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Gamehelpcampeones: differenze tra le versioni

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Nessun oggetto della modifica
(I added some clarifications and more special rules)
Riga 1: Riga 1:
'''''Campeones – Quick Game Guide'''''
You are the coach of ''Nankatsu'' or ''Toho''. Your goal is to '''score more goals''' than your opponent by the end of the match. If it's a draw, '''extra time''' is played. If still tied, '''both teams win'''.
You are the coach of ''Nankatsu'' or ''Toho''. Your goal is to '''score more goals''' than your opponent by the end of the match. If it's a draw, '''extra time''' is played. If still tied, '''both teams win'''.


Riga 23: Riga 21:


Result:   
Result:   
** '''Shot win''' → Goal
 
** '''Pass win''' → Keep possession
* '''Shot win''' → Goal
** '''Defence win''' → Gain possession
 
* '''Pass win''' → Keep possession
* '''Defence win''' → Gain possession


'''4. Discard Phase'''   
'''4. Discard Phase'''   
Riga 32: Riga 32:
* Begin a new round.
* Begin a new round.


At the end of the first half, each coach shuffles their deck, combining any remaining Draw Deck, Discard Pile, and cards in hand.
At the end of the first half, each coach shuffles their deck, combining any remaining Draw Deck, Discard Pile, and cards in hand. The coach who did ''not'' kick off the first half will kick off the second half.
The coach who did ''not'' kick off the first half will kick off the second half.


'''''Injury Time''''' begins when the final 2 Match Cards are taken from the Pitch. Play continues without revealing new Match Cards, using only each coach's Draw Deck. This phase ends as soon as the Attacker scores a goal or loses possession.
'''''Injury Time''''' begins when the final 2 Match Cards are taken from the Pitch. Play continues without revealing new Match Cards, using only each coach's Draw Deck. This phase ends as soon as the Attacker scores a goal or loses possession.
Riga 48: Riga 47:
'''''Special Rules'''''
'''''Special Rules'''''


* '''Special Shot / Defence''': Each coach secretly selects 1 of their 3 Special cards and reveals it simultaneously.
* '''Special Shot / Defence''': Each coach secretly selects 1 of their 3 Special cards and reveals it simultaneously. If the Defence card successfully blocks the Shot, the Defender gains the ball. If not, the Attacker scores.
If the Defence card successfully blocks the Shot, the Defender gains the ball. If not, the Attacker scores.


* '''Motivation''': During the Attack Phase, a coach may pay the token cost shown on a Motivation Card to replace a matching card already in their Play Area.
* '''Motivation''': During the Attack Phase, a coach may pay the token cost shown on a Motivation Card to replace a matching card already in their Play Area. Remove the original card from the match (put it back in the box) and replace it with the Motivated version. The new card’s ability may be used immediately.
Remove the original card from the match (put it back in the box) and replace it with the Motivated version.
The new card’s ability may be used immediately.


* '''Fatigue Cards''': These have no values or abilities but count toward the 9-card limit in the Attack Phase.
* '''Fatigue Cards''': These have no values or abilities but count toward the 9-card limit in the Attack Phase.


* '''Yellow / Red Cards''':
* '''Yellow / Red Cards''': A Yellow Card applies penalties for the rest of the match. A second Yellow turns into a Red Card, which has a permanent stronger effect. They do not count toward the 9-card limit and can only be removed via the "Substitution" card.
** A Yellow Card applies penalties for the rest of the match.
** A second Yellow turns into a Red Card, which has a permanent stronger effect.
** They do not count toward the 9-card limit and can only be removed via the "Substitution" card.


* '''Goalkeeper Save Roll''': If the Attacker wins the Shoot Phase and the Defender has their Goalkeeper card in play, the Defender may roll a die:
* '''Goalkeeper Save Roll''': If the Attacker wins the Shoot Phase and the Defender has their Goalkeeper card in play, the Defender may roll a die:
Riga 72: Riga 65:
** Goalkeepers must replace a goalkeeper already in play.   
** Goalkeepers must replace a goalkeeper already in play.   
** Reveal a new Signing card from the reserve deck to replace the signed one.
** Reveal a new Signing card from the reserve deck to replace the signed one.
* '''Use of the Whistle Token''': Use the whistle to track which team kicked off each half (including Extra Time).


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Riga 87: Riga 78:
* If the 9-card limit is reached, you may not play additional cards, including Signings or Motivated cards, unless explicitly allowed.
* If the 9-card limit is reached, you may not play additional cards, including Signings or Motivated cards, unless explicitly allowed.


* '''Optional Rule – Assured Success''':
* '''Optional Rule – Assured Success''': If one coach rolls a 6 and the other rolls a 1 during the Shoot/Pass Phase, the coach who rolled a 6 automatically wins the action, regardless of total values. This rule is optional and must be agreed on before the game starts.
If one coach rolls a 6 and the other rolls a 1 during the Shoot/Pass Phase, the coach who rolled a 6 automatically wins the action, regardless of total values.
This rule is optional and must be agreed on before the game starts.

Versione delle 12:17, 24 lug 2025

You are the coach of Nankatsu or Toho. Your goal is to score more goals than your opponent by the end of the match. If it's a draw, extra time is played. If still tied, both teams win.

A match is played in two halves, each consisting of 6 rounds. Every round has 4 phases:

1. Draw Phase

  • Each coach draws from their Draw Deck until they have 4 cards in hand.
  • Then, starting with the Defender, each coach picks 1 of the 4 revealed Match Cards from the Football Pitch (or blindly from the Match Deck). Add it to your hand.

2. Attack Phase

  • Starting with the Attacker, coaches alternate turns:
    • Play 1 card into their Play Area (and optionally activate its ability),
    • Or pass (you can’t play further cards this round).
  • The phase ends when there are 9 total cards in play (combined) or when both coaches pass.

3. Shoot/Pass Phase

  • The Attacker chooses to attempt a Shot or a Pass.
  • Each team totals the matching values from their played cards.
  • Coaches may spend tokens (+1 per token) of the chosen type.
  • Both roll 1 die and add the result.
  • Highest total wins (tie goes to the Attacker).

Result:

  • Shot win → Goal
  • Pass win → Keep possession
  • Defence win → Gain possession

4. Discard Phase

  • All cards played this round are moved to each coach’s Discard Pile.
  • Refill the Football Pitch with Match Cards if any are left.
  • Begin a new round.

At the end of the first half, each coach shuffles their deck, combining any remaining Draw Deck, Discard Pile, and cards in hand. The coach who did not kick off the first half will kick off the second half.

Injury Time begins when the final 2 Match Cards are taken from the Pitch. Play continues without revealing new Match Cards, using only each coach's Draw Deck. This phase ends as soon as the Attacker scores a goal or loses possession.

If the match is tied after the second half, proceed to Extra Time. It is played in two halves, each with 2 rounds.

  • In Extra Time, a maximum of 7 cards (combined) can be played per round.
  • No Match Cards are drawn — only cards from the coaches’ decks are used.
  • At the end of each half, decks are reshuffled.
  • A random coach kicks off the first half of Extra Time.

If the tie persists after Extra Time, both teams are declared champions.


Special Rules

  • Special Shot / Defence: Each coach secretly selects 1 of their 3 Special cards and reveals it simultaneously. If the Defence card successfully blocks the Shot, the Defender gains the ball. If not, the Attacker scores.
  • Motivation: During the Attack Phase, a coach may pay the token cost shown on a Motivation Card to replace a matching card already in their Play Area. Remove the original card from the match (put it back in the box) and replace it with the Motivated version. The new card’s ability may be used immediately.
  • Fatigue Cards: These have no values or abilities but count toward the 9-card limit in the Attack Phase.
  • Yellow / Red Cards: A Yellow Card applies penalties for the rest of the match. A second Yellow turns into a Red Card, which has a permanent stronger effect. They do not count toward the 9-card limit and can only be removed via the "Substitution" card.
  • Goalkeeper Save Roll: If the Attacker wins the Shoot Phase and the Defender has their Goalkeeper card in play, the Defender may roll a die:
    • 1 → Save (Defender gains possession)
    • 2–3 → Corner (Attacker keeps possession)
    • 4–6 → Goal confirmed
  • Signings: Coaches can sign new players during their turn by paying the cost (tokens shown on the card):
    • Choose one of the 4 visible Signing Cards and pay its cost in Shot, Pass or Defence tokens.
    • Field Players are added directly to the Play Area (if the 9-card limit hasn’t been reached).
    • Goalkeepers must replace a goalkeeper already in play.
    • Reveal a new Signing card from the reserve deck to replace the signed one.

Advanced Clarifications

  • Cards removed from the match (e.g. by optional abilities or Motivation upgrades) are placed back in the box and are no longer available.
  • Optional abilities must be used at the moment the card is played — except for those that explicitly state they may be used later (e.g. rerolling the die or using a goalkeeper’s ability at the end of the phase).
  • Coaches can only use tokens gained through card abilities during the Shoot/Pass Phase. Reserve tokens cannot be spent unless activated by cards.
  • If the 9-card limit is reached, you may not play additional cards, including Signings or Motivated cards, unless explicitly allowed.
  • Optional Rule – Assured Success: If one coach rolls a 6 and the other rolls a 1 during the Shoot/Pass Phase, the coach who rolled a 6 automatically wins the action, regardless of total values. This rule is optional and must be agreed on before the game starts.