RulesPal
Chat
Rulebook
Player 12 thumbnail

Player 12

Player 12 Rulebook

Table of Contents

Table of Contents

  • Components
  • 1. Setup
  • 2. Shooting Option
  • 3. How to Win a Play
  • Examples of Plays
  • Dice Table
  • 4. Penalty Kick and End of the Game

Components

  • 1 Double-sided board (match and penalties)
  • 3 Dice 12
  • 44 Playing cards
  • 1 Soccer ball token
  • 2 Goals for penalties
  • 4 Meeples for penalties
  • 1 Scoreboard
  • 1 Metal Coin

1. Setup

Place the board on the match side.

Place the scoring probability dice in their respective positions (70%, 50% and 25%, on the right side of the board).

Place the soccer ball in the center of the field.

Set aside the goals and meeples. These will only be used in the event of a penalty being called or the game ending in a draw.

For 4-player games, players will sit crosswise at the table, meaning teammates will be seated facing each other.

Shuffle the cards and deal 10 to each player.

Toss the coin to determine which team will start the first play.

Note: For 4-player games, the team decides which of the two will start the play. This will also apply to each kick-off.

2. Shooting Option

After winning a play (explained below), the ball piece moves 1 position towards the opponent's goal.

The team will decide whether to use their shooting option (see dice table) or continue winning plays to get closer to the opponent's goal and improve their chances of scoring.

If they decide not to shoot (or the ball is in the middle of the field) the next move will be started by the player who won the last move.

Note: upon reaching the 70% position, shooting is mandatory.

3. How to Win a Play

It is a trick-taking game. We will call them "plays". Therefore, in each half of the game we will have 10 plays. In the second half, another 10 cards will be dealt to each player to make another 10 plays.

Note: In these instructions we will explain the game to 4 players. With 2 players, each play will be resolved with 2 cards instead of 4.

We will get green, purple and black cards. Black cards are the most valuable. The highest number is 12 and "+" cards are higher than their twin number. Example: 6+ is higher than 6.

The plays have 2 basic rules:

1. The color of the first card lead the rest:

If you start with a green card, the rest of the players must follow with green cards. This same rule applies to purple and black cards.

2. We can only use a different color than the lead one if we DO NOT have that color in our hand.

Note: The lead color is the second most valuable color after black. If black is the lead color, both purple and green are not valuable enough to win the play.

Examples of Plays

Example 1: Player A rolls a green 6, Player B rolls a green 8+, Player C rolls a green 11, and Player D rolls a green 2.

This play is won by Team A-C with the green 11.

Example 2: Player A rolls a purple 9, Player B (who has no purple) rolls a black 1, Player C rolls a purple 3, Player D (who also has no purple but knows that his partner wins the play) rolls a green 5 so as not to waste black.

This play is won by Team B-D with the black 1.

Dice Table

  • Goal: +1 goes up to the scoreboard, the team that receives the goal starts the next play from the center of the field.
  • Save: The team that receives the shot starts the play from the center of the field.
  • Corner kick: The ball is placed in the corner and the 25% die is rolled (its effect is applied).
  • Post: The team that receives the shot starts the play from the area where the shot was made.
  • Card: The team receiving the shot starts the play from the 25% position (penalty to the shooter).
  • Penalty: (explained below) Goal/Save effect will be applied.

4. Penalty Kick and End of the Game

If the match ends in a draw (or a penalty kick occurs during the match), we will flip the board over, place the goals at the edges and take the penalty kick(s).

In the event of a draw, we will toss the coin to determine who will be the kicking team and they will place their meeple next to the ball in the penalty position.

  1. The opposing team will secretly place the goalkeeper's meeple behind the goal in a left, center or right position.
  2. Once the goalkeeper is positioned, the kicker will choose one of three positions to shoot.
  3. We will reveal (remove the goal) if the goalkeeper guessed the position of his shot correctly and saved it or if it was a goal.

After each kick, the kicker/goalkeeper roles will be exchanged alternately.

The best of 3 penalty kicks will be the winner of the match. In the event of a continued tie, sudden death kicks will be played.