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FootClub

FootClub Rulebook

Table of Contents

Table of Contents

  • Overview
    • Aim and course of play
    • Presentation of the game components
  • Team cards (L'ÉQUIPE)
    • Team cards
      • Outfield players
      • Goalkeeper
      • Coach
      • Team line-up
    • Attack, Defence and Optimisation
    • Captain
    • Versatile players and double profiles
  • The Match (LE MATCH)
    • General
    • The ball
    • Targeting ribbon
    • Freshness
    • Ball possession
      • The Pressing
      • The Tackle
    • Goal opportunity
      • The 3 ways to score a goal
      • Initial Attack Bonus
    • Resolving a goal opportunity
    • From the initial attack bonus to the final attack bonus
  • Game Areas: Overview (ZONES DE JEU)
  • Playing the Game (DÉROULEMENT DU JEU)
    • Mercato
    • Pre-match (Avant-match)
    • Match: course of a turn (Match, déroulement du Tour de jeu)
    • Turn structure (DÉROULEMENT DU TOUR DE JEU)
    • Half-time (Mi-temps)
    • End of the match (Fin du match)
  • Variant: Home and Away Matches (VARIANTE : MATCHS ALLER-RETOUR)
    • Yellow cards and suspension
    • Mercato between the 2 matches
    • Extra time and penalty shoot-out

Overview

Aim and course of play

The aim is to play a match and win it by scoring at least one more goal than your opponent.

Each club builds its squad during the mercato (the transfer market, the period in which players are transferred). Before the match (avant-match), each club decides its team formation (the placement of its players on the pitch). At the same time it makes its tactical choices, that is, how its team will play, by selecting the cards it will draw during the match (14 cards chosen from the 42 available, for example 4 tackles, 2 counter-attacks, 3 supporters, etc.).

The match is played in two halves. Each half is made up of 5 turns. Each turn is made up of several steps: draw, ball possession (each club plays cards alternately to win the ball), offence (the club with the ball may try to score), substitutions, etc. The first half ends when the clubs can no longer draw. A new phase of tactical choices then opens before the second half.

The match ends at the end of the second half; the club that has scored the most goals is declared the winner.

If the result is a draw, the clubs may decide to play extra time and, if necessary, a penalty shoot-out to decide the winner.

Before the game, the clubs may also opt for a two-legged tie (home and away matches). The winner is decided on the aggregate score of the two matches.

Diagram: Mercato, Avant-match, 1st half, Half-time, 2nd half.

Presentation of the game components

  • 50 Team cards, split into 7 different positions:

    • Defensive block: goalkeeper, defender (central defender, full-back) and defensive midfielder.
    • Attacking block: attacking midfielder and striker.
    • Coach card.

    After building your squad during the mercato, decide which players start on the bench and in which formation your eleven starters line up on the pitch. You may make substitutions during the match. As you will see, in FootClub you are not just the coach: you are the club in its entirety.

  • 42 Match cards with a blue back and 42 Match cards with a red back, split into 3 families and 8 types:

    • Offensive family (scoring a goal): Set-piece attack (Attaque placée), Individual exploit (Exploit individuel), Counter-attack (Contre-attaque).
    • Ball possession family (winning the ball): Pressing, Tackle.
    • Support family (increasing your chances): Supporters, Offensive support (Soutien offensif), Defensive support (Soutien défensif).

    Each club has its own set of 42 Match cards. At the pre-match and at half-time, each club selects 14 cards from all those available to form its draw pile. This selection phase is called tactical choices (choix tactiques). Victory depends on the relevance of these choices.

  • 2 Kop cards. Playing at home, in your own stadium, is an advantage. The club that is hosting chooses one of the two Kop cards and starts the match with that card in play. The Kop exists in two versions: the first increases your chances of scoring a goal, while the second lets you have the ball more often.

Team cards (L'ÉQUIPE)

Team cards

Outfield players

In addition to his name and nationality, a player is defined by the following characteristics:

  • Position: an outfield player plays on the pitch in one of the positions Full-back (AL, arrière latéral), Central defender (DC, défenseur central), Defensive midfielder (MD, milieu défensif), Attacking midfielder (MO, milieu offensif) or Striker (AT, attaquant).

  • Level: a player of level (shown as stars) is among the best players in the world in his position. The level is repeated on the back of the card.

  • Triangle: some players have a coloured triangle here; it indicates membership of a starting squad when setting up a 4-club championship (see the rulebook of the FootClub Ligue box, to be published).

  • Profile: an outfield player is either Technical, Physical or Tactical.

    • Technical: comfortable with the ball at the feet, able to dribble past opponents.
    • Physical: athletic, powerful footballer, strong in duels.
    • Tactical: good vision of the game, excellent sense of positioning and anticipation.

    The profile of each player must be considered in relation to the coach's style. For example, if your coach has a style made of 3 Technical, 2 Physical and 5 Tactical profiles (the 11th player being the goalkeeper, who has no profile), then your team will be stronger (see page 6).

  • Strong point: an outfield player may be Accelerator (Accélérateur), Adroit, Intraitable, Versatile (Polyvalent), Raker (Ratisseur) or Rough (Rugueux).

    • Accelerator: quick and fast, a will-o'-the-wisp.

Goalkeeper

A goalkeeper has neither profile nor strong point; however, his level counts for Defence (DEF), in the same way as the outfield players with a defensive role.

The back of goalkeeper and coach cards is different from that of outfield player cards. At the start of the mercato, each club begins with a goalkeeper-coach pair whose stars (levels) sum to 8. Each club then chooses outfield players one at a time, in turn (see page 24).

Coach

A coach has neither profile nor strong point; however, his level counts for Attack (ATT), in the same way as the outfield players with an offensive role.

A coach has a style, shown as three profile icons (for example 5 Technical, 3 Physical and 2 Tactical in the example shown on the card). This style is linked to the profiles of the 10 outfield players on the pitch. If they match, the team is said to be optimised and becomes more effective (see page 6).

Team line-up

Football is played 11 a side. A team is made up of 1 goalkeeper and 10 outfield players. On the bench sit the coach and the substitutes.

Here are the team line-up rules to respect:

  • 1 Coach + 1 Goalkeeper + 10 outfield players: MO + AT ≥ 3 and AL + DC + MD ≤ 7.
  • Attacking block:
    • You must have at least 1 Striker (AT) on the pitch and at most 3;
    • You must have at least 1 Attacking midfielder (MO) on the pitch and at most 3;
    • The number of your MO + AT must be at least 3.
  • Defensive block:
    • You must have at least 1 Defensive midfielder (MD) on the pitch and at most 3;
    • You must have at least 1 Central defender (DC) on the pitch and at most 3;
    • Full-backs (AL): 0 or 2. If you decide to play without AL, you must then have 3 DC. It is entirely possible to have 3 DC + 2 AL;
    • The number of your AL + DC + MD on the pitch must not exceed 7.

In total, 21 team formations are possible.

(Line-up diagram: attackers 1 to 3; attacking midfielders 1 to 3; defensive midfielders 1 to 3; central defenders 1 to 3; full-backs 0 or 2 (if 0 full-backs, then 3 central defenders); goalkeeper G.)

Attack, Defence and Optimisation

The Attack value (ATT) of a team is the sum of the levels of the coach (E) and of the outfield players with an offensive role, that is MO and AT. These 3 positions together form the Attacking block. Always place the coach's card near the strikers so that you do not forget it in ATT. A high ATT increases the chances of scoring goals.

The Defence value (DEF) of a team is the sum of the levels of the goalkeeper (G) and of the outfield players with a defensive role, that is AL, DC and MD. These 4 positions together form the Defensive block. A high DEF increases the chances of not conceding goals.

Optimisation: if the profiles of the 10 outfield players on the pitch exactly match the style of the coach, then the team gains the optimisation bonus of +1 in Attack (ATT) and +1 in Defence (DEF). This is what makes your collective greater than the sum of its individuals, and it is decisive for winning.

  • ATT = sum of the levels of MO, AT and E
  • DEF = sum of the levels of G, AL, DC and MD
  • Optimised team: ATT +1 and DEF +1

The optimisation bonus is not permanent. For example, you start the match optimised and benefit from the extra stars. When you make your 1st substitution, your team is no longer optimised and you lose the bonus. Later in the match, after a 2nd substitution, you are optimised again and recover the bonus.

Rules for line-ups with numerical inferiority (red card) are presented later, on page 21.

Below, 3 examples of team line-ups with their ATT and DEF values.

Fabrice's team: ATT = 5+3+5+5 = 18; DEF = 3+3+4+4+3+4+3+3 = 27. The outfield players' profiles are: 5 Technical, 3 Physical, 2 Tactical. This matches the coach's style, so the team is optimised. Adding the optimisation bonus: ATT = 18 + 1 = 19; DEF = 27 + 1 = 28. On his star-count sheet, Fabrice writes 19 in "My Attack" and 28 in "My Defence".

Jeanne's team: ATT = 3+3+5+4+3+4+3 = 25; DEF = 4+4+5+3+4 = 20. The outfield players' profiles are: 2 Technical, 5 Physical, 3 Tactical (as the team diagram shows). This matches the coach's style, so the team is optimised. Adding the optimisation bonus: ATT = 25 + 1 = 26; DEF = 20 + 1 = 21.

Romain's team: ATT = 3+4+4+3+4+3 = 21; DEF = 3+5+5+3+3+5 = 24. The outfield players' profiles are: 3 Technical, 2 Physical, 5 Tactical. This matches the coach's style, so the team is optimised. Adding the optimisation bonus: ATT = 21 + 1 = 22; DEF = 24 + 1 = 25. Note that Romain plays without AL.

Captain

The Captain is the leader of your team and takes responsibility for relaying the coach's instructions on the pitch. In agreement with your coach, you designate the player who wears the armband, symbolised by the captain's armband token.

A coach accepts as captain only a player of level 4 or 5 stars whose profile matches the preferred profile of his style.

For example, in Jeanne's team, the coach's style is 2 Technical, 5 Physical and 3 Tactical, and his preferred profile is Physical. Jeanne therefore has the choice between Ludovic Aloé and Giorgio Mannini.

If no player meets these criteria, designate an outfield player of level 5 stars.

In practice, in FootClub, the captain is the one who most often has the ball at his feet.

Versatile players and double profiles

A player with the Versatile strong point can play in 2 different positions on the pitch.

  • The Versatile Defender may line up as a Central defender or as a Full-back. He can switch from one to the other during the match.
  • The "Neuf et demi" (nine-and-a-half) may line up as an Attacking midfielder or as a Striker. He can switch from one to the other during the match.

Versatile players reduce the constraints of team line-ups and also bring flexibility for changes during the match.

Instead of having a strong point, some players have a double profile. The player shown on the card is both Tactical and Physical. When you adapt your team to the coach's style, you may count this player as Tactical or as Physical, which considerably increases your chances of activating the optimisation.

The Match (LE MATCH)

Your team is in place, ready to get stuck in. Your defensive midfielder is about to tackle, your striker is about to shoot, and your supporters are singing and pushing your players to excel. All of this is made possible by the Match cards.

General

The Match cards are divided into 3 families: Ball possession, Offensive and Support. The number in brackets indicates the number of copies available. In total, each club has 42 Match cards.

Ball possessionOffensiveSupport
Pressing (6)Set-piece attack (Attaque placée) (4)Supporters (8)
Tackle (6)Individual exploit (Exploit individuel) (2)Offensive support (Soutien offensif) (5)
Counter-attack (Contre-attaque) (3)Defensive support (Soutien défensif) (8)
  • Ball possession cards are used to take the ball from the opponent.
  • Offensive cards allow you to create a goal opportunity (Occasion de but).
  • Support cards increase your chances of scoring a goal or reduce those of your opponent of conceding one.

Card layout: each Match card shows its family, its name, its associated strong point, its effect, its targeting ribbon, and its serial number.

Serial numbers: Match cards are numbered 1 to 42, preceded by B for blue back or R for red back. Team cards run from E01 to E50, the Kops are K01 and K02. The Reference cards are ADJ1 to ADJ4, with "a" for the front and "b" for the back.

Among the 42 Match cards available to you, select 14 cards to play one half: these are your tactical choices. A victory is built during this tactical-choice phase. Once the cards are shuffled, they form your draw pile. At half-time you may choose 14 cards again for the 2nd half.

To help you during your first game, a pre-set list of 14 cards is proposed at the top of page 26.

A half is made up of 5 turns and ends as soon as the clubs can no longer draw.

Within a turn: after a battle of Pressing and Tackles to win the ball, the club that controls it may create a goal opportunity by playing an Offensive card. If a goal is scored, the turn ends. Otherwise, the battle for possession starts again. As a result, several goal opportunities are possible on each side within the same turn.

Before running through the turn on page 26, here, as a preamble, are the concepts of the game through which you will feel you are living a real football match.

The ball

In FootClub, the ball is represented by a die with 6 differently coloured faces: 1 Red, 2 Orange, 3 Yellow, 4 Green, 5 Blue, 6 Violet. Unless you are colour-blind, do not use the numbering.

The multicoloured die is moved between the player cards. When a player has the multicoloured die placed on him, this means that this player has the ball at his feet.

At the start of the match, once tactical choices have been made (that is, once the Match cards for the half have been selected), one of the two clubs rolls the ball to determine its colour for the whole half. For example, the ball is "orange" for the 1st half.

In connection with the targeting ribbon, the colour of the ball is used to designate the player or players involved in the action taking place.

At the start of the 2nd half, after the new tactical choices, the ball must be rolled again. For example, the ball is "violet" for the 2nd half.

During the match, when the clubs handle the ball, they must make sure the face of the "correct" colour is showing on top.

Targeting ribbon

The targeting ribbon is the horizontal band of 6 coloured and numbered sections. It is linked to the colour of the ball.

Outfield players on the pitch are the main actors of the match. It is important to know who has the ball at his feet, who is winding up a shot, and so on. It is the targeting ribbon that designates the footballer or footballers in full action, those on whom the camera zooms in!

When you play a card with a targeting ribbon, announce aloud the player designated according to the colour of the ball. After the position, the small letter G means left (gauche) and the small letter D means right (droit).

The targeting ribbons differ for each of the 6 Tackle cards. The same applies to the other cards.

Example: the ball is orange and you play the Tackle card on the previous page. The orange section indicates MDG, that is your left defensive midfielder, who throws himself in to win the ball.

  • 1st case: you play with 2 MD; your MDG is indicated by the orange arrow.
  • 2nd case: you play with only 1 MD. Whether it is MDG or MDD, that player is the one designated.
  • 3rd case: you play with 3 MD. The central MD cannot be designated. Your MDG is indicated by the orange arrow.

Special case of full-backs: if the ribbon targets an AL and you have none on the pitch, a DC is designated instead. For example, in the diagram of the 1st case, your ALD is Néstor Lázaro.

Freshness

In FootClub, freshness (fraîcheur) is a resource represented by freshness tokens. It is managed individually for each outfield player.

When a team runs short of freshness, it becomes harder for it to win the ball back.

Just before the start of the match, place 2 freshness tokens on each outfield player with the Raker strong point and 1 single freshness token on the other outfield players.

Once these prerequisites are presented, you are ready to understand the Match cards.

Ball possession

In football, the battle for control of the ball is a fierce struggle. To come out on top, it requires aggression and a great expenditure of energy.

The Match cards of the "Ball possession" family are the Pressing and the Tackle.

  • With the Pressing, you are sure to win the ball back, but it costs freshness.
  • The Tackle does not consume freshness but does not guarantee that you will take the ball for certain (there is a dice roll). Moreover, a poorly controlled Tackle may bring a caution from the referee and an injury to the opposing player.

The Pressing

The Pressing is a coordinated movement by 2 players (or more) who harass the opposing ball carrier to dispossess him of the ball. For this reason, the targeting ribbon of the Pressing designates 2 players.

Announce aloud which 2 of your players are carrying out the Pressing. Remove 1 freshness token from each of these 2 players (you may not remove 2 tokens from the same player). Then take the ball (that is, the multicoloured die) and place it on your player named first.

Example: the ball is red and you play the Pressing shown. Remove 1 freshness token from your ATD and from your MOG. Take the ball and give it to your ATD, leaving the red face on top.

If you cannot pay the freshness, then you cannot play the Pressing card.

Your opponent may play a Pressing or Tackle card to regain control of the ball.

The Tackle

The Tackle is a sliding challenge intended to take the ball from the opponent with the foot.

The tackler is designated by the targeting ribbon of the Tackle card. The tackled player is the player of the opposing team who has the ball at his feet, that is, the one with the ball placed on his card. This matters in case of injury.

When you play a Tackle, announce aloud which of your players is taking his run-up to tackle, then decide whether the Tackle is regular or aggressive. The principle is that with an aggressive Tackle you increase your chances of having the ball. Indeed, if your first dice roll is a failure, you have a second chance. A regular Tackle has only one single dice roll. On the other hand, on the second dice roll of an aggressive Tackle, you receive a yellow card in case of failure. It is even a red card if you roll a double 1!

Roll 2 dice:

  • 7 or more: the tackle succeeds, your player takes the ball.
  • 6 or less: the referee blows for a foul and gives a verbal warning.
  • Double 1: the referee blows for a foul and gives a yellow card. The tackled player suffers a light injury and loses 1 star until the end of the half. Place a -1 star token on his card.

If your player receives a yellow card, take a yellow card token and place it on his card. If this is the 2nd yellow card received by this player during the same match, then the card becomes red. This has the same consequences as a direct red card: your player is sent off and leaves his teammates a man down (see page 21). There is no token for this, as the player card is simply removed.

If you have chosen a regular Tackle, that is where it stops.

If, however, you have chosen an aggressive Tackle and you have not succeeded in taking the ball on the dice roll, then the result is cancelled and you roll the dice a second time.

Careful, this time the risks are higher. Not only is it more difficult to take the ball, but in addition, if you fail, the referee certainly shows a card! And unlike the first roll, you may receive a direct red card.

Roll 2 dice (second roll of an aggressive Tackle):

  • 8 or more: the tackle succeeds, your player takes the ball.
  • 7 or less: the referee blows for a foul and gives a yellow card. The tackled player suffers a light injury and loses 1 star until the end of the half. Place a -1 star token on his card.
  • Double 1: the referee blows for a foul and gives a red card. The tackled player suffers a serious injury and cannot continue the match; he goes to the dressing room to be treated. He may be replaced (unless the 3 substitutions have already been made).

When a player is injured (serious or light), an exceptional substitution phase takes place immediately (see page 20). If the tackled player is replaced, move the ball to the captain of the team.

If you have chosen an aggressive Tackle and the first dice roll results in a referee's whistle, the second dice roll is mandatory.

If you forget to announce that you want an aggressive Tackle before rolling the dice, you cannot go back. By default, a Tackle is regular.

  • 1st case: the tackle succeeds: move the ball to your player and the Ball possession step continues. Your opponent may play a Pressing or Tackle card to regain control of the ball.
  • 2nd case: the referee blows the whistle: this ends the Ball possession step (see page 27). You may not play a new Pressing or Tackle card. The opposing team keeps control of the ball. The ball stays on the card of the tackled player.

Rough player: when a Tackle is made by a Rough player, it is mandatorily aggressive. Add +1 to the result obtained on the dice for each roll (except on a double 1).

The effect of each strong point is described on the card concerned.

Goal opportunity

To win the match, you must score one more goal than your opponent.

The 3 ways to score a goal

In FootClub there are 3 ways to score a goal, these are the 3 Offensive cards. An Offensive card allows you to create a goal opportunity.

  • Set-piece attack: the result of a constructed action, of a collective movement where the ball circulates between your players.
  • Individual exploit: a lone player creates a chance following a series of dribbles, a shot from distance or an acrobatic move.
  • Counter-attack: your opponent attacks, commits and thins out in defence. You repel the attack and take advantage to counter.

Prerequisites to create a goal opportunity:

  • Have the ball.
  • Play an Offensive card.

A condition shown at the top left of the card is required to play each type of Offensive:

  • Set-piece attack: you must have at least 3 Supporters cards in the stands (see pages 15 and 23).
  • Individual exploit: you must have at most 3 Supporters cards in the stands.
  • Counter-attack: you must suffer an opposing Offensive that does not result in a goal but in a goalkeeper save. The Counter-attack has no condition on the number of Supporters.

When you play an Offensive card, announce aloud which player is designated by the targeting ribbon and move the ball onto his card. If you score, the scorer is that player.

Initial Attack Bonus

The chances of scoring a goal depend on the Attack value (ATT) of a team compared with the Defence value (DEF) of the opposing team.

Each team has an Initial Attack Bonus value, which is the result of a subtraction:

Initial Attack Bonus = ATT of the team − DEF of the opposing team

Each club calculates and writes the values obtained on its star-count sheet. The higher this bonus, the greater the chances of scoring. The initial attack bonus may be positive or negative.

Resolving a goal opportunity

  1. The club in Defence rolls one die (only one) first.
  2. The club in Attack rolls a die to which it adds its attack bonus, and compares the result with the Defence die.
  • Goalkeeper save: the ball is recovered by the club in defence. The goalkeeper throws to the captain; move the ball onto the captain's card. The Counter-attack is possible; otherwise, a new Ball possession step begins. The club whose Offensive has just failed may play a Pressing or a Tackle to win the ball back.
  • Goal: take a goal token and place it on the scorer. The stadium scoreboard updates while the speaker announces the goal! The team that has just conceded the goal takes the kick-off. Place the ball on its captain.
  • Second roll: each club rolls a die, and it is always the club in defence that rolls first. This time, the club in attack does not add its attack bonus.
  • Corner: the attacking club keeps the ball; it stays on the player designated by the Offensive's ribbon. Even if the defending club has a Counter-attack in hand, it cannot play it. In addition, the attacking club chooses a Match card from its discard pile and takes it back into hand. A new Ball possession step begins. A Corner means that the "attacking" club keeps the ball but it is not an Offensive in itself. To score, it must play an Offensive card again (which may be the card you have just taken from your discard pile!).
    • Goal: take a goal token and place it on the scorer. The stadium scoreboard updates while the speaker announces the goal! The team that has just conceded the goal takes the kick-off. Place the ball on its captain.
  • Post: new second roll.

Tip for the number of dice to roll: 1 club rolls 2 dice (tackle or defensive support), or 2 clubs each roll 1 die (Offensive).

From the initial attack bonus to the final attack bonus

Before moving on to the dice-rolling step, each club may increase its ATT or DEF value by playing Support cards from its hand, or by exhausting Supporters from its stands.

Each club acts freely until both protagonists accept a final attack bonus. It is this bonus that is added to the result of the die rolled by the club in attack. There is no need to note the value of the final attack bonus (which is capped between -5 and +5, see the Exploit Rule, page 18); it is used only for the current Offensive.

The club in defence must wait for the green light from its opponent before rolling the die. Once the die has been rolled, it is forbidden to modify the attack bonus.

Stars (+1) added by cards of the Support family apply only to the current Offensive.

Supporters and Kop

The Supporters and the Kop sing and encourage; they are the team's 12th man.

Each club begins the match with 5 Supporters cards already in play, in an area called the stands (tribunes).

The club playing at home chooses one of the two Kop cards and starts the match with that card in the stands, together with the other Supporters.

You may temporarily boost your team by exhausting (époumoner) a Supporter. The action of exhausting a Supporter consists of taking it from the stands and moving it to the discard pile.

In return, you increase your ATT or DEF value for the current Offensive, or it allows you to pay freshness at the moment you need it.

  • Supporters card: on exhaustion, ATT +1 star, or DEF +1 star, or 1 freshness token.
  • Kop (version 1, K01): when turned face down, ATT +2 stars.
  • Kop (version 2, K02): place 2 freshness tokens on this card, which you may spend as you wish. Turn the Kop face down as soon as it has no freshness tokens left.

The stars (+1) and freshness tokens gained in this way cannot be stored; they must be used immediately.

Unlike Supporters, once exhausted, the Kop does not go to the discard pile: it remains in the stands but is placed face down. The Kop counts as a Supporters card but does not have the same abilities. The 1st version gives ATT +2 and the 2nd version gives 2 freshness tokens.

Each club may exhaust at most 3 Supporters (Kop included) per Offensive.

Managing the number of Supporters is a key point in FootClub. Lacking Supporters can prove very damaging. Do not exhaust all your Supporters right at the start of the match, you may regret it later.

Clarifications:

  • It is not possible to play a Supporters card and exhaust it directly from your hand; it must first be placed in the stands.
  • You may pay freshness by exhausting a Supporter even if your player still has his freshness token.
  • The condition on the number of Supporters to play an Offensive card (3 or more for the Set-piece attack, or 3 or fewer for the Individual exploit) is checked only at the precise moment the card is played.

Example: you have 3 Supporters in the stands. You are perfectly entitled to play a Set-piece attack and then exhaust your 3 Supporters to add +3 to your ATT.

Offensive support

Offensive support is the help provided by one or more team-mates to your player designated by the Offensive. It may be a support point for a "one-two", a run that drags a defender away, or even a position that masks the opposing goalkeeper.

When you play an Offensive support card, your ATT is increased by +2 for the resolution of this Offensive.

There is no limit: you may play as many as you want.

Compared with Supporters, which are versatile, Offensive support is specialised and its effect is more powerful: it gives +2 but in ATT only.

Defensive support

Defensive support (SD, Soutien défensif) is a technical move on the edge of fairness, intended to hinder the opponent and prevent him from scoring. Obstruction, a shoulder charge, a shirt pull, a trip... Foul or not, it is at the referee's discretion.

Defensive support adds +2 to DEF, but unlike Offensive support, which is automatic, Defensive support requires passing a dice roll, on a model similar to the Tackle. In case of failure, it may give a direct free kick to the opposing team, or even a penalty.

As with the Tackle, before rolling the dice, you must choose regular or aggressive. A regular Defensive support statistically has less chance of being effective but the risk of receiving a card is almost nil.

Roll 2 dice:

  • 7 or more: add +2 to your DEF; the Offensive continues.
  • 6 or less: the referee blows for a foul and gives a verbal warning. Direct free kick (1st SD) or Penalty (2nd SD and more).
  • Double 1: the referee blows for a foul and gives a yellow card. Direct free kick (1st SD) or Penalty (2nd SD and more).

If your player receives a yellow card, take a yellow card token and place it on his card. If this is the 2nd yellow card received by this player during the same match, then the card becomes red. This has the same consequences as a direct red card: your player is sent off and leaves his teammates a man down (see page 21). There is no token for this, as the player card is simply removed.

If you have chosen a regular Defensive support, that is where it stops.

If, however, you have chosen an aggressive Defensive support and you have not added any +1 star to your DEF on the dice roll, then the result is cancelled and you roll the dice a second time.

Careful, the risk increases. It is more difficult to increase your DEF and in case of failure the referee certainly shows a card! And unlike the first roll, you may receive a direct red card.

Roll 2 dice (second roll of an aggressive Defensive support):

  • 8 or more: add +2 to your DEF; the Offensive continues.
  • 7 or less: the referee blows for a foul and gives a yellow card. Direct free kick (1st SD) or Penalty (2nd SD and more).
  • Double 1: the referee blows for a foul and gives a red card. Direct free kick (1st SD) or Penalty (2nd SD and more).

If you have chosen an aggressive Defensive support and the first dice roll results in a referee's whistle, the second dice roll is mandatory.

If you forget to announce that you want an aggressive Defensive support before rolling the dice, you cannot go back. By default, a Defensive support is regular.

Unlike the Tackle, the Defensive support does not cause an injury.

Set-piece (free kick and penalty)

There is no limit to the number of Defensive supports played, but the risk increases from the second one. Finish resolving one Defensive support before playing another, if the Offensive continues. Imagine that the action takes place near the penalty area, about twenty metres from goal when the 1st Defensive support is played. Then the action moves closer to goal; it enters the area from the 2nd Defensive support.

In FootClub, Defensive support is the card hardest to grasp. Indeed, in case of a foul (failure on the dice roll), the referee blows, stops play and sanctions the defending team (direct free kick or penalty). Consequently, the Set-piece attack or Individual exploit card that was played is stopped, and it will never be resolved. Note that on a Counter-attack, Defensive support is not allowed (this is stated on the Counter-attack card).

In place of the Offensive card initially played, you must resolve the set-piece that follows. If only one Defensive support card has been played during this Offensive, this set-piece is a direct free kick. If more than one Defensive support card has been played, then this set-piece is a penalty.

A set-piece is a rather special Offensive. The respective ATT and DEF values of the teams no longer matter. Indeed, for a direct free kick at the edge of the area, a wall of players stands 9.15 m from the ball, after which the talent of the taker or the goalkeeper makes the difference. This one-on-one is even more head-on for a penalty.

In both cases, the tactical layout and the collective values of each team are set aside. A set-piece is an Offensive whose attack bonus is fixed. No Supporter may be exhausted, and no Support card, offensive or defensive, may be played. The defending team rolls the die directly.

  • A direct free kick is an Offensive at [+0] final attack bonus.
  • A penalty is an Offensive at [+2] final attack bonus.

Resolving a set-piece follows the same rules as for a "classic" goal opportunity. This results in a goalkeeper save, a corner or a goal as described on page 14. A Counter-attack may well occur after a penalty.

Important point: when the referee blows for a set-piece, the Offensive card played is not resolved. All exhausted Supporters, as well as the Offensive and Defensive supports played, are lost.

In the end, Defensive support is a double-edged sword. For example, the attack bonus is currently [-1]; you play a Defensive support to bring it down to [-3], but if you fail, it ends up at [+0], or even [+2]!

Order of announcements

As soon as an Offensive card is played, the clubs refer to their star-count sheet to announce the initial attack bonus aloud.

Then, each club is free to do things in the order it wishes. Exhausting 1 Supporter and waiting to see how the opponent reacts, or exhausting 3 at once, anything is possible. The same applies to Support cards.

The only strict rule to respect: the club that is defending does not roll the die until it has the formal green light from its opponent.

Abilities concerning Offensives

  • Intraitable: the Defensive support is mandatorily aggressive; add +1 to the result obtained on the dice for each roll (except on a double 1).
  • Adroit (set-piece attack): add +1 star to your ATT.
  • Accélérateur (set-piece attack): all dice rolls for opposing Defensive supports are made with a malus of -1.
  • Adroit (counter-attack): add +1 star to your ATT immediately.
  • Accélérateur (counter-attack): add +2 stars to your ATT immediately.
  • Adroit (individual exploit): spend the freshness of this player, or exhaust a Supporter, to add +2 to your ATT. This must be decided immediately after playing the Individual exploit.
  • Accélérateur (individual exploit): spend the freshness of this player, or exhaust a Supporter, to add +1 to your ATT and impose a malus of -1 on the score obtained on the dice for opposing Defensive supports. This must be decided immediately after playing the Individual exploit.

Being Adroit or Accélérateur gives no advantage on a set-piece. Obtaining a score of 3 on the dice, from which you subtract -1, is not the same as rolling a double 1.

Exploit Rule

Football holds the glorious uncertainty of the sport. It sometimes happens that a player finds a way to shoot wide when he is alone in front of an empty goal. On the contrary, some goals are scored following an incredible stroke of luck or a monumental blunder by the goalkeeper.

The final attack bonus is always between [-5] and [+5].

If it is [-6] or less, it is raised to the floor value of [-5]. If it is [+6] or more, it is brought down to the ceiling value of [+5]. As a result, whenever an Offensive is resolved, there is always tension when the die is rolled.

Warning: this rule applies to the final attack bonus only. The initial attack bonus may well be [-12] or [+8].

Substitutions

The ATT and DEF values are not fixed; they change during the match with player substitutions. The initial attack bonuses are modified accordingly.

Very often, it is the score that dictates the course of action in terms of changes. If you are leading, it is safer to take off an attacking player and bring on a defensive player. If you are behind, you will take more risk by making the opposite choice. Good coaching can turn the course of the match.

A player coming on arrives with a freshness token. If his strong point is Raker, he arrives with 2 tokens.

End-of-match boost: a player who comes on at the end of the match (in the last 2 turns of the 2nd half, see page 26) gains +1 star until the end of the game. Place a +1 star token on his card. Indeed, the other players are tired, and a fresh player brings a boost to his team.

After a substitution, update the ATT and DEF values, and do not forget to check the optimisation of the team.

Each club may make up to 3 substitutions per match. It is possible to make one substitution at a time or several at once. A player who has been taken off cannot return to play.

With 3 substitutions, a team can switch from an extremely defensive formation to an extremely offensive formation, and vice versa.

Example: Fabrice's team is optimised; it has ATT 19 and DEF 28. On the right, Fabrice's team after 3 changes. Compared with the coach's style, there is one tactical player too many at the expense of a technical player. The team loses its optimisation bonus. The new Attack and Defence values become ATT 27 and DEF 18. If the 3 changes take place at the end of the match, ATT rises to 30.

Permutations

Once the match has started, the colour of the ball is known. Depending on the cards in hand, it may be judicious to swap the positions of 2 players of the same position. Indeed, to be designated by a targeting ribbon, a player with the "right" strong point, or who still has a freshness token, gains from being on the "right" side.

Each club may make one and only one Permutation per turn (see page 26).

Reorganisation: a permutation concerns only 2 players currently in the same position. It is by making a substitution that you gain the right to reorganise your team. A reorganisation allows as many permutations as desired and makes it possible to change the position occupied by Versatile players.

Cards

Two yellow cards = one red card.

When a player receives a yellow card, place a yellow card token on his card. If this same player receives a 2nd yellow card later in the match, it turns into a red card. He is sent off and leaves his team-mates a man down. The consequence is identical if a player receives a direct red card (a double 1 on a second dice roll during a Tackle or an aggressive Defensive support).

A team is at least 8 players. If you receive a 4th red card, the match is stopped and you lose 3-0 on forfeit, regardless of the scoreboard at that moment in the match.

Substitution after a card

Normally, during a turn, substitutions take place in Step 2, Supporters and substitutions (see page 26). When the referee shows a card, whether yellow or red, this opens the right to an exceptional substitution step so that the teams can reorganise. Changes made count towards the limit of 3 per match. If you make no substitution, you may not make a permutation.

Defensive malus

If your team receives too many yellow cards, it becomes shaky in defence.

  • Each yellow card from the 3rd onwards reduces the DEF value of your team by 1 star. This loss of stars is the defensive malus.
  • 3 yellow cards: DEF -1 star; 4 yellow cards: DEF -2 stars; 5 yellow cards: DEF -3 stars; and so on.

Numerical inferiority

When you play with fewer players, you must respect the line-up rules of page 5, but you may make substitutions by "removing" the position of your choice. In numerical inferiority, you automatically lose the optimisation.

Example of inferiority no. 1: in inferiority it is possible to play with a single full-back. In this example, if the ribbon of a card targets ALG, it is the only AL who is then designated, Marcus Sidwell in this case.

Example of inferiority no. 2: in inferiority it is allowed to play with no player in one position. Here, the team plays without MO. If this missing position is designated by the targeting ribbon, then act as if the ball's colour were the one immediately to its right, until targeting is possible.

Examples: the ball is yellow and it is not possible to designate a MO; act as if the ball were green. The ball is blue; act as if it were red.

Game Areas: Overview (ZONES DE JEU)

A diagram of the table layout is shown on page 22 of the original; the numbered areas are described below.

  1. Pitch (Terrain): the lawn on which the match is played; it holds the 11 players of each team.
  2. Bench (Banc de touche): this is where the Coach and the substitute players are placed. The substitutes' cards are placed under the Coach's card to form a pile. At any time, a club may consult the contents of its own bench but not its opponent's.
  3. Draw pile (Pioche): the Match cards selected during the tactical choices. They are shuffled and placed in a face-down pile (back showing), which forms the draw pile for one half. When the clubs can no longer draw, the referee blows for the end of the half.
  4. Hand (Main): the hand is made up of the cards a club holds in its hands.
  5. Discard pile (Défausse): a Match card is played from hand and is "resolved", that is, it produces its effect (for example a Pressing takes control of the ball). Once resolved, the Match card is placed in the discard pile, face up. The last card played is placed on top of the pile. At any time, a club may consult the contents of its own discard pile or its opponent's, provided it does not mix up the order of the cards.
  6. Stands (Tribunes): the Supporters card is the only Match card that can be put into play and stay on the table (the others go directly to the discard pile when played). When a Supporters card is played, it leaves the hand and is placed on the table in the area called the stands. A Supporter stays in the stands until it is exhausted. Once exhausted, it produces its effect (for example adding +1 to your Attack) and is moved from the stands to the discard pile. Each club starts the match with 5 Supporters cards placed directly in the stands. The club playing the match at home chooses one Kop card from the 2 available and starts with that card in the stands.
  7. Reserve (Réserve): this term refers to the Match cards not selected during the tactical choices to form the draw pile. In addition to the cards used during the 1st half, the reserve is available to form the draw pile for the 2nd half.

Possible game zones for Team cards:

  • On the Pitch (except the Coach)
  • On the Bench

Possible game zones for Match cards:

  • In the Draw pile
  • In the Hand
  • In the Discard pile
  • In the Reserve
  • Supporters may also be in the Stands

The only possible game zone for the Kop: the Stands.

Playing the Game (DÉROULEMENT DU JEU)

One club takes the Match cards with blue backs and the other takes those with red backs.

Each club takes its set of 4 double-sided reference cards, a star-count sheet and a pen.

Mercato

First, each club composes its team during the mercato. The term mercato refers to the period when the player transfer market is open.

Activating the optimisation and being able to switch between several team line-ups are the main objectives of the mercato.

  1. Gather the Coach and Goalkeeper cards (they have a specific back). Form 3 pairs of 1 Coach (E) + 1 Goalkeeper (G) whose stars sum always to 8. Place the cards face down.
  2. One club randomly takes one of the 3 pairs, then the other club randomly takes one of the two remaining pairs. The last pair is set aside; it may be put back in the box.
  3. Sort the outfield player Team cards by their level. The number of stars is also shown on the back. Form 3 piles, one per level, and shuffle each pile individually.
    • Place the 4-star pile on top of the 5-star pile, without mixing them. In the end there is one 3-star pile and one 4/5-star pile (the 4-star cards on top of the 5-star cards).

Principle of the mercato: each club acquires 3 players at each turn: 1 player from the 4/5-star pile and 2 players from the 3-star pile. There are 5 mercato turns. In the end, each club has a squad of 1 coach + 1 goalkeeper + 15 outfield players. The bench will consist of 5 players.

  1. Reveal the first 6 players of the 3-star pile and, in order of arrival, form 3 pairs that you place in the centre of the table. The 2 players of a pair are inseparable.

Example: the original illustrates this with three revealed pairs of player cards laid out in the centre of the table (page 24).

  1. Randomly determine which club starts. In the example, the Blue club starts the mercato.
  2. Reveal the first 2 players of the 4/5-star pile and place them in front of the Blue club. The club chooses one of them, takes the card and places it in front of him, alongside his goalkeeper and coach. The other player is set aside; he may be put back in the box.
  3. Then the Blue club chooses one of the three pairs and takes the 2 cards. Replace them with the next 2 players of the 3-star pile.

Example: the Blue club chooses one of the three pairs (page 25 of the original shows the pair chosen and the replacement pair revealed). A new pair is revealed and takes the vacant place.

  1. The first turn of the Blue club is finished.
  2. Turn of the Red club. Reveal and place in front of it the first 2 players of the 4/5-star pile. It first chooses one player from the 4/5-star pile and then one pair of players from the 3-star pile.

Proceed in the same way until the 2 piles are empty. All unselected players are placed in the box.

Once the mercato is finished (5 turns per team), each club has a complete team of 17 cards.

If a club is unable to line up a team formation that respects the rules on page 5, it immediately loses the match on forfeit, 3-0.

The pre-match may begin.

Pre-match (Avant-match)

By mutual agreement, the 2 clubs designate which team plays at home, in its stadium. Playing at home is a significant advantage. To balance the contest, it is advised to give this advantage to the less experienced club in FootClub.

Each club takes 5 Supporters cards and places them in the stands. The team receiving at its stadium takes the Kop card of its choice and places it with its Supporters.

It is preferable to isolate yourself from your opponent during the pre-match. Ideally, place a screen between the 2 clubs. Failing that, a book or a notebook will do.

Each club selects its 10 starting outfield players (the 11th being the goalkeeper) and sets its team line-up.

Tactical choices: from the Match cards at its disposal, each club selects 14 to form its draw pile.

For your first experience of FootClub, here is a suggested pre-set selection of tactical choices:

  • Tackle ×3; Pressing ×3;
  • Set-piece attack ×2; Counter-attack ×1;
  • Offensive support ×2; Defensive support ×1; Supporters ×2

Place 2 freshness tokens on each Raker player and only one token on the other outfield players.

Designate your captain and place the captain's armband token on his card. The captain is the player who has the ball at his feet when you are in possession of the ball without any card with a targeting ribbon having been played. This is the case at a kick-off (start of the match or after a goal conceded) or after a goalkeeper save. In practice, the captain is more exposed to opposing tackles than the other players.

Count your ATT and DEF values. Do not forget to add the optimisation bonus if you have activated it. Write them on the star-count sheet. Remove the screen as soon as both clubs are ready.

Shuffle your draw pile.

Under the cheers of the crowd, the teams enter the pitch.

Match: course of a turn (Match, déroulement du Tour de jeu)

Each club reads the ATT and DEF values of its opponent, notes them on its sheet and calculates the initial attack bonuses.

One of the clubs takes the ball and rolls it to determine its colour. The ball keeps this colour for the whole half. At the start of the 2nd half, the ball is rolled again to set its new colour.

The kick-off is taken by the away team. Place the ball on the captain of that team. In fairness, the kick-off in the 2nd half is taken by the captain of the home team.

Each club shuffles its draw pile and then takes the first 4 cards, which form its starting hand.

The referee blows the kick-off; the game is on!

Turn structure (DÉROULEMENT DU TOUR DE JEU)

Each turn is made up of 5 steps. As soon as one turn ends, a new one begins.

Step 1: Draw

Simultaneously, each club draws 2 cards.

At the start of a half, the draw pile holds 14 − 4 = 10 Match cards. The clubs draw 2 cards each turn. Consequently, the draw pile is empty after 5 turns. The referee blows the half-time whistle when the clubs can no longer draw.

Step 2: Supporters and substitutions

a) Supporters

Simultaneously, each club may place a Supporters card from its hand into the stands. Each club may place only one Supporters card in the stands per turn.

b) Substitutions

Each club may make up to 3 substitutions per match. A player coming on arrives with 1 freshness token (2 if he is a Raker).

End-of-match boost: in the 2nd half, when the draw pile holds 2 cards or fewer, that is during the last 2 turns of the 2nd half, each incoming player gains a bonus of +1 star until the end of the match (place a +1 star token on the card of the player coming on).

Order of substitutions: the away team announces first whether it wants to make substitutions. Then it makes all the substitutions it wishes. It is therefore with full knowledge of the facts that the home team can make its own changes.

If you make a substitution (or more), you may make as many permutations (see p. 20) as you wish. Recount the ATT and DEF values, and check the optimisation. Recalculate the initial attack bonuses.

c) Permutation

A club that has made no substitution during this turn may make one and only one permutation.

Step 3: Ball possession

At the start of a Ball possession step, the ball is placed on a player card.

The opposing team has the option of taking control of the ball by playing a Pressing or a Tackle card. You must pay 2 freshness tokens to play a Pressing (you may exhaust 1 or 2 Supporters). Success is automatic: the ball is moved to the card of the player designated first on the targeting ribbon.

If the dice roll of the Tackle succeeds, the ball is moved to the card of the tackler.

Then, the club that has just been dispossessed of the ball may in turn play a Pressing or a Tackle card. And so on.

The Ball possession step ends in 2 cases:

  • The club without the ball cannot or does not want to play a card.
  • A poorly controlled Tackle has been sanctioned by the referee.

When you have the ball, you must ask your opponent whether he wants to take it from you. He must have time to think, and if he decides to let you keep it, he must say so explicitly.

Step 4: Offence

The club with the ball may launch an Offensive (Set-piece attack or Individual exploit), provided it has the required number of Supporters in the stands.

The ball is moved onto the card of the player designated by the targeting ribbon of the Offensive card.

Starting from the initial attack bonus, each club may play Support cards, offensive and defensive, and exhaust Supporters, up to 3 on each side (see page 15). These actions take place in any order, until both clubs accept the final attack bonus.

As a reminder, in resolving a goal opportunity, it is always the defending team that rolls the die first.

Special case of the Counter-attack: it may only be played after a save by your goalkeeper. There is no Ball possession step, in other words, the opposing club cannot take the ball to prevent you from playing the Counter-attack. Defensive supports are not allowed during a Counter-attack.

If there is a Goal, go to Step 5, End of turn. Otherwise, return to Step 3, Ball possession.

There may be several Offensives during the same turn.

Example: you play a Set-piece attack, and although you exhaust the 3 remaining Supporters, it ends in a goalkeeper save. You play a Pressing and your opponent lets you keep the ball. You play an Individual exploit which also ends in a goalkeeper save. You no longer have a Pressing or Tackle in hand. Your opponent takes advantage to play a Set-piece attack. Fortunately, your goalkeeper is on guard and catches the ball, and you seize the opportunity to play a Counter-attack...

Whenever the club in possession of the ball decides not to play an Offensive, go to Step 5, End of turn.

Step 5: End of turn

Here, each club checks that it does not have TOO many cards in hand. Indeed, each club has a maximum hand size that depends on its team line-up.

Hand size = number of MO + number of AT

It varies between 3 and 6.

During the turn, the number of cards in your hand is not limited. However, as soon as Step 5, End of turn, begins, you must discard as many cards (of your choice) as necessary to respect your hand size.

Ultra-defensive set-ups (2 MO + 1 AT or 1 MO + 2 AT) discard much more than the others. Indeed, it is not easy to build play with a team made up mainly of defenders.

In case of numerical inferiority, the hand size may be less than 3 cards.

Example: in the example below, the hand size is 5 cards. If this club has more than 5 cards in hand at the end of the turn, it must discard so that it has no more than 5.

Half-time (Mi-temps)

When the clubs must draw but cannot (the piles are empty), the referee blows for half-time.

The cards in hand are discarded. All the cards in the discard pile are placed in the reserve.

The players remain on the pitch. The Supporters (and Kop) cards still in the stands remain as they are. To add new Supporters to the stands, one must include them among the 14 cards of the 2nd-half draw pile.

Put the screen back up. Each club makes its tactical choices again, selecting 14 cards for the 2nd half.

If a club wishes to make substitutions, it must do so in Step 2, Supporters and substitutions, of the 1st turn of the 2nd half.

When the clubs are ready, remove the screen, make sure the piles are shuffled, and take a starting hand of 4 cards.

Roll the ball to determine its colour and place it on the captain of the home team. Play resumes!

The turn structure is exactly the same. The only difference concerns the substitutes who come on during the last turn or the penultimate turn (draw pile of 2 cards or fewer). They benefit from a boost of +1 to their level until the end of the match.

End of the match (Fin du match)

When the clubs must draw but cannot (the piles are empty), the referee blows the final whistle.

The club that has scored the most goals is declared the winner.

At the end of the game, the result may be a draw, a tie between the two clubs. In this case, if they wish, the clubs may decide to play extra time, and if necessary a penalty shoot-out, to decide the winner (see pages 29-30).

Variant: Home and Away Matches (VARIANTE : MATCHS ALLER-RETOUR)

Rather than playing a single match, it is possible to meet in a home-and-away version. The principle is that the club that played the 1st match away receives for the 2nd match. The winner is decided by adding up the goals over the 2 matches.

In case of a tie, the club that has scored the most away goals wins.

Example: Away Red 3-2 Blue; Home Blue 2-1 Red → Blue wins.

This game mode has certain particularities.

Yellow cards and suspension

A player who receives a red card (direct or after 2 yellows) in the away match is automatically suspended for the return match. He may not play in the match, nor even sit on the bench.

Players who received a yellow card in the away match begin the return match (or on entering play if they are substitutes) with a yellow card token.

Half yellow cards count towards the defensive malus (see page 20), rounding up.

Example: in the away match, 3 of your players received a yellow card. You line all 3 up as starters in the return match. With the 3 yellow card tokens, you already have 0.5 × 3 = 1.5 cards.

In the return match, one of these 3 players receives a yellow card (he is not sent off, since the 2 cards were given in different matches). Your card counter goes from 1.5 + 1 = 2.5. With rounding, this makes 3: you lose 1 DEF! If you replace this player, your counter drops to 2.5 − 1.5 = 1 and you recover the 1 DEF.

A player injured in the away match, who had to leave his team-mates during the match, may play the return match but is not fully recovered. He plays with a -1 star token for the whole duration of the match.

Mercato between the 2 matches

Between the 2 matches, a special mercato phase allows each team to strengthen itself with 2 new recruits.

  • Gather the cards of the players (4-star and 5-star) set aside during the initial mercato.
  • Form a pile of 4-star players, shuffle it and deal 3 cards face up in front of each club.
  • Form a pile of 5-star players, shuffle it and deal 2 cards face up in front of each club.
  • Each club chooses 2 players from the 5 lined up in front of it. These players sign for their new club!
  • It is not allowed to take 2 five-star players. It is possible to take one five-star and one four-star player, or two four-star players. The player cards not chosen are put back in the box.

Extra time and penalty shoot-out

If the 2 matches end in a perfect tie (example: Away Red 2-0 Blue; Home Blue 2-0 Red), extra time must be played.

The score after extra time replaces the score at the end of regulation time to determine the winner (example: Away Red 2-0 Blue; Home return after extra time Blue 3-1 Red → Red wins thanks to the away goal).

The cards in hand at the end of regulation time are discarded. All the cards in the discard pile are placed in the reserve. Players, Supporters and Kop remain as they are.

In football, extra time is played in 2 × 15 minutes. In FootClub, extra time is played in one single go. Each club makes new tactical choices by selecting 10 Match cards.

The starting hand is 4 cards. Extra time lasts 3 turns.

Players coming on benefit from the boost of +1 star. The kick-off of extra time is taken by the home club.

If the scores are still level at the end of extra time, the clubs settle it with a penalty shoot-out.

Each club designates 5 kickers and the order of taking. Alternately, each team resolves the equivalent of a penalty. Randomly determine which team starts.

Penalty shoot-out kick = Penalty = Offensive at [+2] final attack bonus.

The team that scores the most penalties wins. If the score is still level, the sudden-death system applies, with one additional kicker from each side.

  • Supporters and Kop
  • Offensive support
  • Defensive support
  • Set-piece (free kick and penalty)
  • Order of announcements
  • Abilities concerning Offensives
  • Exploit Rule
  • Substitutions
  • Permutations
  • Cards
  • Substitution after a card
  • Defensive malus
  • Numerical inferiority
  • 8 Reference cards (2 sets of 4 double-sided cards). All the key points of FootClub are summarised on these 4 double-sided cards, so you should not need to consult the rulebook during play. Each club has its own set.

  • 70 tokens: freshness tokens (x30), yellow card tokens (x8), goal tokens (x10), +1 star tokens (x6), captain's armband tokens (x2), -1 star tokens (x8), half yellow card tokens (x6).

  • 2 classic dice and 1 multicoloured die (the "ball" die).

  • 24 star-count sheets (fiches de décompte des étoiles). The central values of Attack and Defence of each team are the key elements of FootClub. These values change during the match. To keep track, each club writes them on this sheet. The sheet has columns for: My Attack, its Defence, My Initial Attack Bonus, Its Attack, My Defence, Its Initial Attack Bonus.

  • Adroit (skilful): able to place the ball where he wants, including with the head for some players.
  • Intraitable (intractable): a true pillar of the defence, hard to dribble past.
  • Versatile: able to play in 2 different positions.
  • Raker: tireless, he harasses opponents to win the ball back.
  • Rough: aggressive, hard in the challenge, often on the edge of fairness.
  • The strong point affects the actions of the match. When a Match card is played, one particular player is involved in the action. If he has the appropriate strong point, for example Intraitable for a Defensive support, then he has a greater chance of making the right move, of shining, and perhaps of winning you the game!

  • Poussin marker: some players have a blue or red poussin (chick) here; this makes it easier to set up a game under the Poussin rules (see the dedicated rulebook).

  • Star-count sheet (Fiche de décompte des étoiles): this is where each club notes its Attack and Defence values and calculates the initial attack bonuses.
  • Reference cards (Aides de jeu): a summary of the rules on 4 double-sided cards.