fatti di calcio
SOCCER STRATEGY
The game that's addictive
A new soccer strategy game




Il Giardino dei giochi creativi

di Giorgio F.Reali, Claudio Procopio

Editore: Salani

Pagine: 112
ISBN: 8862560044
ISBN-13: 9788862560047
Data pubblicazione: 18 Giugno 09
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CONTENTS. A soccer pitch, two white dice, one yellow dice, 22 marker-players (we’ll call them markers), a soccer ball ‘ring’.

OBJECTIVE. To score as many goals as possible in the set time.

HOW TO PLAY. 1) Decide how long the game is going to last (e.g. Two halves of 15 min. or 30 min. or 45 min.) 2) Each player has 11 markers which he can place and move according to the direction of the arrows. 3) With a coin-head or tail- decide who is going to start. 4) Place the markers on your side (fig.1) 5) When the player who has won ball puts the ‘ring’ around one of his marker-players near the centre circle on the field (fig.2) no-one else can move their markers. Whistle for kick off. You play alternately, throwing the white dice and yellow dice if necessary. When the markers have been moved or the ball has been passed, it’s the other player’s turn.

MOVING THE MARKERS. Whoever wins the ball, throws the two dice and can make as many moves as the sum of his dice. The player can decide to move only one of his markers at a time or divide the moves among the different markers.
e.g. The sum of the two white dice is 9 (6+3). You can move one marker along 9 squares (fig.3) or along 2 squares for marker no.8, 3 squares for marker no.7 and 4 squares for marker no.4 (fig.4). This means you cam move whichever markers you want but the total number of moves has to be the same as the total sum of the dice. If the marker who has the ball is faced with a marker of the opposing team, the first marker will have to go round him. The player has to use up all the moves at his disposal.

WINNING AND LOSING THE BALL. If the sum of the white dice indicates that a marker lands on the square of a marker of the opposing side who is in possession the ball, that marker can win possession of the square and the ball. The marker who has lost the ball will have to go back two squares in the direction of the opposing team.
e.g. The sum of the white dice is 10 (fig.5)

PASSING THE BALL. Only the marker in possession of the ball, or a marker who has won the ball, can pass it. The player who decides to pass the ball by throwing the yellow dice can’t change his mind-he will have to pass the ball whatever the sum of the dice. Passing the ball involves adding and subtracting.
e.g. If the number on the yellow dice is 5 and marker no.11 is in possession of the ball, he will be able to pass it to markers no.6;7;8;9;10; (11-5=6; 11-4=7; 11-3=8; 11-2=9: 11-1=10) (fig.6) If the number on the yellow dice is 3 and marker no.7 is in possession of the ball, he will be able to pass it to markers no.4;5;6;8;9;10; (subtracting 7-3=4; 7-2=5;7-1=6; adding 7+1=8; 7+2=9; 7+3=10). A player can decide to keep the ball with the same marker for a maximum of three rounds. You can choose whether to move your markers and then pass the ball and finally complete the number of moves or whether to pass the ball and then move the players.

TACKLING. When you can’t steal the ball you can stop your opponent by putting your marker on your opponent’s square, taking his place and forcing him to move back two squares towards the opposing team.
e.g. The sum of the white dice is 8. (fig.7)
If that square is already occupied by another marker you will put your marker behind. You can stop an opposing marker more than once as long as the opposing marker is different. The marker who has the ball can never stop its opposing marker directly, it will have to go round it.

FOUL. A marker can be pushed off the field only if it is adjacent to the end or side line. He will have to skip a round, and then return from where he left. If he finds another marker on that square he will have to tackle him.

DEFENCE. The goal-keeper can never be sent off the field. The goal-keeper must be positioned inside the goal box at the beginning of the match and during the match he will be allowed to move only within the penalty box. (fig.8)
If a marker (except the goal-keeper) enters the penalty box, the first thing to do when it’s your turn is to move him out otherwise he will get cautioned. After the second caution he will get sent off the field directly.

THE CHEWBE RULE. When one of your markers who has the ball gets into the goal box he will have scored a goal, however, not before having tackled the goal-keeper. When the marker enters the penalty box he will move, a square at a time. Your opponent can throw the yellow dice which may enable the goal-keeper strop the ball: if the number of the dice is greater than 3 your opponent will be able to move the goal-keeper one square forwards, if he scores less than 4 he won’t be able to move him. Alternately, the marker (moving a square at a time) and the goal-keeper (playing the yellow dice) will tackle each other. If the goal-keeper gets the ball, the other marker will have to move back 2 squares and then carry on playing. If not, the marker will have scored a goal.

PENALTIES. If two markers of the same team are adjacent to an opposing marker they will be cautioned and get a penalty kick. (fig.9) If 3 markers of the same team are adjacent to an opposing marker they will be cautioned and get a penalty kick. (fig.10) If 4 markers of the same team are adjacent to an opposing marker they will be cautioned and get a penalty kick. (fig.11) Whoever is awarded the penalty kick automatically gets the ball and will be allowed a distance of three squares from any of the opposing markers. (fig.12) It is the marker whose shirt has the lowest number that will always be cautioned or sent off.

CORNER KICK. If the marker who is in possession of the ball is in the penalty box, and the sum of the dice thrown is a double number (two dice come up with 1+1;2+2;3+3 etc.), that means the opposing team gets a corner kick.
The opposing marker, the one who’s most forward and whose shirt number is the highest may be positioned on the corner flag and another opposing marker who’s most forward and whose shirt number is the highest, may be positioned in a square parallel to the line of the penalty box, under the semi-circle and above the penalty disc. Whoever plays the corner kick can throw the yellow dice to pass the ball and only ONE white dice to move. (fig.13)

FREE KICK. If 2 markers of the same team are adjacent to a marker of the opposing team in the penalty box, he will be awarded a penalty kick. The opposing marker will be placed on the penalty disk, all the other markers will be moved out of the penalty box giving precedence to the defence. You will then be able to throw only ONE dice. (fig.14)

OFFSIDE. When your marker is placed beyond the line of defence he is offside, but only when there is a chance of the ball being passed to the actual marker who is offside.
e.g. Marker no.6 has got the ball. A player throws the yellow dice and number 4 comes out. At that point marker no.10 is automatically offside. (fig.15) The opposing team gets a penalty kick-the ball is given to the marker who is closest to the offside marker, and the offside marker will have to return to his side of the field in whatever position the player decides.

GOAL. You score a goal only when the marker who is in possession of the ball manages to get into the opposing goal box inside the five yellow squares. (fig.16)
1-0. Ball in the centre circle and off we go, ready for another goal. The teams spread out again every time a goal is scored and at the beginning of each half (fig.1).

WINNER. The winner is the player who has scored the greatest number of goals in the time established.

Have a good game and Fair play.

Created by Claudio Procopio

Translation Arianna Jacobs

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