How to Play Futebol Club

Gulliver Games Inc., Gulliver · Board game · 1979
2 30 min
7.5 rating Ludopedia
— rating BGG

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Step by step

Game Objective

In Futebol Club, players, called coaches, take control of their teams in a soccer simulator with articulated players. The objective is to simulate a soccer match, using tactical schemes and performing actions such as passes, movements, and shots to score goals. The game aims to offer an immersive experience in the reality of soccer, with alternative rules for a more adult audience. The victory condition is not explicitly detailed in the provided context, but the game takes place in two halves and scoring is done through goals.

Preparation (Setup)

  1. Each coach chooses their team.
  2. Then, each coach defines their initial positioning card, which indicates the initial location of players on the defensive field.
  3. The game takes place in two halves of 25 minutes each.
  4. The kickoff is determined by drawing lots, using the referee die. The coach who rolls the green color first gets possession of the ball. In case of a tie, the die must be rolled again until one coach rolls the green color before the other.
  5. It is important for coaches to have paper and pencil on hand to note the number of the player who commits fouls.

Game Flow

The game progresses in turns, where each coach has the right to perform collective actions with their team. The game is divided into two halves of 25 minutes each.

  • Start of Game: The kickoff is determined by drawing lots with the referee die. The coach who rolls the green color first starts with possession.
  • Coach's Turn: Each team has the right to 3 collective actions (pass, move, or shoot).
  • Loss of Ball Possession: If the ball is closer to the opposing player, possession of the ball and the turn automatically pass to the other coach.
  • Referee Decisions: The referee die is used in situations of contested ball, when the pass ruler indicates a tie in player proximity (ball in the red technical zone of the ruler).

Actions and How to Play

Coaches use the pass ruler to move their players and determine ball possession. Each team has the right to 3 collective actions per turn, which can be:

1. Pass

  • The player can pass the ball during their 3 team collective actions, if they maintain ball possession.

2. Move and Touch

  • The coach, during the 3 collective actions, if they have a player with ball possession, can move up to 2 players, using the pass ruler, from point A to B, to set up future passing plays.
  • After moving, the player who had possession can pass the ball to the moved player.
  • If they continue with possession, the player can shoot or pass to another player, including one who has also been moved.

3. Move

  • If neither team has ball possession (after the opposing coach has performed their collective actions without gaining possession), the current coach can, using the pass ruler, move their players or a single player on the field, from point A to B.
  • If, during this approach, the player gains ball possession, they must touch the ball to pass or shoot.
  • It is crucial to be aware if the ball is no longer closer to the opposing player, because if this happens, possession and the turn pass to the other coach.
  • If this is the coach's 3rd action and the ball remains distant, without the opponent gaining possession and they also do not, they can only approach without the right to pass or shoot, as their action limit has ended.

Shoot on Goal

  • The player can only shoot on goal if the ball has completely crossed the central line of the field towards the attack.
  • In this case, the coach must inform the opponent that they will shoot on goal.
  • This rule does not apply to the kickoff or restart of play.
  • In the kickoff, the coach cannot shoot the ball directly at the opponent's goal. If this occurs and it is a goal, it will be invalidated and converted into a goal kick.

Specific Game Situations

  • Throw-in: When the ball goes out of bounds, the coach must use the player closest to the exit point to take the throw-in. After the throw-in, the player must be repositioned according to the positioning card.
  • Corner Kick: To take a corner kick, coaches can position 3 players in the area or near the line preceding the penalty area. The goalkeeper cannot leave the small area during this play. After the kick, all players used in this action must be repositioned according to each coach's positioning card.
  • Offside: Occurs when the player is ahead of the opponent's defensive line. They will be prevented from touching the ball or shooting on goal. If the ball touches a player in an offside position, a penalty will occur, with ball possession going to the coach who is defending.
  • Penalty: If the foul occurs within the penalty area or small area.
  • Foul with Wall: If the foul occurs near the line preceding the penalty area (maximum distance equivalent to a pass ruler). The offending coach must choose their players to form the wall, while the benefited coach chooses 1 player for the kick.
    • After the shot, in case of a goal, the coaches must reposition all players according to their positioning card.
    • In case of a save or ball out, the coaches will only reposition the players chosen in the wall formation and the one who took the kick.

Ball Possession

The team has ball possession in the following situations:

  • Ball Control: If, during a pass or shot action, the ball touches the opposing player. In this case, the current coach loses the right to perform the remaining actions (if any), passing the turn to the opposing coach.
  • Passing Exchange: If, during a pass or shot action, the ball does not touch any player, but is visibly close to them.
  • Contested Ball: If, during a pass or shot action, the ball does not touch any player, but there is doubt about which player is closest to the ball. In this case, the current coach must use the pass ruler to determine who has possession. If the pass ruler indicates a tie (ball in the red technical zone), the referee die is rolled:
    • GREEN: Ball possession goes to the current coach.
    • YELLOW: Foul! Committed by the current player against the opponent.
    • RED: Foul! Committed by the opponent, against the current player.

Cards

  • Warning: For the player who commits their second foul in the game.
  • Expulsion: For the player who commits their third foul in the game.

End of Game and Scoring

The game takes place in two halves of 25 minutes each. The context does not explicitly detail how the game ends beyond the two halves, nor the criteria for victory and defeat, or how points are counted, except for the implication that goals are scored.

Consult the manual for details on this section.

Tips for Winning

  • Use the positioning cards strategically: At each game restart, you can choose to continue with the chosen card or select another, adapting to the field situation.
  • Manage your 3 collective actions wisely: Plan whether to pass, move and touch, or just move, always thinking about maintaining ball possession or recovering it.
  • Pay attention to offside and foul rules: Avoiding committing infractions and knowing how to exploit those of the opponent can be crucial for the match result.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Futebol Club rulebook or browse it online with our AI rules assistant.
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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Futebol Club?
In Futebol Club, players, called coaches, take control of their teams in a soccer simulator with articulated players. The objective is to simulate a soccer match, using tactical schemes and performing actions such as passes, movements, and shots to score goals. The game aims to offer an immersive experience in the reality of soccer, with alternative rules for a more adult audience. The victory condition is not explicitly detailed in the provided context, but the game takes place in two halves…
How do you set up Futebol Club?
Each coach chooses their team. Then, each coach defines their initial positioning card, which indicates the initial location of players on the defensive field. The game takes place in two halves of 25 minutes each. The kickoff is determined by drawing lots, using the referee die. The coach who rolls the green color first gets possession of the ball. In case of a tie, the die must be rolled again until one coach rolls the green color before the other. It is important for coaches to have paper…
How do you play Futebol Club?
The game progresses in turns, where each coach has the right to perform collective actions with their team. The game is divided into two halves of 25 minutes each. Start of Game: The kickoff is determined by drawing lots with the referee die. The coach who rolls the green color first starts with possession. Coach's Turn: Each team has the right to 3 collective actions (pass, move, or shoot). Loss of Ball Possession: If the ball is closer to the opposing player, possession of the ball and the…
How does Futebol Club end, and how do you score?
The game takes place in two halves of 25 minutes each. The context does not explicitly detail how the game ends beyond the two halves, nor the criteria for victory and defeat, or how points are counted, except for the implication that goals are scored. Consult the manual for details on this section.
What are some tips for winning Futebol Club?
Use the positioning cards strategically: At each game restart, you can choose to continue with the chosen card or select another, adapting to the field situation. Manage your 3 collective actions wisely: Plan whether to pass, move and touch, or just move, always thinking about maintaining ball possession or recovering it. Pay attention to offside and foul rules: Avoiding committing infractions and knowing how to exploit those of the opponent can be crucial for the match result.
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