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(Página creada con «📖 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, Sp…»)
 
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📖 CAMPEONES: QUICK RULES SUMMARY
== 📖CAMPEONES: QUICK RULES SUMMARY ==
 
🎯 OBJECTIVE


=== 🎯 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.
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
== 🎲GAME SETUP ==


Each coach picks a team: Nankatsu or Toho.
* 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).


Shuffle each team's 12 Initial Cards (11 players + 1 fan) into a Draw Deck.
* Use the Whistle token to decide who kicks off.


Place First Half Match Deck (13 cards) face down, reveal 4 to form the Football Pitch.
== 🕹️GAME SEQUENCE (Both Halves) ==
1️⃣ DRAW PHASE


Keep Fatigue Cards, Yellow/Red Cards, Action Tokens, Special Shot/Defence cards nearby.
* 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.


Each coach takes 5 Action Tokens of each type (Shot, Pass, Defence).
----2️⃣ ATTACK PHASE


Whistle determines which team kicks off.
Alternate turns:


🕹️ GAME SEQUENCE (Both Halves)
* Play a card from hand (use Optional Abilities if you wish)  OR
* Pass (if you Pass, you cannot play any more this round)


1️⃣ DRAW PHASE
Continue until 9 cards total in both Play Areas or both pass.
----3️⃣ SHOOT / PASS PHASE


Draw until 4 cards in hand.
* 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.


Defending coach takes 1 card from the Football Pitch or top of Match Deck.
Result:


Attacking coach takes 1 from remaining Football Pitch or top of Match Deck.
* If Shot wins: Goal
* If Pass wins: Keep possession
* If Defence wins: Steal possession


2️⃣ ATTACK PHASE
(If tied, Attacker wins)
----4️⃣ DISCARD PHASE


Starting with Attacker, alternate turns:
* Discard all played cards.
* Refill Football Pitch to 4 if cards remain in Match Deck.
* Start a new round from Draw Phase.


Play a card from hand (apply Optional Abilities if you wish) or
== ⚠️ SPECIAL PHASES ==
Pass (no further cards this round)
INJURY TIME: After Match Deck runs out, play until possession changes or a goal is scored.


Continue until 9 cards total in both Play Areas or both pass.
HALF-TIME: Reshuffle Draw Decks (discard + hand + remaining cards).


3️⃣ SHOOT / PASS PHASE
EXTRA TIME:


Add up:
* 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.


Defender: total Defence (🛡️) values
If still tied after Extra Time: both are champions.
Attacker: total Shot (⚽) and Pass (➡️) values. Choose whether to Shoot or Pass.


Spend available Action Tokens (+1 per token).
== 📌 SPECIAL CARDS ==
Special Shot/Defence:


Both roll a die (🎲).
* Each coach secretly chooses one of their Special cards.
* Reveal together:
** If Defender blocks: possession changes.
** If not: Goal for Attacker.


Add total card values + tokens + dice.
Yellow/Red Cards:


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


Shot wins: Goal
Fatigue Cards:
Pass wins: Keep possession
Defence wins: Steal possession
 
(If tied, Attacker wins)
 
4️⃣ DISCARD PHASE


Discard all played cards.
* No values or abilities.
* Counts toward 9-card limit.


Refill Football Pitch to 4 cards if Match Deck still has cards.
== 📌 BENCH: MOTIVATION CARDS ==
Motivating a Player:


Start new round from Draw Phase.
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.


⚠️ SPECIAL PHASES
* Discard the original card to the box.
* Play the Motivated card into the Play Area.
* New card's values and abilities apply immediately.


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


HALF-TIME
Spend 🛡️🛡️ and ➡️ to replace Tsuneo Takashima with his Motivated card.
Reshuffle each coach’s Draw Deck (discard + hand + remaining cards).


EXTRA TIME
== 📌BENCH: SIGNINGS ==
If tied after Second Half:
At the start, reveal 4 Signing cards. Keep a draw deck of 2 more Signing cards.


Reshuffle decks.
* Sign a player at any time on your turn by paying the required Action Tokens (top-right corner of card).
No new Match cards revealed.
* Signed player is added to your Play Area (if limit allows).
Play 2 halves of 2 rounds each.
* Goalkeepers must replace a goalkeeper already in play.
Max 7 cards per round (instead of 9).
* Field players can be added directly, provided you haven’t reached the 9-card limit.


Random Attacker for Extra Time kickoff.
When a Signing is taken, replace it with the next one from the draw deck.


If still tied after Extra Time, both are champions.
== 📌OTHER RULES ==


📌 SPECIAL CARDS
* Optional Abilities only work the turn they’re played (except re-rolls and goalkeeper saves).


Special Shot/Defence:
* Goalkeeper Save roll 🎲:
Each coach secretly chooses a Special card, reveal together.
** 1 = save (Defender gains possession)
If Defence blocks, they win possession.
** 2-3 = corner (Attacker keeps possession)
If not, Attacker scores.
** 4-6 = goal


Motivation Cards:
== ✅ RESULT SUMMARY ==
Pay tokens shown on card to replace an Initial card in Play Area with its Motivated version.
Action Success Outcomes:


Yellow/Red Cards:
PASS ➡️ Keeps possession
Yellow: penalty until end of game (unless removed with Substitution).
Two Yellows = Red: permanent effect.
Do not count towards 9 card limit.


Fatigue Cards:
SHOOT ⚽ Goal
No values or abilities. Counts toward 9 card limit.


📌 OTHER RULES
DEFENCE 🛡️ Steals possession


Optional Abilities apply only when card is played (exceptions: re-rolls, goalkeepers).
(If tied in Shoot/Pass phase, Attacker wins)
Some abilities grant Action Tokens or remove cards.
[[Categoría:Game Summary]]
Goalkeeper save roll (🎲 1 = save, 2-3 = corner, 4-6 = goal).

Revisión actual - 23:14 4 jun 2025

📖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)