How to Play

Soccer-Go Rules

Setup

  1. Each player receives their Player Cards corresponding to their chosen team and must decide who will attack and defend first.

2. Players will then take turns to attack and defend. A Turn is over once a there is a successful mark, a goal is scored, or a shot is saved. A Round is completed after each player has both an attacking and defending turn.

3. The game will consist of 4 rounds with half-time occurring after 2 rounds.

Passing/Marking

4. The attacking player must choose a number that will receive a pass by placing one of their Player Cards face- (Note: The Goalkeeper Card (number 1) cannot be chosen on the 7th pass unless a Power Card is used). Similarly, the Defending Player must also choose a Player Card number to mark by placing one of their Player Cards face-down.

5. The selected cards are then flipped face-up and if it’s a match, the Defending Player wins possession and the turn ends. If incorrectly marked, the Defending Player takes back their Player Card and places face-up the same number chosen by the attacker (so that Player Card cannot be picked again by both players during that turn).

6. The above describes one pass and the process is repeated until either the Defending Player wins possession, a Power Card is used which results in a shot at goal, or the Attacking Player completes 7 passes.

Saving/Shooting

7. The Defending Player must choose a save direction for their goalkeeper by placing one of their Save Cards face-down. Similarly, the Attacking Player must choose a shot direction by placing one of their Shoot Cards face-down.

8. The selected cards are then flipped face-up and if it’s a match, a save is made and no goal is scored. If it’s not a match, a goal is scored.

Half-Time/End of Match

9. After half-time, the player that attacked first (in the 1st half) will attack second (in the 2nd half). Similarly, the player that defended first (1st half) will defend second (2nd half).

10. Should the match end in a draw, then one round of extra-time will be played with each player having 1 attacking and 1 defending turn. Notably, no Power Cards can be used during extra time. In addition, attacking players will have two chances to accumulate 7 passes during their attacking turn before being allowed a shot at goal. So, if an attacking player is successfully marked before making 7 passes, then that player will have another chance (starting from where they are) to get to 7 passes before taking a shot at goal.

11. If the game is still tied after extra-time, then a penalty shootout will take place to decide the winner. Players will take 3 shots each with sudden death applying if required.

Power Cards

Selection

1. At the beginning of the game, Attacking and Defending Power Cards are shuffled and placed face-down in separate packs. Players are then randomly dealt 2 Attacking and 2 Defending Cards each for a total of 4 Power Cards.

2. Once a Power Card is used by a player, it is then discarded, and that player will have 1 less Power Card for the remainder of the game. Therefore, use them sparingly!

Usage

3. Power Cards may be used as described on the card but only corresponding to the player’s respective phase (so Attacking Power Cards can only be used by the Attacking Player and Defending Power Cards by the Defending Player).

4. For clarity, “playable on passes 2-6” means that a Power Card can be used any time before the second pass (after the first pass) and before the sixth pass (after the fifth pass) is made. Similarly, “playable on passes 4-6” means that a Power Card can be use anytime before the fourth and sixth passes (after the third and fifth passes) are made… and so on for the other playable conditions.

Card Draw

5. At the end of each turn, players will be allowed to draw 1 card from the unused Power Card deck. The player that attacked in the prior turn must draw from the Attacking Power Card deck and likewise the payer that defended in the last turn must draw from the Defending Power Card deck. Players may then choose to swap any of their current Power Cards (Attacking or Defending) with the new Power Card drawn.

Appendix

Card List

Named

Colour

Total

Description

Player Cards

Red/Blue

22

2x11 player cards for each team (numbers 1-11)

Shoot Cards

Green

3

Direction cards for Right, Left, Middle

Save Cards

Yellow

3

Direction cards for Right, Left, Middle

Attacking Power Cards

Purple

13

Action Cards

Defending Power Cards

Orange

13

Action Cards

Attacking Power Cards

Card Name

Card Description

BLOCK

Block: Slow Build-Up, Deep Press or Clearance

BLOCK

Block: High Press, Tight Defense or Shot Re-Take

BLOCK

Block: Jokerr, Narrow Shot or Pass Re-Take

JOKER

Perform any action from the discarded Attacking Power Cards

PASS RE-TAKE

Allows a matched pass to be re-taken (playable on passes 1-7)

SHOT RE-TAKE

Allows a matched shot (save) to be re-taken

ATTACKING GK

Allows goalkkeeper to be used on 7th pass (playable on 7th pass)

THROUGH BALL

Only Player Cards 3, 5, 7 or 9 can be chosen for the next pass. If no match then a shot is allowed (playabe on passes 3-6)

SHOOT

Allows the Attacking Player to shoot (playable for passes 4-6)

COUNTER ATTACK

Attacking Player moves forward 3 passes and discards 3 of their unused Player Cards (playable on passes 1-3)

DRIBBLE

If no match on next pass, skip 2 passes (playable on passes 1-4)

CORNER

Attacking Player chooses 3 Player Cards for the next pass with the Defending Player choosing only 1. If no match then a shot is allowed (playable on passes 2-5)

BOGEY

No action

Defending Power Cards

Card Name

Card Description

BLOCK

Block: Attacking GK, Counter Attack or Corner

BLOCK

Block: Through Ball, Dribble or Shot Re-Take

BLOCK

Block: Joker, Shoot, or Pass Re-Take

JOKER

Perform any action from the discarded Defending Power Cards

PASS RE-TAKE

Allows an un-matched pass to be re-taken (playable on passes 1-7)

SHOT RE-TAKE

Allows an un-matched shot (score) to be re-taken

SLOW BUILD-UP

Extra pass required before shooting (playable after 7th pass)

HIGH PRESS

Only Player Cards 2, 4, 6 or 8 are allowed for the next pass (playable on passes 2-5)

NARROW SHOT

When shooting, both Players discard the same Directional Card

CLEARANCE

Attacking Player moves back 3 passes with the last 3 Player Cards withdrawn and reused (playable on passes 4-7)

TACKLE

Play a game of Rock Paper Scissors with the winner taking/keeping possession (playable on passes 3-6)

DEEP PRESS

Defending Player chooses 3 Player Cards for the next pass with the Attaking Player choosing only 1 (playable on passes 3-6)

BOGEY

No action