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Gamehelpcampeones
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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 has two halves, each played over 6 rounds. Every round has 4 phases:
1. Draw Phase
- Each coach draws up to 4 cards from their deck.
- Then, starting with the Defender, each coach picks 1 Match Card (from the 4 revealed or blindly from the Match Deck). These are added to their hand.
2. Attack Phase
- Starting with the Attacker, coaches alternate turns:
- Play 1 card into their Play Area (optional abilities may be used),
- Or pass (and cannot play more this round).
- The phase ends when 9 total cards are in play (both coaches combined) or both pass.
3. Shoot/Pass Phase
- The Attacker chooses to Shoot or Pass.
- Each team totals the matching values from their cards.
- Coaches may add tokens (+1 per token).
- Both roll a die and add the result.
- Highest total wins (tie goes to the Attacker).
Results:
- Shot win → Goal
- Pass win → Keep possession
- Defence win → Gain possession
4. Discard Phase
- All played cards go to discard piles.
- Refill the Football Pitch with Match Cards (if any remain). Start a new round.
Extra Time is triggered if scores are tied after full time. It has 2 halves, each with 2 rounds, and a limit of 7 cards per round. No new Match Cards are drawn. If still tied, both teams are champions.
Special Rules
- Special Shot / Defence: Each coach secretly picks a card, then both reveal. If blocked, Defender gains the ball. If not, Attacker scores.
- Motivation: Spend tokens to replace a card in play with its upgraded version.
- Fatigue Cards: Played like any card, but have no values or abilities.
- Yellow/Red Cards: Apply penalties. Two yellows = red card = permanent effect.