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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. | 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: | * Each coach picks a team: Nankatsu or Toho. | ||
* Shuffle each team's | * Shuffle each team's 12 Initial Cards (11 players + 1 fan) into a Draw Deck. | ||
* Place | * Place First Half Match Deck (13 cards) face down, reveal 4 to form the Football Pitch. | ||
* Keep | * Keep Fatigue Cards, Yellow/Red Cards, Action Tokens, Special Shot/Defence cards nearby. | ||
* Each coach takes | * Each coach takes 5 Action Tokens of each type (⚽ Shot, ➡️ Pass, 🛡️ Defence). | ||
* Use the Whistle token to decide who kicks off. | * 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) | |||
[[Categoría:Game Summary]] |
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)