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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: 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)