English Translation
Sat Apr 1 21:05:00 UTC 2006 |
[ English translation by Rick Heli: ]
The fast, exciting game for 2 or more players ages 8 and up.
Game length begins around 5 minutes, but who wants to settle for a 1:0 finish?
Components:
Two special dice
One foul card:
Goal of the Game:
The player who scores the most goals wins.
The players can decide whether they want to play for a certain
amount of time or until a pre-determined number of goals have been
scored.
Setting Up:
Unpack the dice, distribute them and let's go!
Whoever first rolls an "11" or wins at shooting against the "goal wall" starts.
The Die:
The sides of the dice have different meanings (see below).
In addition, they have a black and a white background (black under
is called "white"), with which different decisions will be met.
General Rules (Course of Play):
The game turn always begins with 0 points. The goal is to reach exactly
50 points, by which a goal is scored. But also a goal can be scored with
a penalty kick.
A player on this turn has possession of the ball. The opponent plays defense. The player with the ball is on the attack. The player who has the ball can continue to roll the die until one of the following events transpires:
5, 10, Steilpass 20 [5, 10, Long Pass 20]:
This number of points are added on to the current total. A long pass
is worth 20 points. If the player controlling the ball reaches exactly
50, he scores a goal. If he has less than 50 points, he rolls again.
If points exceed 50, he has shot the ball over the goal out of play!
Foul:
(General)
If the player controlling the ball rolls the Foul, check its severity.
The defending player plays the part of referee and rolls the die to
determine the severity.
If he rolls black, it was a severe foul and
a red card is given. The current attack of the player controlling the
ball is over. If, on the other hand, he rolls white, the referee gives
a warning. The player controlling the ball is given the foul card which he
places before him on the front side (admonition).
Note: The red map is only fictitious!
Abseits [Offside]: (only after at least 30 points have been rolled)
If the attacking player rolls Offside and has already rolled 30 or more
points, the player is offside and the attack is ended.
Elfer [Penalty Kick]:
If the attacking player rolls the Penalty Kick, he has been badly fouled
in the penalty area and receives a penalty kick. The attacking player rolls
the die once again. If the result is black -- goal! The attack ends.
If the result is white, he -- the blind bat -- has shot off to the side.
The attack is over without scoring.
Change of Possesion:
When an attack is ended (via goal, shooting over the goal, red card,
offside or penalty kick), ball possession switches. The red card is
cancelled.
Rules for Team Play:
You can create teams of 4, 6 8 or more plays and play tournaments
in which two equally-sized teams play against one another.
The rules for this are as follows:
Team games can be played using either the basic or professional rules. It is played so that the first player on the first team begins. He plays against the first player from the second team, who now attempts to stop the player controlling the ball. If he succeeds, he now plays against the second player on team 1, etc. With each change of possession, control of the ball switches to the next player on the opposing team. The last player of the second team thus plays against the first player of the first team, etc.
If you want to play a complete tournament, use the knockout system. Play from quarterfinals to the final match.
Professional Rules:
The rules for professional Power-Soccer make this already exciting game
still more versatile and exciting. There's more fun and more tension.
To play the professional rules, the players should have a good command of the basic version
Additional Rule for the Professional Version:
If the attacking player rolls a penalty kick, now a white result is a goal
and black is a miss. Now with his own roll the defending player has
the ability to stop the shot. Black -- the shot is blocked; White -- the
ball is in the goal. This rule can also be used with the basic version.
Now here comes an additional rule for the Professional Version:
At 20 points and higher the opposing player has the ability to recover the ball.
After every roll of the attacking player he may also roll the die in response.
If he rolls black, he steals the ball and the turn is over. With a roll of
white the attacking player continues. An exception is if the attacking player
rolls a foul. Here the foul rule as in the basic game remains in force, i.e.
the defending player takes the role of the referee. In this case the attacking
player can, in case of just a yellow card, continue immediately. Of course
a red card means that the attack is over.
If a game should end tied, penalty kicks should are used to decide it.
Penalty Kicks Rules:
Deciding who starts the penalty kicks is done by shooting against the wall.
Whoever gets the most shots in starts.
Rules for Penalty Kicks:
White: the ball is in the goal.
Black: the shot goes wide. The goalkeeper can try to block the shot.
Black: shot blocked; White: ball in the goal.
The players always take turns rolling.
At the start, whoever has scored the most after each has taken 5 shots wins.
If after these 10 shots it is still tied, players continue taking turns.
The first player to score an unanswered goal wins.
Rules for shooting against the Torwand [goal wall]:
[A goal wall is a wooden board the size of a goal with a hole in the
upper left and another hole in the lower right.]
Each player has 3 shots against the goal wall up and left and 3 shots
down and right. After each set of 3 shots the other player gets a turn.
A result of black means the player has shot into the hole; white means
he has unfortunately missed. Whoever scores the most wins.
And now have fun with an exciting game for the entire family with a great tournament or also a quick one at the bar.