RulesPal
Chat
Rulebook
Los Futbolísimos: Campo 4 thumbnail

Los Futbolísimos: Campo 4

Los Futbolísimos: Campo 4 Rulebook

Table of Contents

Table of Contents

  • Contents
  • Setup
  • Objective of the Game
  • How to Play Campo 4
    • Game Rules
  • Help from Los Futbolísimos
    • Cards and Actions
  • Team Experience
    • Tips

Contents

  • 50 game cards
  • 24 ball cards
  • 12 goal cards (4 goals of 3 parts each)
  • 4 help cards

Setup

Everything ready on the pitch. You must prepare thoroughly to secure victory. Read the rules carefully so that everything is ready before the match begins:

  1. Choose the colour of your goal and place the three cards that make it up, face down, in your play area.
  2. Separate the cards into two decks. In one, place all the balls. In the other, place the rest of the cards, which we will call the game deck. In the game deck, depending on the number of players, leave a set number of goalkeepers:
    • For 2 players, place 5 goalkeepers.
    • For 3 players, place 8 goalkeepers.
    • For 4 players, place 10 goalkeepers (the complete deck).
  3. Shuffle the game deck and place it face down in the centre of the table. Beside it, face up, the discard pile will be formed. Then shuffle the ball deck and place it face down next to the game deck.
  4. Choose the starting player at random.
  5. Deal 3 game cards to each player.

Note: when the game deck has run out, shuffle the discard pile again and place it face down to continue the game.

Layout diagram labels (as printed): "Portería 1" to "Portería 4" and "Zona de juego 1" to "Zona de juego 4" mark each player's goal and play area around the table; "Mazo de juego" (game deck), "Pila de descartes" (discard pile) and "Mazo de balones" (ball deck) mark the centre.

Objective of the Game

To win Campo 4, you must have the greatest number of balls of your goal's colour at the end of the match. Los Futbolísimos will give you more balls in play, and will also take balls from other goals for you. In addition, you have the help of Camuñas so that no player can take your balls away.

Note: the game ends when all players have completed their goals.

How to Play Campo 4

Game Rules

Rule 1: On your turn, you must choose between playing a card from your hand and applying its action, or discarding as many cards as you like.

Rule 2: Draw the cards you need to have three in your hand, and pass the turn to the player on your right.

Rule 3: Each time you get a ball, place it inside your play area, next to your goal. Even if you have no part of it, place it face up, so that the colours of your balls are visible. The more you have, the better.

Rule 4: The game ends when all players have completed their goal.

Rule 5: When the match is over, the balls each player has in their goal are converted into goals. The player with the most goals of their goal's colour wins. In case of a tie, the winner is the one with the most goals in total. If the tie continues, the winner is the one who comes first in turn order.

Help from Los Futbolísimos

Cards and Actions

1. Goalkeeper. The goalkeeper has three kinds of action that you may choose on each play, depending on the moment in the game:

  • Action 1: Use a goalkeeper to turn a part of your goal.
  • Action 2: Once your goal is complete (all 3 parts face up), you may use a goalkeeper to turn a part of another player's goal.
  • Action 3: Once your goal is complete (all 3 parts face up), you may use each goalkeeper to prevent a defender from taking a ball from your goal.

Exception: in 2-player games, when a player completes their goal, both players may use the goalkeeper to avoid the defender's action.

Note: with your goal complete, if a defender tries to take a ball from you, you may bring out a goalkeeper, placing it face up in your play area. In this way you cancel that player's action. You may repeat this action within the round if you have more goalkeepers. When your turn comes, if you still have a card in your hand you may make your play and then draw as many cards as necessary to have three.

2. Defenders. The action of the defenders is to recover balls from a goal other than yours. That is, it allows you to steal a ball of any colour from any player.

Careful! A goalkeeper does not stop your action.

3. Forwards. The action of the forwards allows you to steal a ball from the ball deck.

4. Referees. While the action of the referees is in your play area, you may not play any card. This card is placed in another player's play area and stays face up until their turn comes. At that moment, that player puts the card on the discard pile and passes.

5. VAR. The action of the VAR is to cancel a ball. This action allows you to take the ball from any player and remove it. It is placed at the bottom of the ball deck.

6. Bench. The action of the bench allows you to use this card as a defender, a forward or a goalkeeper.

7. Barrier. The action of the barrier cancels any threat against you for one turn. That is, it cancels the action of any card. When your turn comes again, it is removed and placed on the discard pile. Attention! The barrier does not protect you from a foul.

8. Foul. The player who holds this card at the end of the match loses one goal of their colour. It is a card you cannot discard to the discard pile, and the only way to get rid of it is to swap it with another player for one of their cards (chosen from their hand without looking). That player may not pass it on until a turn has passed.

Team Experience

Tips

  • If you complete your goal first, you can prevent others from taking your balls.
  • If you have completed your goal and are winning, devote yourself to completing the goals of the other players.
  • Careful! Pay full attention and do not end up with the foul.
  • If there are many balls of your goal's colour in play, do not use your forwards.
  • The VAR helps you take a ball out of circulation for a good while.