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Dreamteam

Dreamteam Rulebook

Table of Contents

Table of Contents

  • Game Setup
  • The Basics
  • Refereeing
  • The Actions
  • The Special Cards
  • The Match
    • Start of the Game
    • In Zone 1
    • In Zone 2
    • Free Kick
    • In Zone 3
    • Penalty
    • Corner
  • Half-Time
  • End of the Match
    • Penalty Shootout

Game Setup

  1. Separate each category of cards (zone 1 / zone 2 / free kick / corner / penalty / cards), shuffle each deck well, then place the cards on the board in the corresponding spaces.
  2. Cut out and assemble the goals and accessories (goalkeepers, captains, ball). Place the goals and goalkeepers on the pitch, the captains on the 0 of the score tables, and the small ball in the centre circle.
  3. Inflate the ball.
  4. Choose from among you the honest, charismatic player who respects the rules and has a certain natural authority (and a smartphone) to referee the game. If nobody among you has these qualities, then take whoever you can...
  5. Form the teams.
  6. The referee takes the whistle; the teams each take their pad, their pencil and their special card (see p.3).

The Basics

  1. To score a goal, a team must win 3 consecutive actions: zone 1, zone 2, then zone 3.
  2. If one team has more players than the other, one of its members does not play the collective challenges.
  3. It is forbidden to play two individual challenges in a row.
  4. As on the pitch, the attack has the advantage during an action:
    • during individual actions, the attacking team chooses who plays and who they face in the opposing team (taking point 3 into account);
    • when the case arises (improv, singing, sports challenge, football-culture ping-pong actions), the attacking team chooses whether to take or leave the lead.
  5. After each goal or if the attack fails, the attack changes sides and the ball returns to the opponent's zone 1.

Refereeing

The referee's role is crucial. Master of time and of the game, the man or woman in black ensures the rules and fair play are respected... and hands out as many cards as necessary.

Certain challenges (drawing, improv, impersonation, singing...) are judged by the referee, who designates the winning team according to free criteria (realism, technical precision, commitment to the role, quality of the drawing, inventiveness, originality...). The referee must be able to explain the reason for the choice if asked.

The referee may penalise players for cheating, anti-play, attempted blackmail or corruption, sexist, racist or homophobic remarks...

  • 1st warning: yellow card. The sanctioned person must do a celebration at the next goal (even one scored by the opposing team!).
  • 2nd warning: red card. The next goal scored by the opposing team counts double.

The Actions

To score a goal, a team must win 3 consecutive actions: zone 1, zone 2, then zone 3. The referee draws the cards, announces the nature of each action (defined by pictograms) and moves the ball on the pitch from zone to zone as the game goes on.

Actions can be:

  • individual or collective
  • judged by the referee or timed (for example 1 min)

You will play 4 types of actions, symbolised as follows:

  • Fanzone: singing, improv...
  • Culture foot: football-culture questions
  • Freestyle: sports challenges with the inflatable ball
  • Comics: drawing challenge

The Special Cards

Each team has a double-sided special card that lets it either go directly to zone 3, or send the opponent back to zone 1. This card can be played at any time in the game.

Warning! Be strategic, because it can only be used once during the match. Once the card is played, it is handed back to the referee.

  • Side 1: "Exceptional dribbles, direct access to zone 3!"
  • Side 2: "Lightning clearance from the goalkeeper, the ball returns to the opponent's zone 1!"

The Match

Start of the Game

  1. Each team confers to find a team name and a war cry.
  2. The referee chooses the best; that team plays first.
  3. The referee starts the timer for the first period on their smartphone and off you go for two times 45 minutes of action!

In Zone 1

The attacking team places the ball in zone 1 towards the opposing goal. The referee draws a card from the zone 1 deck and announces the nature of the action (individual or collective, fanzone, culture foot, freestyle, comics, and the timer if there is one). Zone 1 actions do not allow ties.

  • If it is an individual action: the attacking team chooses who will play this action, in its own team and in the opposing team.

    Warning! Players who have just played an individual action cannot be designated again.

  • If it is a collective action and the teams are numerically unbalanced: the team concerned chooses who will not play.

  • If it is a collective action and the teams have the same number of players: everyone plays in each team.

If the attacking team wins this action, it continues to zone 2.

If it fails, the attack changes sides and the ball returns to the opponent's zone 1.

In Zone 2

The referee draws a zone 2 card and announces the nature of the action (individual or collective, fanzone, culture foot, freestyle, comics, and the timer if there is one). Zone 2 actions allow ties.

  • If it is an individual action: the attacking team chooses who will play this action, in its own team and in the opposing team.

    Warning! Players who have just played an individual action cannot be designated again.

  • If it is a collective action and the teams are numerically unbalanced: the team concerned chooses who will not play.

  • If it is a collective action and the teams have the same number of players: everyone plays in each team.

If the attacking team wins this action, it continues to zone 3.

In case of a tie: the referee draws a free kick card, both teams play.

If it fails, the attack changes sides and the ball returns to the opponent's zone 1.

Warning! Remember that it is always the attacking team that chooses whether to take or leave the lead.

Free Kick

The referee draws a card from the free kick deck and announces the nature of the action (individual or collective, fanzone, culture foot, freestyle, comics, and the timer if there is one). Both teams play.

  • If it is an individual action: the attacking team chooses who will play this action, in its own team and in the opposing team.

    Warning! Players who have just played an individual action cannot be designated again.

  • If it is a collective action and the teams are numerically unbalanced: the team concerned chooses who will not play.

  • If it is a collective action and the teams have the same number of players: everyone plays in each team.

If the attacking team wins this action, it continues to zone 3.

If it fails, the attack changes sides and the ball returns to the opponent's zone 1.

In Zone 3

In zone 3, the attacking team chooses to play down the middle (penalty) or on the sides (corner).

Penalty

If the attacking team chooses to play down the middle, the action is individual and only the attacking team plays.

The referee draws a penalty card and announces the nature of the challenge (fanzone, culture foot, freestyle, comics).

After reading it, the attacking team designates the person who will play the next action.

Warning! Players who have just played an individual action cannot be designated again.

Challenge won by the attacking team: it's a goaaaaal!

If it fails, the attack changes sides and the ball returns to the opponent's zone 1.

Corner

If the attacking team chooses to play on the sides, the action is collective and involves all players of both teams.

  • If the teams are numerically unbalanced: the team concerned chooses who will not play.
  • If the teams have the same number of players: everyone plays in each team.

The referee draws a corner card.

Advantage to the attack: the attacking team plays first, but if it does not win the challenge after 15 seconds, the defending team enters the game.

Challenge won by the attacking team: it's a goaaaaal!

If it fails, the attack changes sides and the ball returns to the opponent's zone 1.

If neither of the 2 teams has won after one minute, the attack changes sides and the ball returns to the opponent's zone 1.

Half-Time

As in an official match, you have 15 minutes to go to the toilet, have a drink, or even get a massage for the luckiest. When the match resumes, the ball goes to the team that did not take the kick-off in the 1st period.

End of the Match

The match ends at the end of regulation time, plus stoppage time in case of game stoppages.

Warning! If a team is in zone 3 at the final whistle, the referee lets the action continue to its conclusion.

Penalty Shootout

If the score is tied at the end of regulation time, the teams are separated by a penalty shootout! One goal stays in place, the other is removed. The defending team places its goalkeeper in front of the goal. The teams take 5 shots in turn, flicking the cardboard ball. Penalties are taken from the opposing goal line.

The team that scores the most goals wins.

If tied after the first 5 shots, the teams continue until one of them misses its shot.