FUBA_Rulebook_3
FUBA_Rulebook_3
RULEBOOK
3rd EDITION
2
5- 4- 3 - 1
3- 3- 5- 4
2 3
2 TEAMS PREPARATION 3 MATCH PREPARATION
Example: Match preparations
Before the match begins both teams must choose a formation Before play begins the gaming mat has to be set up. The re-
for the game. The formations are basic three line formations ferees and ball are placed on the pitch. The teams roll a die to
First the referees are placed in their
positions: one for each goal track to 1
(defence – midfield – forwards). Teams can also choose to use determine who will start with the ball. After that the players mark the number of goals. The third
optional rules for advanced formations. are set up. referee is placed on the time track.
2.1 Selecting formations 3.1 Referee placement Santeri and Otto begin the game. Both
Both teams choose their formation for the game by secretly One referee is placed on the “1st half” square of the time roll a die. Santeri gets a 5 and Otto 3.
selecting a formation card. After both teams have selected track as a time marker (and on the “2nd half” square in the Santeri won the dice roll and chooses
which team will start with the ball as
their formation, the cards are revealed. second half). The two other referees are placed on the goal the controlling team. He chooses to
tracks as goal markers, on square “0” of each track. start as a controlling team and thus
The formation consists of three numbers. These indicate how Otto’s team start as the defending
many defenders, midfielders and forwards the team has. 3.2 Determining who kicks off team. In the second half Otto will start
Both teams roll a die. The team with the higher result chooses as the controlling team.
Teams can use any formation they want, but the ones defined
in formation cards are recommended. If a team wants to use
which team will start with the ball. The team starting with the
ball is the controlling team. 1 Santeri must set up his team’s players 2
some other formation, you should secretly write this forma- first. He places four players into the
tion down on a piece of paper. The total number of outfield 3.3 Team setup process middle area, which is more than the
players must still be 10. The teams are set up in the following order: required minimum of two. Then he
places two players into each of the side
areas adjacent to the middle area and
2.2 Formation change during half time 1. The controlling team sets up its players. the last two players into the area in
During half time teams can change the position of one player front of his team’s penalty area.
in their formation. 2. The defending team sets up its players. A goalkeeper is placed in the penalty
area.
3. After the defending team has set up its players, the
controlling team is allowed to adjust their starting 2 Santeri announces he is ready and Otto
position by moving up to two players one area from can start to set up his team.
their initial starting area (i.e. they can be moved to any
area adjacent to that they are currently in).
3 After Otto’s setup is ready, Santeri 3
Example: can choose to react to Otto’s setup
Formation The player’s new position must still fulfil the setup by moving up to two of his players.
Otto selects a 3-5-2 rules (see next chapter). He chooses to move two players from
formation for his the centre to strengthen the left side,
team. He now has The teams’ selected formations (4-4-2 etc.) do not affect the because his plan is to start the game
3 defenders, way the teams have to set up their players for a kick-off. by playing the ball to that side area.
5 midfielders and
2 forwards. 3.3.1 Kick-off setup rules
A kick-off takes place at the beginning of each half and after
3-5-2
each goal. The ball is placed at the centre of the centre circle
with 2 as the initial ball value.
The kick-off setup is done according to the team setup pro-
cess (chapter 3.3.) with the following additions:
DEFENCE FORWARD The controlling team must place two players in the middle area
MIDFIELD (the centre circle). Other outfield players can be set up in any
area that is at least partly in the team’s half of the playing
field. The goalkeeper is placed in the team’s penalty area.
Typical formations The defending team’s players can be placed in any area that is
at least partly in that team’s half of the field. The goalkeeper
(DEFENCE – MIDFIELD – FORWARD) is placed in the team’s penalty area.
3.4 Substitute players and condition points
4–4–2 5–3–2 Depending on whether advanced rules are used, both teams
4–2–4 3–5–2 setup the required markers as substitute players and
condition points.
4–3–3 3–4–3
4–5–1 5–4–1
4 5
4 GAME TURN After the controlling team has chosen a legal area to play the
ball, the ball is moved into that area.
4.2 Game situation progress stage
In this stage a new situation in the target area is determined Example: Stoppage time
The time marker is on the +2 square. Santeri rolls 3 and 2
Just like a real football match, the game is divided into two by rolling dice and the game time advances. at the game situation progress stage so the difference of
halves. Each half contains approximately 17 turns, although The team can also play the ball within the same area the ball dice scores is 1. This is less than the current stoppage
the exact number varies. Each turn represents 1 to 6 minutes is currently located. The controlling team rolls two dice. These dice results are time (+2), so the half ends immediately.
of game time. Each half lasts for a minimum of 45 minutes. used to resolve the following issues in the following order:
Each turn is divided into three stages to simulate the activi-
4.1.1.1 Offside
The controlling team cannot choose a target area where it has •• Time adjustment 4.2.1.3 End of the half
ties of a football match. First, the team with the ball chooses
where the ball is played. Second, a new situation in that area is
a player in an offside position or where it has no players and
all its players in adjacent areas are in offside positions. •• Check if a special event occurs
Determine ball control
When the first half has finished, the second half starts. The
team that started the first half as the defending team now
generated. Third, both teams can choose their tactic to react
to that situation.
The game is played in turns. One turn includes actions by both
See offside rules in chapter 5.1.
4.1.2 Ball value modification
• Determine new ball value
Determine the order of actions in the action stage
starts as the controlling team and vice versa. Move the time
marker referee to the ”2nd half” square. Repeat the team
setup for kick-off (in chapter 3.3.1).
teams. A turn contains three stages, which must be completed The ball value is modified to take account of how easy or difficult 4.2.1 Time adjustment
in the order shown below: it is to keep the ball under control in the chosen target area. The time marker is moved as many squares (minutes) forward When the second half has finished, the game is over.
as the difference between the dice scores.
After the ball has been moved to the new area its value is 4.2.2 Control check
TURN ORDER TABLE IN 3 STAGES modified in the following cases. The controlling team cannot If the dice difference is zero, the time marker is moved an The control check determines whether the controlling team
choose a target area where the ball value would be modified equal amount to the die score (one die, not both) and a special retains ball control or loses it to the defending team. To check
1 Target area and to over 6 after all modifications. If the ball value drops below event occurs. for ball control the controlling team’s dice values are compared
ball value modification stage 1 the value will be 1. to the current ball value.
See advanced rule A12 for special events.
••
2 Game situation progress stage
Time adjustment
4.1.2.1 Start area without a defending team’s player
One is reduced from the ball value if the defending team has 4.2.1.1 Additional time adjustments
If either of the dice are higher or equal to the ball value, the
controlling team retains the control of the ball. Otherwise the
••
Special event
Control check
no players in the start area. The time marker is moved one square forward at the beginning
of each goal kick, free kick, corner kick, and after each goal
defending team gains control of the ball and immediately
becomes the controlling team and vice versa.
•
New ball value
Order of actions
This reduction is not used when a free kick, corner kick or a
goal kick is taken.
scored. This rule has no affect during stoppage time.
See advanced rule A8 for slow playing.
4.2.2.1 Target area without a controlling team player
After the control check, if the team with control of the ball
3 Action stage 4.1.2.2 Long pass does not have a player in the target area, it must move its
The ball value is increased by one for each area between the closest player (one of them) to the target area.
After the turn is completed, a new turn starts unless the half start area and the target area. Example: Time
ends as defined in chapter 4.2.1.2 ”Stoppage time”. Santeri (the controlling team) rolls 4 and 1 at the The player movement at this stage does not affect to the
The ball value is increased one additional step if both teams game situation progress stage. The value number and types of moves the team is allowed to make during
4.1 Target area and ball value modification stage have 6 or more players in the target area. difference is 3 so the time marker the action stage.
In this stage the controlling team makes the decision about is moved 3 minutes forward.
where it wants to play the ball. The ball is moved to the new 4.1.2.3 Target area situation 4.2.2.2 Easy situation
area and its value is modified in certain situations. The ball value is reduced by one if the controlling team has If the control check failed, but the defending team does not
more players than the defending team in the target area. The have a player in the target area or any adjacent area, ball control
4.1.1 Controlling team chooses target area ball value is increased by one if the defending team has more does not change. Instead the defending team can move one
The controlling team chooses an area to play the ball into. players in the target area. Example 2: Time – special event player to an adjacent area.
The chosen area can be any area where the team has a player Santeri rolls 4 and 4. The value difference is zero so
or an area adjacent to such an area. 4.1.2.4 Offside risk the time marker is moved 4 minutes forward and a
special event occurs. Example: Control check + new ball value
The chosen area is called the “target area” and the area See advanced rule A7. Otto’s blue team is the controlling team. At the begin-
where the ball begins is called the “start area”. ning of the turn he has chosen area A as the target area.
4.2.1.2 Stoppage time Otto has rolled 5 and 2. The ball value is 3. One of Otto’s
Example: Choosing target area Example: Long Pass Stoppage time begins when the time marker reaches the dice values is higher than the ball value and thus Otto’s
Otto’s blue team is the controlling team. He can choose Otto’s blue team is the controlling team. At the beginning first stoppage time square. The marker stops there even if team retains the ball control.
area A as a target area, because he has a player there. of the turn he has chosen to play the ball into the opponent’s it should continue further according to the dice difference.
He can also choose area B for the target area because penalty area. There are two areas between the start and The value will be changed to match the lower die result,
area B is adjacent to an area where he has a player. He the target area. Thus the ball value is adjusted from 4 to 6. During stoppage time the time marker is moved only one two, as the ball was played to an area adjacent to an area
cannot choose area C because he has no players there square per turn instead of the dice difference. However, if the where Otto had a player.
or on any area adjacent to it. difference is smaller than the current stoppage time minute (the
yellow number in the square where the time marker stands),
A B +2
the half ends instead. The rest of the turn is not played, unless
the ball is in either of the penalty areas in which case the half A
ends at the end of that turn.
C When the time marker reaches the “+5” square the half is
finished at the end of that turn (if it has not finished earlier).
6 7
4.2.3 New ball value 4.3 Action stage 4.4 Goal attempt
The ball value is changed after the control check irrespective In the action stage both teams perform one or two actions, in A goal attempt simulates situations where a team tries to GOAL ATTEMPT MODIFIERS TABLE
of the control check result. The new ball value is the value which the team can try to score a goal, move players, position score, either by a direct shot from the area where the ball is
of the lowest dice value if the target area is adjacent to the to adjust the ball value and try pressing to take ball control located or by an attempt starting from that area, but with a If the controlling team has more players than the
start area AND the controlling team had a player in the target from the opponent. final touch by a player closer to the goal. +1 passive team in the area from where the attempt
is made. (1)
area at the beginning of the turn. A chosen action simulates team tactics and how they react
in different situations. Does a team try to win the ball back The controlling team can make a goal attempt if it has control If the passive team has more players than the
Otherwise the new ball value is determined according the die quickly, focus more carefully on blocking opponent passing routes of the ball in any area located entirely in the defending team’s -1 controlling team in the area from where the
with the highest value. half of the pitch. attempt is made. (1)
or rely on their legs by running more than their opponents?
If the controlling team has more players than the
4.2.4 Order of actions The order of actions is determined in the previous stage If a goalkeeper is not in the penalty area, a goal attempt can +1 passive team in the passive team’s penalty area. (2)
If both dice values are equal to or higher than the ball value, according to the dice thrown by the controlling team. also be made from three additional areas, see chapter 4.4.4.
the controlling team takes the first action in the action stage See chapter 4.2.4 If the passive team has more players than the
[4.5]. Otherwise the opponent takes the first action. If the controlling team decides to make a goal attempt, the
-1 controlling team in the passive team’s penalty area.
The team that plays first chooses an action and performs it. team rolls a die and adds the modifiers defined in the Goal If the passive team’s goalkeeper is not in the
After the first team has finished the action, then the second Attempt Modifiers Table. +4 penalty area.
Example: Order of actions team chooses and plays an action. Area modifier depending on the area where the
If the modified die value exceeds the current ball value, the 0/2/4 goal attempt is made from.
Actions to choose from are: team scores a goal. Then, new team setups for a kick-off are /5/6
••
The blue team (the
controlling team) carried out according to the rules in chapter 3.3.1. The scoring
Goal attempt (only the controlling team) team becomes the defending team.
••
will play an action
first, because Player movement
both dice results Positioning If the modified die value equals the current ball value, a corner -4 0 -4
are higher than or Pressing (only the defending team) kick occurs. See chapter 5.3.
equal to the ball -2
value. 4.3.1 Free movements If the modified die value is one less than the current ball value,
Free movements simulate unguarded players’ better ability to and the controlling team has at least one player in the penalty -5 -5
react to game situations. area, a rebound occurs as defined in chapter 4.4.1. -6*
At the beginning of its first action a team can choose to move Otherwise, the shot is a miss. The game continues with a goal -6* -6*
players, even if the chosen action was not player movement. kick as defined in chapter 5.4. The defending team becomes
The yellow team
(defending team)
will play an action
• If a team has more players than the opponent in an
area at the beginning of an action, the team can move
the controlling team and vice versa. * A goal attempt can only be made from these areas if the goalkeeper
is not in the penalty area. ( 1 ) The modifier is not counted if the goal
attempt is made from the penalty area or a free kick. ( 2 ) Players in
offside positions are not counted.
first, because only one player from that area to an adjacent area. The
one die result is number is counted at the beginning of the action be
higher than or fore any free movements are made.
•
equal to the ball Example: Goal attempt
value. Santeri’s yellow team has control of the ball and
A player, except a goalkeeper, that is in an area has chosen a goal attempt as its action. Santeri Goal
touching either goal line, can be moved straight must roll a die and the score after modifiers must
forwards/backwards one area away from the goal line. be higher than the ball value, which is 3, to score a
• A goalkeeper adjacent to their own penalty area can
be moved into their penalty area.
goal. The area gives a -2 modifier. His team has more
players in the shooting area, which gives a +1 modifier.
Otto’s team has more players in the penalty area,
which gives a -1 modifier. Overall a -2 modifier is
Corner Kick
Rebound
The yellow team added to the die score. Thus Santeri must roll a 6
gets control of 4.3.2 Second actions to score a goal (6-2=4 > 3). A 5 would cause a Miss
the ball and plays If a team with the ball is not in a dangerous situation it can corner kick and 4 a rebound. 1-3 will be a miss.
an action first, play more slowly, for example, to give more time for its players
because both to move to better positions.
dice results are
lower than the Example: Free player movements
ball value. After both teams have played one action, the team that has
control of the ball after the actions can choose either to start Otto’s blue team is performing its first action and
a new turn or to play second actions. can make free moves at the beginning of that action. A
Four of its players can make a free movement to
an adjacent area. The blue team outnumbers the
If the defending team has more players in the area where the opponent in three areas and can thus move one
ball is located no second actions can be chosen. player from each of these areas. Player A in the
corner area can make a free move even though
If second actions are played, they are played in the same order the number of players is equal in that area
as the first actions. After the second actions are played a new (because it is in an area touching the goal line).
turn starts. A second action must be a different type of an But that move must be directly away from the
action to the team’s first action. goal line.
8 9
4.4.1 Rebound 4.6 Positioning Example: Pressing
When a rebound occurs both teams roll a die and add the score to Example: Player movements A positioning action simulates a situation where players make Santeri’s yellow passive team makes a pressing action. A
the number of their players in the penalty area. The defending Otto is playing a movement action. He is using the 4-4- short moves to make their positions better to receive passes pressing action is possible because the team has at least
team’s goalkeeper is not counted towards the number of players. 2 formation. He rolls 5 and 2, which allows him to move or block the opponent’s passing routes. Either the controlling an equal number of players as the opponent in the area
only two players (according to the lower die result). The team can improve its position (and the ball value drops) or where the ball is located.
ball is located in the midfield zone, so Otto can move space is reduced for further options (the ball value goes higher).
If the controlling team’s result is higher the team scores a at least the number of midfielder as in his formation
goal. If the result is equal, a corner kick occurs. If the defending regardless of the dice result. This means he can move He rolls two dice and gets 2 and 5. The pressing is suc-
team’s result is higher, then the defending team regains con- up to four players. At the beginning of a positioning action the team rolls two dice. cessful, because one of the dice results is lower than the
trol of the ball and immediately becomes the new controlling ball value (2). But because only one die result was lower
team. The new ball value is the die score that the new defending If the team is a defending team, the ball value is increased by than the ball value, Santeri gets the ball with the value of
the higher die result, 5.
team rolled for its rebound roll. one for each die value that is higher than the ball value.
4.4.2 Difficult goal attempt If the team is a controlling team the ball value is reduced by
A team can make a goal attempt even if the die result required one for each die value that is lower than the ball value.
to score is more than six.
If the team has more players in the area it can adjust the ball
The team rolls a die according to the goal attempt rules. If value by one more step, unless it has already adjusted two
the result is 6, the team rolls again. The team scores a goal steps.
if the second die roll is higher than the area modifier (ignore
the minus sign) for the goal attempt. If the second die result If the team has no players in the area where the ball is located,
equals the area modifier, then a corner kick occurs. Otherwise, the ball value is adjusted one step less than the result of the
the shot is a miss and a goal kick occurs. dice.
4.4.3 Goalkeeper not in the penalty area 4.7 Pressing
If the defending team’s goalkeeper is not in the penalty area A pressing action simulates a situation where the defending
a goal attempt can also be made from any of the areas touch- team tries to get control of the ball from the opponent.
ing the halfway line.
The defending team may perform a pressing action if it has at
least an equal number of players to the controlling team in the
4.5 Player movements area where the ball is located.
A movement action simulates longer moves or runs on the pitch. 4.5.2 Dribbling
Short moves inside a single area are covered by positioning actions. A single area in FUBA covers a large area of a football pitch, so The pressing team rolls two dice. If either of the dice values
At the beginning of a movement action, the team rolls two dribbling on this scale simulates quite a long run with the ball, are lower than the ball value, the team gets control of the ball
dice and discards the higher die result. The team can perform which can be easily blocked by an opponent. and becomes the controlling team. If both dice values are lower
an equal number of moves to the die result. Regardless of the than the ball value, the lower pressing die value becomes the
die result, a team can always move up to the minimum number The ball can be moved (dribbled) with a moving player from new ball value. If only one die was lower, the higher pressing
of players as determined according to its formation: one area to an adjacent area once in the movement action, die value becomes the new ball value.
• The number of midfielders in the formation if
the ball is in the midfield zone.
but only if this move starts from an area where there are no
defending team players and the dribbling player has not yet
moved earlier in the same turn (for example, a free move or
Otherwise, the pressing action fails, and the ball value is
reduced by one.
• The number of forwards in the formation if the ball
is in the attack zone.
after a control check at chapter 4.2.2.1).
For aggressive pressing, see advanced rule A6.
• The number of defenders in the formation if the ball
is in the defence zone.
Example:
Dribbling
Santeri’s Example: Positioning action
yellow team Example 2
In a player movement a player (piece) is moved to an adjacent area. is performing a Example 1
Otto’s blue controlling Santeri’s yellow
movement action. defending team chooses
The same player (piece) can be moved twice in the movement There are no opponent team makes a positioning to perform a position-
action only if the first move was a free movement at the players in the area where action. He rolls 4 and 2. ing action after Otto’s
beginning of the action. the yellow player piece The ball value is dropped positioning action. He rolls
starts the move. Thus the two steps (from 5 to 3) 3 and 4. One die result
If a team formation contains zero players in a particular position, ball can be moved together due to both dice results is higher than the ball
one is reduced from each die result rolled for a movement with the player piece (dribble). being lower than the value, so the ball value is
action in that zone. ball value. Otto has more increased by one (from
players in the area, which 3 to 4).
would allow him to adjust
4.5.1 Movement restrictions for offside the ball value one more
A player cannot be moved into an offside position as defined 4.5.3 Ball controlling player step, but the maximum
in chapter 5.1. This restriction does not apply if the player is The controlling team must have at least one player in the adjustment is two.
moved straight backwards. same area as the ball.
10 11
5 SPECIAL SITUATIONS If the team decides not to attempt a goal a new turn starts
from stage 1 (by choosing a target area).
5.5 Penalty kick
When a penalty kick is awarded, the teams carry out a new
5.6 Yellow and red cards
5.1 Offside setup procedure in accordance with the setup rules in chapter 5.6.1 Yellow card test
A controlling team’s player is in an offside position if it is in an The controlling team taking the free kick can choose the start 3.3 also taking into account the specific penalty kick setup A team rolling for a yellow card must
area that is entirely in the defending team’s half of the field area as a target area only if there are at least two of its players rules in the next chapter. roll a die to determine the result:
in that area.
and that area is closer to the defending team’s goal line than
the area in which the defending team’s second closest player 5.2.3 Quick free kick 5.5.1 Penalty kick setup 1-2: No card
is located. When defining the defending team’s second closest If a free kick is awarded in an area that is at least partly on The team awarded a penalty kick (the controlling team) sets 3: Yellow card if the target area is at least
player, the goalkeeper is also taken into account. the controlling team’s side of the pitch, then it is counted as a up the ball and a player on the penalty spot. The defending partly on that team’s side of the pitch.
“quick free kick” and no new setup is made. team sets up the goalkeeper on the goal line. 4-5: Yellow card
A controlling team’s player is not in an offside position if it is 6: Yellow card and a red card test with +1
in an area that is at least partly at the same level as the area The controlling team may immediately move as many players No other players can be placed or moved into the defending yellow card modifier; opponent suffers
in which the defending team’s second closest player (including as wanted into areas adjacent to them. Then, the defending team’s penalty area. an injury [advanced rule A4]
the goalkeeper) is located. team can move up to as many players as the controlling team.
After the player movements, a new turn starts with a free kick. 5.5.2 Taking a penalty kick If a team gets a yellow card and already has at least one yellow
A player in the centre area with the centre circle is never in A free kick in the centre area with the centre circle is always The defending team hides a goalkeeper behind their hand and card or if the yellow card test result was a 6, the team must
an offside position. secretly chooses their option for the goalkeeper’s reaction: also roll for a red card.
•
taken as a “quick free kick”.
A player is also not in an offside position if it is in an area that 5.3 Corner kick Goalkeeper will guess and dive to the left. 5.6.2 Red card test
is at least partly at the same level as, or closer to, their team’s When a corner kick is awarded the teams carry out a new setup Turn the goalkeeper to lie on its left side. The team rolls a die. If the die roll result is lower than the
own goal line than the area where the ball is located.
Offside has not effect when passing backwards towards your
procedure (chapter 3.3.) taking into account the specific
corner kick setup rules in chapter 5.3.1.
• No guess. Leave goalkeeper in a standing position
in the middle of the goal.
number of yellow cards the team currently has (including the
latest one), the team receives a red card and must immediately
remove one player from the game.
own goal line.
The offside rule does not apply when a goal kick or a corner
The corner kick is taken from the corner of the pitch, which,
for the purposes of corner kicks only, is counted as a separate
area adjacent to the corner area.
• Goalkeeper will guess and dive to the right.
Turn the goalkeeper to lie on its right side.
If a team receives a red card, two of the yellow cards will be
changed (discarded) into a red card (meaning a 2nd yellow
kick is taken. For example, there is one area between the penalty area and card to the same player), unless the die result was a 1, in which
the corner of the pitch where the corner kick is taken. After the defending team (goalkeeper) has made its decision, case only one yellow card is discarded (meaning a direct red
the controlling (shooting) team chooses the shooting spot: card to a player).
Example: Offside 5.3.1 Corner kick setup left, middle or right.
Otto’s blue team is the controlling team. He can choose A controlling team player and the ball are placed in the corner Red cards and player removals have no effect on formations
area A as the target area because the opponent’s second for the corner kick. All other players can be setup without The defending team then reveals the hidden goalkeeper.
lowest player is in an area partly at the same level with (as selected in chapter 2.1.)
restriction. The ball value is set to 2. The shooting team rolls a die to check whether the kick is
area A. The player in area B is in an offside position,
thus Otto cannot choose area B as the target area. 5.3.2 Taking a corner kick successful. A goal is scored if the die result is the same or
higher than the value shown in the following table. Example: Yellow & Red cards
After the setup, a new turn starts from stage 1. Otto’s team got a yellow card as the result of a special
B Once the corner kick is taken the player who took the corner is no If the penalty kick fails, the defending team immediately event. His team already has two yellow cards and this card
will be the third yellow card. He rolls a die for a red card and
longer considered to be in the separate corner kick area after becomes the controlling team and the game continues with a gets a 2. The result is less than the number of yellow cards.
the game situation progress stage. The player then continues goal kick (defined in chapter 5.4). Thus the team will get a red card (this simulates a situation
the game normally at the beginning of the action stage. where the same player gets a second yellow card). Two of
the yellow cards are changed for a red card. Otto continues
A 5.4 Goal kick the game with one yellow card and one red card.
When a goal kick occurs the rest of the turn is skipped. A goal kick REQUIRES DIE RESULT FOR A GOAL
takes place from the penalty area and the ball value is set to 2.
5.2 Free kick All players in that penalty area, except the new controlling
A free kick takes place in the target area of the current turn.
A team awarded a free kick immediately becomes the controlling
team’s goalkeeper, are moved one area towards the centre circle.
›
team (if not already) and the ball value is set to 2. If the target After the previous moves, the controlling team may move as
area was the defending team’s penalty area a penalty kick is many players as wanted into areas adjacent to them. Then,
taken instead (See chapter 5.5.) the defending team may move up to as many players as the
controlling team moved with a minimum of four players.
5.2.1 Free kick setup
The teams carry out a new setup procedure according to After these movements, a new turn begins from stage 1
chapter 3.3. In addition, at least one player from the controlling (by choosing a target area for the goal kick).
team must be placed in the area from where the free kick is
awarded. All other players can be set up without restriction.
5.2.2 Taking a free kick
The controlling team may choose to make a direct goal attempt,
in which case the turn continues from the action stage.
The goal attempt is the first action.
12 13
ADVANCED RULES Tiredness test
If during a time adjustment the time marker is moved 5 or
A2 Advanced formations – player roles
Teams can use formations that are more advanced by using
Instead at the end of a turn both
players can choose to make player
A1 Team condition and tiredness more squares, then both teams must make a tiredness check the special player roles outlined in this chapter. Using these substitutions when a new setup
Condition points are used to mark the physical condition of to see if their players become fatigued. Each team makes its points available per area (defence, midfield and forwards). occurs (due a kick-off, a goal kick, a
the team’s different parts: defence, midfield and forwards. own tiredness test. Teams can specify their formations by using the following corner kick or a free kick). The
These points can be used during a match to increase the player types: controlling team makes the
team’s ability to act. Condition points can also be lost as a If stoppage time starts before the time marker is moved 5 decision first.
team gets more tired during the course of the game. A team squares, tiredness will not take place. Attacking and
can increase their number of condition points by performing
player substitutions. defending midfielders When a team makes a substitution,
Each team rolls two dice and multiplies the result by 10. If the Teams can specify their midfielders it can choose one of the following
Condition points result is lower than the current game time, including the time to be either attacking or defending options for each substitution it
Both teams have a set number of condition points allocated adjustment for the current turn, the team loses one condition midfielders. performs:
to each part of the formation: defence, midfield and forwards. point.
At the beginning of the match, each team has the following For each attacking midfielder one Formation change
number of condition points, which should be marked on the The point lost must be reduced from the zone (defence, midfield point is removed from the midfield’s A team can change the position of one player in its formation.
condition point tracks: or forward) in which the ball is located, unless there are no condition and added to the forwards’ These changes take effect at the beginning of the next turn.
• Move action: Choose the higher die result instead of the
lower die result when determining the number of
Tiredness
Tiredness affects a team’s ability to move. One player is
deducted from each position of the formation (defender,
an attacking centre-back. One point
is removed from the defence’s
condition and added to the midfield’s
If the change is done in the second half of the game, then one
condition point is added to any zone.
moves. The decision to use a condition point can be midfielder and forwards) when the team performs movements. condition. Fresh player introduced onto the field
made after the dice are rolled. The reduction also affects the number of defenders in the The team rolls two dice and multiplies the result by 10. If the
•
Positioning: Ball value is increased/reduced one
additional step. The maximum adjustment limit
formation available during advanced offside.
Tiredness does not affect the number of player pieces on the field.
Withdrawn striker
Teams can specify one forward as a
withdrawn striker. One point is removed
result is higher than the current game time, the team gets one
condition point, otherwise the team gets two condition points.
Player substitutions cannot increase condition points above
+/- still applies. The decision to use a condition point from the forwards’ condition and six in any zone or increase the team’s total number of condition
can be made after the dice are rolled. added to the midfield’s condition. points above 10.
• Pressing: Make an aggressive pressing action
according to advanced rule A6.
Example: Tiredness
If a team with a 4-4-2 starting
formation suffers tiredness,
then the effective formation in
Offensive wing backs
Teams can specify up to two defenders
A4 Injuries
If a team suffers an injury, it must immediately remove one
terms of the maximum number as offensive wing backs. One point is player from the game and must make an injury roll. The team
The condition point must be used from the same zone that the of players that could be moved removed from the defence’s condi- rolls a die with the following effects:
ball is located in. If there are no condition points available in would be reduced to 3-3-1. tion and added to the forwards’ con-
the corresponding zone, the team can instead use two points 4-4-2 dition for each designated offensive 1-4: The player is removed temporarily from the field
from an adjacent zone. wing back. for 1-4 minutes according to the die result rolled
› for the injury. After the time has advanced for at
least the injury time the player returns to the game
Example: Condition points
Santeri has the 4-4-2 forma- Example: Selecting advanced formations at the end of the turn in the area containing the
tion and thus his team has four Otto selects a 4-5-1 formation, but wants to strengthen centre circle.
defence condition points, four the forwards, so he chooses to use advanced formations
midfield condition points and and specifies 3 midfielders as attacking midfielders. 5-6: The player cannot return to the game. The team can
two forward condition points. Otto’s midfield condition points are decreased and for- choose immediately to make a player substitution
Otto’s 4-5-1 would have four ward condition points are increased by three. after the injury roll unless the team has already
defence condition points, five made all three of their allowed substitutions.
midfield condition points and Santeri If the substitution is made in the second half the
one forward condition point, A3 Player substitutions team gets one condition point, otherwise the
but as he specified (see chapter A team can perform a player substitution up to three times substitution has no other effects.
A2) three attacking midfielders,
three points are moved from during a game. The controlling team may choose to perform
midfield to forward condition. substitutions at the end of the turn if the ball is in the midfield The injured player must be removed from the area where
Thus, his team has four defence, zone. The defending team can choose to make substitutions the ball is located or an adjacent area. If there are no players
two midfield and four forward only if the controlling team made substitutions. At the same in these areas, the closest player must be removed. If a
condition points. time a team can perform several player substitutions, but the goalkeeper is injured, another player piece is removed instead
Otto
number of substitutions must be announced before any dice of the goalkeeper, but the opponent gets a +1 die roll modifier
are rolled for a substitution. for all upcoming goal attempts.
14 15
A5 Goalkeeper charge A7 Advanced offside /offside risk Example: Offside risk
A9 Weather
A charge out from the goal allows the goalkeeper to react to The offside risk rule makes the defence line’s role more important This advanced rule simulates the weather’s effects on the match.
passes and crosses into the box. It increases the goalkeeper’s in the game. It does not always simulate situations where an Santeri has chosen to play the ball to a player in an
chances of winning the ball before the opponent can take offside offence occurs, but it also simulates defenders’ ability offside risk area. First the ball value is adjusted down At the beginning of the match, if the first dice rolled to deter-
control, but it also increases the opponent’s chances of sco- to cut out passes or block advances. one due to there being no opponent players in the mine who will kick off the match (chapter 3.2) are equal then
ring if the charge fails. target area (chapter 4.1).
Offside risk applies when the target area contains the the following weather affects the match.
When the controlling team has chosen the defending team’s controlling team’s player, and that area is entirely in the
penalty area as a target area, the defending goalkeeper in defending team’s half of the field and is closer to the DICE RESULTS WEATHER EFFECT
that area can choose to charge out from the goal. The defend- defending team’s goal line than the area in which the defending
ing team makes the decision to rush out (or not) at the end of team’s second lowest player is located. 1-1 ......................... Heat
stage 1, after the ball value is modified. 2-2 or 3-3.............. Sunshine
The ball value is increased in stage 1 by the number of defenders 4-4......................... Wind
A goalkeeper cannot charge if the ball was played from the in the area where the second lowest player of the defending 5-5......................... Rain
same penalty area. team is located. The maximum number of defending team 6-6......................... Cold
players taken into account is the number of defenders in the
The decision to use a charge has the following effects: formation. Heat
• The ball value is increased by one immediately. The offside risk rule does not apply if the player is in an area
All aggressive pressing actions cost two condition points.
At the beginning of the second half the controlling team rolls
• The opponent gets a +1 die roll modifier for
goal attempts in the current turn.
that is exactly at the same level as, or closer to, the team’s
own goal line than the start area.
a die. If the result is 1, heat effects end. With a result of 6,
heat becomes extreme heat.
The offside risk rule does not apply when a goal kick or a corner Sunshine
A charge cannot adjust the ball value above 6 kick is taken. Neither does the offside risk rule apply if the The team that starts the match as the controlling team
(i.e. it cannot force the opponent to change the target area). defending team’s second lowest player is in a side area. suffers first half sunshine. The team cannot utilise the
Otto’s blue team has four players “goalkeeper charge” rule. Sunshine effects end after
If the defending team plays with a 3-4-3 formation and has in the defence line, but only three the first half and do not have any effects in the second half.
Example: Goalkeeper Charge four players in such an area, only three players are counted of those are taken into account as
Santeri plays the ball to Otto’s penalty area. At the end for advanced offside rule. his formation contains only three Windy
of the first stage Otto chooses to make a goalkeeper’s defenders. Thus the ball value is The long pass modifier is +2 instead of +1.
charge. The ball value is increased one step. A8 Slowing down game play increased by three and the new
This advanced rule gives a team the chance to purposely slow ball value is four at the end of At the beginning of the second half, the controlling team rolls
their actions on the field. stage 1. a die. If the result is a 1, wind effects end. If the result is a 6,
the windy weather becomes a storm.
When the time marker is moved one square forward at the
beginning of a goal kick, free kick, corner kick or a penalty Rain
kick [chapter 4.2.1.1], the controlling team may choose to After each control check the new ball value is increased by 1.
purposely slow down game play. At the beginning of the second half, the controlling team rolls
a die. If the result is a 1, rain effects end. If the result is a 6,
The time marker is moved one square forward. The team rolls the rain becomes a storm.
two dice and multiplies the sum by 10. If the result is lower
than current game time the team gets a yellow card for Cold
deliberately delaying the restart, see chapter 5.6. The team Injury rolls suffer a +1 die roll modifier.
A6 Aggressive pressing must also then make a red card test.
In aggressive pressing, the defending team plays hard, usually Storm
close or beyond the boundaries of the rules, when it tries to Both rain and windy conditions apply. Injury rolls suffer a +1
get the ball under control, for example by harrying opponents, die roll modifier.
and attempting hard or early tackles
Extreme heat
An aggressive pressing action can be used instead of ordinary Each tiredness test suffers a -2 modifier.
pressing by using a condition point (defined in A1.2). Unlike
ordinary pressing, aggressive pressing can also be used if the All aggressive pressing actions cost two condition points.
defending team has one player less than the controlling team
in the area with the ball. A10 V.A.R.
If V.A.R. is used in the tournament a team must roll two dice
Aggressive pressing is made according to the same rules as after a goal is scored. If the result is a double 6, the goal is
ordinary pressing. In addition, aggressive pressing is successful denied due to offside or another offence by the attacking
if the die result equals the ball value. team. The game continues with a free kick.
If aggressive pressing fails, the opponent is awarded a free In addition, the same test is done after a successful pressing
kick and the pressing team must roll for a yellow card. action in the penalty area. If the result is a double 6, the
See chapters 5.2 and 5.6. opponent is awarded a free kick or a penalty kick and
the team must roll for a yellow card.
16 17
Penalty saver 0 The opponent must roll two dice instead of one for a penalty shot. This skill can be played
A11 Skills The highest result is discarded. at the beginning of a
Teams can choose an equal number of skills for a match Condition points are spent in the area where the ball is located penalty shot.
(recommendation of 1-5 skills). when the skill is used. If there are no condition points avail-
able in the corresponding zone, the team can instead use two Leading 1 The opponent’s team must roll two dice instead of one for a goal attempt This skill can be played
The use of skills requires that teams spend condition points. The points from an adjacent zone. goalkeeper during a turn that begins with a corner kick or a free kick. when the opponent an-
nounces a goal attempt,
number of required condition points is shown in the skill list. but before the die roll.
Advancing 1 The goalkeeper can use the charge rule in the adjacent areas to their penalty This skill can be played at
goalkeeper area. If the goalkeeper is out of the penalty area the goal attempt modifier is end of stage 1 when the
TEAM SKILLS toCP
use Effect
+4, but the +1 modifier due the charge is not applied simultaneously. ball value is modified.
Trained 0 A team can change the position of two players in the formation at the end of This skill can be played
formation the action stage. This can be used only once per game. at the end of the action CP
change stage. DEFENDERS to use Effect
Strength 0 Each time a team makes a player substitution to bring a fresh player onto This skill can be played
Tackler 2 0 When the defending team fails in an aggressive pressing action in its defence This skill can be played
in depth the pitch, reduce two from the dice result that determines the number of when the team makes a zone the opponent is awarded a free kick only if the pressing dice results are at the beginning of the
condition points. player substitution. equal, in which case the pressing team must also roll for a yellow card. The team’s pressing action.
ball value is not reduced if the pressing fails.
Great 0 When a team makes a movement action and spends a condition point to This skill can be played on the
condition choose the highest die result the team can make one additional move team’s movement action. Stopper 2 1 If the target area is in the defending team’s defence zone the new ball value This skill can be played
after a successful control check is determined according the highest die at the game situation
Fanatic fans 1
1 When a new ball value is set up the team rolls a die. If the die result equals This skill can be played result instead of the lowest die result. progress stage when the
the ball value the opponent’s team is awarded a free kick and your own team at the end of the game new ball value is applied.
must roll for a yellow card. Otherwise the die result is the new ball value. Can situation progress
be played after a crossing or a stopper skill. stage. Skilled 1 When determining offside risk and the number of players in the defence line, This skill can be played
full back the defending team can add one player from each side area touching the area in stage 1 when the ball
Trained 1 A team taking a free kick or a corner kick gets a +1 die roll modifier for a goal This skill can be played containing the defence line to the number of players in the defence line. The value modifiers are
special event attempt made in the same turn. when the team announces maximum number of defenders is still limited by the formation. applied.
the goal attempt, but
before the die is rolled. Doubling up 2 0 When a defending team uses a condition point for a positioning action in its This skill can be played
defence zone the maximum increase limit of +2 does not apply. during the team’s
Gegenpressing 1 If the opponent has made a successful pressing action in an area that is fully This skill can be played positioning action.
on their side of the pitch, the team can immediately make a counter-press. at the end of the
This is done according to the pressing rule, but it is not counted as an action. opponent’s successful Offside trap 1 If the opponent’s team plays the ball into an offside risk position and only This skill can be played
It can be also be aggressive pressing if an extra condition point is used. pressing action. one die is successful in the control check the defending team is awarded a during the game situati-
free kick. No yellow card test occurs. on progress stage after
dice are thrown.
Fiery coach 0 The fiery coach skill can be played when the team spends a condition point This skill can be played
to boost an action (not for skills). The team rolls a die. If the result is a 4, 5 when the team spends Skilled wing 1 After a successful pressing action in the defence zone the new controlling This skill can be played
or 6 the condition point is not discarded. With the result of a 1 the referee a condition point for an backs team can choose to move the ball to an adjacent area where it has a player. at the end of the team’s
removes the coach from the match. The team suffers a +2 die roll modifier at action. pressing action.
fresh player substitutions and cannot make formation changes.
Fast defender 1 During free player movements in the first action, the team can move one This skill can be played
extra player regardless of the number of the opponent’s players in the area. during the team’s first
The movement must end up in the team’s defending zone. action during free
GOAL CP player movements.
KEEPERS to use Effect
Catenaccio 3 1 The defending team can move its second lowest player into an adjacent area This skill can be played
after the new ball value is setup. at the end of the game
Sweeper 1 When the goalkeeper makes a charge the ball value is increased by two steps This skill can be played situation progress stage.
keeper instead of one. at the end of stage 1 when
the ball value is modified. 1
This skill counts as two skill choices towards the maximum number of skills agreed by the teams.
2
This skill cannot be used if the goalkeeper is the only player of the defending team in the ball area.
Creative 1 If the team controls the ball at the beginning of the turn in its own penalty This skill can be played 3
This skill can be used in World Cup tournaments only if the player took part in the FUBA World Cup 2019 in Milan, Italy.
goalkeeper area the team can move one player before choosing the target area. at the beginning of a turn
Shot stopper 1 1 The opponent must roll two dice instead of one for a goal attempt. This skill can be played
The highest result is discarded. In the case of a difficult goal attempt the when the opponent
two dice are used for the first roll. This skill cannot be used if the goalkeeper announces a goal attempt,
made a charge in the same turn.. but before the die roll.
18 19
MIDFIELDERS toCP
use Effect FORWARDS CP
to use Effect
Midfield 1 If the target area is in the midfield zone, the order in which teams perform This skill can be played Target man 1 A player of the controlling team is counted as three players in a target area This skill can be played
general actions is changed. If the opponent also has a midfield general, the skill can at the beginning of the in an attacking zone, except during a goal attempt. A target man does not at the beginning of the
be used only by the defending team. action stage before any affect free movements. action stage.
actions are performed.
Creative 1 If the start area was in the midfield zone, the ball value can be reduced by This skill can be played Clinical 1 1 +1 die roll modifier to a goal attempt made from the penalty area. This skill can be played
midfielder one when a new ball value is set up after a successful control check. at the end of the game finisher when the team announces
situation progress stage. the goal attempt, but
The skill cannot be played after a long pass. before the die is rolled.
Aggressive 1 +1 die roll modifier to a goal attempt made from the penalty area. With a die This skill can be played
Midfield 1 If the ball is in the midfield zone, the pressing action is successful even if the die This skill can be played striker result of 1 or 2 (without modifiers) the goal attempt results is ignored, the when the team announces
pressing result equals the ball value. If the pressing fails, there is no effect on the ball value. at the beginning of the team gets a yellow card and the defending team is awarded a free kick. the goal attempt, but
team’s pressing action. before the die is rolled.
Crossing 1 When the controlling team plays a long pass from a midfield side area or This skill can be played Goal poacher 1 If the target area is the opponent’s penalty area and only one die succeeds in This skill can be played
from a corner kick, one area is ignored when applying the long pass ball value at the stage 1 when the control check the team can roll a die. If that die is higher than or equal to at the beginning of
modification. the ball value is modified. the ball value the team plays an action first. The additional die does not affect action stage before any
anything else. The first action must be a goal attempt. actions are performed.
Regista 1 When the controlling team plays the ball from midfield into the attacking This skill can be played
zone, with a successful control check, no players can be moved by free player at the beginning of the Diver 1 If a special event occurs in the team’s attacking zone roll a die before deter- This skill can be played
movements into the target area. action stage. mining the special event. in stage 2 when a special
event occurs.
1: Instead of a special event the diver will get a yellow card
Dribbler 1 If the ball is in the midfield zone, the controlling team can dribble as part of This skill can be played and a free kick is awarded to the opponent team.
the movement action, even if there is a defending team’s player in the same during the controlling 2-3: no effect, roll for a special event.
area, but only if it has at least an equal number of players in that area at team’s movement 4-6: Instead of a special event the diver’s team is awarded a
the beginning of the movement action and the ball is dribbled into an area action. free kick. The opponent must roll for a yellow card with
without opposing players. a +1 die roll modifier.
Short passes 0 When a controlling team uses a condition point for a positioning action in the This skill can be played Runner 1 During free movements in the first action the team can move one extra This skill can be played
midfield zone, the maximum reduction limit of -2 does not apply. during the team’s player regardless of the number of opponent players in the area. The move- in the team’s first action
positioning action. ment has to end up in the attacking zone. during free movements.
Seconda punta 1 The controlling team can choose to skip the action phase and start a new This skill can be played
Box to box 1 During free player movements in the first action, the team can move one ex- This skill can be played turn if both the team’s dice succeed in the control check and the target area between stage 2 and 3
midfielder tra player from the centre circle area directly forwards or directly backwards during the team’s first is in its attacking zone. before any actions are
regardless of the number of opposing players in the area. action during free played.
player movements.
1
This skill counts as two skill choices towards the maximum number of skills agreed by the teams.
Il mediano 1 If the ball is in the midfield zone, the defending team can choose a positioning This skill can be played
action for a second action, even if it has already chosen it in the first action. at the beginning of the
When this skill is played the ball value can be adjusted one extra step, but the second action.
total adjustment in the second action cannot be more than +2.
Mezzala 1 When the controlling team plays the ball into the attacking zone area where This skill can be played
neither team has players, the new ball value is reduced by one for each at the game situation
successful die of the control check. progress stage when the
new ball value is applied.
20 21
A13 Special events defending team’s die result. The special event occurs immedi- 5 1 High ball – head collision Both players roll a die. The team with the highest result gets control of the ball and
Special events create more detail in the game and add more ately after time adjustment unless otherwise noted. the new ball value is that team’s die result. Both teams must roll for an injury.
narrative to the match. The new controlling team plays the first action.
When a special event occurs, due to the dice rolls in stage 3 The Easy situation rule 4.2.2.2 does not block a special event.
being equal, both players roll a die. The first number is the If the event requires, a closest player can be moved to the 5 2 Failed opening The control check fails. The ball remains in the start area. The new controlling team plays
controlling team’s die result and the second number the target area further than from an adjacent area. the first action.
5 3 Perfect pass The control check is successful regardless of the dice results. The controlling team plays
the first action.
CT PT Event Effect
dice dice 5 4 Behind the referee’s back The controlling team must roll for an injury.
1 1, 2 Excellent attack move The controlling team (after the control check) can move one player into an adjacent area
after the control check. 5 5 Streaker Move the time D6 + 1 minutes forward (does not trigger a tiredness test).
1 3, 4 Excellent defence move The defending team (after the control check) can move one player into an adjacent area 5 6 Out of position goalkeeper +2 die roll modifier for goal attempts in this turn.
after the control check.
6 1 Terrace chant (DT) The defending team (after the control check) takes the first action and can use
a free condition point for that action (not for a skill).
1 5 Fast situation (DT) At the end of the game situation progress stage the defending team (after the control
check) can move one player into an adjacent area (no dribbling). The action stage is skipped.
6 2 Terrace chant (CT) The controlling team (after the control check) takes the first action and can use
a free condition point for that action (not for a skill).
1 6 Fast situation (CT) At the end of the game situation progress stage the controlling team (after the control
check) can move one player into an adjacent area (no dribbling). The action stage is skipped. 6 3 Injured star player (DT) The defending team must randomly select one of its skills. That skill is removed from
the game. In a tournament or a league, that skill cannot be chosen for the next match.
2 1,2 Ball bounces (DT) +2 ball value modifier for the new ball value (4.2.3)
6 4 Injured star player (CT) The controlling team must randomly select one of its skills. That skill is removed from the
2 3,4 Ball bounces (CT) -2 ball value modifier for the new ball value (4.2.3) game. In a tournament or a league, that skill cannot be chosen for the next match.
2 5 Lost momentum The controlling team cannot make free moves during this turn. 6 5 New talent (DT) The defending team gets a new random skill immediately for use in the current match.
In a tournament or a league, that skill can be used in the remaining matches.
2 6 Failed man-marking The defending team cannot make free moves during this turn.
6 6 New talent (CT) The controlling team gets a new random skill immediately for use in the current match.
In a tournament or a league, that skill can be used in the remaining matches.
3 1,2 Defender’s foul The controlling team (at the beginning of the turn) is awarded a free kick. The defending
team must roll for a yellow card.
3 3,4 Attacker’s foul The defending team (at the beginning of the turn) is awarded a free kick. The controlling Notes from Niilo Kalakoski’s playbook Janne Niinivaara’s tactical notes
team must roll for a yellow card World Cup 2019 winner First FUBA player ever to reach 1000 ranking points
3 5 Defender’s rude foul The controlling team (at the beginning of the turn) is awarded a free kick. The defending team
gets a yellow card and must make a red card test with a +1 die roll modifier.
The controlling team must roll for an injury. :
Primary formationat ng midfielders
3 5 Attacker’s rude foul The defending team (at the beginning of the turn) is awarded a free kick. The controlling 4-5-1 with two tacki Primary formation:
2-3-5
team gets a yellow card and must make a red card test with a +1 die roll modifier.
The defending team must roll for an injury. Skill choices: fielder, great
Catenaccio, creative mid Skill choices:
condition Wide bench, tackle, ru
4 1,2 Slow play Time advances one extra minute. Both teams recover one used condition point. nner
Tactical plans: Tactical plans:
4 3 ly to prevent your tter
Ball over the touchline If the target area touches either of the touchlines (side edges), then the control check
fails and the new ball value is 2. The new controlling team plays the first action. -Defend aggressiverin g. It does not mas worth it.
-Always press on the
ball if you have en
the slightest chanc
to steal it for youevrse
opponent from sco
poi nts you use, it' Preferably use aggreess
4 4 Ball over the goal-line If the target area touches either of the goal lines a corner kick occurs. how many condition ive pressing. lf.
when you get eithe r into
4 5 Momentum The controlling team (after the control check) can dribble (4.5.2) regardless of the -Always try to score
t of the bo x. Eve n a dif ficult -Don’t lose the ball by
taking shots from
position of the defending team’s players if it chooses a movement action for its first the box or in fronch re. Mo re sh ot s unnecessary situatio ns. Try to play the ba
ce to sco
action. goal attempt is a witan
h mo re go als sco red. to an even better posit
ion. ll
taken will result
4 6 Aggressive defence The defending team (after control check) makes a free aggressive pressing at the end of
e large -More attackers
the game situation progress stage if the team has at least one player in the target area.
-Utilize the advant age offered by thnc
fe e it easier to scoreingoyou r formation will make
This has no effect on the action stage and no condition point is required.
number of midfielders
for bo th de many defenders whenals. You don’t need that
and attack. team to your end of thyou don’t let the other
e field.
22 23
TURN ORDER
•• Special event
Control check
ACTIONS
•• Both teams perform one action
Free movements at the beginning