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== 🕹️ [b]GAME SEQUENCE (Both Halves)[/b] ==
== 🕹️ [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]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 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]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] ==
== 📌 [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] ==
== 📌 [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]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]

Revisión del 20:54 3 jun 2025

📖 [b]CAMPEONES: QUICK RULES SUMMARY[/b]

🎯 [b]OBJECTIVE[/b]

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.

🎲 [b]GAME SETUP[/b]

  • 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]