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Game Help Campeones
📖 CAMPEONES: QUICK RULES SUMMARY
🎯 OBJECTIVE
Score more goals than your opponent by the end of the match. If it’s a draw, play Extra Time. If still tied, both teams are champions.
🎲 GAME SETUP
- Each coach picks a team: [b]Nankatsu[/b] or [b]Toho[/b].
- Shuffle each team's [b]12 Initial Cards[/b] (11 players + 1 fan) into a Draw Deck.
- Place [b]First Half Match Deck (13 cards)[/b] face down, reveal 4 to form the [i]Football Pitch[/i].
- Keep [i]Fatigue Cards, Yellow/Red Cards, Action Tokens, Special Shot/Defence cards[/i] nearby.
- Each coach takes [b]5 Action Tokens[/b] of each type (⚽ Shot, ➡️ Pass, 🛡️ Defence).
- Use the Whistle token to decide who kicks off.
🕹️ [b]GAME SEQUENCE (Both Halves)[/b]
[b]1️⃣ DRAW PHASE[/b]
- Draw up to [b]4 cards[/b] in hand.
- [b]Defender[/b] takes 1 from Football Pitch or Match Deck.
- [b]Attacker[/b] takes 1 from remaining Football Pitch or Match Deck.
[b]2️⃣ ATTACK PHASE[/b]
Alternate turns:
- Play a card from hand (use Optional Abilities if you wish) [i]OR[/i]
- Pass (if you Pass, you cannot play any more this round)
Continue until [b]9 cards total[/b] in both Play Areas or both pass.
[b]3️⃣ SHOOT / PASS PHASE[/b]
- [b]Defender:[/b] Add total 🛡️ Defence.
- [b]Attacker:[/b] Add total ⚽ Shot and ➡️ Pass, then decide to Shoot or Pass.
- Both coaches optionally spend [b]Action Tokens (+1 each)[/b].
- Both roll a die 🎲.
- Add totals: cards + tokens + dice.
[b]Result:[/b]
- [b]If Shot wins:[/b] Goal
- [b]If Pass wins:[/b] Keep possession
- [b]If Defence wins:[/b] Steal possession
[i](If tied, Attacker wins)[/i]
[b]4️⃣ DISCARD PHASE[/b]
- Discard all played cards.
- Refill Football Pitch to 4 if cards remain in Match Deck.
- Start a new round from Draw Phase.
⚠️ [b]SPECIAL PHASES[/b]
[b]INJURY TIME:[/b] After Match Deck runs out, play until possession changes or a goal is scored.
[b]HALF-TIME:[/b] Reshuffle Draw Decks (discard + hand + remaining cards).
[b]EXTRA TIME:[/b]
- If tied after Second Half:
- Reshuffle decks.
- No new Match cards.
- 2 halves of 2 rounds each.
- [b]Max 7 cards[/b] per round.
- Random Attacker for kickoff.
If still tied after Extra Time: both are champions.
📌 [b]SPECIAL CARDS[/b]
[b]Special Shot/Defence:[/b]
- Each coach secretly chooses one of their Special cards.
- Reveal together:
- If Defender blocks: possession changes.
- If not: Goal for Attacker.
[b]Yellow/Red Cards:[/b]
- [b]Yellow:[/b] penalty until end of game (unless removed with [i]Substitution[/i]).
- 2 Yellows = [b]Red:[/b] permanent effect.
- Does not count towards 9-card limit.
[b]Fatigue Cards:[/b]
- No values or abilities.
- Counts toward 9-card limit.
📌 [b]BENCH: MOTIVATION CARDS[/b]
[b]Motivating a Player:[/b]
At any time during a round, a coach can [b]replace a player card in their Play Area with its Motivated version[/b] by paying the tokens shown in the upper right corner of the Motivated card.
- Discard the original card to the box.
- Play the Motivated card into the Play Area.
- New card's [b]values and abilities apply immediately[/b].
[i]Example:[/i]
Spend 🛡️🛡️ and ➡️ to replace Tsuneo Takashima with his Motivated card.
📌 [b]BENCH: SIGNINGS[/b]
At the start, reveal [b]4 Signing cards[/b]. Keep a draw deck of 2 more Signing cards.
- [b]Sign a player[/b] at any time on your turn by paying the required Action Tokens (top-right corner of card).
- Signed player is added to your Play Area (if limit allows).
- [b]Goalkeepers[/b] must replace a goalkeeper already in play.
- [b]Field players[/b] can be added directly, provided you haven’t reached the 9-card limit.
When a Signing is taken, replace it with the next one from the draw deck.
📌 [b]OTHER RULES[/b]
- Optional Abilities only work the turn they’re played (except re-rolls and goalkeeper saves).
- Goalkeeper Save roll 🎲:
- 1 = save (Defender gains possession)
- 2-3 = corner (Attacker keeps possession)
- 4-6 = goal
✅ [b]RESULT SUMMARY[/b]
[b]Action Success Outcomes:[/b]
PASS ➡️ Keeps possession
SHOOT ⚽ Goal
DEFENCE 🛡️ Steals possession
[i](If tied in Shoot/Pass phase, Attacker wins)[/i]