Rio grande games board game owner's manual (2 pages)
Summary of Contents for Rio Grande Games Soccer Tactics WORLD 248
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Figure 01 - Set Up for Kick Off corner square goal line Goal Keeper Defenders Attention! Choking hazard! Small pieces, not for children under three years old. goal area penalty area center spin circle penalty arc penalty spot columns Strikers and Midfielders Field Players corner arc...
1. Set Up and Kick-Off 2. How the Pawns Move 3. How the Ball Moves 4. The Normal Play Description: Soccer Tactics WORLD combines the strategy of soccer with the heart of the game. Eleven players per team on a traditional full-length field. This game includes dribbling, passing and capturing the ball;...
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Place the yellow and red cards anywhere beside the board. Each team has one die. B. Kick-Off Before the timer is started both teams roll the dice to see who gets to Kick-Off. The team that has the higher roll gets to kick off the second half. The team with the lower roll gets to kick off the first half.
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Figure 02 How the pawns move Roll of the die: 4 3. How the ball moves The team that has sole possession of the ball is on Offense. To play the ball you roll the die. The ball moves according to the full amount of the roll. The ball can move straight or diagonally in any direction.
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Playing the ball To move the ball you roll the die. The ball moves according to the amount of the roll. The O-Team has the following options to play (move) the ball. It can: A. play the ball to a free square and attempt to capture the ball B.
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(However the D-Team still moves a pawn the amount of the roll.) The O-Team has kept possession and begins a new If the O-Team is not able to reach the ball on its first attempt, it will still move a pawn the amount of the roll. If the D-Team can then reach the ball on its first attempt, it has captured the ball.
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5. Scoring (Rules for the Penalty Area) Scoring is only allowed in the *Penalty Area. (*Exception: see ‘Long Distance Shot’, rule 5B To attempt to score, the O-Team normaly has to defeat the D-Team (in a battle). It then shoots for a goal, by spinning the spinner in the center circle. If the spinner lands on one of the four Soccer ball areas it is a goal! If the spinner lands on one of the two red flags it is a Corner Kick for the O-Team (see ‘Corner Kick’, rule 8)
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Figure 07 Long-Distance Shot Squares C4 and F4 6. The Goal Keeper 6. The Goal Keeper The Goal Keeper starts the game on one of the two squares in the Goal Area. The Goal Keeper starts the game on one of the two squares in the Goal Area. Whenever the Keeper plays (kicks) the ball, he uses two dice.
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7. Off-Side 7. Off-Side 7. Off-Side (see Figure 09) (see Figure 09) (see Figure 09) If an O-Team pawn is between the last D-Team field player and the goal line, that If an O-Team pawn is between the last D-Team field player and the goal line, that If an O-Team pawn is between the last D-Team field player and the goal line, that pawn is in an Off-Side position.
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(besides the Goal Keeper). The O-Team can only have 4 pawns maximum in the Penalty Area also. Only 1 pawn from each team can occupy the Goal Area squares. One is the Keeper. When both teams are set up for the Corner Kick then the O-Team rolls the die. To do the Corner Kick, the pawn near the corner flag now moves to the corner square.
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For the Penalty Kick all pawns except the Goal Keeper have to leave the Penalty Area. The pawns can be placed on any square in rows 3 or 4 outside of the Penalty Area, beginning with the team that committed the foul and alternating teams. The pawn that was fouled is placed on one of the two squares in the penalty arc.
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11. Time Limits and the End of the Game A. Time Limits Each move has a time limit of 60 seconds (ball or pawn) from when the die is rolled. Most moves are completed in a lot less than 60 seconds. This time limit is in the rules to make sure that nobody is delaying the game on purpose, especially towards the end of the game.
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