Each player has to position
• at least one counter in each of the five sectors.
• one counter in your Goal sector which will be the goalkeeper.
The remaining five counters can be put anywhere you like in the five sectors of the pitch: the position of the counters determines the game strategy adopted by the player.
A maximum of 5 counters can be positioned in each sector.
Important
Before positioning the counters on the board, the player must complete the line-up diagram in the tactics notepad, indicating the precise arrangement of their players.
This procedure is necessary so that your tactics are not influenced by those of your opponent.
Modification of the position of the counters on the board
Each player may move one of their counters from one sector to another up to a maximum of 3 times per match:
changes can only be made at half time or after a goal. The player must also note the number of substitutions made during the match on their own sheet.
After each player has declared their line-up and having positioned the counters on the board, the game can start.
The game is played in two halves: each half consists of 45 dice throws for each player.
The total length of the game is 90 dice throws per player.
- Put the ball in the central sector, called midfield.
- Each player throws a number of dice corresponding to the number of counters present in the sector where the ball is located (at the beginning of the game, the midfield).
- The players throw the dice at the same time and the player with the highest score on one of their dice wins. If it is the same, the players throw the dice again until one wins.
- The player obtaining the highest score has the right to move the ball from midfield, where the game begins, to the next sector. The player thus heads towards the opponent’s goal.
Sector 1 (defence) of one player corresponds to sector 5 (attack) of the opponent.
- The players challenge each other in all sectors with the same dice throwing procedure as that described above. The player who manages to get past the 5th sector by winning the dice challenge, scores a goal.
- The number of dice used by the defender is the same as the number of counters located in sector 1 plus a further dice for the goalkeeper.
Half time
After the first 45 throws, the ball is put back into the midfield for the start of the second half, which comprises another 45 throws.
End of the game
The game ends after 90 throws made by each player. The result of the match may, therefore, be a win, a draw or a loss according to the number of goals scored or conceded.
- In the event of tournament play (several players and therefore several matches), the points are counted by creating a league table like in normal football tournaments
- In special events like simulations of the final phases of cups, European championships, the World Cup or knock-out competitions, in the event of a draw at the end of normal time, extra time can be played.
- Launches take place simultaneously and won the player who scored with a highest score of the dice an opponent. If equal, the player raises the dice.
Extra time
The players play 2 further halves lasting 15 dice throws each. If the score remains tied even after the extra time, the players face each other in a penalty shoot-out.
Penalties
- Like in real competitions, each player has five penalties. The penalty taker throws one die to shoot and then the goalkeeper throws another to try and save the opponent’s penalty. If the penalty taker obtains a higher number, he or she scores a goal.
- If the penalty taker obtains a score which is lower than or the same as his or her opponent, the penalty is saved
- If, after the 5-shot penalty shoot out, the scores are still tied, the penalties continue until one side wins.
- Like in real matches, the winner is the player who obtains an advantage of one goal over the opponent having thrown the same number of dice in attack and defence.