Regista
Regista Rulebook
Table of Contents
Table of Contents
Equipment
- Gameboard: 1
- Player pieces: 30 (Blue x 15; Red x 15)
- Ball: 1
- Dice: 2 (Blue x 1; Red x 1)
- Scoreboard: 1
- Manual (this booklet): 1
Field Layout
The area bounded by the Touch Lines and Goal Lines is called the "Field".
The board marks the Center Circle, Center Mark, Halfway Line, Touch Lines, Goal Lines, Penalty Area, Penalty Arc, Penalty Mark, Goal Area, Goal, and Corner Spots. A Deviation Chart is also printed on the gameboard.
Player Piece Types
In SOCCERCHESS, player piece abilities vary according to their position. Values indicated for Moving, Dribbling, Passing and Shooting refer to numbers of spaces. Position Points indicate values added to when making a die-based adjudication.
Each team has the following pieces, by player piece number:
- GK (Goalkeeper), No. 1. Basically defends the goal, although can also leave the Penalty Area. Saving Ability: +2.
- DF (Defender), Nos. 2, 3, 4, 5, 12. Has strong tackling ability; able to take the ball off opponents a high percentage of the time. Tackling Ability: +2.
- MF (Midfielder), Nos. 6, 7, 8, 10, 13. Good at retaining ball possession; even when tackled, is able to keep the ball a high percentage of the time. Ball Retention Ability: +2.
- FW (Forward), Nos. 9, 11, 14. Superior shooting ability; able to successfully score a high percentage of the time. Shooting Ability: +2.
- R (Regista), No. 15. Only dribbles short distances, but is able to make accurate, long-distance "killer passes". Also good at retaining possession. Ball Retention Ability: +2.
A "Regista" is what you might call a playmaker in English. The Regista (R) piece is able to make long accurate passes of up to 9 spaces without requiring a deviation ruling.
The manual's position chart gives per-position values for Moving/Dribbling, Short Pass, Long Pass (with deviation), Shooting and Distance Shooting (Shot Distance Shooting) as a graphic. Those cell values are not reproduced here because the printed chart's columns could not be read unambiguously from the text layer. The values the manual states in its text are the ones given in the piece descriptions above, plus: the R piece's moves and dribbles are restricted to 1-2 spaces, and the R piece's long pass is 9 spaces without deviation.
Setup
Choosing Sides and First Turn
Choose a team color. Each player rolls their team's colored die; the player rolling the higher number goes first, and their opponent goes second.
Kick-off
The game is started at its commencement, or restarted after a goal is scored, by the Kick-off. Each player places their 11 player pieces on their own half of the Field, with both halves separated by the Halfway Line.
Players are free to place their player pieces however they wish, however only one player piece can be placed on a given space. Additionally, a GK piece must be placed on the field by both teams. (*Formation examples are printed at the end of this booklet.)
The player taking their turn second places their player pieces in the area outside the Center Circle. The player going first puts the ball on the Center Mark, and places a player piece on top of it, and makes a pass to start the game. This is called a Kick-off.
The player piece that executes the Kick-off cannot regain possession until another player piece has had possession of the ball.
Possession refers to the state when a player piece and the ball are on the same space.
Playing the Game
Turns
Starting with the player going first, the players move the player pieces and the ball. When a player moves their player piece or the ball, this is called that player's "turn". Turns are counted in terms of "1 turn", "2 turns" and so forth.
Within one turn, a player's player pieces can be moved, or dribble the ball, twice. Passes and shooting can be executed as many times as is possible. During your opponent's turn, you cannot move your own player pieces.
When a player taking their turn declares their turn finished, their opponent may start their turn. The game progresses with the repetition of alternate turns.
- It is possible to finish your turn without executing any actions.
- The players with the higher number of goals once 15 turns or 30 turns each have been completed is the winner. (*Refer to "08. Time Counter (Scoreboard)")
Actions
Progression of the game by a player moving a player piece or the ball is called an "action". "Actions" refer primarily to the following acts by player pieces:
- Moving
- Dribbling
- Short Pass
- Long Pass
- Tackling
- Shooting
- Distance Shooting
In addition, 8. Throw-in, 9. Goal Kick, 10. Corner Kick and 11. Free Kick are also possible.
Players combine actions such as moving, dribbling and passing and target their opponent's goal.
Action Types and Rules
1. Moving
Player pieces can be moved 1-3 spaces. (The R piece is restricted to 1-2 spaces)
- You cannot move the same player piece twice within the same turn.
2. Dribbling
Player pieces can be moved 1-3 spaces while retaining possession of the ball. (The R piece is restricted to 1-2 spaces)
- You cannot move the same player piece twice within the same turn.
- After moving a player piece 1 or 2 spaces, the player piece can dribble the ball for the remaining 1 or 2 spaces allowed if they gain possession.
Moving and Dribbling
Player pieces can be moved, or dribble the ball, in any direction corresponding to the 6 sides of each space on the Field, within 1-3 spaces. (The R piece is restricted to 1-2 spaces)
You cannot move a player piece to a space already occupied by another player piece.
A player can move or dribble the ball with their player pieces a maximum of twice in one turn. You cannot move the same player piece twice within the same turn.
3. Short Pass
The ball can be moved 1-3 spaces in a straight line from a player piece in possession of the ball.
- You can pass the ball to an unoccupied space.
- There is no limit to the amount of times you may execute short passes within one turn. If you are able to link with other player pieces of your team effectively by short passing, consecutive passing is possible.
- You cannot make a short pass to a player piece that is in a space adjacent to one occupied by an opponent player piece.
Passing and Shooting
Passes and shots are executed in a straight line in one of 6 directions corresponding to the sides of each space.
You cannot pass or shoot over an opponent's player piece. You can pass or shoot over a player piece from your own team.
The die is used to make rulings for tackling, long passes, shooting and distance shooting. (*Refer to "06. Explanation and Rules for Actions")
There is no limit to the amount of shots or passes possible in one turn. You may execute as many passes and shots as you are able to.
Additionally, you may retain possession by moving a player piece from your team to an unoccupied space where you have already passed the ball, and you may also make the ball free (player pieces from neither team retain possession) and finish your turn.
When you are no longer able to execute actions such as pass, dribble or move, your turn finishes.
4. Long Pass
The ball can be moved 4-9 spaces in the direction of a targeted space in a straight line from a player piece in possession of the ball.
The ball's final resting point is determined by a deviation ruling.
Deviation Rulings
Referring to the Deviation Chart on the gameboard, use the targeted space as a base, and move the ball one space in the direction indicated by the number of the Deviation Chart, corresponding with the number rolled by the die.
- There is no deviation for long passes made by the R piece.
5. Tackling
Tackles are possible when an opponent player piece in possession of the ball is adjacent to a player piece from your team. A tackle ruling must be conducted.
- At the completion of a turn, if a player piece in possession of the ball is adjacent to an opponent player piece, the opponent player is able to attempt a tackle without having to move their player piece.
- A player piece that has attempted a tackle cannot attempt a tackle again during the same turn.
Tackle Rulings
Each player rolls their die, and the numbers rolled are added to each player piece's respective Position Points - the player piece with the higher total retains/takes possession of the ball. (When these totals are the same, the dice are rolled again.)
- Position Points: DF [+2] when tackling; MF, R [+2] when in possession of the ball.
- If the tackle is successful, the tackling player piece takes the ball and now has possession.
6. Shooting
- You can make passes to a player piece that is adjacent to an opponent player piece.
- You can pass the ball to an unoccupied space.
- You cannot "pass" the ball into a Goal space.
Shooting is possible in a straight line 3 spaces or less from a Goal space.
- You cannot shoot over an opponent player piece.
- If your opponent's GK piece is a distance of 4 spaces or more from the final resting point of the ball, the GK piece will not be able to reach the ball even if it moves, and a goal is scored unconditionally.
- A goal is scored unconditionally also if a player piece moves into a Goal space while dribbling the ball.
As indicated by the rules above, occasions exist where goals are scored unconditionally, while on other occasions a shot success ruling is required.
When a goal is scored, the Score Marker for the team scoring is moved up one goal. (*Refer to "08. Time Counter (Scoreboard)")
If a keeper successfully makes a save, the players switch turns.
If the ball's final resting point is a space occupied by an opponent player piece, the ball becomes your opponent's, and your turn finishes.
Deviation Rulings (Shooting)
- Place the ball on the targeted space.
- Roll the die.
- Check the Deviation Chart and move the ball one space in the direction labeled with the number rolled.
- Place the ball on the Field space corresponding to that number on the Deviation Chart.
Shot Success Ruling
If your opponent's GK piece is a distance 3 spaces or less from the ball's final resting point, each player rolls their die.
- The red FW piece shoots.
- The blue GK piece defends.
- Shot Success Ruling.
The attacking side adds [+2] Position Points to the number rolled with the die only when the shot is taken by a FW piece. If the total exceeds the number rolled by the defending team, a goal is scored.
If the number rolled by the defending team is larger, the GK piece takes possession of the ball in a Penalty Area space of the defending player's choosing, and a new turn is started.
- The blue GK piece makes a save.
- The blue GK piece taking possession of the ball is placed on a space within the Penalty Area (yellow-green colored area) of the defending player's choosing.
- The game continues with the start of the blue team's turn.
7. Distance Shooting
The ball can be moved 4-6 spaces in the direction of a targeted space in a straight line from a player piece in possession of the ball. The ball's final resting point is determined by a deviation ruling.
There are four possible outcomes of a deviation ruling in this case: the turn continues; the players switch turns; a goal is scored unconditionally; or, a shot success ruling is to be conducted.
- You cannot take a distance shot over an opponent player piece.
- Goal spaces and those spaces adjacent to them are the only spaces that may be targeted.
Carry out deviation rulings in the same way you would for long passes, and decide the final resting point of the ball.
- A. When the ball's final resting point is infield (No. 3, 4 and 5 on the diagram): if the final resting point of the ball is a space occupied by an opponent player piece, players switch turns. Anything other than this results in the continuation of the turn.
- B. When the ball's final resting point is outside the End Line (outside a Field space) (No. 2 on the diagram): the ball is replaced for a Goal Kick. (*Refer to the Goal Kick section)
- C. When the final resting point of the ball is within the Goal, and the opponent GK piece is a distance of 4 spaces or more from the ball (No. 1 on the diagram): a goal is unconditionally scored.
- D. When the final resting point of the ball is within the Goal, and the opponent GK piece is a distance 3 spaces or less from the ball (No. 6 on the diagram): a shot success ruling is conducted.
Shot Success Rulings
Carry out the ruling in the same way you would carry out a normal Shot Success Ruling. The defending side adds [+2] Position Points to the number rolled with the die for the GK piece. The attacking side adds [+2] Position Points to the number rolled with the die only when the shot is taken by a FW piece. If the total of the attacking team exceeds the total of the defending team, a goal is scored.
8. Throw-ins
When the ball crosses the Touch Line the players switch turns, and play restarts with the opponent's Throw-in.
One player piece is placed on the space where the ball crossed the Touch Line and given possession of the ball, and another player piece is placed in a position of the player's choosing.
The game restarts with a Throw-in from the player piece in possession of the ball.
- A Throw-in is the same type of action as a short pass or long pass.
- The player piece making the Throw-in cannot receive possession of the ball again until another player piece has had possession of the ball.
9. Goal Kick
When the ball crosses your opponent's Goal Line the players switch turns, and play restarts with a Goal Kick by your opponent.
The GK piece, in possession of the ball, is placed on a space of the player's choosing within the Goal Area, and another player piece is placed on another space of the player's choosing. The game restarts with the GK piece's Goal Kick.
- A Goal Kick is the same type of action as a short pass or long pass.
- The ball must travel outside of the Penalty Area when a Goal Kick is taken.
- If the ball does not travel outside of the Penalty Area when a Goal Kick is taken, the Goal Kick must be retaken.
- The GK piece cannot have possession of the ball again until another player piece has had possession of the ball after a Goal Kick.
10. Corner Kick
When the ball crosses your team's Goal Line the players switch turns, and play restarts with a Corner Kick by the opponent.
The player piece taking the Corner Kick is given possession of the ball on the Corner Spot, and the game restarts with a Corner Kick.
- A Corner Kick is the same type of action as a short pass or long pass.
- The player piece taking the Corner Kick cannot have possession of the ball again until another player piece has had possession of the ball after the Corner Kick.
11. Free Kick
When one of your player pieces is ruled offside, the players switch turns, and play restarts with a Free Kick by your opponent. (*Refer to "07. Offside")
The offside player piece is moved one space by the player taking the Free Kick in a direction of their choosing. The player piece taking the Free Kick is placed on the space where the offside occurred and given possession of the ball, and another player piece is placed in a position of that player's choosing. The game restarts with a Free Kick from the player piece in possession of the ball.
- A Free Kick is the same type of action as a short pass or long pass.
- The player piece taking the Free Kick cannot receive possession of the ball again until another player piece has had possession of the ball.
Offside
Offside Position
An offside position is a space closer to the opponent's Goal Line than the position of the 2nd closest opponent player piece to their Goal Line. (In the diagram, indicated by the yellow-green colored spaces)
- Simply having a player piece in an offside position is not by itself an infringement of the rules.
- Being in line with the opponent player piece 2nd closest to the opponent's Goal Line is not an offside position.
Offside
When one or more of your player pieces is in an offside position, passing the ball into a space in an offside position causes an Offside ruling. When one of your player pieces is ruled Offside, players switch turns and play restarts with a Free Kick by your opponent. (*Refer to "Free Kick" described earlier)
- Passing the ball into a space not occupied by a player piece can also warrant an Offside ruling.
- For long passes, if the deviation ruling places the ball within an area defined as being an offside position, an Offside ruling is made.
- Offside cannot occur from a Goal Kick, Corner Kick or Throw-in.
Please note: The rules used for Offside in the actual sport of soccer are slightly different.
Time Counter (Scoreboard)
Time Counter
In SOCCERCHESS, turns act as a unit of progression in time. Use the large dial printed on the center of the Scoreboard as a clock, and utilize a player piece not used in the game as a marker. Place one player piece on the [0] indicated on the dial, and when both players have finished one turn each, move the Time Counter forward one unit.
- Standard Game: Players take 15 turns each, and when the marker has reached the unit indicated [45] on the Time Counter, the game finishes.
- Official Game: When playing a game with a first half and second half, play 15 turns each per half, for a total of 30 turns each over the full game.
When scores are equal at the end of the game, the game is a draw.
Scoreboard
Both the blue and red teams utilize a player piece not used in the game as markers.
At the beginning of the game, each player places their marker piece at [0] on their respective spaces on the Scoreboard, and as a player scores goals, move that player's marker from [0] to [1] to [2] and so forth.
Player Replacements
Of the 15 player pieces for each team, 11 are actually on the Field at any given time, and from the remaining 4 player pieces, 3 can be used to replace other player pieces during the game.
Player replacements can be made before Kick-offs, after a goal has been scored or at times such as Throw-ins when play has stopped.
- Player pieces that have been replaced cannot be used again in the game.
- The GK piece cannot be replaced.
Turn Demonstrations
Find here some simple examples of possible turns, and feel free to draw upon these examples when playing the game!
Example 1: Tackle
- The red DF piece [3] moves 3 spaces.
- The red DF piece [3] tackles the blue FW piece [11]. After a tackle ruling, the ball is taken.
- The red DF piece [3] makes a short pass to the red MF piece [7].
Example 2: Tackle
- The blue FW piece [11] finishes a turn on a space adjacent to the red DF piece [3].
- The red DF piece [3] tackles the blue FW piece [11]. After a tackle ruling, the ball is taken.
- The red DF piece [3] dribbles the ball 3 spaces to the left.
- A short pass is made to the red DF piece [7].
- The red DF piece [7] dribbles the ball.
Example 3: Counterattack
- The blue FW piece [11] finishes a turn on a space adjacent to the red DF piece [12].
- The red DF piece [12] tackles the blue FW piece [11]. After a tackle ruling, the ball is taken.
- After taking possession of the ball, the red DF piece [12] makes a long pass into free space.
- After a deviation ruling, the red MF piece [7] moves and takes possession of the ball.
- The red MF piece [7] makes a short pass to red MF piece [9].
- After dribbling and pushing forward, a shot is taken.
- A shot success ruling is made.
Appendix: Formations
Here, the basics of player piece selection and positioning are introduced. Feel free to try formations such as these or others of your own in the game.
Formation examples are given as piece counts by position (GK, DF, MF, FW):
- 3-5-2: GK:1 DF:3 MF:5 FW:2. By having just 3 DF pieces, this formation makes it easy to push the defense line up. This is a well-balanced system, and switches from attack to defense can be made quickly.
- 4-4-2A: GK:1 DF:4 MF:4 FW:2. Being mindful of the battle on the wings, this formation is notable for its row of MF pieces side-by-side.
- 1-4-3-2: GK:1 DF:5 MF:3 FW:2. This system emphasizes defensive strength over attacking power. Defend stubbornly in front of your goal, and attack your opponent's goal with high-speed breaks.
- 3-1-4-2: GK:1 DF:3 MF:5 FW:2. By having one defensive MF piece, this formation is more suited to an aggressive battle than the [3-5-2] pattern.
- 4-4-2B: GK:1 DF:4 MF:4 FW:2. Being mindful of the battle up the centre, this formation positions the MF pieces in a diamond pattern, striking a good balance between attack and defense.
- 4-2-3-1: GK:1 DF:4 MF:5 FW:1. This formation allows you to emphasize control of the ball in the midfield.
- 3-4-3: GK:1 DF:3 MF:4 FW:3. This is a very attacking formation, with 3 FW pieces.