|
|
| Línea 1: |
Línea 1: |
| 📖 CAMPEONES: QUICK RULES SUMMARY | | == 📖 '''CAMPEONES: QUICK RULES SUMMARY''' == |
|
| |
|
| 🎯 OBJECTIVE
| | == 📖 [b]CAMPEONES: QUICK RULES SUMMARY[/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]OBJECTIVE[/b] === |
|
| |
|
| 🎲 GAME SETUP | | == 🎲 [b]GAME SETUP[/b] == |
|
| |
|
| Each coach picks a team: Nankatsu or Toho.
| | == 🕹️ [b]GAME SEQUENCE (Both Halves)[/b] == |
|
| |
|
| Shuffle each team's 12 Initial Cards (11 players + 1 fan) into a Draw Deck.
| | == ⚠️ [b]SPECIAL PHASES[/b] == |
|
| |
|
| Place First Half Match Deck (13 cards) face down, reveal 4 to form the Football Pitch.
| | == 📌 [b]SPECIAL CARDS[/b] == |
|
| |
|
| Keep Fatigue Cards, Yellow/Red Cards, Action Tokens, Special Shot/Defence cards nearby.
| | == 📌 [b]BENCH: MOTIVATION CARDS[/b] == |
|
| |
|
| Each coach takes 5 Action Tokens of each type (Shot, Pass, Defence).
| | == 📌 [b]BENCH: SIGNINGS[/b] == |
|
| |
|
| Whistle determines which team kicks off.
| | == 📌 [b]OTHER RULES[/b] == |
|
| |
|
| 🕹️ GAME SEQUENCE (Both Halves)
| | == ✅ [b]RESULT SUMMARY[/b] == |
| | |
| 1️⃣ DRAW PHASE
| |
| | |
| Draw until 4 cards in hand.
| |
| | |
| Defending coach takes 1 card from the Football Pitch or top of Match Deck.
| |
| | |
| Attacking coach takes 1 from remaining Football Pitch or top of Match Deck.
| |
| | |
| 2️⃣ ATTACK PHASE
| |
| | |
| Starting with Attacker, alternate turns:
| |
| | |
| Play a card from hand (apply Optional Abilities if you wish) or
| |
| Pass (no further cards this round)
| |
| | |
| Continue until 9 cards total in both Play Areas or both pass.
| |
| | |
| 3️⃣ SHOOT / PASS PHASE
| |
| | |
| Add up:
| |
| | |
| Defender: total Defence (🛡️) values
| |
| Attacker: total Shot (⚽) and Pass (➡️) values. Choose whether to Shoot or Pass.
| |
| | |
| Spend available Action Tokens (+1 per token).
| |
| | |
| Both roll a die (🎲).
| |
| | |
| Add total card values + tokens + dice.
| |
| | |
| Result:
| |
| | |
| Shot wins: Goal
| |
| Pass wins: Keep possession
| |
| Defence wins: Steal possession
| |
| | |
| (If tied, Attacker wins)
| |
| | |
| 4️⃣ DISCARD PHASE
| |
| | |
| Discard all played cards.
| |
| | |
| Refill Football Pitch to 4 cards if Match Deck still has cards.
| |
| | |
| Start new round from Draw Phase.
| |
| | |
| ⚠️ SPECIAL PHASES
| |
| | |
| INJURY TIME
| |
| When Match Deck runs out, play continues until possession changes or a goal is scored.
| |
| | |
| HALF-TIME
| |
| Reshuffle each coach’s Draw Deck (discard + hand + remaining cards).
| |
| | |
| EXTRA TIME
| |
| If tied after Second Half:
| |
| | |
| Reshuffle decks.
| |
| No new Match cards revealed.
| |
| Play 2 halves of 2 rounds each.
| |
| Max 7 cards per round (instead of 9).
| |
| | |
| Random Attacker for Extra Time kickoff.
| |
| | |
| If still tied after Extra Time, both are champions.
| |
| | |
| 📌 SPECIAL CARDS
| |
| | |
| Special Shot/Defence:
| |
| Each coach secretly chooses a Special card, reveal together.
| |
| If Defence blocks, they win possession.
| |
| If not, Attacker scores.
| |
| | |
| Motivation Cards:
| |
| Pay tokens shown on card to replace an Initial card in Play Area with its Motivated version.
| |
| | |
| Yellow/Red Cards:
| |
| Yellow: penalty until end of game (unless removed with Substitution).
| |
| Two Yellows = Red: permanent effect.
| |
| Do not count towards 9 card limit.
| |
| | |
| Fatigue Cards:
| |
| No values or abilities. Counts toward 9 card limit.
| |
| | |
| 📌 OTHER RULES
| |
| | |
| Optional Abilities apply only when card is played (exceptions: re-rolls, goalkeepers).
| |
| Some abilities grant Action Tokens or remove cards.
| |
| Goalkeeper save roll (🎲 1 = save, 2-3 = corner, 4-6 = goal).
| |