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ADVANCED RULES

& gamefound leaflet


1
Transferring Players Transferring Players

Eleven is not an easy game, especially when playing HIRING Players


in higher divisions. However, you can customize your When Hiring Players, you may decide to Hire them from the Transfer Area as usual or you
gameplay difficulty by adding the additional rules and may make an offer and Hire a Player from another player for an amount of you both
agree upon. If the owner declines, you may make another offer for the same or other
modes listed in this booklet. Are you missing judges? Player. If 3 of your offers have been declined, you must Hire a Player from the Transfer
Here you are. You want to play matches against your Area or pass.
friends? No problem. These rules are not included in If you are playing with Transfer cards (Gamefound Exclusive), apply their effects as normal.
the base game rulebook because they make the game When Hiring Youngsters, follow
longer and more complex than originally intended. Example:
the same procedure. Remem-
When Hiring this Player with an active ber that all tokens remain on
Transfer card, its previous owner gains cards when they are Sold to
1 from the supply. other players.
transferring Players 3
If you are Hiring an Untrained

free
0
Player, you may ask their owner
This mode changes 2 actions from the base game: Selling and Hiring Players. defender
to reveal what’s on their Trained

Transfer card
+1
5 side, but this is optional.
Raisanen
forward 0
Selling Players
DIVER
AFTER THE MATCH
If you won by a
difference of 3+
midfielder -1
goals, gain 1
and flip this Player
5 Card.

When Selling Players, you may decide to Sell them as usual and gain a number of
TR005

equal to their Strength plus 2, or you may Sell them to any other player.
1. Choose a card and announce how much you are willing to Sell it for.
2. Starting with the next player in turn order and continuing clockwise, each player may
make an offer or pass. Players may bid however much they like.
Referee Rules
3. The bidding ends once all players except one pass. The player who made the highest
offer gains the Player card with its tokens ( , , , etc.). If all players pass and In this mode, not only are Players import-
no offer was made, you Sell this Player normally, but you only gain equal to their ant, but Referees are as well. During each
Strength. Match, different Referee effects are applied
according to the TAGS on your Player
4. Finally, gain 1 from the supply. cards and results on the dice. This mode
If you are playing with Transfer cards (Gamefound Exclusive), apply their effects as normal. is not recommended when playing with the
Unexpected Events expansion. Also, when
When Selling Youngsters, follow playing Matches against other players, do
Example: not use the Referee rules mode.
the same procedure. Remember
that all tokens remain on cards When Selling this Player, when that Transfer
Before the Match, roll a six-sided and
Sold to other players. card is active, gain 1 additional from the
twelve-sided die and resolve the corre-
supply.
If you are Selling an Untrained sponding effect on the assigned Player
3
Player, you may reveal to other cards. You may reroll these dice as usual,
players what’s on their Trained paying 1 for each reroll.
forward
Transfer card

side, but it is optional. 10 +1

Afumba
FAST FEET midfielder 0
Must be
played in a
Wing Zone.
defender -1
PL061 TR001 1

2 3
roll result Unjust Meticulous Inexperienced Friendly Goal eager Perfectionist
AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
1 NBL/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
STR/SUP a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
2 HAR/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
HOT/GLA a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
3 LON/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
FAS/DIV a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
4 QUI/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
PER/SWI a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
5 BOD/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
FAN/HEA a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

AFTER THE MATCH: If you have a BEFORE THE MATCH: Place a on AFTER THE MATCH: If a Player with
6 SPR/ AFTER THE MATCH: Place a BEFORE THE MATCH: Ignore each Player card with any of these If you have a Player with any of
Player with any of these tags, place any of these tags scores, gain .
on a Player card with any the effects of Player cards with tags and a . these tags, you may play 1 additional
SMA/PEN a instead of a when resolving
of these tags. these tags. Tactic card this Match.
Match Consequences.

7 NBL/ AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
HAR/ card with any of these tags. any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags
any of these tags scores, score again.
tags, they ignore the Opponent’s
sters with any of these tags. for free. Goalkeepers this Match.
LON 6: your Opponent scores.

AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


8 STR/ on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags tags, they ignore the Opponent’s
HOT/FAS card with any of these tags. any of these tags scores, score again.
sters with any of these tags. for free. Goalkeepers this Match.
6: your Opponent scores.

AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


9 SUP/ on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags tags, they ignore the Opponent’s
GLA/DIV card with any of these tags. any of these tags scores, score again.
sters with any of these tags. for free. Goalkeepers this Match.
6: your Opponent scores.

AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


10 QUI/ on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags tags, they ignore the Opponent’s
BOD/SPR card with any of these tags. any of these tags scores, score again.
sters with any of these tags. for free. Goalkeepers this Match.
6: your Opponent scores.

AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


11 PER/ on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags tags, they ignore the Opponent’s
FAN/SMA card with any of these tags. any of these tags scores, score again.
sters with any of these tags. for free. Goalkeepers this Match.
6: your Opponent scores.

AFTER THE MATCH: Roll a BEFORE THE MATCH: Place a


12 SWI/ on each Player card with AFTER THE MATCH: Don’t place a You may resolve the effects of as- If you have Players with any of these
six-sided die for each Player AFTER THE MATCH: If a Player with
any of these tags and a . on Experience spaces of your Young- signed Players with any of these tags tags, they ignore the Opponent’s
HEA/PEN card with any of these tags. any of these tags scores, score again.
sters with any of these tags. for free. Goalkeepers this Match.
6: your Opponent scores.

BOD: Bodycheck. DIV: Diver FAN: Fan Favorite. FAS: Fast Feet. GLA: Glass Knees. HAR: Hard Tackle. PER: Perfect Catcher. QUI: Quick Pass. SMA: Smart Feint. SPR: Sprinter.
HEA: Perfect Header. HOT: Hot-Tempered. LON: Long Pass. NBL: Natural Born Leader. PEN: Penalty Killer. STR: Strong Shot. SUP: Super Sub. SWI: Swift Reflex.
League Matches Against Other Players League Matches Against Other Players

When preparing the Opponent deck, prepare fewer Opponent cards so that you have a
League Matches Against Other Players number of cards equal to the number of Matches against Regular Opponents.

Note: When playing a 4-player game, this means that you


Before the game begins, you may decide that you want to play Matches against other only face Opponents from 1 deck (i.e. Division 3 when playing
players. These Matches are resolved in the last Weeks of the game according to the ta- in the 3rd Division).
bles below.
2 Players Matches between 2 players are resolved as described below.
Week Player 1 Player 2
PREPARE FOR THE FIRST HALF
1 Regular Opponent Regular Opponent
1. The First player (determined by the player with the Stage marker and moving clock-
2 Regular Opponent Regular Opponent wise) becomes the Host, and the other player becomes the Visitor.
3 Regular Opponent Regular Opponent 2. Each player assigns Players to the Match as usual.

4 Regular Opponent Regular Opponent 3. First, the Host reveals what Formation they are going to use during the First Half. Then
both players secretly arrange their Jersey markers on the Pitch. Once this is done, the
5 Regular Opponent Regular Opponent Visitor reveals their Formation.
6 Player 2 Player 1 4. Beginning with the Host, players alternately resolve the AFTER REVEALING THE OP-
PONENT CARD effects of their Player cards. If a player does not want to, or cannot
resolve any more effects, they may pass. Once a player has passed, their opponent
3 Players
may resolve as many effects as they want.
Week Player 1 Player 2 Player 3
5. Beginning with the Host, players alternately resolve the BEFORE THE MATCH effects in
1 Regular Opponent Regular Opponent Regular Opponent the same way described above.

2 Regular Opponent Regular Opponent Regular Opponent


RESOLVE THE FIRST HALF
3 Regular Opponent Regular Opponent Regular Opponent
1. Resolve the Half as if you were resolving a normal Match, except for playing Tactic
4 Player 2 Player 1 Regular Opponent cards, which are not used in player versus player Matches.

5 Regular Opponent Player 3 Player 2 2. Players may resolve the effects of their Player cards by discarding assigned Resources
and exhausting Player cards before proceeding to comparing Sections. If there is a
6 Player 3 Regular Opponent Player 1 conflict in resolving these actions, resolve them according to the turn order. Exhausted
Players will play in the Second Half, but you may not use their effects again.
4 Players 3. Compare the 5 pairs of Sections beginning with the Host’s Central Defenders versus
Week Player 1 Player 2 Player 3 Player 4 the Visitor’s Central Forwards, then the Host’s Central Midfielders versus the Visitor’s
Central Forwards and so on. Once you are done comparing the Sections, proceed to
1 Regular Opponent Regular Opponent Regular Opponent Regular Opponent the next step.

2 Regular Opponent Regular Opponent Regular Opponent Regular Opponent


PREPARE FOR THE SECOND HALF
3 Regular Opponent Regular Opponent Regular Opponent Regular Opponent
1. The Visitor reveals the Formation they will use during the Second Half. It may be the
4 Player 2 Player 1 Player 4 Player 3 same or different from the Formation they used in the First Half. Then both players
secretly arrange their Jersey markers on the Pitch. Once this is done, the Host reveals
5 Player 4 Player 3 Player 2 Player 1 their Formation.
6 Player 3 Player 4 Player 1 Player 2

6 7
League Matches Against Other Players

RESOLVE THE SECOND HALF


2. Resolve the Second Half as if you were resolving a normal Match, except for playing
Tactic cards, which are not used in player versus player Matches. Goalkeepers may
use their effects to block shots again, even if they used all their during the First
Half.
3. Players may resolve the effects of their Player cards by discarding assigned Resource
markers and exhausting Player cards before proceeding to comparing Sections. If
there is a conflict in resolving these actions, resolve them according to turn order.
Remember, you cannot use the effects of a card that was already used during the

gamefound CONTENT
First Half.
4. Compare the 5 pairs of Sections beginning with the Visitor’s Central Defenders versus
the Host’s Central Forwards and so on. Once you are done comparing the Sections,
proceed to the next step.

Hi!
CHECK THE RESULT OF THE MATCH When Ignacy asked me if I would be interested in turning my solo
1. Resolve this step as if you were resolving a normal Match. If there is a conflict in re- game, “Club Stories”, into a competitive solo and multiplayer game
solving this step, players resolve it one by one according to turn order. called Eleven, I was honored. I got even more motivated by all the
positive reactions from a lot of you in different online groups. Besides
2. In case of a tie, each player rolls a six-sided die and subtracts the of their oppo- that, you came up with feedback and new ideas which you would
nent’s Goalkeeper. You may use to reroll your own results as normal. The highest love to see in a football manager board game. It really inspired us to
result wins, and in the rare case of a tie, repeat this step. make an even better game than it already was. Eleven has devel-
oped itself hugely since the Gamefound preview, and I am proud of
the final game. I hope this is the football manager game you desire,
and you will enjoy it as much as I do. Thank you for your support!
Thomas Jansen

Hello!
My name is Ignacy Trzewiczek, and I am the developer of Eleven.
Once again, I’d like to thank you for your support during the Game-
found campaign. It gave us much energy when we saw your reactions
and feedback. We have upgraded many of the mechanics to engage
and bring the football theme alive to a higher degree than we origi-
nally imagined. We wish you dozens of exciting hours playing Eleven
with your friends and families.
Thank you for your support in this campaign, and for being fans of
Portal Games and the stories we tell.
Ignacy Trzewiczek

8 9
components components

UNIQUE SETUP CARDS

Transfer card
midfielder
+1

Use these 8 cards to customize the setup of the game and make your team different in each of your games. These defender

a rd
forward 0

Transfer card
cards were added for free only for followers of the Eleven Campaign. They were also available to purchase during +2 def

rc
end
er

ar sfe
the campaign as an add-on. forward
midfielder +1 -1 for

ca er cTran
TR003

d
+1
w a r d 3 wa +2
Before the game, each player draws 2 random Unique Setup cards and places them so that they cover the cor- for rd
de

rd
TR00

f
6

responding parts of their boards or place them below the appropriate board. One card must be played with its defender 0 0 m idf nd e

fer ca
iel er

sf
der +1
positive (green) side faceup and the other with its negative (red) side faceup. During the game, you must apply midfiel der

rd
2

sf ran
TR002
fo
rw
the effects of these cards. m a 0

T
id rd

er
Trans
TR00
+1

stadium Dice Tray


5
-1
er fie
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ld 6

an
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Tr
TR00 fe der
nd
4
TR001

fo er
The Stadium dice tray is the perfect place rw -1
+2

ar
to resolve dice rolls during the game. Use it d 5
+1

to check how your Directors voted at Board 0


Meetings, face the additional consequenc- MARKET MINI-EXPANSION 4

es of your victories (or failures) on the pitch,


and check how well the other League teams The Market mini-expansion adds 6 new
performed in their Matches. Also, after the Transfer cards. Each card shows the chang-
game, you can use the dice tray to store ing prices on the Transfer Market for spe-
game components. cific Player types. This introduces another
This card increases or de- This card changes This card changes the tactical layer to the game that is especial-
creases the number of the values of Mainte- Match Consequences
nance tracks. ly important when you build your strategy
that you may assign to your table.
Stands #2. around training Youngsters and selling them
to bigger clubs.
During Setup, take all Transfer cards and
place them in ascending order according
to the number in their corner. Then, take a
random number of cards and place them at
the bottom of this deck. Then they place the
Transfer cards deck near the Transfer Area.
During the game, when a player Sells a
This card increases or de- These cards change the ef- Player card, they receive an appropriate
creases the number of your fects of modifying Stat levels
bonus according to the Transfer card. Then
spaces for Stadium Infrastruc- above 5 or below 1.
ture tokens. they place the top Transfer card at the bot-
tom of the deck.
DOUBLE-Layered
Player Boards Selling Goalkeepers does not provide any
bonuses. Some Players can play in different
All Stadium and Club boards (8 pieces in Sections—when Selling them, you may gain
total) come with two layers, which allows for any corresponding bonus.
indentations to keep cards, markers, and
tokens in place, even if you inadvertently
bump the board.
This card gives additional This card changes the
effects depending on your Office track.
Match result.

10 11
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ST041 ST038
SP038 SP040

SP037 ST042

Geek Sponsors 8 new staff member


mini-Expansion cards designed by fans
Have the board game industry represented Add even more variability to your games
among the main Sponsors of your Matches! with 8 additional cards introducing Staff
10 new Sponsor cards allow you to choose Members suggested by the fans of this cam- Infrastructure tokens & 12 Action PAWNS And a
from your favorite board game companies paign. Unique stadium Boards Central Game Board
to Sponsor your club. Suddenly the game
During Setup, shuffle the Staff cards marked New Stadium Infrastructure tokens were 12 wooden action pawns are included for
is not only about you winning against other
with the corresponding Player number in chosen from the best ideas from fans in this players to use when performing their Tues-
players, but also about having your favorite
their corner into the Staff deck. campaign. day, Wednesday, and Thursday actions. This
board game brand receiving the recogni-
tion they deserve! The new cards include: Mascot, Pet, Former upgrade helps you keep track of available
During Setup, add all new Stadium Infra-
Star, Loan Manager, Video Analyst, Ultras, and spent actions, and replaces the need
During Setup, shuffle the cards from this ex- structure tokens to the supply. Any player
Underworld Mobster, and Sponsor Manager. to track the Weeks by the first player. In ad-
pansion into the Sponsor deck. may build them the same as any other regu-
dition, there is a central action board with
lar Stadium Infrastructure token on an empty
all the action spaces and a helpful summa-
space of their Stadium board (except for the
ry of each action.
Stands #3 and #4, and Adband #3 spaces).
Production is a new keyword on most of the
new Stadium Infrastructure tokens. On Mon-
day, during Production, resolve their effects.
These new Stadium Infrastructure tokens in-
clude: Youth Academy, Analytic Center, Kids
Fan Zone, Hall of Fame, and Tunnel.

Grassy Match 52 wooden screen-


Boards printed jersey markers Every Stadium board comes with a picture
of a different Stadium so that each player Alternative Shapes for
These Match boards have a felt cloth finish 52 wooden Jersey-shaped markers in 4 play- has an individual and unique Club prem-
resembling grass to transform your experi- er colors to represent the Players on your ise, making the game more thematic and
stadium infrastructure
ence. This unique surface is new to board team. When planning your Tactics before immersive. tokens
games and will surely make your Game- each Match, you place these markers on These alternate Stadium Infrastructure to-
found copy of Eleven stand out. your Team board. Each screen-printed mark- kens have their own individual shapes re-
er is double-sided and shows the Player’s sembling the objects they represent. They
number and designated role in the upcom- not only look better but are also more intui-
ing game—offensive or defensive. tive when fitted to the Stadium board.

12 13
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NEW TEAM VARIANTS Advanced rules booklet


OP065 Scen

& custom-shaped stat The variability of the game has been in- 2 new stand-alone solo Scenarios that take
Each of the teams from Division 1 have an
extra Opponent card, increasing the to-
level markers creased with 5 additional cards introducing advantage of bonus components unlocked
Directors suggested by the fans during the as daily Stretch Goals in this campaign. They
tal number of variants per team to 5. This Make your game experience deeper and campaign. This means more fun and more can only be played with the Gamefound edi-
makes Matches more challenging, unpre- more interactive by adding new gameplay strategic paths to explore. Make your club tion of Eleven and utilize the unlocked extra
dictable, and increases the overall replay- modules from the Advanced Rules booklet. different each time you play! content.
ability of the game. The advanced rules contain optional the-
During Setup, shuffle these cards into the Di-
During Setup, shuffle these cards into Divi- matic features, including rules for playing BLURED' E DY
rectors deck. THNEGET
Matches against other players, new rules OUETMODFOW HAT-TRIC
sion 2/1 and Division 1 decks accordingly. H e losing against
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not e club

BOARD MEETING DECK of th


BM03
7

a plastic trophy During Setup, shuffle these cards into the


Objective deck.
This includes 8 Board Meeting cards sug- Custom Wooden First player token and a
gested by the fans during this campaign. Plastic Trophy These new Objective cards include: Green
These 8 extra cards increase the number DOUBLE-Sided Player Aid Make your gameplay special with a wooden
Them Down, Out of the Blue, Get Red’dy,
of Board Meeting cards in the base game Hat Trick, and Well-oiled Machine. Some of
custom first player token and add the hon-
to 44. These 4 player aids (one per player) include these cards refer to Green, Blue, or Red Op-
or of a unique trophy to give to the winner
a helpful recap of the Week structure. Every- ponents
During Setup, shuffle these cards into the when the game ends.
Board Meeting deck. thing you need to know is presented clearly
and eases the understanding of the game A new Whistle token is included to be used
for new players. as the first player marker, replacing the
Stage marker from the base game.

14 15
components betting
tiple tokens in the same place. Then, each
player places 1 from the supply and as
END OF THE WEEK
many from their supply as they like. At the end of the Week, check your Bet.
Check the results of Matches of all players
The position of the token on the Bet
and teams with the Betting tokens. The win-
board determines your bet.
ning space is the one that matches these
3/3/3/3: All teams (players and results.
teams with Betting tokens on their
You succeed if your Betting token is on
cards) will win this Week.
that space or on its border.
3/3/3/0: Three out of these four
teams will win and 1 will • If you placed a Betting token on a sin-
lose. gle space and succeeded, gain 4 times
the number of you have placed on
3/1/1/0: One team will win, two
component upgrades Betting board teams will draw and one will lose.
the Betting token.
for the expansions • If you placed a Betting token on a bor-
Every Eleven Gameplay All-In pledge and Sports are always connected with betting. der between two spaces and succeed-
Group Pledge for Eleven Gameplay All-In However, in real life, managers do not bet ed, gain 3 times the number of you
comes with expansions with upgraded com- for their teams, so we added this as a little Example: have placed on the Betting token.
ponents. twist to turn up the emotions while watching On Thursday, Thomas, Ignacy and John chose their • If you placed a Betting token on edg-
other player’s Matches. bets. The last Betting token is placed on a Port East
Plane tokens from the International Players es between 4 spaces and succeeded,
Opponent card, because there is no 4th player. Play-
expansion with 36 wooden custom-shaped This mode works the best in games for ers place their tokens as shown in the picture below.
gain twice the number of you have
planes. 4 players and is not recommended to use placed on the Betting token.
with the International Cup expansion. At the end of the Week, players check their bets.
Cardboard International Cup tokens from • If at least 1 of the teams gets anoth-
the International Cup expansion to 14 cus- er result, you lose and don’t gain any-
tom wooden tokens. thing.
Thicker cardboard boards: Reputation Finally, discard all from your Betting to-
board for the Unexpected Events expansion, ken and take it back.
and the International Cup board for the In-
ternational Cup expansion.

betting
Thomas has won a Match against Port PORT EAST

East, Ignacy draws his Match, and John DIVISION 1

SETUP THURSDAY
6

DEFENDERS
loses his Match. That means that the 3 4 4 1

Each player gets a Betting token. If you are After resolving Thursday actions, each play- winning space is 3/1/0/0.
4

MIDFIELDERS
3
playing in a game with less than 4 players, er may simultaneously place their Betting to- John wins the Bet by placing 3 on 1 1
draw random Opponent cards from your Di- ken on a Bet board. Tokens may be placed the border between 2 spaces, so he
vision and place a remaining Betting token on spaces, or on any of the 4 borders of a gains 9 .

FORWARDS
5 3

on each of them. During the game, you bet space. This means that you may choose a Ignacy also wins the Bet by placing OP064

on your Match results as well as the results single space for your bet, or split your bet 2 on the border between 4 spaces,
so he gets 4 .
of the teams with Betting tokens on them. between 2 or 4 spaces. There may be mul-
Thomas loses, because he thought the
winning space would be 3/3/0/0.

16 17
epic league mode epic league mode
Winter Break When Selling Youngsters, follow the same procedure.
EPIC LEAGUE MODE Winter Break consists of several steps that must be
Remember that all tokens remain on cards Sold to
other players.
resolved in order:
If you are Selling an Untrained Player, you may reveal
Play the game in Epic League mode. Instead of the regular 6 Weeks, you’ll play 10 Weeks 1. Objectives: Each player gains for a fulfilled what’s on their Trained side to other players, but it is
with an additional phase between the 5th and 6th Week—a Winter Break. During the Break, Objective. If they didn’t fulfill an Objective, they optional.
must discard an Objective card of their choice.
your Players rest and gain additional abilities thanks to experience gathered in the Autumn
2. Season Maintenance: Decrease all your Stat
HIRING PLAYERS
Matches. The variant comes with an additional board extension for the League Table al-
lowing for higher scoring due to longer gameplay. levels by 1 (if possible). When Hiring Players, you may decide to Hire them
from the Transfer Area as usual, or make an offer
3. Transfer Window: Discard all Player cards from
and Hire a Player from another player for a price you
the Transfer Area and refill it with new cards.
both agree upon (you may only pay with ). If the
Winter Break Each player gains according to their position
Player’s owner declines, you may make another offer
tokens on the Resource track. Beginning with the First
for another Player (for the same or another Player). If
player, each player may make a Transfer offer.
3 of your offers have been declined, you must Hire a
They may offer to Hire or Sell Players to the other
Player from the Transfer Area or pass.
player(s), Sell them as usual, or pass.
If you are playing with the Transfer cards, apply their
SELLING PLAYERS effects as usual.
When Selling Players, you may decide to Sell them
as usual and gain a number of equal to their Example:
Strength plus 2, or you may Sell them to any other
player. When Hiring this Player, when that Transfer
card is active, its previous owner gains 1
Choose a card and announce how much money you from the supply.
are willing to Sell it for.
Beginning with the next player in turn order, and pro- 3

hire
-3

ceeding clockwise, each player may make an offer.


Players may bid as many they wish, or pass. forward

Transfer card
11 +1

The bidding ends when all players except one pass. Taeyang
League table You must accept the highest offer and give the Player
LONG PASS midfielder 0
extension card to your opponent with all its tokens ( , ,
Must be
played in a
right Wing defender -1
Zone. TR001 1
etc.). If all Players pass and no offer was made, you
Sell this Player as usual, but you only gain a number
of equal to the Sold Player’s Strength.
SETUP When Hiring Youngsters, follow the same proce-
If you are playing with the Transfer cards, apply their dure. Remember that all tokens remain on cards
Prepare 2 decks of Opponent cards for each player. Both Place the League table extension above the League Sold to other players.
effects as usual.
decks must contain 5 Opponent cards. The first 5 Opponents table board so there are 30 spaces.
should belong to the lower Division (2nd or 3rd) and the If you are Hiring an Untrained Player, you may
second deck must contain Opponent cards from a higher Di- Prepare the Objective deck using only the follow- Example: ask the owner to reveal what’s on their Trained
vision than the first (1st or 2nd respectively). First, place the ing cards: Talent School, Only the Result Matters, A side, but this is optional.
higher Division cards on the Team board and then place Game to Remember, The Perfect Day, Money Comes When Selling this Player, if this-
the lower Division cards on top of them. That way, you First, Let’s Rebuild the Stadium, Loyal Companions, Transfer card is active, gain After a player finishes 1 of these 3 actions, the
face easier Opponents before the Winter Break and Talent Hunters. 1 additional from the supply. next player begins. When all players have re-
more challenging ones after Winter Break. 2 solved their actions 3 times, finish this step.

hire
-2
Each player draws 2 Objective cards. 1 of them must
Place all 12 Opponent Team markers on space be fulfilled before the Winter Break and another 1 af-
midfielder NOTE: During this phase, ignore all Staff
Transfer card

0 of the League table along with the player’s Team ter the Winter Break. You gain 3 for each fulfilled +1
68
markers. Objective and 6 for each perfectly fulfilled Ob- Kazuhiko card effects.
defender 0 STRONG SHOT

jective.
Place 16 Winter Break tokens next to the League table— forward
Score a goal.
-1
you use them during the Winter Break. TR003 3

18 19
epic league mode
Winter Training
Reveal the number of Winter Break tokens equal to the Each player places Winter Break tokens on their
number of players plus 1. Beginning with the player with Player cards. Each Player card may have a
the most points on the League table, each player choos- maximum of 1 Winter Break token. They remain
es 1 Winter Break token and places it in their personal there until the end of the game.
supply. Then, all the players repeat this until there is 1 to-
All Winter Break tokens are explained below:
ken left, which is discarded. Resolve this step again, be-
ginning with the player who has the least points on the
League table. Finally, resolve it a third time beginning
with the player with the most points on the League table.

You may assign 1 fewer to activate the ef- This Player has a new Jersey number.
fect of this card. You still need to assign a to /
assign that Player to the Match.
A Player with this token may play in any Section. You may use instead of to assign
This cannot be played on a Goalkeeper card. this Player to the Match or activate their
effects.
A Player with this token has Strength equal to 3.
This Player is now a .

When this Player scores for the first time, place


1 on this card. This Player is now a .

Each time this Player gains , ignore 1 of them.

End of the Game


After 10 Weeks (instead of 5), sum up the as usual
except for the for the League table, which should
be counted according to the table below, and the Ob-
jective cards that provide 3 for fulfilling it or 6
for fulfilling it perfectly.

position gained VP

1 24 7 4
2 20 8 1
3 16 9 0

4 13 10 -3

5 10 11 -6

6 7 12+ -9

20

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