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WC! Rulebook (V 1.2)

World cup card game rules

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Jacek Słaby
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0% found this document useful (0 votes)
18 views6 pages

WC! Rulebook (V 1.2)

World cup card game rules

Uploaded by

Jacek Słaby
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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World Cup!

game
4+2
Extra
Time

per

1
Created by Mark Bates
Based on original design by Shaun Derrick
3rd Place

(Final Only)
Number of Players: 2-16 Ages: 10 and up
12 + 6

6+3
Final/

or

1
Contents: 222 Cards, consisting of the following:
World Cup! Stage Rules

100 Game Cards, 112 Team Cards


Semifinals

8 Filler/Reference Cards, and 2 Full Time Cards.


12 + 6

1
Object: To have one of your teams win the World Cup!
Introduction: World Cup! is more than just a game—it’s a game system. With
20 + 10

just the base set, anyone can replay the 2018 Men’s World Cup or the 2019
Quarter
finals

2
Women’s World Cup. Using expansions, you can play previous World Cups,
other tournaments, or even your own fantasy tournament!
Outline: In World Cup!, a tournament is played over a number of match days.
40 + 20
Round
of 16

Each match day consists of multiple matches in which all players compete
4

simultaneously. For most tournaments, multiple match days make up the


group stage, which determines what teams advance to the knockout stage.
(6 games)

24 + 12

Further match days are then played for each round of elimination, eventually
Group
Stage

determining the World Cup! champion!


The World Cup Game was published in 2006 by Games for the World,
under the brilliant design of Shaun Derrick, and with Jan Derrick, Shaun
(8 games)

32 + 16
Group
Stage

Derrick, and Martin Whelan as artists. The game revolutionized the


3

re-creation of famous soccer tournaments by combining a clever mix


of simulation and simple game play. With the inspiration of a
game which can be appreciated by sports fans, yet played by
Hand Size
Deck Size

Maximum

Maximum
Discard
Goals

anybody, Infinite Pi Games is honored to re-design this “instant


classic” so that it continues to appeal to game players around
the world.

12 1
To Begin Game: Draw Deck
1. Determine which tournament you wish to play, and remove the team cards for
that World Cup. There will be two identical sets of team cards, which should be Discard Pile
separated. One set will be used to create the matches, while the other set will be
distributed among the players. Use the printed sheet for the tournament match
days, or download your own from worldcupcardgame.com. Team Cards
2. Using one of the sets of team cards, distribute the teams among the players—this
can be done by drafting, random assignment, or some other method. Make sure
that every player has at least one team in each “half” of the groups (ABCD and
EFGH for the Men’s World Cup, ABC and DEF for the Women’s World Cup).
Match
3. Decide whether to play the Basic Game (teams only) or the Advanced Game
(teams with abilities).
4. Deal three cards to each player.
5. Set up the matches for first match day by placing opposing teams next to each
other horizontally, and by placing each successive game below the previous game.
(See Figure 1: Match Day Setup on page 3.)
6. Create the Draw Deck (using the Draw Deck Instructions on page 5) and place
at one end of the table.
7. At the other end of the table, place the Stoppage Time card. From the remaining
game cards not in the draw deck, place one game card (without looking) face down
beneath the Stoppage Time card, and place three cards face up in front of it. These
cards are the substitutes, to be used throughout the match day. Stoppage Time Substitutes
Your table should look roughly like Figure 1. Each player’s active teams should be
in front of them, face up, with their inactive teams off to the side.

Figure 1: Match Day Setup


2 3
Team Cards: Game Cards:
Each team cards represents a country’s national team, and is represented by two characteristics, the The Game Cards represent various actions that happen over the course of a match, and eventually
team’s Power and Skill. determine the final score of each match. All game cards are described on pages 6 and 7, and are
Power placed according to those descriptions. Cards are generally played in one of three ways:
• When a card is played as an event, it is placed next to the team card. Game Ball
Previous Titles Skill As further events are played, the cards are placed outward so that
the previous events can be seen.
(Border Color)
• When a card is used to nullify an event, it is placed over the
event completely, but remains to show that the event’s space has
Ability still been occupied.
The Power is a measure of the team’s general depth and ability to create scoring opportunities during • When a Penalty card is played as an event, the two players
a match. This is always represented by a number on the card which defines how many events are involved in the game engage in a Penalty Kick. If the kick is
available to that team during a match day. A team with higher Power will thus have more potential blocked, the Penalty card is removed and does not count as an
opportunities to score in a given game. event—otherwise, the Penalty card remains.

Its Skill is a measure of the team’s ability to score in special situations, perhaps due to one or two When multiple events have been placed on a team, the most recently played event is considered
stronger players. This is represented by the color of the border of the team card, with black being the vulnerable, and may be affected by other types of cards. All other events are considered protected,
highest, followed in order by red, blue, green, yellow, and gray. A team with higher Skill will have and are generally immune from other cards which may nullify them.
more opportunities to score during Stoppage Time.
If the number of events played on a team equals its power, then we say their Power is used, and
While a team with a high Power may naturally have a higher Skill level, this is not always the case. the last card is placed at a 90 degree angle to signify that no other events are to be played on that
A team with much depth, but weak finishing ability, may have a high Power with low Skill team. However, the last event is still considered to be vulnerable, and may be nullified by other
(for example, a 4-Green), while a weaker team with one strong finisher may have a lower Power cards.
with higher Skill (say, a 3-Red).
Each game card also has a Game Ball in the upper left corner, in one of six colors corresponding to
A team with gold stars has won World Cup titles prior to the tournament depicted on the card. While the Skill levels of the game. Game Balls are used for Penalty Kicks, Stoppage Time, and certain
this is mostly informational, the gold stars may be referenced by team abilities or other cards. abilities, but do not affect the function of the game card itself.
Team abilities are used in the Advanced Game, as described on page 10. When players play the Basic
Game, it may be easier to use the side of the team card without the ability. (If both sides show some Draw Deck Instructions:
ability, use the side marked “Back”.)
At the beginning of each match day, players put together the draw deck, which acts as the game
clock for all games. Each draw deck consists of two card piles of different sizes, with the Full Time
card shuffled into the smaller pile. Then, the larger pile is placed on top to create the deck.
The size of the draw deck depends on the stage of the tournament, and the number of games being
played. The World Cup! Stage Rules table on page 12 is a good reference for each round.
For example, in the Group Stage of the 2018 World Cup, the deck size is “32 + 16”. After shuffling
Figure 2: In the game between France and Croatia, France has a Power of 4 and a Skill level of
the game cards, 32 cards are placed in one pile, with 16 cards in the other. After the Full Time card is
Blue (4-Blue), while Croatia is a 3-Green. During the match day, there may be a maximum of
shuffled into the 16-card pile, the 32 card pile is placed on top. This guarantees that the Full Time
four events played on France, but only three on Croatia. The differing skill level affects the
card is revealed in the last third of the draw deck.
possibility of extra goals in Stoppage Time.

4 5
Types of Game Cards Types of Game Cards
Corner (8): Always placed as an event. At the end of a
Defense (25): May be played as an event or may be match day, each Corner counts as a Goal.
used to nullify an Attack or Corner card.
Corner cards can be nullified by Defense or Foul
Defense cards can not be nullified.
cards.

Foul (6): Is only played to nullify a 2 Goals, 1 Goal,


Attack (25): Always played as an event. At the end of a 1 Goal+, Corner, or Attack card. When used to nullify
match day, each Attack counts as 1/2 Goal. a 2 Goals card, a 1 Goal Filler Card is placed on top of
the Foul card.
Attack cards can be nullified by Defense or Foul cards.
Foul cards can not be nullified.

Assist (4): May be played under a team


card, giving +1 Power or in the card Offside (6): Is only played to nullify a 2 Goals, 1 Goal,
row, counting as 1/2 Goal. or 1 Goal+ card. When used to nullify a 2 Goals card,
May be played as its own event or a 1 Goal Filler Card is placed on top of the Offside card.
used to nullify a Defense card. Offside cards can not be nullified.
Assist cards can not be nullified.

Penalty (6): Always played as an event. When played in


1 Goal (10): Always played as an event. a game, the two teams engage in a penalty kick.
If a 1 Goal card is needed (for example,
(See Penalty Kicks, p. 8) If the Penalty Kick is scored,
when a 2 Goals card is nullified), a Filler
then the Penalty remains and counts as a Goal.
Card is used and counts as a 1 Goal card.
If the Penalty Kick is blocked, then the Penalty is
1 Goal cards can be nullified by Foul or removed and does not count as an event.
Offside cards.
Once a Penalty is scored, it can not be nullified.

2 Goals (8): Always played as an event. Own Goal (2): Always played as an event, and
2 Goals cards can be nullified by Foul or Offside cards. In represents a Goal for the other team.
this case, the 2 Goals card is covered by the nullifying
card, and a 1 Goal Filler Card is placed on top. Own Goal cards can not be nullified.

6 7
Game Play: Concluding a Match Day:
At the start of the game, the player with the host team has the first play. In succeeding match days, On a match day, the players’ turns end when the Full Time card is revealed, and the matches proceed
the player after the person to reveal the Full Time card on the previous match day will start. to Stoppage Time. This will happen after a player has drawn a card to end their turn, but if they are
supposed to draw more cards (due to using abilities, and so on), then those draws are forfeited. At
Beginning with the first player of the match day, each player takes turns in clockwise order. If a the end of a match day, players keep their cards to use in the next match day, unless all of their
player does not have any teams playing on a particular match day, but not all of their teams are teams have been eliminated from play.
eliminated, then they do not play on this match day. They do, however, keep their cards for the next
match day in which they have one or more teams playing. Stoppage Time: Every match day also includes Stoppage Time, the period of time after 90 minutes
which the referee adds at their discretion, based on delays and stoppages throughout the match. This
On a player’s turn, they must conduct one of the following actions:
is represented by the cards that are under Stoppage Time when Full Time is revealed—this could be
• Play a Card: They may play a card from their hand on any team, subject to the type of card anywhere from one to four cards, depending on the number of substitutions throughout the match
and conditions on pages 4 and 5. day. Any cards still remaining in front of Stoppage Time are not included (and are discarded, unless
there is Extra Time, explained below).
• Make a Substitution: They may place one card from their hand under the Stoppage Time card,
and take a card from in front of the Stoppage Time card into their hand. In Stoppage Time, the cards are revealed individually, and the Game Balls are examined. Each Game
Ball represents 1/2 goal added to the total of each team with a Skill level that matches the color of
• Dribble Out the Clock: They may discard any number of cards from their hand and draw an the ball. This is cumulative, so 2 Red Game Balls would add 1 Goal to each team with a Red Skill
equivalent number of cards from the draw deck, subject to the “Max Discard” amount on the level, and so on.
Stage Rules.
Resolving Matches: Goals are counted for each team based on the remaining cards which have not
Furthermore, if the players are playing the Advanced game, they may also use one of their team’s been nullified for each side. Goal cards are counted for the number of cards they represent, with
abilities, either before or after their regular action. Penalty and Corner cards each counting as 1 Goal. Each Attack counts as ½ goal, along with each
At the end of their turn, the player must draw cards up to the hand size determined by the table. If Game Ball revealed during Stoppage Time. An Own Goal card counts as a goal for the opposing team.
they are already at or above the hand size, they do not draw any cards, and their turn ends. Players Final goal totals are never rounded up.
do not need to discard if they are above the hand size.
Scores are recorded in the relevant match day on the scoresheet for the tournament in question. If
Players only draw cards at the end of their turn, the match day is in the Knockout Stage of a tournament and if after Stoppage Time, any of the
games have concluded in a tie, then those games proceed to Extra Time.
unless an ability allows them to draw otherwise.
Extra Time:
Penalty Kicks: Extra Time is conducted in the following manner:
When a player plays a Penalty card on a team, the players in that match engage in a penalty kick.
• All cards played in regular time are removed and set aside. “Half goals” which remaining from
Both players in the match places one of the remaining cards in their hand face down, and then they
Attack cards, Stoppage Time, etc. do not count for Extra Time.
simultaneously reveal their cards.
• A new draw deck is created from “4 + 2” cards for each game which extends to Extra Time.
• If the Game Balls on the cards are the same color, then the kick is blocked. The Penalty card is • One card is placed face down under Stoppage Time, and one face up card is placed in front.
removed, and the player finishes their turn. (Any face up cards not substituted in regular time remain.)
• If the Game Balls are different colors, then the kick is scored. The Penalty card remains on the • Only players who have teams in Extra Time play, but cards may be played on any game.
• 2 Goal cards count only as 1 Goal (use a Filler Card).
team as an event and counts as 1 Goal.
• Only one card may be discarded to Dribble Out the Clock.
In the event that either player does not have a card to play on a penalty kick, then they will reveal • Power applies to Extra Time as indicated on the team cards.
the top card of the draw deck as their card and check the color of the game ball to determine if the
If any games end tied after Extra Time, then they proceed to a Penalty Shootout.
kick is successful.

8 9
Penalty Shootout: Completing the Tournament:
Games which proceed to a Penalty Shootout are resolved separately in the following manner: Each tournament consists of a number of match days in the Group Stage, followed by a knockout
stage, where the champion is eventually determined.
• Players involved in a penalty shootout set aside their hands, as they are not used.
During the Group Stage, teams are awarded three points for each win, and one point for each draw.
• All cards not in any player’s hands are gathered and shuffled into a single deck.
The top teams in each group advance to the knockout stage, and their ranking within the group
• Two piles of five cards each are dealt, with two of the five cards in each pile dealt face up. determines the matchups that take place in the knockout stage.
By coin flip or random method, one player is selected, who chooses:
In the event that two or more teams have the same number of points at the end of the group stage,
• Which pile to use for the shootout, or
ranking is determined by the following tie-breakers, in order.
• Whether to shoot first or second.
1. Goal difference in all group matches;
Players alternate penalty shots as described in the Penalty Kicks section on page 8. Cards used for 2. Number of goals scored in all group matches;
each kick are discarded, and new cards are drawn, before each succeeding kick. 3. Points obtained in the matches played between the teams in question;
4. Goal difference in the matches played between the teams in question;
After five kicks, the player with the most goals wins the shootout. In the event that both players score 5. Number of goals scored in the matches played between the teams in question;
the same number of goals, single shots are taken by each player until one player scores, and the 6 Fair play points in all group matches (only if the Referee Deck is being used):
other does not. • Yellow card: –1 points;
• Indirect red card (second yellow card): –3 points;
Team Abilities: • Direct red card: –4 points;
Each team comes with an ability which represents a unique quality or characteristic. Abilities 7. Drawing of lots.
generally come in one of the following types: In the 2018 Men’s World Cup, there are 8 groups of 4 teams each. The top two teams in each group
Standing: A standing ability does not need to be used by a player, but is always active. However, a advance to the knockout stage. In the 2019 Women’s World Cup, there are 6 groups of 4 teams each.
standing ability may be nullified by another team’s ability. The top two teams in each group advance, along with the top four third-place teams among the
groups. After the rankings in each group are determined, rank the six third-place teams, along with
Normal: An ability which is not a standing ability, and which does not have the word immediate, any tie-breakers.
can be used on a player’s turn, either before or after their regular card play. Only one normal ability
Knockout Stage Differences: During the knockout stage, match days proceed like the group stage,
may be used on each turn.
with the following changes. See the World Cup! Stage Rules for exact changes.
Immediate: An ability with immediate in the text can only be used in response to another event.
It is possible for multiple players to respond with an immediate ability after a card play or event; in • The deck size decreases as the rounds progress, as there are fewer games each round.
that case, priority proceeds (in turn order) from the next player after the current player. • The maximum hand size increases as the rounds progress. Players do not increase their hand
size at the beginning of a round, but rather when they draw cards at the end of their first turn.
It is possible for a player to use an immediate ability in response to their own normal card play or
ability, although they have the lowest priority in the event that other players wish to use their • The maximum number of cards to Dribble Out the Clock decreases as the rounds progress.
immediate abilities. • In the semifinals and final, all 2 Goals and Goal+ cards count as a maximum of 1 Goal. Goal+
A player may use an immediate ability in response to another immediate ability. cards do not allow a player to play an extra card or goal. When played during these rounds, a
Filler Card should be used to denote the correct goal amount, and the original cards should be
Further explanation of team abilities are described on the Team Abilities Rules Supplement, included removed from the game.
with the base game, or at worldcupcardgame.com.
Final/3rd Place Matches: The two winning semifinal teams advance to the World Cup Final, while
Teams may also come with conditions which are noted in separate box. For example, the 2019 U.S. the losing teams proceed to the 3rd Place match. These are similar to the semifinal matches, except:
Women’s team is labeled as a Target; if any team in the tournament defeats or ties the U.S., they
• Players may only play cards in games where they have a team.
gain one Power for their following game. Conditions are used in both the Basic and Advanced Games.
• Players’ abilities only affect teams in games where they have a team.

10 11

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