by Patryk Kowalski ver. 2.01 Step 1: play a card We play one of our 3 Action Cards from hand (and draw a new one). • For the A.I. we play the topmost Action Card from the A.I.’s deck. • Next we check if the ATTACKING TEAM’S MOVE has succeeded or failed. SUCCESSFUL MOVE Attacker’s move is considered successful, when the sides on the cards do not match. It means the defending player did not expect this move. FAILED MOVE Attacker’s move fails, when the sides on the cards match. It means the defending player expected this move. CLICK TO WATCH Step 2: move Now it is time to make a move. Remember: • you only make 1 move (your player) and a sideways pass afterwards • you may not move the ball carrier (unless it is a Scoring Opportunity) On the following 2 pages you will find rules for making moves when a HUMAN PLAYER is on the ball (attacking) and when the A.I. is on the ball (attacking). Moves will be determined by whether the move was successful or failed (see above). CLICK TO WATCH CLICK TO WATCH CLICK TO WATCH CLICK TO WATCH CLICK TO WATCH CLICK TO WATCH step 3: action Before resolving the action step, we must check if the DEFENDING TEAM has anticipated the opponents’ action or if they got caught unprepared. ANTICIPATED UNPREPARED Defending team is unprepared when the actions played this turn differ. It means the defending team did not see that coming. Defending team anticipated opponent’s intentions when the actions played this turn are the same. CLICK TO WATCH To sum up: RESOLVING AN ACTION We resolve actions normally with 4 important exceptions. 1.LONG BALL PLAYS THE BALL MAX. 2 LINES FORWARD 2. THE POWER OF THE A.I.’S CARD IS DOUBLED WHENEVER: a) A.I. is attacking and HUMAN team is unprepared b) HUMAN team is attacking and the A.I. anticipated the action This rule does not apply: a) in the Scoring Opp. phase b) when resolving draws c) with player skills. A.I. TEAM A.I. UNPREPARED NO CHANGE A.I. ANTICIPATED A.I.’s card doubled (short pass 2 x 2 = 4) A.I.’s card doubled (dribble 4 x 2 = 8) HUMAN UNPREPARED HUMAN TEAM NO CHANGE HUMAN ANTICIPATED 3. HUMAN SHORT PASS AFTER A FAILED MOVE If after a failed move a human’s short pass does not send the ball forward, move 1 human player that is in the line with ball backward (may not have the ball, must be on the side of the action card). 4. NO PLAYERS TO INTERCEPT THE BALL . When there are no players to intercept the ball (be it in a regular turn or Scoring Opp.), the ball is intercepted anyway. Give it to an opposing player (with the lowest number) in an adjacent line. Scoring opportunity - A.I. Once the Scoring Opp. has started, human player does not draw new cards). When there is no shot after playing the last card, the ball is intercepted. Consult the boxes below to see how the A.I. will behave during the Scoring Oppotunity phase. PASS PRIORITY SHOOTING When resolving an action in a Scoring Opp. phase, The A.I. will only shoot after finishing the turn with A.I. will place the ball (if possible): the ball: 1. IN THE CENTRAL POSITION 1. IN THE CENTRAL POSITION IN THE FINAL LINE* IN THE FINAL LINE* if impossible (MIN. POWER OF THE ACTION CARD 3) 2. IN THE CENTRAL POSITION if impossible IN THE PENULTIMATE LINE* 2. IN THE CENTRAL POSITION if impossible IN THE PENULTIMATE LINE* 3. AS CLOSE TO THE OPPOSING GOAL (MIN. POWER OF THE ACTION CARD 4) AS POSSIBLE* if impossible 3. WITH THE FINAL CARD* * When completing a pass would worsen A.I.’s position (for example, going from 1 to 2 above), A.I. * The A.I. must normally perform the action to be will only pass if the pass could result in a shot. able to shoot on goal CLICK TO WATCH CLICK TO WATCH dead ball situations CLEARING THE FIELD Before each goalkeeper’s kick, free-kick, corner: • move 1 HUMAN and 1 A.I. player in the final line backward (if possible). When presented with a choice, players in the central position go first. • swap position of teammates in each column, so that higher numbered players are closer to the opposing goal. FREE KICKS Free-kicks initiate a Scoring Opp. only when in the opposing half. Otherwise, proceed with the play. GOALKEEPER”S KICK A.I. performs the goalkeeper’s kick using the topmost Action Card. If its power is 3 or 4, the ball travels 1 line further. a.i.'s player skills A.I. will use its player skills when the skill will improve A.I.’s situation. Examples may include: • intercepting the ball • moving ball further up the field • fliping a silver player • increasing power of a shot. HOLDING MIDFIELDER (SILVER) The A.I.’s Holding MID will use his skill (discard the next 3 A.I.’s cards) onle when in the lead. (GOLD) AI always plays two cards. Each time human may respond. If human’s card is not stronger, perform AI’s SUCCESSFUL MOVE. When it is the A.I. that responds, the rule is the same. SCORING MID (GOLD) When 3 lines from the opposing goal and presented with a choice whether to perform a snapshot or successful action, the Scoring Mid will choose the former only if the TOTAL power of the shot is: • min. 5 if there are no teammates in the penalty area • min. 6 if there are teammates in the penalty area. SOLID CB A.I.’s Solid CB will use his silver skill when A.I.’s Action Card played this turn is: • 3 or 4 if the skill may result in a free-kick • 4 if the skill may result in a penalty other notes choosing between 2 A.I.'s players When we must choose between two A.I. players (to receive the ball, intercept a pass, etc.), always choose the one on the side corresponding to the A.I.’s Action Card UNLESS this choice would lead to A.I.’s losing the ball or prevent the A.I. from shooting. Then choose the other side. CLICK TO WATCH A.I.'s UTILITY MAN A.I. Utility Men flip after conceding in the following order: 8 -> 9 -> 10 -> 11 -> 2 -> 3 -> 4 -> 6 -> 5 -> 7 A.I.'s LONG BALL When presented with a choice when playing a long ball, the A.I. will always pass the ball 2 lines forward. A.I.'s starting player When A.I. is about to kick-off and there are 2 players numbered 6/7, the player on the left side gets the ball. A.I.'s Saving a shot 1. While saving a shot, the A.I. will stop drawing cards once the shot is saved UNLESS A.I. is in the lead. Then the A.I. will draw the maximum number of cards. 2. When saving a shot, A.I.’s goalkeeper will choose catching the ball over parrying it UNLESS 1) there is an opponent in a corner of the final line. 2) there’s one last card to be drawn Then the A.I. will choose to parry the ball.
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