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Spiel mit Lukas: Dribbel-Fieber thumbnail

Spiel mit Lukas: Dribbel-Fieber

Spiel mit Lukas: Dribbel-Fieber Rulebook

Table of Contents

Table of Contents

  • Game concept: Kick'n'Run and the Champion Version
  • Game components – Kick'n'Run Version
  • Setup
  • The game – Kick'n'Run Version
    • Phase 1: Card-less play
    • Phase 2: Playing cards
      • The action cards in detail
    • Phase 3: Draw cards
    • Phase 4: Shot at the goal
      • Taking the shot
  • End of the game

Game concept: Kick'n'Run and the Champion Version

Kick'n'Run is the ideal variant for younger fans of football and the best way to get familiar with the basics of the Champion version.

Before trying the Champion variant with all its intricacies players should play a few short games of Kick'n'Run to get familiar with the game.

Game components – Kick'n'Run Version

  • 1 Game Board – depicts the pitch divided into square spaces (with the score tracks, the positions for the player cards, and the Poldi-cards)
  • 1 goalkeeper die – with colored faces
  • 1 attack die – regular die
  • 1 referee coin – with a red and blue side to determine who gets kick-off
  • 2 rings – to mark the shot value
  • 40 cards – 12 Poldi-cards (#120-#333) as well as for each player a set of 5 player cards and 9 action cards
  • 10 wooden player figures, 1 ball and 2 wooden score markers
  • 28 cardboard coins – Polditalers with values 1 and 2
  • 2 turn summary sheets
  • 1 rule book
  • 1 sheet of stickers

Poldi-cards show: title, card number, price, and an action symbol (blue card) or attack bonus (yellow card).

Player cards show: title, player number, attack value, defense value, shot scale, movement value (not relevant in Kick'n'Run) and dueling strength (not relevant in Kick'n'Run). The color of the shirt indicates the team.

Action cards show: title and action symbol.

Before the first game apply the stickers of the matching color to all player figures. Make sure that both sides of a figure show the same number.

Setup

Place the board between the players so that each player is seated behind his goal.

Place the referee coin within reach.

Put the Polditalers next to the board to form a supply.

Put both players' score marker on the 0 space of the corresponding score track.

Place the two dice within reach.

Every player receives two Polditalers.

For a game of Kick'n'Run you need the 12 Poldi-cards numbered 120 to 333. Shuffle them and place them face down next to the board.

Each player gets (in the color of his choice):

  • a set of 5 player cards and 9 action cards
  • 5 player figures with numbered stickers on both sides
  • 1 ring to mark the shot value
  • 2 Polditalers
  • A turn summary with the Kick'n'Run side showing

The player cards are put next to the board according to the illustration on pages 2/3 (Shirt numbers from left to right: 5, 2, 1, 4, 3). The figures with the corresponding numbers go on the starting spaces on the pitch (with shirts on them) indicated by the dots.

Each player card indicates the values of the player figure with the corresponding number.

Players shuffle their action cards and put them down in front of themselves to form a face down draw pile. Then players draw the top three cards from their pile to form their hand. During the game players may never hold more than three cards in their hand.

Flip the referee coin to decide which player gets to go first. That player puts the ball on the space next to the halfway line with his two figures on it. This player is now the attacking player, his opponent is the defending player.

The game – Kick'n'Run Version

A game consists of 6 rounds. During each round both players execute one full turn one after the other.

A turn consists of 4 phases executed in this order:

  • Phase 1: Card-less play
  • Phase 2: Play cards
  • Phase 3: Draw cards
  • Phase 4: Shot at goal

Phase 1: Card-less play

The attacking player gets 1 initial action for which he or she does not play a card.

  • If the player's team is not in possession of the ball (that is, none of his or her player figures are on the same space as the ball) he or she moves the figure from his or her team which is closest to the space with the ball onto that space. If multiple figures are equally far away either may be moved.
  • If the attacker already has possession, one figure on his or her team may move according to the action symbol on the turn summary.

The ball itself does not move during this phase.

Example: The red player is not in possession of the ball. Two of the red figures are equally close to the ball (numbers "4" and "2" are both 2 spaces away). Red may choose which player figure to move to the ball.

The free action symbol (also on the turn summary) allows moving a figure without the ball onto any of the highlighted spaces. A black arrow stands for 1 space. In this example red decides to move the figure 1 space to the left.

General rules:

  • The player figures and the ball may only be moved onto pitch spaces and may never cross the outer boundaries of the pitch.
  • If there are figures from both players on the space with the ball, the attacking player automatically is in possession of the ball.
  • There can be at most 4 figures on a space, no more than 2 per player.

Phase 2: Playing cards

The attacking player plays 1 to 3 cards from his or her hand in any order.

Note: The attacking player must play or discard at least one card.

These cards go to that player's personal discard pile. If a player runs out of cards to draw from his draw pile this discard pile is shuffled to form a new personal draw pile.

Each card can have one of two functions:

  • Actions on the pitch (moving figures/the ball): The player moves his figure or the ball on the pitch according to the action symbol.
  • Getting Polditalers: For each card the player discards (without using its action) he or she gets 2 Polditalers from the supply.

Generally there are three kinds of movement:

  • The player figure moves without the ball. The black arrows indicate direction and range (1 space per arrow).
  • The ball moves without the player figure. The white arrows indicate direction and range (1 space per arrow).
  • Both the player figure and the ball move. The black and white arrows indicate direction and range.

Note: All action cards and most Poldi-cards have action symbols. These cards are always placed such that they are oriented the same way as the player cards of the player who used them. This way the orientation of the action symbols is clearly defined.

[The depicted action symbols show the possible actions for the red figure. Imagine the action symbol superimposed on the space the figures are on.]

The action cards in detail

Running / Freilaufen: One of the player's figures is moved 1 or 2 spaces in the direction of the arrows (without the ball). The ball does not move during this action.

Dribbling: One of the player's figures in possession of the ball is moved 1 space in the direction of the arrows together with the ball.

Exception: The wall. Two opposing figures [on the same space] automatically form a wall. A figure of the other team may not run or dribble through a wall in direction of the opposing goal.

Note: The ball may pass through a wall as part of a Pass or Cross however.

Short pass / Kurzpass: The ball is moved 1 space in direction of the arrows starting from a space containing one of the player's figures.

A short pass as well as a cross requires a figure from the own team in possession of the ball. The ball moves, the figure stays behind.

Cross / Flanke: The ball is moved 2 spaces in direction of the arrows starting from a space containing one of the player's figures.

During a cross action the ball must complete the entire movement. It may not stop early.

Pressing: The player may move one of the opponent's figures from a space containing figures from both teams to an adjacent space in direction of the arrows.

Phase 3: Draw cards

First, the attacking player may:

  • buy one of the Poldi-cards from the offer. He or she returns Polditalers with a total value equal to the price indicated on the card he or she wishes to buy to the supply and takes the card. Blue cards go directly to the player's hand, yellow cards are put next to his or her player cards face up.

Then

  • the player draws cards from his draw pile until he or she has 3 cards in his hand.

Note: Yellow Poldi-cards are always put down in front of the player face up. They do not count against the hand limit.

If the player did not buy a Poldi-card the card with the highest number is removed from the game. If possible draw a new card from the stack of Poldi-cards to fill the offer back up to 3 cards.

Note: During every turn exactly one Poldi-card is removed from the offer – either by being bought or by being removed from the game.

Phase 4: Shot at the goal

If the attacking player has possession of the ball, check if there will be a shot at the goal. This is determined by the position of the attacking figure with the ball. If it is...

  • …on its team's half of the pitch: no shot
  • …on the opposing half of the pitch: optional shot
  • …in the opposing penalty area: mandatory shot

Taking the shot

First the attacking player determines the attack value. The higher the attack value, the higher the chances of scoring. The attack value consists of:

  • The attack value of the shooting figure: 1 to 3 (displayed on the player card for the shooter)
  • plus a bonus for proximity to the goal: +0 to +3 (displayed on the center column of the board; different zones have different attack value modifiers)
  • plus a bonus for Volley cards: +1 each. The player may spend any Volley cards face up next to his or her player cards. Spent Volley cards go to the player's discard pile.

Then the defending player determines his or her defense value:

  • Defense value of the goalkeeper: 0 or 7 (7 if the goalkeeper is inside the space directly in front of the goal or in the penalty area on the same space as the ball and 0 otherwise)
  • plus a bonus for defending figures: +0 to +2 (every figure of the defending team on the same space as the ball increases the defense value by 1. The goalkeeper does not count.)

Finally the shot value is determined:

Shot value = Defense value – Attack value

Note: The shot value is always at least 1, even if a lower value was calculated. This means that a roll of 1 never scores a goal.

Mark the resulting Shot value on the attacking player's shot scale with a ring.

Example: Defense value 7 minus Attack value 4 makes a Shot value of 3.

Now the attacking player rolls the attack die. If the roll exceeds the marked shot value it is a: GOOAL! The attacking player moves his or her score marker 1 space up on the score track.

  • If there was no shot at the goal all figures and the ball remain on the spaces they were on.
  • If there was a shot three things may happen:

The die roll exceeded the shot value: Kick-off. After a goal was scored, all player figures are returned to their starting positions. After the players have switched roles the new attacking player puts the ball on the space in the middle of the pitch with his or her two figures. (Example: Die roll: 4 – Red scored a goal! After a goal play continues with a kick-off for the opponent.)

The roll was equal to the shot value: Bounceback. The defending player rolls the goalkeeper die. The rolled color determines which of the 6 spaces of the penalty area the ball lands on. If there is an attacking figure on that space there will be another shot. Return to the beginning of Phase 4 and follow the steps again. If there are no attacking figures on the space nothing happens. (After the bounce-back the ball lands in the penalty area. Play continues from there.)

The roll was lower than the shot value: Goal kick. The defending player rolls the goalkeeper die. The rolled color determines which spaces the ball may land on. Each color is represented three times on each half of the pitch. The defending player must decide for one of the three spaces of the rolled color on his or her half of the pitch to put the ball on. (During a goal kick there are always three choices. Play continues with the ball on the chosen space.)

If no goal was scored even after any bounce-backs the attacking player receives 1 Polditaler for compensation.

Now players switch their roles and the new attacking player carries out his or her turn starting with Phase 1: Card-less play.

End of the game

If there are only 2 Poldi-cards on offer at the beginning of a round both players get one last turn.

After that the game ends and the player who scored the most goals wins. If both players scored the same amount of goals the game ends in a tie.