COME SI GIOCA?

Simulator Soccer is a turn-based soccer game for 2 players. Each turn consists of 3 phases that simulate what happens simultaneously to: THE BALL (PHASE1), ATTACKING PLAYERS (PHASE2), DEFENSIVE PLAYERS (PHASE3).
Let’s simulate what happens to the ball. Kick once.
In this example, we demonstrate a pass, but you can do other things with the ball. You’ll see soon.

Let’s simulate the behavior of off-the-ball players.


Move the defenders by 1 cell in any direction.

Simulates the behavior of the players of the defending team


Move the defenders by 1 cell in any direction. If the opponent has moved at least one defender by 2 or 3 cells between PHASE1 and PHASE2, you can move the entire team by 2 or 3 cells.


The turn ends with Phase 3. Advance the time and restart Phase 1.

In PHASE 1, you can do various things with the ball. Choose from:


Kick the ball , sending it towards a teammate you wish to PASS to or in the direction you wish to DRIVING THE BALL FORWARD.


When you reach the corner kick area you can declare a “cross”.
Kick the ball, the first player in the penalty area who touches the ball, gets a header. Take the ball and place it on top of the pawns.


When you reach the attack area you can declare “shot”. After your opponent has prepared their goalkeeper and given you the go ahead (see section on goalkeeper), shoot using a “low shot” or “lob.”

Every time you kick the ball you need to establish which player is taking possession.


IT’S ALWAYS THE FOOTBALL CLOSEST TO THE BALL


You count the cells

IN THE EVENT OF A DRAW


After a short pass (the ball travel a maximum of 4 cells) the ball belongs to his teammate. If the opponent touch the ball, it’s theirs. (intercept)

If the opponent touch the ball, it’s theirs. (intercept)



In all olther cases (long pass over 4 cells, after shot, after cross), in the event of a draw, the ball goes to the opponent. If the teammate touch the ball, it’s theirs.

If the teammate touch the ball, it’s theirs.



Skills allow you to play the ball multiple times in the same turn.


YELLOW SKILL


If you pass the ball to a teammate with the yellow skill and the ball touches the teammate and remains in their cell, then they can immediately make another pass or advance with the ball.
You can make more passes in a round if you include players with yellow skills in your lineup.


GREEN SKILL
When a player with a running motion reaches the ball in the crossing zone, whether they advance with the ball or receive a pass, they can immediately make a cross.

Take advantage of the side bands , you will be very dangerous, as in reality!

RED SKILL
When a player with a running motion reaches the ball in the attacking zone, whether they advance with the ball or receive a pass, they can immediately take a shot.


BLUE SKILL
The opponent won’t just stand and watch.
When marking the opponent (positioning oneself in the same cell), it nullifies their three abilities: yellow, green, and red. The opponent will be able to reach the ball but won’t be able to kick it again.

In Phase 3, you can enter in the cell with the ball (the cell where your opponent has the ball), to make a tackle or apply pressing.
• If you are in one of the 3 adjacent cells in front of your opponent you can enter.
• If you are in one of the 3 rear adjacent cells, take a risk! Roll the dice:
1-2-3= you commit a foul and get cautioned , 4-5-6 = you can enter.

Just like in real life, having many players behind the ball line will allow you to be more prepared to defend.

When you are pressing, you greatly increase your chances of regaining possession.
When the footballer being pressed makes a pass during their PHASE 1, in the event of a draw in the Calculation of Distance, you will gain possession of the ball!