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AUTHOR - GAME DESIGNER | Antonio Becerra Montilla, Lipschitzz

GRAPHIC DESIGN & ILLUSTRATIONS


Borja Arturo Segura Cerdeira y Marcos Arnáiz Ramos | designersensutinta.com
EDITED BY | Élite Games S. C.
TRANSLATED BY | Encarnación Ramirez Orozco & Mario L. Menés
TOTAL FOOTBALL VARIANT | Bittersourness

Introduction
In Time of Soccer you take control of a football club for a full season. During each game you will make player signings, hire managers, talent scouts
and technical secretaries. You must also try to gain the most lucrative TV and advertising contracts to ensure your team’s continued financial
success! Over the course of several weeks you will compete for the best signings. Also, at the end of each week you will take part in exciting
matches. These matches will test your team’s abilities and ultimately prove their level, so aim to win each week to stay ahead of the competition!
Enjoy exciting games, either solo or against your friends, with Time of Soccer!
Game Components
Main board: Market and management scoreboards.
Personal club boards, each one personalized with the badge, logo and colours of every team.
10 Starting tiles per team, which include a Manager, a Talent Scout, a Community Manager, a Technical Secretary and 6 initial Football Players.
6 “Neutral Teams Level” double-faced tiles, and 5 “Neutral Teams Clashes” tiles.
1 set for each player with their correspondent colour: 8 cubes, 1 disc and 1 wooden car.
1 set for each neutral team: 1 cube and 1 disc (2 total sets, in black and purple)
15 White cubes.
5 White dice and 1 blue dice.
2 Round markers (white meeples).
1 First Player marker (pink meeple).
1 Pre-season tile.
5 “Time of Soccer” League double-faced tiles (with first and second leg).
132 tiles distributed in 4 tile decks (41 in Deck I, 35 in Deck II, 30 in Deck III and 26 in Deck IV)
8 Cup Draw tiles with the “LaBSK” Cup logo on the back and teams’ shields on the front
15 tiles of football players for “Variant unique football players start”.
1 Set of two currency values $ 1 and $ 5.
Variant Components
4 Fudge / Fate dice.
1 D12 Dice.
40 Transparent Tokens. 20 Red and 20 Yellow.
20 Injured Tokens (black D6 mini dice).
1
2
Game Setup Market

Place the game tiles into Decks with their backs face up (Decks I to IV).
Take 7 random tiles from each deck and put them back in the box.
Then, shuffle each deck separately and place them on the table.

3
Each player chooses one of 4 available Teams and takes the
corresponding set of pieces: Mollerusa (blue), Mojea (red), Palmeras
(yellow), or Lagartos (green).
Each player then does the following:
A. Places a cube of their colour on the Economic Balance track. The initial
A
value depends on the number of players: 10 for solo games, 9 with 2
players, 8 with 3 players or 7 with 4 players.
Bb. Places a cube of their colour on 0 of the Satisfaction track.

CC. Takes their starting


Technical Secretary ,
Talent scout
and Community manager
tiles and places them in their
corresponding positions on the right
side of the Club board. All three have
their space marked with a matching Fatigue
image.
DD. Takes the Manager starting
tile and places it in the corresponding
space, up on the left side of the Satisfaction
Club board. Energy
EE.Randomly chooses a number of Football
player tiles from the 6 initial available
ones. The number depends on how
many players the game has: 1 in
solo games, 2 with 2 players, 3 with Economic
3 players or 4 with 4 players. Put the Balance
remaining tiles back in the game box.
Then, each player places their initial
Football players in their corresponding
positions according to the paragraph
“Placing football players in the team".”
(Page 9)

2
Week Days
Attack Level Track Track

Home Team Goal Shots


/Saves

Defense Level
Fans
Track
Points on
League
Scoreboard

LaBSK
Cup

Away Team

Place the main board in the center of the table, accessible to all players.

I.I Place all 6 coloured discs in the 0 position on the “Time of Soccer”
League scoreboard. All 6 teams will play in the League, even if they are
4 Select a “Neutral Teams Level” tile,
not controlled by the players.
II.II Take one cube of each colour (1 blue, 1 red, 1 green, 1 yellow, 1
black and 1 purple) and 2 white cubes. The white cubes correspond to 2
according to the difficulty that players
extra neutral teams (Los Mineros and Vetusto) that will play in the Cup.
want for their game. Level 2 is
Shuffle the 8 “LaBSK” Cup tiles for the draw. For each of the initial boxes
recommended for the first game. Place it
of the Cup, draw a tile randomly and place the matching cube of that team
next to the Main Board showing the side
colour on the corresponding box. When finished, return the tiles to the box.
with weeks 1 to 5 face up.
IIII Shuffle the “Time of Soccer” League tiles with the icon face up.
Place them in the space under the “D/SU” (Sunday) on the Days track.
Place the Pre-season tile over them. The players can always examine
Select a “Neutral Teams Clashes”
these tiles to see in which order will they play the matches, but they
tile according to the difficulty
are not able to change their order.
players want for their game. Level
IV.
IV Place a Round marker (white meeple) in the “P” space on the Weeks
2 is also recommended for the first
track. Place the other Round marker in the “L/M” space on the Days track.
game. Place it on top of the selected
VI.
V Take tile deck I and fill all the Market board spaces with these tiles
“Neutral Teams Level” tile, displaying
face up. The indent of each tile must face its matching colour on each of
Week 1 as the current week.
the Market board spaces, as shown in the illustration.
V.VI Starting with the First player and continuing clockwise, each player
places their car (which represents the Talent Scout of their Club), in any
Choose a player at random.
space marked with a white car symbol on the Market board (as located in
That player takes the First Player marker.
the corners of the board), until all players have placed their car. A player
may place their car in the same space as other player cars if they want to.
Choose a player to be the banker.
VII. Each player places a cube of their colour in the “13” position on the
VII
This player manages the currency.
Fans track. This represents the number of fans that their team has
Each player receives 5 $ as their
when starting the game.
starting amount.
.

3
The Game Actions available on each day
A game of Time of Soccer consists of 11 rounds, called weeks. The “L/M” (Monday): “Collection day”. Also, the First
first week is a Pre-season round, whilst the 10 remaining weeks player marker (pink meeple) is passed to the player
are called League weeks and are numbered from 1 to 10. sat to the left of the current first player, (except during
To track the weeks, a Round marker (white meeple) is used on the the Pre-season week).
Weeks track. This track begins with a ”P”, standing for Pre-season.
Weeks 6, 8 and 10 are also called Cup weeks.
“M/Tu” (Tuesday): “Market day”.
Each of these rounds (Weeks) are divided into 7 turns (Days)
that correspond to the days of the week (Monday to Sunday). On
each day players will perform an action relevant to that day. “X/W” (Wednesday): Each player will perform ONE
To track the passing of each day, a Round marker (white meeple) of the following 3 actions. A player must perform
is used on the Days track. This track begins on the position “L/M”, Action 1 first, if able. If unable, then perform Action 2.
which stands for Monday (and Lunes, in Spanish). Again, if unable, then Action 3 is chosen.

After every turn, when each player has completed their action for that 1. If the Week tracker is in a “Cup week” (6, 8 or 10)
day, the Day track meeple will move forward one space to the next day. and the player´s team has not been eliminated from
If the day was a Sunday, the meeple will return to the beginning of the “LaBSK” Cup, the player must play their Cup match.
the Days track (on the L/M position). If this is the case, then in Cup matches are explained in further detail in the
addition, the Weeks track meeple marker will also advance one week paragraph “LaBSK Cup Match Day]”. (Page 9).
forward. If this marker was already on week 10, the game ends and
points should be counted. The way to count points is described in the
2. If the player possesses a Friendly Match tile, they
section “Victory Points”. (Page 14).
receive the benefit of the tile and then remove it from
the game. If the Fatigue variant is in use, the player
Actions according to the current day must reduce his Energy level as pictured on the
Friendly Match tile.
During each of the turns (days), all players, beginning with the first
player and continuing clockwise, will perform one of the possible 3. If any of the previous 2 actions are not available,
actions for that day. the player will take a “Market Day” action.

In the game box you will find a reference sheet that you can use as
a reminder of the possible actions available depending on the “J/TH” (Thursday): “Market Day”.
current day. The sheet also details how to resolve matches
between players, and between players and Neutral teams.
“V/F” (Friday): “Market Day”.

“S/Sa” (Saturday): “Market Day”. After performing


this action, also perform the “Market Refresh” step.
(Page 7).
Summary of Possible
actions according to the day “D/Su” (Sunday): There are two options:
1. If the Week tracker is on the “P” space (Pre-season),
each player with a Friendly match tile receives the
benefit of the tile and then removes it from the
game. Any players without a Friendly match tile do
nothing this turn. After this action, the Pre-season
tile is removed from the game, as indicated in the
bottom right corner of the tile.
Summary of the The first League tile will now be top of the pile.
resolution of matches
2. In Weeks 1 to 10, all players will perform the action
“League Match Day”. (Page 9).

4
Description of the actions
Collection day Market Day
During Market days, beginning with the first player and going
If the Economic Balance track of a player is positive (yellow coins), clockwise, each player will be able to spend Operation points on
that player will receive the indicated amount from the Bank. If it is the Market board. The Talent Scout of their club will establish the
negative (red coins), they will have to pay the indicated amount number of Operation points the player has available in their turn
to the Bank. If it is neutral (black position, value 0), collection day (the number next to the car icon on the Talent Scout tile).
has no effect on that player.

TALENT SCOUT
The car that each player placed
on the Market board represents
his Talent Scout. With every
Operation point the player can
do one of the following actions:
If a team]’s Balance track is negative and they have no money
to cover the payment, they lose a fan for each coin they 1. Move a space on the Market board.
cannot pay. This fans reduction may result in an even worse 2. Enter a parking space to acquire a tile.
Balance track for the next week. 3. Acquire a “forced tile” with the Technical Secretary.
1. Move a space on the Market board
Following the traffic direction (marked on the board on each
The Balance track is increased whenever you obtain a new intersection with white arrows), move your car to the next space
contract, sell a player, dismiss a manager or gain new fans. marked with a car icon.
It is reduced whenever new players, managers or other staff
are hired. In case there is any doubt as to the accuracy of the Note Several cars can share the same space.
balance track, it can be verified using the following method:
2. Enter a parking space to acquire a tile
If a player’s car is in the same street section that contains a parking
Income space (the indent side of a Market tile), the car may be moved into the
Each fan point contributes 1 coin to the club and advertising and parking space to acquire that tile. Once a player has acquired a tile, he
television contracts provide fixed quantities as marked with moves his car back to the street section.
a yellow coin in the top left corner of each tile. The total of It does not cost an Operation point to move a car back to the street.
these values represents the weekly income of the club. Acquiring a Tile (and moving back to the street) ends that player´s turn.
Depending on the type of tile parked on, the player will perform one
of the following options:
Expenses
Each football player (even if he’s not playing), managers and staff
at the club have a salary. These fixed expenses are represented
by a red coin in the top left corner of each tile. The total of these
values represents the weekly expenses of the club.

Balance
Subtracting Expenses from Income will give you the current FOOTBALL PLAYER
balance of your club. This determines whether you will receive Pay the Bank the $ amount
money from, or pay money to the Bank on Collection days. equal to the player´s market value
(top right corner of the tile).
The minimum possible Balance is -5. If a player has a Balance Add the Football player
below -5, he will place it on -5 anyway. Likewise, the maximum to your team, making any
possible Balance is +10 and players having an even better necessary changes to the
balance will still have a +10 revenue. attack or defense levels. This
procedure is described in the
paragraph “Calculating the
Note The Collection Day action is made even in the first round of play. attack and defense levels”.
(Page 10)

5
MANAGER FRIENDLY MATCH
Each player can only have 1
Pay the Bank the $ amount Friendly match tile at a time.
equal to the Manager’s market If a player already has one, he
value (top right corner of the can not take a new Friendly
tile). Add the Manager to a match. These tiles are placed
Manager slot (left side of the on the club board (its position
club board). Remember, a team is indicated with the Handshake
can have up to to 3 managers. icon). Friendly matches are played
If there are already 3 on the next free Wednesday
Managers at a team, the (if the team is not playing in the
player must dismiss one of them. Cup,) and also on Sunday if the tile is taken during the Pre-season
They will have to remove one of the Managers from the game, week. Remember: Friendly home matches also receive Advertising
receiving no money for him. and TV Contract income.

Adjust team attack and defense levels. Add the Training capacities
of the new Manager and remove the Training capacities of any
dismissed Manager. This procedure is described in the paragraph PRESS RELEASE
“Calculating the levels of attack and defense”. (Page 10).

Each player can only have


Note During a match, the starting manager of each player team can two Press release tiles
re-roll EITHER their attack or defense roll once. Neutral teams will re-roll simultaneously on their club
BOTH their Attack and Defence rolls that do not show any Defence or board. If a player has both
Attack results. They make both these re-rolls once in the same match. spaces filled, they cannot take
In any re-roll, all of the dice must be re-rolled a new press release.

CLUB STAFF
A Press release is a small bet. If a player takes a Press release tile,
he’s committed to achieving the statement that appears on it.
At the end of the match or competition referenced, the player must
check if the statement has been achieved.

If it is achieved, the player gains the benefit displayed


on the tile.
Remove the previous Staff tile and replace it with the new
hired Staff tile. Adjust the Economic Balance if required (due to If it’s failed, the player suffers the penalty displayed on
any change in salaries, as shown in the top left corner of the tile). the tile.

ADVERTISING AND TV CONTRACTS When a Press release tile has been resolved, the player must keep
it close to their club board if it affects points at the end of the
Each player can only have 1 game. Otherwise return it to the game box.
Advertising and 1 TV contract.
If the player acquires another
one, he must put the one they We will win the We will win
Cup this weekend
already had on the Market board
space from which they took the
We will score at
new one. This contract that has We will win the
least one goal
been returned to the Market League
this weekend
board will be treated as an old
tile, so a white cube will be We will be first or We will score at
placed onto it instantly. second in the League least two goals
this weekend
The new contract will be placed in its position on the club board. Adjust We will not lose We will not
the Economic Balance if needed because of changes in incomes (top left this weekend concede a goal
corner of the tile). this weekend

6
SALES 3. Acquire a “forced tile” with the Technical Secretary
Unlike all other Market tiles, If a player’s car is adjacent to a tile but not adjacent to its parking
Sales tiles are not moved space, they can try to acquire the tile in a “forced” way. The player
from the Market board after rolls a dice and checks the result on the Technical Secretary tile.
their use. They remain for 2 Remember: You still need to spend an Operation Point to acquire
weeks and they can be used a tile in this way.
by several players in the
same turn. These tiles give If the result shows this icon, negotiations have failed
the players the opportunity and the player´s turn ends without acquiring the tile.
to sell Football players
they do not want, receiving Note Do not confuse this action with the Sales process.
money from each sale.

Managers can be freely dismissed when there is not a space for If the result shows an amount of $, the Player can
them anymore, but they cannot be sold. On the other hand, the only decide to pay this amount - in addition to the normal
way to get rid of an unwanted Football player is by using a Sales tile. market value of the tile, to acquire it as normal. Whether
the Player decides to purchase the tile or not, their turn
A player who parks in a Sales tile space uses their Technical Secretary ends immediately.
to negotiate the sale of 1 Football player. The player rolls a die and
checks the result against the Technical Secretary´s table on his tile.
Market Refresh
If the result shows this icon (regardless of the value below
it), the player is sold. All tiles on the Market board will remain there for a maximum of
two rounds/weeks.
If instead the result shows this icon, the player will
have to pay a fee to the bank, or the sale is rejected. A Market refresh will take place every Saturday, after all of the
The amount of money to be paid is equal to the number players have taken their Market actions.
of symbols displayed on the Technical Secretary tile. The Market Refresh steps are as follows:
If the player decides not to pay (or cannot afford to), they
cannot sell the player and their turn is over. 1. Remove from the game all tiles marked with a white cube.

If negotiations end successfully, return the sold player tile 2. Place a white cube onto every remaining tile on the Market
to the game box. The selling player receives the market value board. These tiles will be removed next Saturday.
(in $, top right corner on the player tile) of the player sold. They also
receive the bonus $ amount as shown on the Sales tile. 3. Place a new tile on each empty space of the Market Board,
Selling a player ends a player´s turn. The indent of each tile must face its matching colour on each of
the Market Board spaces. These tiles are drawn from the current
Note The $ amount next to the bill icons on the Technical tile deck. If the deck is exhausted whilst replacing the Market
Secretary tile are not used when making sales. tiles, start drawing tiles from the next deck (if deck II becomes
exhausted, take tiles from deck III, and so on).
Note After acquiring a tile or selling/attempting to sell a player,
the Talent Scout car will leave the parking space and return to Note The placement of the new tiles onto the Market board must
the street it came from, concluding that player’s turn. Players will be completed in number order. The numbers are marked on the
have to adjust the Economic Balance track of the club, reducing it individual tile spaces on the Market board (1 - 16), starting at the
by the salary of a new tile (top left corner) or increasing it in the top left of the board.
case of gaining a new advertising or TV contract. In the case of
removing tiles of Managers, Staff of the club or Contracts, it will Note Depending on the game and the number of players, running
also be necessary to take into account the salary or revenue of the out of tiles is normal in later rounds. When this happens, the
removed tile. players continue playing but do not replace tiles on the Market
board. The tiles marked with white cubes will still be removed
Antonio “Lipschitzz” says: from the game until the market board becomes empty. If in the later
rounds there are no tiles on the Market board, “Market Days” are
Hurry to get the tiles with a white cube over ignored. Game rounds will consist of “Collection days”, “Cup
them, because at the end of the week these match days]” and “League match days”.
tiles are going to disappear...

7
The example below is a 3-player game in progress and the day (turn) is “S/Sa” (Saturday). Play order is Blue, then Red, then Yellow.

Blue has a Football player who provides great crosses to the strikers. He’s interested in acquiring “Cárdenas”, who’s able to receive those
crosses very effectively. Their Talent Scout has 5 Operation points. He spends 1 point moving to the adjacent street and another 1 point to enter
the parking space where he acquires “Cárdenas” (paying 7$ to the Bank, Cárdenas’ market value).

Blue takes the tile and places it onto their Club board and adjusts their attack level. The Economic Balance should also be updated, as Cárdenas has a
salary of 2 (expense). Then, Blue’s car moves back to the street into the same space it occupied prior to its parking. The player still has 3 Operation points
remaining, but is unable to use them, as acquiring a tile ends their turn.

Red has a 4-Operation points Talent Scout. He wants to acquire “Fran Moli” to fill a gap in his striker part of the team... but he cannot reach its
parking space with just 4 Operation points. He could move to hire “Moondraco” as their new Community Manager and wait for the next Market Day to
acquire “Fran Moli”. But it’s Saturday, and a Market movement will take place as soon as all players finish taking their actions: “Fran Moli” will be discarded
because it’s already marked with a white cube, so Red decides to force the purchase of “Fran Moli”.

In order to do that, the player moves to spaces and . As Red is now adjacent to the tile that he wants to acquire, his Technical Secretary can be used
for it. A die roll results in 3: on their Technical Secretary a 3 corresponds to 4$. If Red wants to take “Fran Moli” it will cost them 13$: 9$ from its market
value plus those 4$ of the Technical Secretary. Red decides to pay the 13$, so “Fran Moli” is placed onto the Club board and attack value and Balance
are updated.

Yellow also wanted to acquire “Fran Moli” but that cannot be done anymore. So Yellow decides to invest the turn in selling one initial Football player:
he uses 1 Operation point to move onto and another 1 to enter the parking space . A die roll results in 6: Yellow’s Technical Secretary has a in 5
and 6. This means that Yellow will have to pay 2$ (1 per each ) if he wants to sell the Football player. Deciding to do it, Yellow pays 2$ and receives 4$
(2$ from Football player’s market value + 2$ from the Sales tile bonus). The Football player tile is discarded and Yellow adjusts his Balance, going up 1
position because of the salary (expense) of the removed Football player.

8
League Match Day LaBSK Cup Match day
Except for the first round/week (Pre-season), every Sunday is The resolution of Cup matches is similar to that of how League
Match Day, were you play in a “Time of Soccer” League match. matches are resolved, as detailed previously. The only
Matches for the week are shown on the top tile under the “D/SU” differences are as follows:
(Sunday) space on the Days track. Matches must be played in the
order appearing on the tile. There are three types of fixtures and Cup matches are played every Wednesday on weeks 6, 8 and 10. The
each one is resolved in a different way: quarter-finals matches are played in the 6th week and all the teams
of the league will take part (including two extra Neutral teams).
The semi-final match, with the teams that won the previous round,
Player versus Player will take place in the 8th week. The “LaBSK” Cup final match will be
Played according to the procedure described on page 12, played by the two teams that reach it in the 10th week.
“Match Resolution” Each Player will play the match with their
respective attack and defense levels. Winners of cup matches do not gain “Time of Soccer” League
points, instead they advance to the next round of the Cup.
The losing team remains in its position. The winning team moves
Player versus Neutral Team their cube to the next round by following the arrow to the next
Played according to the procedure described in the paragraph space or to the Champion's space if they win the final!
“Match Resolution” (Page 12). The player will play the match with
their attack and defense levels, and the Neutral Team will play with Unlike matches played in the League, if Cup matches end in a
the attack and defense levels shown in the “Neutral Team Level” draw, the result is decided by penalties. Each team rolls all 5 white
tile for the current week. The tiles of “Neutral Team Clashes” and dice. 1-2 results are considered misses, whilst 3-6 results are
“Neutral Team Level”, will be moved to display the neutral team’s goals. The team who scores the most goals wins the match.
level according to the week that is being played. The matches of Repeat the process if necessary until there is a winner.
the “LaBSK” Cup will use the level of the week in which the match
Never apply the initial Manager’s special ability to penalties.
is played.

Neutral team dice are rolled by the Player sat to the right of the
Player playing the match.

Neutral Team versus Neutral Team


Check the Time of Soccer League scoreboard to find the stronger
Neutral Team (the one with the most points). The stronger team
will use the white dice, while the other team will use the blue
dice. If both teams are tied, the home team is considered the
stronger team. If this happens in a Cup match, randomly select the
Placement of a football player in the team
the stronger team. Football players can be moved in or out of the team at any time
Roll as many dice as shown on the “Neutral Team Clashes” tile to between matches, so they can start playing or they are waiting to be
resolve the match. Compare the highest white dice result with the sold. Players waiting to be sold are placed at the side of the Club
blue dice result. The highest number determines the winner. board. They do not contribute at all to attack or defense levels, but
If both dice are rolls are the same, the match is a draw. they do continue to receive their salary (expenses in the Balance).
Each Football player has
a position(s), shown as
red dots on a football
The winning team gains 3 League points, and moves their disc 3 pitch. These red dots
spaces forward on the League scoreboard. The losing team show the positions in which
receives no points. In the case of a draw, both teams gain 1 point. a player is allowed to play.
This football player is striker A Football player can never
After playing all League matches, if the tile displayed the First leg and can only play both play in a position not
symbol ( ), flip it over to display and place it to the bottom positions above. shown in red on his tile.
of the week tiles pile. If the tile displayed the Return leg symbol
( ), it is removed from the game (return it to the box). In either
case, a new League week will now be visible. To include a Football player in your team, the tile must be facing
the correct way and placed onto a space on the Club board
corresponding to one of its allowed positions.

9
Calculating attack and defense levels
Each team has two levels (Attack & Defense) that represent its quality Football players possess basic and advanced skills. The attack
on the pitch. These levels are tracked on the main game board and or defense value they add to the team depends on the position
each player team uses two of their cubes to track each level. they play in and on these skills.
NEUTRAL TEAMS BASIC SKILLS
Week by week, these levels will rise gradually for Neutral teams. A football player’s basic skills are the numbers appearing on the
To see a Neutral team’s level, check the “Neutral Teams Levels” tile tile with a coloured background. The Basic skills are:
for the current round (week). That number determines both the Left Defense, Central Defense, Right Defense, Left Cross, Right Cross,
Attack & Defense level of the team. Pass and Shoot at goal.
PLAYER TEAMS Each position on the pitch uses just one of these basic skills.
To calculate the Attack & Defence levels for player teams, the following The only useful skill is the one that aligns with a matching
values must be taken into account: the Principal Manager formation, coloured symbol on the player board .
player Basic skills, player Advanced skills and any manager Training If the team plays with a different formation, the Football player
Techniques. who changed their position according to the new tactic will use
MANAGERS the ability marked on the board with the Manager symbol and
Out of all the managers a club may have (upto a maximum of 3), black background . The value corresponding to this skill will
one of them is considered the Principal Manager. All Managers be the only one taken into account, the rest of them are ignored.
contribute with their training values, but only the Principal
EMPTY POSITIONS
Manager defines the team formation. The Principal Manager is placed Any position that is not covered by a Football player’s tile
in the top left position of the club board. means that a non-professional player is playing in that position.
As with players, managers may swap positions between matches. This reduces the attack or defense value of the team by 2 points.
HOW TO CALCULATE THE LEVELS OF BOTH ATTACK AND DEFENCE ADVANCED SKILLS
The Principal Manager formation will determine what positions Football players may have some advanced skills that add extra
contribute to the values of attack and defense. On the Club board, value to the team depending on the position they play in and the
attack positions are marked with a ball icon . Defense positions players around them. These advanced skills can be found on any
are marked with a shield icon . The default formation can of the 4 sides of a Football player’s tile and are represented by
be changed if a Manager different from the initial one is chosen colourful geometric symbols on a white background (see below).
as Principal Manager.
The skills don’t add value by themselves, but do so when connected
The Attack Value of a team is calculated by totalling the skills with others of the same type. These connections are made along the
(Basic, Advanced, Manager Training) of all players who occupy an lines drawn between player positions on the pitch of the Club Board.
attacking position on the pitch. Place a cube of the team
colour in the corresponding space on the Attack Track. When two matching advanced skill icons are connected along a
This is the team’s Attack Level. line on the pitch, each connected player increases their value by 1.

The Defense Value of a team is calculated by totalling the skills


(Basic, Advanced, Manager Training) of all players who occupy a Shoot at goal Tackle
defensive position on the pitch. Place a cube of the team
colour in the corresponding space on the Defense Track.
This is the team’s Defense Level. Pass/Ball Control Team play

Pass Shoot at goal


Cross/Shoot

Left Right If an advanced skill is connected along a line that has a bonus for that
Cross Cross skill e.g. +3 (as printed on the board), both players in that connection
increase their value by that bonus amount instead of the normal +1.
Left Right
Defense Defense
The advanced skill of shooting.
Found in the top part of a Football player tile. For those who
Central Defense play in a centre-forward position, it is considered to be
always connected and increases a player’s value by 2.

10
The advanced skill of defense. Finally, the attack level of the team will be the sum of all the
Likewise, the advanced skill of defense is also automatically players’ basic skills of attack, the values of each players’ attack
connected on the left side for left wingers, the right side advanced skills and any training bonuses given by Managers. A
for right wingers and by below for midfielders. It also cube is placed onto the attack track of the team to reflect this
increases a player’s value by 2. number, as mentioned on Page 10.
All shooting and defense automatic connections are displayed as
white lines on the team board. In the same way, the defense value is calculated by adding the
values of all players in a defensive position, and is also reflected
Training. by placing a cube on the relevant number of the defense track.
Managers can train Football players’ advanced skills. In
this way, if a Manager trains a skill it adds bonus value to
all players in the team that have that advanced skill
(even if they’re not connected!). Some players have more
than one advanced skill symbol of the same type and
therefore receive any Training bonus for each symbol!

10 16

A
10 -2 5 7

B
5 18 1 6

-2

In the 8th week, Blue has the team portrayed in the image. This gives her a 39 attack value, which is level 7. To get this number, Blue makes these
calculations: her Principal Manager is “Picapícara”, A who changes the attack/defense distribution. With that Manager, “Zeefres” B gives his value
to defense (Right Defence of 2) instead of attack (Right Centre of 3).

Attack value is the sum of attacking Football player’s basic skills + Defense value is the sum of defending Football player’s basic skills +
their advanced connected skills + Manager’s attack skills training. their advanced connected skills + Manager’s defense skills training.

“Musambay”: 5 (Basic) + 2 +3 = 10 “Zeefres”: 2 (Basic modified) + 3 + 1 + 1 = 7


“Amarillo”: 8 (Basic) + 2 +3 +3 = 16 “Julio Alberto”: 2 (Basic) + 3 =5
“Montero”: 7 (Basic) + 3 = 10 “Lipschitzz”: 11 (Basic) + 1 + 2 + 4 = 18
Without football player: -2 “C. Benmac”: 0 (Basic) + 1 = 1
“Le Machinga”: 1 (Basic) + 1 + 3 =5 “Fuch”: 3 (Basic) + 1 + 2 =6
Without a goalkeeper: -2
TOTAL 39 TOTAL 35

11
Match resolution (Total Football Variant) viii The number of goals scored may also be altered by certain
events (controversial calls!).
In a “Time of Soccer” League match, the team written on the left of
each clash is the Home Team. In a Cup match, the team with the least e. Second Half: HOME team attack.
number of League points is classed as the Home Team. In the case of The Home team performs its attack in exactly the same way as
both teams being tied on the League track, randomly decide who is the Away team did in the first half, following steps 1 to 8. The
the home team. Home team is now attacking and the Away team is defending.
The two neutral white teams that take part in the Cup have a league f. When a neutral team rolls the 4 Fate dice (Attack and Defence) and
points total of 0. rolls more negative results than positive, you MUST re-roll once.
The team that is not the Home Team will be the Away Team. Step 3 (Match result)
Each Player should check their attack and defense levels are
If the Home Team has scored more goals than the Away Team,
correct and if there have been any significant changes in the team
the Home Team wins the match. If the Away Team has scored more
from the last match.
goals than the Home Team, the Away Team wins the match. If both
teams have the same number of goals, the match ends in a draw.
Match resolution proceed as follows:
Step 4 (Remove previous Sanctions and Injuries)
Step 1 (Income) Perform the following actions in order:
In a “Time of Soccer” League match, the Home Team ONLY receives a. Discard all yellow and red card tokens from positions without
income from the Bank equal to its Advertising and TV contracts. a player tile (they never accumulate cards).
In a “LaBSK” Cup match, each team receives half of their income from
the Bank. Round up the amount if necessary. b. Remove injury dice from all positions without a player tile (they
never carry injuries over). See Injuries on Page 14.
Step 2 (Playing the Match) c. Remove one red card token from each player on the bench -
or Principal Manager. See Yellow/Red cards on Page 14.
a. If the Away Team is player controlled, it declares its Formation,
Composition (for Fatigue purposes) and its Attack and Defense levels. d. Remove two yellow card tokens from each player on the bench -
or Principal Manager. See Yellow/Red cards on Page 14.
b. If the Home Team is player controlled, it declares its Formation,
Composition (for Fatigue purposes), its Attack and Defense levels. e. Reduce injuries of players on the bench (including those
who were injured during this match and were substituted).
and its Tactical Balance (see Tactical Balance on Page 13).
c. If the Away Team is player controlled, it now declares its Tactical Step 5 (Sanctions and Injuries from this match)
balance (see Tactical Balance on Page 13). Perform the following actions in order:
a. A player on the pitch who received a yellow card keeps it, as
d. First Half: AWAY team attack.
yellow cards are cumulative. If a player has two yellow cards,
i Each team makes an Event roll and applies any relevant effect. he is suspended and cannot play in the next match.
See Events on Page 13.
b. A player on the pitch who received a red card is suspended and
ii Calculate the LEVEL BONUS: cannot play in the next match.
a) Firstly, calculate the difference between the Away teams c. Players with a muscular strain recover, and are fit to play.
Attack Level and the Home teams Defense Level.
b) Divide this amount by 2, rounding up if necessary. This is the d. Injured players who were not substituted are moved to the bench.
Level Bonus, which is added to the Attack roll if the Attack (Team levels must be recalculated).
Level is greater than the Defence Level, or to the Defence roll
if the Defence Level is greater than the Attack Level.
Step 6 (Income for victory)
The winning team receives money from the bank corresponding to
iii The Away team makes its Attack roll by rolling 4 Fate Dice and its bonuses. Bonuses are awarded for victories and Advertising and
adding any Attack Level Bonus to the roll (if applicable). TV contracts.
The roll value is calculated by adding the number of positive
dice + and subtracting the number of negative dice. _
Step 7 (Fans increased)
iv A player controlled attacking team may re-roll ONE blank dice Taking into account if a team has won, drawn or lost, each
result. Q Player consults with his Community Manager and increases his
v Finally, any Event bonuses or penalties, and any chosen Tactical Satisfaction track as many spaces as the tile indicates. If the
Balance modifiers are applied, to obtain the final Attack Value. track reaches the fans symbol, it returns to 0 and continues
counting. When passing a fans symbol, the player adds a fan on
vi The Home team makes its Defense roll in exactly the same manner the Fans track. This creates a better Economic Balance, so more
as the Away team (See paragraph iii above). revenue per week, and it also creates more victory points (VP)
vii The Attack and Defence values are compared to determine the at the end of the game.
number of goals scored by the Away team. goals are only scored The Fan Track cannot go above 20. Any fan increase beyond this
if the difference is positive (the Defending team can never score). is ignored.

12
Tactical Balance Events +
Three Tactical Balances are available to choose from for player During each half of a match (before rolling the attack dice), two
controlled teams before starting a match (League and Cup). unexpected events may occur.
Each team, whether player controlled or neutral, rolls 1d12 and then
a) Defensive (Park the bus!)
1d6. The d12 result indicates which event may occur and the d6
b) Balanced result determines if the event occurs or not and its severity.
c) Offensive (Attack!)
The effects of an event are applied to the team which rolled the dice.
A Manager is Defensive if at least one attacking position is changed
(Exception: Disallowed Goal and Penalty are applied to the attacking
to defensive in his formation.
team).
A Manager is Offensive if at least one defensive position is changed
to attacking in his formation. The Event effects are detailed below:
The rest of the Managers are balanced (like the initial manager). Injury : Player injury. See Injuries on page 14 for details.
• 1 Serious injury : The player is injured for the next
two matches.
• 23 Moderate injury : The player is injured for
the next match.
• 4 Muscle strain : The player recovers after the
match.
Defensive (Park the bus!)
This tactic may be chosen if one of the following conditions is met: • 56 It was just a shock! : No injury at all.
a) The Principal Manager is defensive.
Disallowed goal : A goal is deducted from the attacking
b) The Principal Manager is balanced and the rest of the managers
are defensive. team (only if it manages to score at least one goal).
• 123 No-goal : The referee disallows the goal.
If a team chooses this tactical balance, the following effects occur:
• When the team is defending, change up to 2 negative results _ • 456 Valid goal : VAR decides that the goal
to blank results. Q is valid.
• When the team attacks, it must subtract 2 from its final Penalty kick : Add a goal immediately to the attacking team.
Attack value.
• 12 Missed penalty kick
= Balanced
• 3456 Goal!
No effect is applied to Attack/Defence rolls. This tactic can always
be chosen regardless of manager composition. Red card : A player (or the manager) is sent off!
Neutral teams always use the Balanced tactic. See Yellow/Red cards on Page 14 for details.
• 1 Red card for insulting the referee (2 match ban).
Offensive (Attack!)
• 234 Red card (1 match sanction).
This tactic may be chosen if one of the following conditions is met:
• 56 Just a foul : VAR decides it’s just a foul.
a) The Principal Manager is offensive.
b) The Principal Manager is balanced and the rest of the managers Yellow card :A player (or manager) receives a
are offensive. booking. If it is his second yellow card in the same
If a team chooses this tactical balance, the following effects occur: match, he is sent off. See Yellow/Red cards on Page 14.
• When the team is attacking, change up to 2 negative results _ • 1234 Yellow card.
to blank results. Q • 56 Just a foul : VAR decides it’s just a foul.
• When the team is defending, it must subtract 2 from its final
Defence value. Tactical mess : 3 points are subtracted instead of 2
as the penalty if the tactic balance chosen is not Balanced.

• 12Tactics misunderstood. The team is a mess


and the manager is unable to react.
• 3456 Pep talk : The manager can use the tactic
chosen at the beginning of the match.
No incidents : Nothing happens.

13
Injuries Yellow / Red cards
When a player gets injured, if his team PLAYER CONTROLLED TEAM: When a player or Principal Manager is booked
is player controlled roll 1d12 to determine or sent off, roll 1d12 to determine who is affected (see diagram on the left).
who is injured (see diagram). If a is rolled, the Principal Manager receives the card.
If a is rolled, the team physician uses A player who is booked or sent off triggers the relevant action:
the Magic Sponge and the player • NO PLAYER TILE: Place the relevant token ( or ) on that position.
instantly recovers!
• PLAYER / MANAGER TILE: Place a token matching the colour of the
A player who does get injured during a
card ( or ) to the left of the tile. In the event of a red card being
match, triggers the relevant action from the list below: received for insulting the referee, two red tokens are placed instead
• NEUTRAL TEAM: Subtract 1 from its next roll (attack or defence). of one.
Place a black dice ! on top of the neutral tile to remind you,
then discard it after the roll. If a player or manager receives two yellow cards in the same match or
a red card (even if he already has a yellow card), he is sent off. In the
• NO PLAYER TILE: Place a black dice ! on that position. event of a red card, the yellow card token ( ) is replaced by the
corresponding red card token(s) ( or ).
• PLAYER TILE: Place a black dice on top of it with PLAYER SENT OFF: The player tile remains on the pitch and cannot be
the indicated number of matches to be missed substituted with a player from the bench.
face up (or displaying a 6 ^ to indicate a
muscle strain). For each red token on an attacking position (according to the tactics of
the Principal Manager), subtract 1 from the attack roll if there is no
2 match
For each injury in an attacking position (according injury tile, or the player has , or zero stars (as shown on his shirt).
to the tactics of the Principal Manager), subtract 1 Subtract 2 if the player has or .
from the attack roll if there is no player tile, or the player
has , or zero stars (as shown on his shirt). For each red token on a defensive position, do the same as above, but
subtract from the defence roll.
Subtract 2 if the player has or . MANAGER SENT OFF: The team tactic automatically reverts to Balanced
For each injury in a defensive position, do the same as above, but (if not already chosen).
subtract from the defence roll. NEUTRAL TEAM: Cannot receive yellow cards. If a red card is received,
An injured player can be substituted with another player from the bench subtract 1 from its next roll (attack or defence). Place a red token on
who is not injured or sanctioned and who can play in his position. top of the neutral tile to remind you, then discard it after the roll.
This will avoid the injury penalty caused (-1 or -2 depending on the At the end of the match, perform the following actions:
player's level).
1. NO PLAYER TILE: Discard all yellow and red tokens (they never
At the end of the match, injuries are resolved in the following order: accumulate cards).
1. NO PLAYER TILE: Remove injury dice (they are never injured for 2. PLAYERS ON THE BENCH (AND MANAGER):
several matches).
2.1. Remove one red card token ( ) from each player / manager.
2. PLAYERS ON THE BENCH: Treatment of injuries (including players
who were injured during the match but were substituted): 2.2. Remove the yellow card tokens from each player / manager
Resolve in the following order: that has two of them ( ).
2.1. Medical intervention: The number of matches a player 2.3. Finally, any player (or manager) that does not have a red token
will miss due to injury may be reduced by 1 (only if it is @ ) on their tile is available for the next match.
by paying $3 to the bank.
3. NEW CARDS: Players (or manager) shown a card during the match.
2.2. Remove all dice with a value of ! from injured players. 3.1. If a player on the pitch has a yellow card ( ) next to him,
(including any players who received a Medical Intervention). place it on his tile, as it counts as a cumulative card. If he
These players are now available to play in the next match. has 2 tokens on his tile ( ) he cannot play in the next
2.3. Finally, subtract 1 from all remaining injury dice. Any match and is moved to the bench.
players that still have an injury dice remain injured and 3.2. If a player on the pitch has a red card ( ) next to him, place
cannot play in the next match. it on his tile. He can’t play in the next match and is moved to
3. NEW INJURIES: Players that were injured during the match the bench.
3.3. Sanctioned coaches are not moved to the bench.
3.1. Players with a muscular strain ( ^ value on the injury die)
recover and can play. Discard their injury dice. Match
ends
3.2. Injured players who were not substituted are moved to the
bench (and therefore team levels must be recalculated).

During his sanction, a player cannot be included in the starting line-up


for any match. A sanctioned coach can only choose the Balanced
tactical option.

14
Victory points Variants
The Points Count takes place after playing the last matches of FATIGUE VARIANT (RECOMMENDED)
the season on the last Sunday of the 10th week. With this variant, Football players experience fatigue when they
Every team receives Victory Points from the following categories play matches.
(Neutral Teams included):
Fatigue affects both attack and defense levels of the team, so
Each point obtained in the “Time of Soccer” League is a players must carefully manage how much they expose their Football
victory point. This track will also be used to add the rest of players to it.
the victory points (VP) from the other categories. If any
team has more than the maximum VP available on this There are two tracks that regulate fatigue: Energy and Fatigue
track, just restart from 0 and add those 30 points to the tracks. When setting up the game, each player must place a cube
total. of their colour in the “0” positions of both the Energy and Fatigue
tracks.
The team that has the most points on the League
track wins the League and gains an extra 3 VP. The team When a League match or a Cup match is played, the attack and defense
that finishes second gains 1 VP. In case of a tie for the levels of each team are altered by the Fatigue track. Both attack and
winners, teams receive VPs as follows:
2 Teams: 2 points each. defense levels will be decreased by 1 for each negative level of Fatigue.
3 or more Teams: 1 point each
The Fatigue track always affects the levels of the team, while the
In case of a tie for second place, all teams receive 1 point.
Energy track does not.
Each player will add the points of the “LaBSK” Cup, that
appear on the board under the spaces. That number is 0 if When a team plays a Friendly match, the player must decrease their
the team loses in quarters, 2 if it loses in semi-finals, 4 if it Energy according to what is shown on the Friendly match tile.
loses in the final and 7 if it wins “LaBSK” Cup.
At the beginning of each match, before rolling any dice, players
Each team will score VP depending on their fanbase. The must choose the kind of team they want to field. There are 3
amount of VP gained appears next to the Fans track. options:
Neutral Teams do not gain points from their fans.
Starting Team: The team plays at its full strength, equal
to their actual attack and defense levels.
Each team will confirm their attack and defense levels and After the match, the team loses 2 Energy points.
add VP based on the lowest total. The amount of VP
gained appears on the Level track on the central board. Mixed Team: A combination of the starting eleven and
The Neutral Teams score VP according to the level of the
substitutes. The team loses 1 level both in attack and
10th week, as shown on the “Neutral Teams Level” tile.
defense. After the match, the team loses 1 Energy point.
Each player loses 1 VP for each team position not covered
-1 by a Football player tile. Substitute Team: letting all their stars rest, the team loses
2 attack and defense levels but loses no Energy at all
Each Player will gain or lose VP depending on the results after the match.
of their Press Release tiles.
Every Monday, after completing the “Collection Day” action, each
Finally, every Player will gain 1 VP for every 10$ their team team recovers 2 points of Energy and/or fatigue (player’s choice).
has at the end of the game.
If the Energy track is still below 0 after recovering these 2 points,
The team, Player or Neutral, that has the most VP wins the it must be raised to 0. Then reduce the Fatigue track by as
game. many points as the Energy track was raised. Both tracks cannot be
reduced to below their -4 spaces.
In the case of a tie, the team that has gained more VP
with their attack or defense level wins. If the tie persists, Neutral Teams always play at their full strength. Fatigue does not
the team that has the highest attack/defense level (the affect them at all. Pay attention to any accumulated Fatigue,
one not taken into account in the previous condition) wins. its effect can be devastating.
If the tie still persists, the team having more $ wins. In the
very strange case in which the tie persists, the team with Players cannot spend Energy they don’t have. If when
the Football player having the higher shirt number wins the replenishing Energy on Monday, Fatigue would to be reduced to
game. below -4, it will stay at -4 and the starting Manager loses his
re-roll ability for the next week.

15
SECONDARY MARKET VARIANT
SOLO VARIANT This variant allows a player to contract Football players who are sold
For a solo match, the standard rules can be followed. The solo player by other players.
just has to apply the following changes.
Whenever a team sells a Football player, instead of removing the
Next to the Market board streets there are white and blue dice tile from the game, it is placed alongside the central board in a pile
icons, that form a squared coordinates pattern on the Market. called “Secondary Market”. Players are be able to buy any Football
player from the “Secondary Market” when parking on a Sales tile. To
Every Market Day, before taking the normal actions, some tiles of the be able to use the Sales tile in this way, it is still mandatory to
market must be removed to simulate the actions of other players. use the Technical Secretary in the same way as selling a Football player.
Since they are 3 players “missing” in the game, this process will be
done 3 times. To do it, roll one white and one blue dice, and find Buying these Football players costs both the Football player´s
the coordinate they define. If that Market board space has a tile, it market value and the bonus of the Sales tile used.
is removed from the game (simulating that it has been bought by
another player). If the space is empty or if one of the dice has a
5-6 result, nothing happens in that roll. HANDICAP VARIANT
This variant attempts to balance the game between experienced
In 2-player matches this procedure may be done twice before every and new players. Each player applying this variant to himself
Market Day, to simulate those 2 absent players. In 3-player matches should start the game with 1 less fan per handicap level applied.
it can be done once to simulate that missing player. It is not recommended to apply more than 3 handicap levels.

While all players normally start the game with 13 fans, more
experienced players could start with 12, 11 or even 10 fans. This
NO RANDOM VARIANT makes the game much harder for the most experienced players,
With this variant, matches are automatically played, with no dice. giving the new ones more opportunities.
Players will have much more control of the game, but it will lose
some emotion. If playing with high “Neutral Teams Levels”, this variant is not
recommended. On the other hand, it is highly recommended when
The matches are calculated in the normal way, but no dice will be playing with children, maybe used in conjunction with the Free
rolled. The amount of goal shots per team will be equal to that Traffic variant.
team’s attack level. The amount of saves will be equal to that team’s
defense level.

The matches between Neutral teams are played using the VARIANT UNIQUE FOOTBALL PLAYERS START
standard rules. This variant uses the special starting player tiles.
To include this variant in the game, you must make the following
changes to the set up of the game:

FREE TRAFFIC VARIANT In solo games, shuffle all the USFP tiles and draw 2 of them.
This variant simplifies the traffic on the Market board. It maybe Choose one of them for your team and discard the other one.
interesting to new or young players. No starting Football player tile is drawn.

When moving cars around the Market board, cars can move In 2-player games, As per a solo game. Each player also draws
freely regardless of traffic signals or mandatory directions. a starting Football player tile.
The rest of rules are used as normal.
This variant is recommended for very young players to give them In 3-player games, Each player draws 3 USFP tiles, keeps 2 and
an advantage over adult players. discards the other one, then draws a starting Football player
tile.

In 4-player games, As per a 3-player game. Each player then


draws 2 starting Football player tiles instead of just one.

16

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