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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).
Whistle determines which team kicks off.
🕹️ GAME SEQUENCE (Both Halves)
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).