THE CATCH OF THE GAME
Millions of people around the world are passionate about football. Playing all day with your friends is a great way to pass the time, but sometimes you don't always have two full teams and a field at your disposal. For those cold and and rainy days you now have the amazing table football game. It's a game that's super easy to learn—the rules are similar to the ones of regular football.
You can play the european version (base game) or the Brazilian version (12 touches).
Who will score the most goals?
Components (same for both variants):
2 gates + goalkeepers
20 players in two different
colors + player board
the rule book
„Championship Manager" card
the playing field.
Components for the European game:
Components for the Brazilian game:
PREPARING THE GAME
You lay down the field on a perfectly flat surface. If the field was in the box, let it smooth out for 10-15 minutes. Set the gates in the marked positions. Set the ball in the center of the field. You can set the players in any strategic position, for example 4-4-2, 4-3-3 etc. Between any two players there must be a space equal to at least the diameter of a player.
The game lasts two halves of 10 minutes eachs. The game begins with a pass from the middle of the field toward the adversaries half. The players or the goalkeepers can be moved by either striking them with your finger, baguette or your nail.
Players and the goalkeeper can strike the ball only once 1.
Players can be moved, by lifting them, only when a fault is played.
If a player or the goalkeeper was accidentally removed from the board it will be repositioned at the closest line to which it exited.
The goalkeeper becomes a regular player once it leaves his square. In this case there's no one left to defend the gate and essentially you're left without a goalkeeper.
The goalkeeper can be moved freely inside the small square before a direct strike 4.
The goalkeeper must be moved on the gate line of the ball is in your own big square 4.
The goalkeeper can be moved on the gate line by lifting him only if after kick-off the ball has not left the big square. If it did, the goalkeepre can be moved back only by regular move 2.
A goal is valid only if the ball has completely gone over the adversaries' gate line.
A goal is valid only if you stroke the ball when it was in the adversaries' half.
A goal is valid only if both players have acknowledged that they are both ready for the kick.
A goal was scored: All players and goalkeepres are reset in their own halves.
Optionally, you can use numbers for each player. In this case you can keep track of faults and eliminate a certain player for a second fault.
There is no offside.
Every player has the right to one action per turn. This can mean striking the ball several times or only once.
If after you kick the ball it ends up closer to one of your players, you can kick it again. You can continue doing this until the ball is closer to the other team's player, unless it hits one of your players before it does that, which is considered a fault. Sector 3 pass: If after a kick the ball gets closer to an adversary but in the sector zone of one of your players, you have the right to kick again. If the ball is in your adversaries' half you can request to shoot toward the gate. Before you can do that, you must wait for the verbal confirmation of the other player. Verifying the sector zone is done with the sector number card.
The two kick types can be involved in multiple events on the field. These events are caused by breaking the game rules (faults). .
If you kicked the ball toward the gate and you failed to score or if the ball went outside the field, you lose possesion of the ball. The ball is placed in the small square. Both team's players can be freely moved everywhere, except the big square from where the ball will be kicked. The goalkeeper can kick the ball to a player of his own and continue the game normally.
If you kicked the ball outsite your own gate, the adversary gets a turn. The ball is placed at the corner of the field and an adversary player is placed near it. No other players are repositioned. The newly placed player kicks the ball to one of his team-mates and if the ball reaches closer to them, they can ask to shoot on the gate. If not, the game continues normally.
If you kicked the ball outside the field, the adversary gets a turn. The ball is placed where it left the field and a player is moved near the ball. No other players are repositioned. Once the player kicked the ball, the game continues normally.
If by kicking you touched a player belonging to the adversary or if you touched the ball with your hand outside your own square, you lose your turn and the adversary gets a turn. A player is placed where the fault happened and the ball, depending on where the fault happened, is played as:
- Direct kick if you faulted in the adversaries' half. The game then continues as normal.
- Indirect kick, if you faulted on your own half. The designated player can kick the ball toward the gate with a sector pass. You can create a 15cm wall out of your players. You must also reposition your goalkeeper on the gate line.
If by kicking you touched the adversaries' players or you touched the ball with your hand (outside the big sqaure), you lose your turn in favor of the adversary. The ball is placed where th fault happened and a player of the adversary is placed there to shoot. Players from both teams can be repositioned everywhere outside the big square where the penatly is executed. You must also move your goalkeeper on the gate line. Pay attention: Direct gate kicks must be announced and mutually agreeded before excution!
The above rules apply, with some minor exceptions
- You are allowed a maximum of 12 passes during your turn. This means dribbling, leading the ball, passing the ball to another player etc, but the 12th pass must be a kick todard the gate.
- If after touching the ball you also touched
a player from the other team you're allowed to only do 3 more passes.
- If you touched an adversary player before touching the ball, a fault is declared and you lose
possession of the ball.
- The goalkeeper is not allowed to leave the big square.
- No sector zones are used. It's important that the ball doesn't touch an adversary player because you'll lose the ball.
- The goalkeeper can be positioned anywhere in the big square during normal gameplay and only inside the small square during an impeding attack.