Full manual text
1
It’s time to go international. The club has grown, has
dominated all contenders, and it’s time to expand.
But expansion will have its own challenges: bigger
clubs, better players, higher expectations. Will you be
a contender—can you handle more than one match per
week—or will you fail?
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2
COMPONENTS
SETUP FORWARDS MIDFIELDERS DEFENDERS
2
11
211
1
1
1
2
2
2
ZVEZDA
OP004OP004 FORWARDS MIDFIELDERS DEFENDERS
5
21
1
2
1
1
1
2
1
1
2
POLONIA
OP010OP010 FORWARDS MIDFIELDERS DEFENDERS
7
4
11
1
1 2
11
2
21
SPORTING
OP013OP013
Opponent
cards
42 FORWARDS MIDFIELDERS DEFENDERS
34
4
1
4
3
1
3
34
1
2
1
FINAL OPPONENT FORWARDS MIDFIELDERS DEFENDERS
30
22
4
2
4
3
2
3 1
2
1
FINAL OPPONENT FORWARDS MIDFIELDERS DEFENDERS
26
4
2
2
3
2
2
2
2
1
2
2
FINAL OPPONENT
FINAL OPPONENT
CARDS
4
BOARD MEETING
Gain 1
. Exhaust all
your cards from the
Red set.
Let’s warn our Oppo-
nents - maybe one of
them is also ill.
We must examine all
our Players if they are
not ill as well.
-3
-3or
We don’t have an
expert of tropical
diseases. He should
find one by himself.
Place 2
on any of
your Midfielders.
After last match abroad, one of our Midfiel-
ders began to complain of a strange rash.
tropical disease
BM002BM002
BOARD MEETING
Place on any of
your Trained Players.
Our Players will be
exhausted, but fans
will be pleased.
Place 2 Player cards
and place 1 and
on each of them.
This week you may
use their effect without
spending Resource
markers.
Let’s have one free
day for the Players
for resting, sight-
seeing and meeting
with fans.
Good idea. But we
should sell tickets for
this meeting.
+2
. This week on
Thursday you may only
resolve card actions.
Place
on Thursday
space as a reminder.
Our fans abroad want to meet us during the
match away. To organize such meeting we will
have to stay one more day abroad.
fans abroad
BM003BM003
BOARD MEETING
Pay 1 or for
each Staff card.
Exhaust all Staff card
you couldn’t or didn’t
want to pay.
Yes. We need their
help all the time.
Exhaust any number of
Staff cards. Gain that
many
.
We will take some
of them and the rest
will have a training
meanwhile.
No. Some of them
may take a free
week.
Exhaust half (rounded
down) Staff cards.
Gain that many
.
The plane tickets are expensive.
Do we really need to travel with all
Staff members?
ticket prices
BM004BM004
BOArd meeting
cards
4 Rulebook1
COMPONENTS
Opponents
TEAM MARKERS
14
PLAYERS
TEAM MARKERS
4
International
Cup board
1
Team markers on the spaces marked with the
corresponding number of players. Then shuffle
all the Opponent Team markers and place 1 of
them on each empty space of the International
Cup board.
• Place the Opponent cards from this expansion
near the International Cup board and leave
space for a discard pile.
• Shuffle the new Board Meeting cards into the
Board Meeting deck.
Note: the rules below apply to games for
2–4 players. Rules changes for Solo games
are listed at the end of the rulebook.
Prepare the game as usual with the following
changes:
• After drafting Director cards, each player choos-
es any one of their Stat markers to increase by 1.
• Place the International Cup board near the
Transfer Area and randomly place each player’s
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3
CUP MATCHES
For the first 2 Weeks, the International Cup game
remains unchanged from the basic game. During
the 3rd and following Weeks, you play 2 Matches
per Week—one on Wednesday, and one as nor-
mal on the Weekend. After resolving actions on
Wednesday, you must proceed to the Cup Match.
Prepare for the Cup Match
Each player draws an Opponent card according to
their position on the International Cup board and
places it on the Opponent space of their Match
board. They read the Opponent Scout Report and
prepare for the Match as usual with the following
exceptions:
• You may assign any Players to the Match without
placing any on their cards. If you want to use
their actions during the Match, you must place the Resource markers as usual. Set all unused
Player cards aside.
• You may assign to the Stands as usual.
Resolve the Match
Resolve the Match as usual. Remember that you
discard the and from your cards during Cup
Matches the same as you would during League Matches.
Cup Matches
Check the result of the Match
1. If the Match ends in a draw, roll a six-sided die. If
your is equal to or higher than the result, you win
the Match. You may spend to reroll the die as usual.
During Cup games, when a Match ends in a draw,
there is a series of penalty shots. If your is equal
to or higher than the dice rolled, (representing the number of penalty shots you can make) you win.
If you lose the Match, you are eliminated from the
Cup, but continue to play in the League, so you will
have fewer tired Players. At the end of the game
you’ll gain points according to your position on the
International Cup board.
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4
CUP MATCHES
The Finale is resolved in the same way as all other
Cup Matches, but instead of drawing an Opponent
card, you must draw a Final Opponent card.
FINALE
2. Move the winner’s Team marker by 1 space up
on the International Cup board and gain the corre-
sponding bonus (if the winner was a player). Once
this is done, resolve all Matches between neutral
Teams: Draw 1 Opponent card for each neutral Op-
ponent that didn’t play against any of the players.
Compare the pairs of cards and the Team mark-
er for the Team with the higher Favorite number,
moves by 1 space up on the International Cup
board. Place all used Opponent cards in the dis-
card pile.
3. Roll for the Match Consequences.
4. For each Player card that was assigned to this
Match, spend 1 or place a on their cards.
Move the Player cards that were not assigned to
the Match near the Match board.
5. Proceed to Thursday. FORWARDS MIDFIELDERS DEFENDERS
1
11
1 11
1
1
1
2
1
1
OLYMPIQUE
OP001OP001 FORWARDS MIDFIELDERS DEFENDERS
1
11
1 11
1
1
1
2
1
1
OLYMPIQUE
OP001OP001
Favorite Number
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5
During the game, you may end up playing a Match
against another player.
Player vs player Matches are resolved as usual,
with a few changes described below:
The Match is played over two Halves. During the
First Half, the Visitor has the advantage of knowing
the Host’s Formation, but in the Second Half, the
Host has the advantage of knowing the Visitor’s
Formation. The player who scores the most total
goals over both Halves, wins.
Players may assign to their Stands as usual, and
card effects depending on the Sold Out Stadium remain unchanged.
PREPARE FOR THE FIRST HALF
1. The First player (determined by the player with
the Stage marker and moving clockwise) becomes the Host, and the other player becomes the Visitor.
2. Each player assigns Players to the Match as usual.
3. First, the Host reveals what Formation they are
going to use during the First Half. Then both play-
ers secretly arrange their Jersey markers on the
Pitch. Once this is done, the Visitor reveals their Formation.
PLAYER VS. PLAYER Matches
Player vs. Player Matches
4. Beginning with the Host, players alternately re-
solve the AFTER REVEALING THE OPPONENT CARD
effects of their Player cards. If a player does not
want to, or cannot resolve any more effects, they
may pass. Once a player has passed, their oppo-
nent may resolve as many effects as they want.
5. Beginning with the Host, players alternately re-
solve the BEFORE THE MATCH effects in the same
way described above.
RESOLVE THE FIRST HALF
1. Resolve the Half as if you were resolving a nor-
mal Match, except for playing Tactic cards, which are not used in player versus player Matches.
2. Players may resolve the effects of their Player
cards by discarding assigned resources and ex-
hausting Player cards before proceeding to com- paring Zones. If there is a conflict in resolving these actions, resolve them according to the turn order.
Exhausted Players will play in the Second Half, but
you may not use their effects again.
3. Compare the 5 pairs of Sections beginning with
the Host’s Central Defenders versus the Visitor’s
Central Forwards, then the Host’s Central Midfield-
ers versus the Visitor’s Central Forwards and so on.
Once you are done comparing the Sections, pro-
ceed to the next step.
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6
2. Players may resolve the effects of their Player
cards by discarding assigned Resource markers
and exhausting Player cards before proceeding to
comparing Sections. If there is a conflict in resolv-
ing these actions, resolve them according to turn
order. Remember, you cannot use the effects of a
card that was already used during the First Half.
3. Compare the 5 pairs of Sections beginning with
the Visitor’s Central Defenders versus the Host’s
Central Forwards and so on. Once you are done
comparing the Sections, proceed to the next step.
CHECK THE RESULT OF THE MATCH
1. Resolve this step as if you were resolving a normal
Match. If there is a conflict in resolving this step, play-
ers resolve it one by one according to turn order.
2. In case of a tie, each player rolls a six-sided
die and subtracts the of their opponent’s Goal-
keeper. You may use to reroll your own results
as normal. The highest result wins, and in the rare case of a tie, repeat this step.
PREPARE FOR THE SECOND HALF
The Visitor reveals the Formation they will use during
the Second Half. It may be the same or different
from the Formation they used in the First Half. Then
both players secretly arrange their Jersey markers on the Pitch. Once this is done, the Host reveals
their Formation.
RESOLVE THE SECOND HALF
1. Resolve the Second Half as if you were resolving
a normal Match, except for playing Tactic cards,
which are not used in player versus player Match-
es. Goalkeepers may use their effects to block
shots again, even if they used all their during
the First Half.
PLAYER VS. PLAYER Matches
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7
End of the game
At the end of the game, you gain according to
your position on the International Cup board.
End of the game
When playing Solo, take an unused Team marker
and place it on the space marked with the 2 on
the International Cup board. This Opponent doesn’t
have its own Opponent cards, but will use Final Op-
ponent cards instead. There are 4 Final Opponent
cards, so if this Team gets to the Finale there will
be a card available for them.
Playing Solo Scenarios with this expansion allows
you to gain more
, therefore, when calculating
the final result, subtract 4 VP from your final result.
Solo game
2
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8
GAME DESIGN: Thomas Jansen
GAME DEVELOPMENT: Jan Maurycy, Ignacy Trzewiczek
GRAPHIC DESIGN: Mateusz Kopacz, Rafał Szyma,
Gaba Palicka
COVER ARTWORK: Hanna Kuik ARTWORK: Hanna Kuik, Maciej Simiński RULEBOOK: Jan Maurycy EXECUTIVE PRODUCER: Grzegorz Polewka, Damian Mazur PROJECT MANAGER:
Marek Dąbrowski
ENGLISH EDITOR: Tyler Brown
The authors thank the testers and proofreaders for their help
in developing the game.
Special thanks to: Joanna Kijanka, Kuba Jarosz, Joanna
Wareluk, Chevee, Kajtek, Alicja Święcicka, Szymon, Jędrzej,
Karol, Dorsz, GDM, Janik, Filip, Wojtek, Sławek, Karol and all
other who helped with playtesting this product.
Dear Customer, our games are assembled with the greatest
care. However, if your copy lacks anything, we apologize.
Please, let us know through the Customer Service form on our
website: portalgames.pl/en/customer-service
Portal Games Sp. z o.o.
ul. H. Sienkiewicza 13, 44-190 Knurów, Poland.
© 2022 PORTAL GAMES Sp. z o.o.
All rights reserved.
other expansions, CREDITS
International Cup and other expansions
The International Cup makes the game longer
and much more difficult. It is not recommended
for rookie players, and it works best playing in the
2nd or 3rd Division.
You may combine this expansion with all other expan-
sions. All components from this expansion have the
printed icon: , in order to easily distinguish them.
You may use Opponent Team markers and Oppo-
nent cards as your Opponents in regular games for
3 or fewer players. The Strength of International Op-
ponents varies between the 1st and 3rd Division.
When playing with the Unexpected Events expan-
sion, do not draw Unexpected Event cards during
player versus player Matches.
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