- I’ve rolled BORING PART event, 7-8 but there is no STAR defender case.
If defender is the STAR: +d12 minutes (roll d12 again) or Key player shot C.
- On the Deflection chart, d12 roll 7, the result is Good positioning by the K player—what happens next?
It was good positioning by the Defending Key player. No shot. Just roll the next Event.
3. PRESSING card on counters sheet. What is: “Dostaje zwycięzca Walki o Piłkę”?
Please, ignore this 🙂 The Pressing card can be gained by a team by winning certain events (Fight for Ball , “PR” markings). See 28.1
4. Event Whistle. Row 6. If there are no players with a Speed icon on offense, who shoots? Do I randomly choose one of the attackers? Or do I randomly pick one of any other role?
If no SPEED icons, random forward shoots (roll d6)
5. Event Boring Part. Rows 1-4: Draw in 2nd half: time +d6. Which +d6 die do I need to see between white and red to move time? Or do I have to roll one of the dice again?
If draw in 2nd half: roll d6 again and add TIME.
6. Event Boring Part. Rows 7-8. STAR Midfielder: shot c+1 or Time +d12. If I choose time is it time +d12 that I have already rolled? Or do I have to roll it again?
If you choose TIME +d12 STAR midfielder decided to keep the ball. Roll d12 again and add TIME.
7. Event Boring Part. Rows 9-10. If the K is both “T” and “leader”, he wins both initiative and Morale + 2? Or does he have to choose just one of the things?
If Defensive K player is leader and has “T” icon choose one bonus: Initiative gain or MORALE +2
8. Penalty. Can I choose the shooter or does it have to be one of those on the team card? Because if there is one in the team card without the “11” icon, but one with the “11” icon is playing on the pitch, I’d like him to take the penalty.
It depends on your attitude 🙂 If you are playing more simulation (replay mode) I recommend to roll d6 to draw a shooter according to your team card. If you play as a team coach of course you can choose the shooter freely.
9. What is “Football Magic” that I’ve seen is for sale in the French League and I don’t have in the 4 leagues I bought?
“Football Magic” is short d6 table connected with Team Events (i.e. great volley, solo run). It’s included in the French league because there is a lot of talents who have a lot of freedom on the pitch. I plan to expand this table to 2d6 roll and include it in the next version of the Gamebook.
10. Event Attack. Time in second half is d12-1 min. If I roll d12 and it comes up 1, I have to take it off this minute. Does this mean that being “0 minutes”, the action takes place in the same minute as the previous event?
If you roll 1 or 2 on d12 in second half you have to add 1 minute to TIME (“min. 1” in brackets)
11. Event Fight For Ball (but also Event Attack). To know the exact shooter (red die) D, or M, or F do I have to roll a random die among the various D, or M, or F of the team? Clearly if the team has only one F the shooter will be him. However, 3,4 or 5 players always play in defense or in midfield. So to know which of the 5 defenders or 4 midfielders is the “shooter” of the red die, do I have to roll a random d6 for that position?
D, M, F means CHOSEN defender, midfielder, forward (except Key player). You don’t have to roll again. You choose player with most Basic Skills needed in specific shot (shot A – Finishing, shot B – Heading, shot C – Long Shot). If “F” and the team plays with only one forward and he is Key player now: he shoots.
12. Does the “/ ” mark such as under the “(3) Error event” d12 result 4 mean both must be yes?
Result “4” on d12 on “3 ERROR?” Event table means: if the Key Attacker player has a “Poor form” marker OR no “SPEED” icon.
13. If a team gets the fatigue card, when is it activated? Does it only get activated on Event 3 (Error?) and the optional Action Phase in Event 7 (Duel!)?
The Fatigue effect occurs during Event 4 (Card!), results 1-2 on the white dice: risk Fatigue for the Attacker, result 3: risk Fatigue for the Defender.
Roll a d6, if the result is less than or equal to the Fatigue risk on the Fatigue card – the team receives the Fatigue card.
If event number 4 occurs again and you roll Fatigue again, go to the “Fatigue Error” chart on the Fatigue card – the fatigued team makes a mistake.
If you play using neither Actions nor Tackles (special tactics) a fatigued team always makes an error during Event 3 (ERROR?) regardless of the level of skills.
If you use Actions and Tackles: the fatigued team has a -1 modifier to its Actions and Tackles.
14. Can both teams have a Fatigue card at the same time?
No. If the Fatigue card is discarded, e.g. as a result of a goal, it becomes available again for both teams.
15. In the Euro events for the Euro 80 set, is the 10 minutes added to BORING PART in addition to whatever is rolled from the Boring Part chart, or instead of? Likewise for the 3 added minutes for DUEL.
Add 10 minutes to the minutes generated by the BORING PART event (this is because of the very low goal average in EURO 80). Of course, if you don’t want the matches to be too boring you can add 10 minutes only 1 time per half of the match. The same applies to the DUEL event.
16. Morale, on p.10 of the rules, you give the example of three England players having good form and one having poor form, giving an overall Morale level of 2. However, the rules then state that any poor form markers have to be removed before good form markers can be laid, which means that the situation in the example can never occur.
This is a rare situation but… it could probably only happen by rolling 2 on 2d6 while saving a shot by the goalkeeper (see rules page 8 in the box). Then the unlucky goalie would have a poor form marker.