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Revisión del 20:42 3 jun 2025 de Pmp (discusión | contribs.) (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

🎯 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).