The tactical football card battler

Shape your team.
Draw and score.
Win the game.

Set up five players, combine action cards and out-think your opponent across two quick-fire halves.

  • 10+Age
  • 2-4Players
  • 20′Match
  • 93Cards
Match In Hand card back Box-to-Box midfield action card What a Screamer attack action card

90-second overview

The whole match in four moves

  1. 01

    Shape your team

    Place five Player cards across Defense, Midfield and Attack. Your formation limits which Action cards you can play.

  2. 02

    Draw

    Start each turn by taking the top card from the Draw pile.

  3. 03

    Play or pass

    Play one or more cards, or play nothing and draw a second card.

  4. 04

    Score more

    Launch attacks, match them with defense and finish regular time with more goals than your opponent.

Before kick-off

Set the table

One central Draw pile, one Goal pile and a five-player formation for each side.

  1. 1

    Deal the action cards

    Shuffle all 60 orange, green and blue Action cards. Deal 5 face down to each player, then place the rest face down as the Draw pile.

  2. 2

    Mark half-time

    Insert the Half-Time card in the middle of the Draw pile.

  3. 3

    Give each player a bench

    Give each player 2 Substitutions, 1 Formation Switch, 1 VAR Goal Check and 1 Out of Position card. Keep these Management cards beside the hand.

  4. 4

    Build both teams

    Give 5 Home Player cards to one player and 5 Away Player cards to the other. Turn the remaining Player cards over to form the Goal pile.

  5. 5

    Kick off

    The Home Team starts. You can also decide the first player with a coin toss.

Your tactical shape

Formation controls your options

Each Player card occupies Defense, Midfield or Attack. The number in a line is the maximum number of matching Action cards you can play at once.

Your starting formation must place at least one Player in every position. Once the match begins, Management cards can break that restriction.

Try a formation

2-1-2: up to 2 Defense, 1 Midfield and 2 Attack Action cards.

Attack
Midfield
Defense

Every turn

Draw. Decide. Commit.

A turn is simple. The choices inside it are not.

01

Always

Draw one card

Take the top card from the Draw pile.

02A

Option A

Play cards

Play one or more cards allowed by your formation.

02B

Option B

Pass & draw

Play nothing and take a second card instead.

03

Full-time whistle

Discard played cards

Move all cards used this turn face up to the Discard pile.

Seven-card limit. If your hand is over 7 cards at the end of your turn, discard the excess.

The match engine

The attack-defense phase

Only the active player can start an attack. Once it begins, both players are part of the same turn until the duel is resolved.

Attacker

Set the attack value

Start by playing one or more +Attack cards together. Once the attack is initiated, you cannot add more +Attack cards or trigger a second attack.

Goal Chance card: plus two Attack
Defender

Match the attack

Play enough +Defense to match the Attack value, use an effect that reduces it, or deliberately concede without spending cards.

Slide Tackle card: plus two Defense
01Goal

The defense falls short. The scorer records a goal.

02Stalemate

The defense succeeds and neither side plays another card.

03Counter

A successful defense becomes an attack. The exchange can continue back and forth.

GOAL!

The player who concedes starts the next turn and draws two cards instead of one.

Regular time

Two halves. One winner.

01

First half

Play until the Half-Time card is revealed on top of the Draw pile. Stop drawing, complete the current turn, then play one final turn.

HT

Half-time break

Rebuild your entire formation for free with no restrictions. If you hold fewer than 5 Action cards, draw back up to 5.

02

Second half

The player who did not start the first half kicks off. When the Draw pile is depleted, finish that turn and play one final turn.

Most goals after regular time wins.

Know your squad

Card reference

Filter the deck by position. Management cards sit outside your hand and are discarded once used.

Goal Chance
Attack · 8 cards

Goal Chance

Shoot at the goal with +2 Attack.

What a Screamer
Attack · 4 cards

What a Screamer!

Shoot at the goal with +4 Attack.

Overlap
Attack · 2 cards

Overlap

Double an Attack or Defense value. Not retroactive.

Penalty
Attack · 1 card · Instant

Penalty!

Score unless miraculously saved. Use after a successful defense or Tactical Foul, before another card.

Counter-Attack
Attack · 6 cards

Counter-Attack

After a successful Defense, attack back using the opponent’s Attack value.

Box-to-Box
Midfield · 8 cards

Box-to-Box

+1 Attack or +1 Defense.

Maestro
Midfield · 5 cards

Maestro

+2 Attack or +2 Defense.

Nutmeg
Midfield · 5 cards

Nutmeg

Pick one card from your opponent’s hand.

Tiki-Taka
Midfield · 2 cards

Tiki-Taka

Take the top card, then discard one card from your opponent’s hand.

Slide Tackle
Defense · 8 cards

Slide Tackle

Defend with +2 Defense.

Catenaccio
Defense · 4 cards

Catenaccio

Defend with +4 Defense.

Tactical Foul
Defense · 5 cards · Instant

Tactical Foul

Negate one opponent card. Cannot be negated or lead to a Counter-Attack.

Miraculous Save
Defense · 2 cards

Miraculous Save

Defend regardless of the Attack. Cannot be negated.

VAR Goal Check
Management · 2 cards

VAR Goal Check

While defending, look at the top 3 cards and keep 1.

Out of Position
Management · 2 cards

Out of Position

Convert +Defense into +Attack, or vice versa. Not retroactive.

Formation Switch
Management · 2 cards

Formation Switch

Change your formation for the duration of the turn.

Substitution
Management · 4 cards

Substitution

Move one Player to another position indefinitely.

Midfield cards choose a role. Play them while attacking or defending, but not both during the same exchange.

If the score is level

Extra time

  1. Reshuffle the Action cards and set up as usual.
  2. Split the Draw pile in half. Put the Half-Time card into one half and discard the other.
  3. Keep any unused Management cards; do not redistribute them.
  4. The player who started regular time starts extra time.

Settle it from the spot

Penalty shoot-out

  1. Give each player 2 Goal Chance cards and 1 Miraculous Save. Line them up face down.
  2. The opponent chooses one card to reveal. A Save stops the penalty; either Goal Chance scores.
  3. Take 5 penalties each. If level, continue in sudden death until one player wins.

2 vs 2

Four-player variant

Play in teams of two with shared tactics and private hands.

Communicate intentions, not cards. You can say “I can defend”, but not “I have a Miraculous Save”. Both teammates draw, play and defend as one side.

Referee’s decision

FAQ & timing

When can Instant cards be played?

Whenever an opponent plays a card, unless the card says otherwise. Penalty! is played immediately after a successful defense or Tactical Foul and before any additional card. Tactical Foul can stop a Counter-Attack if it is played just before the Counter and the opponent defended with +Defense cards.

Can I add Attack cards after an attack begins?

No. Choose the complete initial Attack value when you launch the attack. Once initiated, you cannot add more +Attack cards or trigger a second attack.

How do Counter-Attacks interact with other cards?

A Counter-Attack can be boosted by Overlap, but not by adding +Attack cards. Once the Counter-Attack is played, the Defense cards used before it can no longer be negated. An Instant card can still stop the counter if played immediately before it.

Do Overlap and Out of Position work retroactively?

No. Their effects only apply to cards played together with them, never to cards already used earlier in the turn.

What exactly can Tactical Foul negate?

If it negates an Attack card, the opponent cannot add more Attack cards. If it negates a Defense card, the opponent may continue defending. It cannot negate a card effect that has already resolved during the turn.

What happens when regular time ends level?

Players can agree to a draw, play Extra Time and then a shoot-out if needed, or go directly to the Penalty Shoot-Out.

Keep it pitch-side

Download the Rulebook