, nothing happens, and the
Attack action ends. However, if the end result is below the BLOCKED
attacking player's end result, the attack hits.
STRENGTH: 4 + = 13
Let's take some examples of Attack action results:

The attacking Red player, with a Strength of 4, rolls a 9 for a


total of 13 and hits. The defending Blue player, with a
Defence of 4, must roll at least a 9 to block. The Blue player DEFENCE: 4 + = 13
rolls a 9, blocking the attack, and the
Attack action ends.

HIT
If the defending Blue player had rolled below 9, failing to
match or exceed the attacker's total of 13, the attacking STRENGTH: 4 + = 13
Manager gets to move both the target of the Attack action
up to 2 spaces and the attacking player 1 space in any
direction.
(See page 27).
DEFENCE: 4 + = 10

26
In the example on the left, the Troll player from the red team has successfully
MOVE TARGET attacked the Orc player from the Blue team, who is in possession of the ball.
As a result, the Manager of the Red team gets to move the Orc player up to
2 spaces, without Counter opportunities being allowed.
Additionally, the Orc player loses possession of the ball, and the ball remains in
its current space when the Orc player is moved.
(Movement off the game board is not allowed).

After moving the Orc player, the Manager of the Red team also gets to move the
Troll player that performed the attack 1 space, without
Counter opportunities being allowed.

The Manager moves the Troll player into the same space as the ball and takes
possession of the ball, and the Attack action ends.

FREE PASS ACTION


If the attacking player takes possession of the ball in any way as a result of
an Attack action, 1 Free Pass ­ Kick action can immediately be
performed without Counter opportunities being allowed.
(See “Pass ­ Kick action” on page 23).

During an Attack action, when moving players, the defending player can be
moved into spaces already occupied by one of its own teammates.
When this happens, the teammate that was occupying the space
must also be moved up to 2 spaces.

In the example to the left, during a successful Attack action, the defending
Orc player from the Blue team is moved 2 spaces into a space where a Dwarf
teammate from the Blue team is located. The Dwarf player is then moved
2 spaces, as indicated by the red arrows.

Players that have already been moved once during an Attack action cannot be
moved again during the same Attack action. Additionally, players cannot be
forced into the Keeper zone or forced off the game board in any way.

Statistics do not come into play when a Critical hit is rolled. Critical hits occur when the attacking
Manager rolls a 10 on their dice during an Attack action.

The only way to defend against a Critical hit is to roll a Critical block.
These are only achieved when the defending Manager rolls a 10 on their dice.

If a Critical hit is not blocked, before resolving the normal consequences


from an Attack action, Critical effects must also be applied. CRITICAL
(See “Critical effects + Damage” on page 34).

If a player's statistics would make it impossible for the defender to equal or exceed the attack's end
result, then a Critical block would have to be rolled. Critical blocks always count as a successful
block regardless of statistics.

27
INTERCEPTION ACTION
The Interception action is used to regain possession of the ball from the opposing team.

To perform an Interception action, an opposing player that is in


possession of the ball must be within a player's Player zone.
PLAYER ZONE
As seen in the example on the right, the Red Troll player's Player zone
consists of the 8 adjacent spaces highlighted by brown.

To successfully steal the ball away from an opposing player, the intercepting
Manager must roll 1 Action dice and add the rolled result to the Speed
statistic of the player performing the Interception action. If the end
result is less than 10, the interception misses, resulting in nothing
happening, and the Interception action ends:

SPEED: 5 + = 9 = MISS

If the end result is 10 or above, the interception is successful, and the defending Manager must attempt to block the
interception with a defence roll. To do this, the defender must equal or exceed the interceptions end result.
The defending Manager rolls 1 Action dice and adds the rolled result to the Speed statistic of the player being
intercepted. If the end result equals or exceeds the interceptions end result, the interception is blocked, nothing
happens, and the Interception action ends. However, if the end result is below the intercepting player's end
result, the interception is successful.

Let's take some examples of Interception action results:


BLOCKED
The intercepting Red player, with a Speed of 5, rolls a 6 for a
total of 11 and successfully intercepts. SPEED: 5 + = 11
The defending Blue player, with a Speed of 3, must roll at
least a 8 to block. The Blue player rolls a 9, blocking the
interception, and the Interception action ends.

SPEED: 3 + = 12

If the defending Blue player had rolled below 8, failing to


equal or exceed the interception's total of 11, the intercepting SUCCESS
Manager gets to move the ball 3 spaces in any direction.
(See page 29). SPEED: 5 + = 11

SPEED: 3 + = 9

28
In the example on the left, the Troll player from the Red team has successfully
MOVE BALL intercepted the Orc player from the Blue team, who is in possession of the ball.
As a result, the Manager of the Red team gets to move the ball up to 3 spaces
away from the Orc player, and the Interception action ends.
(The ball can only be moved horizontally and vertically).

The ball cannot be moved Out of bounds or placed in any of the Goal zone
spaces when moving the ball due to an Interception action.
(Because of this the Interception action cannot be used to score goals).

Instead of moving the ball over to the Troll player, the Manager of the Red
team moves the ball to the Vampire player from the Red team.

FREE PASS ACTION


If any player takes possession of the ball during an Interception action,
1 Free Pass ­ Kick action can immediately be performed without
Counter opportunities being allowed.
(See “Pass ­ Kick action” on page 23).

Statistics do not come into play when a Critical hit is rolled. Critical hits occur when the
intercepting Manager rolls a 10 on their dice during a Interception action.

The only way to defend against a Critical hit is to roll a Critical block.
These are only achieved when the defending Manager rolls a 10 on their dice.

Interception actions will NOT cause Critical effects as it targets the ball,
not the player. CRITICAL
If a player's statistics would make it impossible for the defender to equal or exceed the interceptions end
result, then a Critical block would have to be rolled. Critical blocks always count as a successful
block regardless of statistics.

29
ABILITIES
There are multiple available Abilities for players to acquire, enabling
them to permanently manipulate Actions in ways that normally cannot
be done.

When a player is purchased, any Abilities they possess are listed under
the "Abilities" section of their player card as seen in the example on the
right.

Abilities and their effects can only be used by the player that has
acquired the Ability and can only be used in situations where the player
that has the Ability fulfills the criteria needed for it to be used.

Each Ability card provides an explanation of what it does and what the criteria for using it are.
Let's look at the “Brawler” Ability card as an example:

Ability name.
On the top of the card is the Ability name

Ability explanation.
This section explains the specific criteria that must be
fulfilled to use the Ability and how the Ability can
be used by the player who possesses it.

The ”Brawler“ Ability allows the player to reroll


their dice 1 time when performing an Attack action,
but that the new rerolled result must be used.
(See “Attack action” on page 26).

Example.
At the bottom of Ability cards, there is a written explanation and a visual example to give
Managers a clearer understanding of how the Ability functions.

On the "Brawler" Ability card, the visual representation demonstrates that the initial dice
result shown in the bottom left is invalid after using the permitted reroll.

When a player starts of with an Ability or gains a new Ability,


Managers can find the corresponding Ability card from the Ability
deck and place it in their play area as reference to their rules.

30
ABILITIES
GOALKEEPER ABILITY
The Goalkeeper Ability is a special Ability that allows a player to enter their own team's Keeper zone.
Only players possessing the Goalkeeper Ability are permitted within their own team's Keeper zone.
Additionally, it also allows the player to perform a special Goalkeeper jump.

Teams are allowed to have multiple players with the


KEEPER ZONE Goalkeeper Ability on their team and on the field at the same time.
However, during the Match phase, only 1 player is allowed to be
in their own team's Keeper zone at any given time.

In the example on the left, the Vampire player from the Red team
is occupying the Red team's Keeper zone, as highlighted by Red.
However, during its activation, the Vampire leaves the Keeper zone.

The Troll player from the Red team, who also possesses the
Goalkeeper Ability, can now enter the Keeper zone.
(See “Moving action” on page 17).

FORCED KICK ACTION


During its activation, if a Goalkeeper is in possession of the ball and
inside the Keeper zone after completing its Primary action, then
the Goalkeeper MUST perform a GKS ­ Kick action as its
Secondary action.
(See “Kick action” on page 18).

Every time the ball lands in the Keeper zone from a Kick action and there is a Goalkeeper in the
Keeper zone, the Goalkeeper gets to perform a special Goalkeeper jump to attempt to save the ball before a
Goal is scored. If the Goalkeeper successfully catches the ball, it is considered saved, and the match continues
with the Goalkeeper now in possession of the ball.

The Goalkeeper jump can only be performed once every time the ball lands in the Keeper zone.
To perform the Goalkeeper jump see the example below:

GOALKEEPER JUMP

31
SUBSTITUTIONS
During a match, Damage and other effects can force players to be Substituted, requiring them to be replaced by
teammates on The bench. Substitutions must be performed if a player takes up to their maximum of 2 Damage
or if instructed by another source, such as a Critical effect.
(See “Critical effects + Damage” on page 34).

When a player must be Substituted, the match is paused until the Substitution is
resolved. The player that must be Substituted is immediately removed from the
field. After this, a teammate from The bench, who is still allowed to play, must be
placed in any unoccupied Substitution space adjacent to their own team's
Team zone. Players that enter the match in this way
cannot be activated until the start of a new turn.

In the example on the right, a Critical hit causes the


Troll player from the Red team, who is in possession of REMOVE PLAYER
the ball, to take up to its maximum of 2 Damage, and
therefore must be Substituted before the match can
continue.

First the Troll player from the Red team is removed


from the field and is placed on The bench.
The ball is left in the space that it is currently in.

After the Troll player has been removed, a Dwarf


player from the Red team, is immediately placed in an
unoccupied Substitution space next to the
Red team's Keeper zone. PLACE PLAYER

After this the Substitution has been resolved, and the match can continue.

If a player must be Substituted, and the team does not have any other
players on The bench that are able to play, the match ends with the team
unable to substitute Forfeiting the match and being declared as the loser,
regardless if that team has more Goal tokens than the opposing team.
(See “End of Match + Forfeit” on page 44).

32
COUNTER OPPORTUNITY
At the beginning of a new turn, the Manager who does not have the turn receives 3 Counter tokens.
These tokens are used whenever a manager intends to perform a Counter opportunity.
Counter opportunities allow Managers to perform Actions during their opponent's
turn. When a team runs out of Counter tokens, they cannot perform any more
Counter opportunities

Whenever a Counter opportunity is performed, the Manager must discard 1 Counter token.
(It is important to note that this does not count as activating a player in regards to resolving rules.
Some rules also prevent Counter opportunities from being performed, and will be stated in their descriptions).

While a Counter opportunity is being performed, any Actions by the opposing Manager must be paused until
the Counter opportunity has been resolved. The 3 Counter opportunities available can only be performed in
specific situations, as shown below:

COUNTER MOVE
A Counter move can be used every time an opposing player moves out of
a player's Player zone. Counter move allows 1 player to follow the
moving player to bring them back inside their Player zone again, but at
the cost of 1 Counter token every time Counter move is used.

In the example on the left, the Orc player from the Blue team is moved
1 space out of the opposing Troll player's Player zone.
(As indicated by the yellow arrows).
The Red team Manager then immediately plays 1 Counter token and
moves the Troll player 1 space (As indicated by the red arrows).
Afterwards, the Orc player is once again moved out of the Troll player's
Player zone, and another Counter token is played to follow.

COUNTER ACTION
A Counter action can be used when an opposing player performs any Kick action. This allows 1 Attack or
Interception action to be resolved against the player performing the Kick action, from 1 player within range.
(See “Attack action” on page 26 and “Interception action” on page 28).

If the Counter action is successful, the Kick action is lost and is not resolved. Instead, the chosen
Counter action is resolved. However, if the Counter action misses or is blocked, the Kick action will be
resolved as normal, and no more Counter tokens can be played against the same Kick action.

AFTER PLAYER ACTIVATION


After an opposing player has finished an activation, 1 player may perform 1 Attack or
Interception action against an opposing player within range. Only 1 Counter token
can be used in this way until a new player's activation is fully resolved.

33
CRITICAL EFFECTS + DAMAGE
Critical hits are achieved during an Attack action where the attacking Manager rolls a 10, and the defending
Manager does not roll a Critical block. Critical blocks are only achieved when the defending Manager rolls a 10.

Critical hits can result in a variety of different things happening, like equipped Items losing Uses or Durability
or even being Destroyed, while others can force players to take Damage.

When resolving a Critical hit, before resolving the normal consequences of an Attack action, the attacking
Manager rolls 1 Action dice. The Critical effect card with the matching number is then drawn and the Effects
described on the card is resolved against the player that suffered the Critical effect.

Let's look at the “Item damage” card as an example:

The Critical effect card with the matching number that must be
resolved can be seen at the bottom right of the Critical effect cards.

Critical effect name and flavor text. Primary effect.


At the top is the Critical effect name and flavor text. Primary effect explains all the effects that is
resolved against the player.
(Some have multiple effects, and some also
require the Manager to choose effects. In these
cases, the Manager can only choose 1 effect).

The ”Item damage“ card informs the Manager


of the attacking player that they have 2 options
to choose from as its Primary effect:

Option 1 will cause the target to lose 1 Use on


its “Equipment” it has equipped.

Option 2 will cause the target to lose 1


Durability on its “Armor” it has equipped.
(See “Items” on page 40).

Secondary effect.
Some cards have Secondary effects. However, these are only resolved if certain criteria cannot be
met from the Primary effect.
(The specific criteria are stated in the Secondary effect section, along with the applied effects).

The ”Item damage“ card's Secondary effect informs that if there are no Uses or Durability to lose
on a chosen Item Type, then the chosen Item Type is instead Destroyed.
(See “Items” on page 40).

34
The most common Critical effect will deal Damage to players and have teams gaining Excitement tokens.
Let's look at the “Concussion” card as an example:

Gaining Excitement tokens.


When a card instructs a Manager to gain an
Excitement token, it is added to the total
amount of Excitement tokens that the
Manager already possesses.

(An image of Tokens will also be shown to


remind the Manager to take them)

Excitement tokens are used during the


Payout phase when calculating winnings.
(See “Payout” on page 46).

Damage.
When a player takes Damage, a Damage token is placed on that player's
Player sheet, or alternatively, the damage is noted on the player's Player sheet.

If a player would reach a total of 2 Damage at any point, the Damage token is
flipped over to its side with the skull. This represents the player having sustained
too much Damage to keep on playing.

Any Damage taken above 2 is ignored.

After the Critical effect card has been resolved along with the normal
consequences from the Attack action, the Critical effect card is reshuffled
back into the Critical effect deck and the match can continue.

If a player reaches their maximum of 2 Damage at any point during a match,


the player is unable to play anymore and must be Substituted.
(See “Substitutions” on page 32).
After the player has been Substituted, a Disability card
must also be resolved against the player.
(See “Disabilities” on page 36).

Players are unable to play and must remain on The bench if


they have 2 Damage. To remove Damage, Managers must
use the Apothecary during the Transfer window phase.
(See “Transfer window” on page 48).

35
DISABILITIES
If a player reaches their maximum of 2 Damage at any point during a match, 1 Disability card must be resolved
against the player. These will have permanent consequences for the player's ability to play. Certain Disabilities
may restrict players from performing specific Actions, while others permanently alter their statistics.

To resolve a player gaining a Disability, the defending Manager rolls 1 Action dice. The Disability card with the
matching number is then drawn. The Disability and Permanent consequences described on the card is then
resolved against the player that suffered the Disability. Let's look at the “Prosthetic leg” card as an example:

The Disability card with the matching number that must be resolved can be
seen at the bottom right of the Disability cards.

Disability name and flavor text. Disability.


At the top is the Disability name and flavor text. This section explains what Disability the
player will gain. All Disabilities a player
gains are noted on their Player sheet under
the “Disabilities” section.

Disability cards will instruct Managers to


resolve another Disability card if the player
already has the same Disability as the card
drawn. When this is the case, find the
referenced Disability card and resolve the
rules for that card instead.

Permanent consequences.
Disabilities will have Permanent consequences that the player will suffer. The ”Prosthetic leg“ card
causes the player to permanently suffer ­1 to its Speed statistic and ­1 to its Fame statistic.

As shown below, a player with a Speed statistic of 4 and a Fame statistic of 1, would end up with a Speed
statistic of 3 and a Fame statistic of 0. The Manager of the player must make these adjustments to the player
on its Player sheet.

SPEED: 4 FAME: 1 SPEED: 3 FAME: 0


A player's Fame statistic can only be reduced down to 0, any reduction after that is ignored as Fame cannot go
into negative values. All other statistics can only be reduced down to 1, any further reduction is disregarded, as
they cannot drop below 1. Even if a player's statistic cannot be reduced, the player will still gain the Disability.

36
Players will be one step closer to the end of their career every time they suffer a new Disability.

For example, if a Manager draws the "Blurred Vision" Disability


card and their player already has the "Blurred Vision" Disability,
then the "Lost Eye" Disability card must be resolved instead.

Now, if the player were to suffer either of these


Disabilities again, the end result would be the
player suffering the "Death" Disability.

If a player suffers the "Death" Disability,


the Player sheet is removed from the game.
Additionally, the player is erased from the
Team sheet to which they belonged.

After the Disability has been resolved, the Disability card is reshuffled back into the Disability deck, and the
match can continue.

If, at any point after resolving a "Death" Disability, a team is left with only
3 players that are able to play, the match concludes with that team forfeiting
and being declared the loser, regardless of whether the team has more
Goal tokens than the opposing team.
(See “End of Match + Forfeit” on page 44).

37
TACTICS
Tactics are used during the match to gain an advantage by manipulating game
results or allowing players to act in ways they normally are not able to.

Before each match starts, Managers must shuffle all their respective team's
Tactic cards and place them in a face­down draw pile in their play area.
(This draw pile will not be reshuffled during the match).

Symbols on the Manager's Turn trackers, as seen in the example on the right,
grants Managers the opportunity to draw Tactic cards when they place their
Tracker token on that particular turn.

The 1­card symbol indicates that the Manager can draw 1 Tactic card from their Tactic deck.

The 2­card symbol indicates that the Manager can draw 2 Tactic cards from their Tactic deck.

Tactics are not revealed to the opponent until the card is played. Certain keywords instruct Managers when, during
a specific situation or Action, the card is allowed to be played. When a Tactic card is played, any Action by the
opposing Manager must be paused until the Tactic has been resolved:

BEFORE WHILE AFTER


keyword means the card must keyword means the card can be keyword means the card can be
be played before the played at any time as long as the played immediately after the
Playable condition on the Playable condition on the card Playable condition on the card
card is executed. is still being resolved. has been fully resolved and
before a new player is activated.

Tactic name.
At the top is the Tactic name.

Playable.
This section explains the specific criteria that
must be fullfiled before the card is allowed to
be played, using the keywords Before,
While, and After as explained above.

Effect.
This section explains how the Manager
playing the card gets to affect the game.

38
Let's look at the “Gust of wind” card as an example of a Tactic card being played by the
Blue team. Having rolled the Momentum result on the Direction dice during a
Shoot ­ Kick action, the ball lands 3 spaces away from the Red team's Goal zone.
Because of this, it is possible for the ball to move into the Red team's Goal zone
if “Gust of wind” is played by the Blue Manager, as seen in the example below:

Playable.
After the Shoot ­ Kick action is resolved, WHO GETS TO PLAY FIRST?
both Managers have the opportunity to play In situations where both Managers want to play a
the “Gust of wind” Tactic, as the criteria for Tactic card at the same time, the team currently
playing it state: resolving their turn gets to play and resolve their
Tactic card first.
After any Kick action that uses the
Direction dice.

Effect.
The ”Gust of wind“ card causes the ball to
move 3 spaces using the Direction dice
result from the Shoot ­ Kick action.

Because “Gust of wind” is played by the Blue


Manager, the ball moves in a straight line
toward the Red team's Goal zone.
(Had ”Gust of wind“ been played by the Red
Manager, the ball would instead move toward
the Blue team's Goal zone).

After the Tactic has been resolved, it is placed in a


discard pile and is no longer available for the
remainder of the match.

TACTICS BEFORE COUNTER TOKENS


In situations where a Tactic card is played at the same time as the opposing Manager wants to play a
Counter token, the Tactic card will always be resolved before the Counter token can be played.

39
ITEMS
Items are used during the match to gain an advantage by manipulating game results or allowing players to act in
ways they normally are not able to. Some players start off with Items. Items can also be bought during the
Transfer window phase.
(See “Transfer window” on page 48).

There are 2 different Item types that can be acquired: "Equipment" or "Armor".
Players can only have 1 Item equipped at a time. Additionally, some Items also require certain conditions to be met
for players to be able to equip them.

Managers decide whether or not they want to use an Item. However, Certain keywords will instruct when, during a
specific situation or Action, the Item is allowed to be used:

BEFORE WHILE AFTER


keyword means the Item keyword means the Item can be keyword means the Item can be
must be used before the used at any time as long as the used immediately after the
Usable condition on the card Usable condition on the card is Usable condition on the card
is executed. still being resolved. has been fully resolved and
before a new player is activated.

Item name.
At the top of the card is the Item name.

Useable.
This section explains the specific criteria that
must be fulfilled before the Item is allowed
to be equipped and used, using the keywords
Before, While, and After as explained
above.

Effect.
This section explains how the Manager using
the Item gets to affect the game.

Item type.
Note down the Item name in the corresponding “Equipment“ or “Armor” section of the player's Player sheet,
along with the amount of Uses or Durability shown at the bottom of the Item card, as seen below:

40
After an Item has been noted on the Player sheet, the Item card can be reshuffled back into the Item deck,
or Managers can keep them in their play area as reference to their rules.

Let's look at the “Knuckle duster” Item as an


example of an Item being used. Only the player
who has the Item equipped can use and benefit
from it when the criteria for using the Item are
met by that player:

Useable.
The criteria for using the “Knuckle duster”
Item state:

Use this item Before rolling dice when the


player is performing an Attack action.

So before rolling dice, the Manager of the


attacking player must use the equipped Effect.
“Knuckle duster” Item. After the “Knuckle duster” Item is used, its
Effect allows the Attack action being
performed to have +2 added to its end result.
"Equipment" Items have a set number of Uses. Every time
an "Equipment" Item is used, one of its Uses must be Let's take an example where an attacking
erased from the Player sheet it is part of. player has Strength 4 and rolls a 6 for a total
of 10. However, due to the +2 from the
“Knuckle duster” Item, the end result would
be 12.

4+ + 2 = 12

After an Item has been used, it cannot be used again until the Useable criteria is fulfilled again later.

"Armor" Items are used in the same way as "Equipment" Items.


However, "Armor" Items have Durability instead of Uses and
can be used as long as they have at least 1 Durability left.

When an "Armor" Item is used, it does not lose any Durability.


The only way Durability can be removed is when instructed by
another source, such as Critical effect cards.

41
If an Item does not have anymore Uses, that Item can no longer be used until it is repaired during the
Transfer window phase.
(See “Transfer window” on page 48).

If the last Use or Durability of an Item card has a red X symbol, mark off the last Use or Durability on the
Player sheet with an X, as seen in the example below:

When a Use or Durability that has an X on it is removed, the Item will be Destroyed.
When an Item is Destroyed, it must immediately be erased from the Player sheet it is a part of:

Items can also be Destroyed regardless of their remaining Use or Durability if instructed by another source,
such as the "Item damage" Critical effect card, as seen in the example below:

42
Any Item equipped on a player is permanently the property of that player.
This means that Items cannot be moved from one player to another.

The only way existing Items can be removed from a player is if the Item
is Destroyed or a new Item is purchased for the player during the
Transfer window phase.
(See “Transfer window” on page 48).

Some Items are allowed to target other players from a distance. These Items will state under the "Useable" section
that they can target within Range X, where X is the number of spaces the Item is allowed to target other players
from. This means that the player's Player zone extends when using the Item.

Let's look at the "Whip" as an example: The "Whip" is used when


performing an Attack or Interception action and has a range of 2.
This means that when performing an Attack or Interception action,
the Action is allowed to be performed with the target being 2 spaces
away.

As shown in the example on the right, Managers can only start tracing
Item ranges from spaces that are horizontally and vertically adjacent to
the player that is using the Item.

ITEM RANGE

43
END OF MATCH + FORFEIT
After both Managers have completed their 12th turn, the winner of the match is
determined. The team with the most Goal tokens will be declared the winner.
In the event of a tie in Goal tokens, the next deciding factor is the team with the
most Excitement tokens.

In the example on the left, both the Red team and the
Blue team have 1 Goal token. However, because the
Red team has acquired more Excitement tokens,
they are declared the winner of the match.

Once the winner is determined, the Match phase ends,


and Managers proceed to the Payout phase.
(See “Payout” on page 46).

In situations where both teams have the same number of Goal tokens
and Excitement tokens, as seen in the example on the right, after the
12th turn the match enters Sudden death.

During Sudden death, the match continues to turn 15 but will end
immediately regardless of turn number if a Goal is scored.
The scoring team is declared the winner, and the Match phase ends.

During Sudden death, the match becomes much more deadly.


If a player reaches their maximum of 2 Damage at any point, the
Death Disability card must be resolved against the player, and the
player's team is forced to Forfeit the match.

When a team is forced to Forfeit due to significant setbacks,


such as extensive Damage to their players or an excess of
deaths during the match, that team will be declared the loser,
regardless of whether they have the most Goal tokens and
Excitement tokens.
(See “Payout” on page 46).

44
After turn 15 has been resolved, if teams are still tied, a Penalty Shootout has to be resolved.
Goals scored during the Penalty Shootout are recorded separately from the original match
as they will not count in the Payout phase. Additionally, Excitement tokens are not earned
during the Penalty Shootout.

Tactic cards are not allowed to be played. However, Items and Abilities are still allowed to be used.

Let's look at how the Penalty Shootout is resolved:


Each team is granted 3 attempts to score Goals. PENALTY SHOOTOUT
The first team taking their attempts places 1 of their players in the area
highlighted by brown as seen on the right. This player will only be
performing a Shot ­ Kick action against the opposing player's Goal.

The opposing Manager can place 1 player in the Goal zone if they
have a player with the Goalkeeper ability that has not sustained
2 Damage. If they do not have a Goalkeeper, the Goal zone will be
left undefended.

Once players have been placed, the Manager that is currently taking
their attempt then performs a Shot ­ Kick action that follows the
normal rules.
(See “Kick action” on page 18).

If the ball lands in the Goal zone and there is a Goalkeeper present,
the Goalkeeper gets to perform its Goalkeeper jump to try and
save the ball. If the ball is not saved, the team performing the
Kick action scores 1 Goal and the next attempt is taken.

However, If the ball does not land in the Goal zone, or is saved by
the Goalkeeper, the attempt to score a Goal fails and the next
attempt is taken. Players chosen to perform a Kick action cannot be
chosen again for the following attempts, and a new player must be
chosen.

Once all 3 attempts have been resolved, the turn is given over to the
opposing team so they can take their 3 attempts.

After each team has completed their 3 attempts, the team with the
most Goals is declared the winner of the match.
If teams are still tied after all attempts have been resolved, a new
round of Sudden death shootout is taken until a winner is found.

45
PAYOUT
After the match has concluded and the winner has been determined, it is time for the Fantasy Footbrawl league
to decide how much GC each team earns.

To do this, Managers must consult the Payout tables located on the back
side of the Level 1 Turn Trackers. The winner of the match will use the
"Winner" table, while the loser will use the "Loser" table.

Before rolling dice, if any team at the start of the match has
more Total fame than their opponent, the team that has a
Fame disadvantage is first awarded +100 GC for every
Fame they are behind.

After calculating the GC for any Fame disadvantage, Managers count the
number of Excitement tokens their team have at the end of the match.
For every Excitement token, the team will be awarded Bonus GC,
up to a maximum of +1000 Bonus GC.

If a team has 3 Excitement tokens, that


team would be awarded +500 Bonus GC.

The Fame disadvantage and Bonus GC are added to the final result of what
the team earns on the Payout table on the next page.
(See page 47).

46
Now, it's time for both Managers to roll on their respective Payout tables to
determine how much GC they will be awarded. Each manager rolls
1 Action dice and adds +1 to their result for every Goal token their team has
acquired. They then consult their Payout table to determine the amount of GC.

Let's take the "Winner" table as an example. The dice roll lands on a 4,
giving the winning team +1200 GC. However, since the winner has
1 Goal token, +1 is added to the result, making it 5 and resulting
in a Payout of +1300 GC instead.

After rolling on the Payout table, combine the


Disadvantage, Bonus and Payout GC, then add this
total to any GC the team already has on their Team sheet
in the "Team GC" section:

It is also possible for teams to lose GC rather than gaining GC when rolling on the Payout table.
In these situations, Managers must subtract the negative Payout amount from their current GC.
Teams are allowed to go below 0 GC and into negative values.
However, when this happens it will prevent teams from spending
any more GC during the Transfer window phase.
(See “Transfer window” on page 48).

After the Payout amount has been resolved,


the Payout phase ends, all Excitement
and Goal tokens are removed from
each team, and Managers proceed
to the Transfer window phase.

47
TRANSFER WINDOW
During the Transfer window phase, Managers get to use their team's GC. A team's GC is allowed to go into
negative values. However, as soon as this happens, the Manager is no longer allowed to use any more GC until the
team again has a positive GC value.

Managers resolve the following 6 steps in any order they wish, as they are all part of the Transfer window:

1
Selling players.
Each Manager will have the chance to sell 1 player from their team during each Transfer window phase.
However, selling players with 0 Fame will come at a cost to get rid of, whereas selling players with more
Fame will grant Managers GC, as seen on the list below:

To sell a player, the Managers simply choses which player is to be sold and then erases that player from the
Team sheet to which they belong. After this, the Player sheet is thrown away and is no longer part of the game.
The team's GC is then updated depending on what was lost or gained in GC.

2
Training.
Managers can send their players off to train so that they can learn new Abilities or upgrade their Speed,
Defense, Strength, or Kick range statistics:

TRAINING IS ONLY AVAILABLE IN THE FULL VERSION

48
3
Buying players.
Managers have the opportunity to purchase new players for their team. If a team has 3 players or fewer at
any point, Managers must purchase new players until their team roster has a minimum of 4 players:

First, shuffle the Regular player deck and Experienced player deck.
Each manager is then dealt 2 Regular player cards and
1 Experienced player card, starting with the
Manager who won the match.

The cards dealt are now available for the Managers


to purchase if they wish and do not have the maximum
of 6 players on their team roster.
(Each of the players available can only be purchased once).

When a player is selected for purchase, the Manager subtracts the player's Price from their team's total GC.
A new Player sheet is taken, and the information from the acquired player is noted down.
(See page 13).

After Managers have purchased the players they want and the
Player sheets have been filled out, record the new players in the
“Team roster” section of the Team sheet.

After both Managers have finished buying players, gather all the
Regular player cards and Experienced player cards and
place them back into their respective decks and set them aside
until the next Transfer window phase.

49
4
Apothecary.
If any players have sustained any Damage, Managers have the chance to send their players to the
Apothecary so that they can be healed, removing all the Damage they have sustained.
Depending on the player's Fame, the amount of GC needed changes, as seen on the Apothecary price list below:

Disabilities cannot be removed.

5
Team growth.
As players gain more Fame throughout the realm, Managers will have the opportunity to grow their team,
allowing them to gain additional Tactics during matches.

TEAM GROWTH IS ONLY AVAILABLE IN THE FULL VERSION

50
6
Buying + Repairing items.
Managers have the opportunity to visit an Arms dealer to purchase new Items and repair old Items for
their players:

First, shuffle the Arms dealer deck. Each manager is then dealt
1 Arms dealer card, starting with the Manager who won the match.

Each Arms dealer will have a specific set of Items for


sale. Each manager is then dealt the corresponding Item
cards from their Arms dealer. These Items are now
available for the Managers to purchase if they wish.
(Each of the Items available can only be purchased once).

Players can only have 1 Item equipped at a time.


Some Items also require certain conditions to be met for players to be able to equip them.
For example, the "Goalkeeper gloves" can only be equipped by players who have the Goalkeeper Ability.

If a player already has an existing Item equipped, and a new


Item is purchased for that player, the existing Item must be
removed from the Player sheet and will be lost.

When an Item is selected for purchase, the Manager subtracts the


Price from their team's total GC. Afterward, the Item name is
noted down in the corresponding “Equipment“ or “Armor”
section of the player's Player sheet, along with the amount of
Uses or Durability shown at the bottom of the Item card, as
seen below:

After an Item has been noted on the


Player sheet, Managers can keep them
in their play area as reference to their rules.

After both Managers have finished buying Items, gather all the Items that were not purchased and place them back
into the Item deck and set it aside until the next Transfer window phase.

If a player has an Item equipped that has lost any Use or Durability but
is not Destroyed, the Arms dealers are allowed to repair that Item.

To repair an Item, Managers must subtract the Price of the Item from
their team's total GC. When this is done, the Item regains its original
amount of Use or Durability.

51
TRANSFER WINDOW
PREPARE FOR THE NEXT MATCH
After all steps of the Transfer window have been resolved, the Managers are free to play their next game.

TRANSFER WINDOW
TEAM BANKRUPTCY
If, at any point, a team would end up with a team roster of only 3 players being able to play, and unable to buy new
players due to insufficient GC, that team must declare Team bankruptcy and can no longer be used.

When this happens, the Player sheets along with the Team sheet are discarded, never to be used or seen again.
If the disgraced Manager wishes to play again, they must create a new team.
(See “Team creation” on page 12).

VICTORY CONDITIONS
Depending on whether managers are playing a one­time game or playing over multiple sessions, the victory
conditions for managers to win the game change and can also be decided by the managers themselves if they wish.

ONE­TIME GAME
The victory condition for a one­time game is simply that the winner of the match is also the winner of the game.

MULTIPLE SESSIONS GAME


(TOURNAMENT GAME)
When playing over multiple sessions or tournaments, Managers must decide on the victory conditions
for winning the game. This can be left up to the Managers to decide for themselves:

BEST OF 3­5­7­X GAMES.


TOURNAMENT GAME.
(MANAGERS MAKE CUSTOM RULES FOR RESOLVING A TOURNAMENT)

52
INDEX
A: G: R:
Ability ­ Page 30. GC ­ Page 12. Range dice ­ Page 3 ­ 18.

Action ­ Page 16. GKS ­ Page 18.


S:
After ­ Page 38 ­ 40. Goal ­ Page 25. Secondary action ­ Page 16.

Attack action ­ Page 26. Goal post ­ Page 10 ­ 22 ­ 24. Shoot ­ Page 18.

Goal zone ­ Page 10 ­ 23. Speed ­ Page 11 ­ 17 ­ 28.


B:
Before ­ Page 38 ­ 40. Goalkeeper ­ Page 31. Statistics ­ Page 11.

Goalkeeper jump ­ Page 31. Strength ­ Page 11 ­ 26.


C:
Center mark ­ Page 10. Substitution ­ Page 32.
I:
Counter opportunity ­ Page 33. Item ­ Page 40. Substitution space ­ Page 10 ­ 32.

Counter token ­ Page 33. Interception action ­ Page 28. Sudden death ­ Page 44.

Critical block ­ Page 27 ­ 29 ­ 34.


K: T:
Critical effect ­ Page 34. Kick off ­ Page 15. Transfer window ­ Page 48.

Critical hit ­ Page 27 ­ 29 ­ 34. Keeper zone ­ Page 10 ­ 31. Team sheet ­ Page 12 ­ 14.

Kick action ­ Page 18. Turn tracker ­ Page 16.


D:
Damage ­ Page 35. Kick range ­ Page 19. Tactic ­ Page 38.

Defence ­ Page 26. Team zone ­ Page 10.


M:
Disability ­ Page 36. Moving action ­ Page 17. Team bankruptcy ­ Page 52.

Durability ­ Page 41. Mid field ­ Page 10. The bench ­ Page 15 ­ 32.

Direction dice ­ Page 19.


O: U:
Out of bounds ­ Page 22. Uses ­ Page 41.
E:
Effect ­ Page 39 ­ 41.
P: V:
Excitement token ­ Page 24 ­ 35. Pass ­ Page 23. Volley ­ Page 18.

Payout ­ Page 46.


F: W:
Fame ­ Page 50. Player sheet ­ Page 13. While ­ Page 38 ­ 40.

Fame disadvantage ­ Page 46. Player zone ­ Page 26 ­ 28.

Forfeit ­ Page 44. Price ­ Page 11 ­ 49 ­ 52.

Free action ­ Page 16. Primary action ­ Page 16.

53

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