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Game Help Campeones

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Revisión del 23:14 4 jun 2025 de Pmp (discusión | contribs.)
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📖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: Nankatsu or Toho.
  • Shuffle each team's 12 Initial Cards (11 players + 1 fan) into a Draw Deck.
  • Place First Half Match Deck (13 cards) face down, reveal 4 to form the Football Pitch.
  • Keep Fatigue Cards, Yellow/Red Cards, Action Tokens, Special Shot/Defence cards nearby.
  • Each coach takes 5 Action Tokens of each type (⚽ Shot, ➡️ Pass, 🛡️ Defence).
  • Use the Whistle token to decide who kicks off.

🕹️GAME SEQUENCE (Both Halves)

1️⃣ DRAW PHASE

  • Draw up to 4 cards in hand.
  • Defender takes 1 from Football Pitch or Match Deck.
  • Attacker takes 1 from remaining Football Pitch or Match Deck.

2️⃣ ATTACK PHASE

Alternate turns:

  • Play a card from hand (use Optional Abilities if you wish) OR
  • Pass (if you Pass, you cannot play any more this round)

Continue until 9 cards total in both Play Areas or both pass.


3️⃣ SHOOT / PASS PHASE

  • Defender: Add total 🛡️ Defence.
  • Attacker: Add total ⚽ Shot and ➡️ Pass, then decide to Shoot or Pass.
  • Both coaches optionally spend Action Tokens (+1 each).
  • Both roll a die 🎲.
  • Add totals: cards + tokens + dice.

Result:

  • If Shot wins: Goal
  • If Pass wins: Keep possession
  • If Defence wins: Steal possession

(If tied, Attacker wins)


4️⃣ DISCARD PHASE

  • Discard all played cards.
  • Refill Football Pitch to 4 if cards remain in Match Deck.
  • Start a new round from Draw Phase.

⚠️ SPECIAL PHASES

INJURY TIME: After Match Deck runs out, play until possession changes or a goal is scored.

HALF-TIME: Reshuffle Draw Decks (discard + hand + remaining cards).

EXTRA TIME:

  • If tied after Second Half:
    • Reshuffle decks.
    • No new Match cards.
    • 2 halves of 2 rounds each.
    • Max 7 cards per round.
    • Random Attacker for kickoff.

If still tied after Extra Time: both are champions.

📌 SPECIAL CARDS

Special Shot/Defence:

  • Each coach secretly chooses one of their Special cards.
  • Reveal together:
    • If Defender blocks: possession changes.
    • If not: Goal for Attacker.

Yellow/Red Cards:

  • Yellow: penalty until end of game (unless removed with Substitution).
  • 2 Yellows = Red: permanent effect.
  • Does not count towards 9-card limit.

Fatigue Cards:

  • No values or abilities.
  • Counts toward 9-card limit.

📌 BENCH: MOTIVATION CARDS

Motivating a Player:

At any time during a round, a coach can replace a player card in their Play Area with its Motivated version 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 values and abilities apply immediately.

Example:

Spend 🛡️🛡️ and ➡️ to replace Tsuneo Takashima with his Motivated card.

📌BENCH: SIGNINGS

At the start, reveal 4 Signing cards. Keep a draw deck of 2 more Signing cards.

  • Sign a player 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).
  • Goalkeepers must replace a goalkeeper already in play.
  • Field players 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.

📌OTHER RULES

  • 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

✅ RESULT SUMMARY

Action Success Outcomes:

PASS ➡️ Keeps possession

SHOOT ⚽ Goal

DEFENCE 🛡️ Steals possession

(If tied in Shoot/Pass phase, Attacker wins)