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Soccero Game Setup and Rules Guide

1. The document provides a quick guide to setting up and playing the game Soccero, including field markings, player turns, normal play actions like moving and kicking the ball, and special plays like goals and fouls. 2. Players take turns that last 45 minutes and end either when a player's figures have moved a number of spaces equal to the number rolled on a 1D6 die or certain game events occur. 3. The guide outlines common actions in normal play like moving figures and kicking the ball, as well as special plays involving goals, ball stealing, and blocked shots.

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0% found this document useful (0 votes)
174 views6 pages

Soccero Game Setup and Rules Guide

1. The document provides a quick guide to setting up and playing the game Soccero, including field markings, player turns, normal play actions like moving and kicking the ball, and special plays like goals and fouls. 2. Players take turns that last 45 minutes and end either when a player's figures have moved a number of spaces equal to the number rolled on a 1D6 die or certain game events occur. 3. The guide outlines common actions in normal play like moving figures and kicking the ball, as well as special plays involving goals, ball stealing, and blocked shots.

Uploaded by

En
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

SOCCERO QUICK GUIDE

SETUP
1. Decide who will get the 2. Players place a 3. Players place the remaining figures in any 4. The team with the ball places the ball in the one of the
ball first. keeper figure inside their formation they desire on thier own side of the halfway three squares in the center circle and places a figure with
penalty area or goal box. line. During setup no figures from the defending team the ball in that square. Place a second figure next to that
The keeper is the only may be in the center circle. During setup at least one square but also in the center circle. When both teams are
figure that may start the space must remain empty between each figure. set, move the ball to the figure next to the ball and start
game within the penalty your turn.
area or goal box.

Players take turns for a 45 A players turn is over and the other player takes his Players may use the sand timers for each turn or when
minute period. turn when certain things happen. See below. their oppoent is taking too long.
During the game there may Field Markings and Names
not be more than 4 figures
in a row, without spaces
bewteen, in a horizontal or
vertical row. More than 4 in
a row are fine in diagonal
lines. No more than 3
figures from either team
plus the defending keeper
can ever be in the penalty
box area. Only the keeper
figure may be in the goal
box. If any positioning rule
is broken the other team
recieves a direct free kick
from the spot where the
rule was broken.

NORMAL PLAY

Action Dice to roll Note What happens after?

Move as many figures as you like until all figures


moved equals the number of pips rolled on the 1D6.

If the figure with the ball moves flip the ball to the red
side. That figure cannot move again on further turns
Move Figures until he kicks the ball.

Alternately the figure with the ball may leave the ball
on a square they move from or through during thier
move. If another figure moves through that square
they may pick up the ball and carry it with them. The
ball remains black unless someone moves with it and
1D6 ends thier move with the ball still in possession. Other players turn.

Alternate Rule: If the moving figure moves an exact


numer of pips that puts him on the ball with the last Note this can be done more than once in a turn if all the
pip of movement he may kick the ball or kick for a conditions are met. Once kicking is done in the manner it is
goal immediatley. the other players turn.
Action Dice to roll Note What happens after?

Other players turn.


When moving, roll the exact number of pips to move
Steal the Ball a single figure to the same square as the figure with Note: The figure who had the ball stolen from him must
the ball. move during the ensuing turn after the steal. He may be
moved as far as pips allow however he must be moved
Can cause a foul. See Fouls. and at least to an adjacent square to the new ball carrier.

If the ball carrier has two or more adjacent opposing


figures at the beginning of his turn he must move or
kick the ball from that square or upon starting the
next turn the opposing player automatically steals the
ball and can move a figure into the square with the
ball for free on the beginning of the next turn.
Action Dice to roll Note What happens after?

Kick the ball 1D6 or 2D6 and the kick Move the ball the number of pips shown on the die or
die dice. See below
If the kick die shows the following symbols the ball will
move as shown.

 The ball move along the ground in a stright line and


will be stopped by the first figure it contacts. Other players turn. If the ball passes off the field see
Otherwise it moves the full distance of pips. special plays area below.

 The ball moves in a straight line but may make one


45 degree direction change along the way. It will be
stopped by the first figure along its route. Otherwise it Other players turn. If the ball passes off the field see
moves the full distance of pips. special plays area below.

 The ball is arched into the air and can fly over Other players turn. If the ball passes off the field see
intervening figures. It may also make a 45 degree special plays area below. If the ball arrives at a figure with
direction change along the way. Otherwise it moves the exact number of pips and in the air a Header may be
the full distance of pips. played.
Alternate Rule: If the ball arrives at a figure with an
exact numer of pips that puts the ball on the figure
with the last pip of movement and there are no Note this can be done more than once in a turn if all the
opposing figures in adjacent squares he may kick the conditions are met. Once kicking is done in the manner it is
ball or kick for a goal immediatley. the other players turn.
Action Dice to roll Note What happens after?

Kick a goal 1D6 or 2D6 and the kick If the kick die shows the following symbols the ball will
die move as shown.

 The ball move along the ground in a stright line and


will be stopped by the first figure it [Link] the ball
goes far enough to enter the goal see blocking a If the ball goes far enough to enter the goal see Saving a
goal. goal. If it is short of the goal see Weak Shot.
 The ball moves in a straight line but may make one
45 degree direction change along the way. It will be
stopped by the first figure along its route. If the ball
goes far enough to enter the goal see blocking a If the ball goes far enough to enter the goal see Saving a
goal. goal. If it is short of the goal see Weak Shot.

 The ball is arched into the air and can fly over
intervening figures. It may also make a 45 degree
direction change along the way. If the ball goes far If the ball goes far enough to enter the goal see Saving a
enough to enter the goal see blocking a goal. goal. If it is short of the goal see Weak Shot.

Note if the ball moves diagnonally across the goal


and would then move past the goal since the next
square would be out of bounds, the ball instead will
richochet into the goal. It can still be saved by the
keeper but makes for more directions to shoot from.

If the ball does not make it to the goal it is a weak


shot. The defending player moves his closest figure
Weak Shot to where the ball stopped. If the distance is equal to
several figures the player may choose which one to
move. If the ball enters the goal box the keeper must
be used to get the ball.
Action Dice to roll Note What happens after?

Saving a Goal If the ball enters the square with the keeper and is a 
or  on the kick die, the save is automatic. Keepers players turn.

If the ball enters a square adjacent horizontally to the


keeper and the kick die is  he will save it on a roll of
1D6 6. Move the keeper to the square with the ball. Keepers players turn.
If the ball enters a square with the keeper or adjacent
horizontally to the keeper and the kick die is  or 
he will save it on a roll of 5 or 6. Move the keeper to
1D6 the square with the ball. Keepers players turn.

In the extended rules the keeper deflects the ball past


the enline if he successfully saves the shot. Resulting
in a corner kick.

If the shot is from a header, the keeper only saves


the shot on a roll of 6 regardless of where it passes
him.
Action Dice to roll Note What happens after?

If the ball arrives at a figure with the exact number of


pips, that figure may head the ball in a straight line
1D6 pips. The ball is again moved through the air that
number of pips and cannot be intercepted by another
figure.

If it arrives at another figure with exact pips another


Header
header can be played.

A header may be directed at goal and does not have


to be announced before rolling the die. Headers may
be saved just as any other in-air shot.

The ball will move the whole number of pips Once the ball comes to rest it is the other players turn. A
1D6 otherwise. headed ball may go out of play.
Action Dice to roll Note What happens after?
After a ball is stolen the player whom the ball was
stolen from may roll 1D6 before starting his turn. If he
Foul
rolls a 6 a foul was committed when the ball was
1D6 stolen. Fouled team is awarded a direct free kick.
Action Dice to roll Note What happens after?

Offside
If a figure is closer to the endline of his teams scoring
end of the field than all the other figures except the
opposing keeper and the ball is passed forward from
behind the next closest defending figure and the ball
is passed from a figure is is behind that defending
figure, offside is commited.

An indirect free kick is given to the other team and it is


taken from the square where the offending offside figure
was positioned when the offside took place.
SET PIECES
Preparations for special situations: The player places one of his figures with the ball on the square
where the special situation (set piece) is to be taken.

The normal RESTRICTIONS ON FIGURES' POSITIONS have to be taken into attention in special situations.
There are also many extra restrictions on figures positioning in special situations.
Action Dice to roll Note What happens after?

Before a special situation is taken each of the players


may freely move two figures of his choice to new
(permitted) squares.

The number of free move figures is raised


FREE MOVES to more than two if moving figures on forbidden
squares onto permitted squares, or some other
special situation rule, requires it.

Both players may always move equally many figures


Free moves of figures are set up by turns; the player
NONE taking the special situation begins. The Set Piece is started
Action Dice to roll Note What happens after?
A special rule applies to the kick die in set pieces. All
Kick Die in Set Pieces  results are treated as if they are also in the air and
Special Rule cannot be intercepted by ANY intervening figures
from either team.
However a player may announce he wants to use the
kick die as normal before he rolls it and this special
rule will not apply.
Action Dice to roll Note What happens after?

Special touch rule for Set The figure who takes the set piece (i.e. Throws the
Pieces ball in, takes the kick, etc...) may not be the first
figure to touch the ball after the set piece is complete.
Action Dice to roll Note What happens after?

Player announces he will punt kick IF the keeper has


control of the ball in the penalty area and it has not
been kicked to him by a friendly figure this turn.

Note the offside rule applies during a Keepers Punt Free Moves are taken before the kick.
1D6 or 2D6 and the kick Kick and no figures may be in either penalty area
Keepers Punt Kick die during the kick. Ball is Kicked and the other player starts his turn.
Action Dice to roll Note What happens after?

The ball is kicked past the endline by the attacking


team. The defending team is awarded a Goal Kick.
Place the ball with the keeper in one of the squares in
Goal Kick the goal area.

Note the offside rule does not apply during a Goal Free Moves are taken before the kick.
1D6 or 2D6 and the kick Kick and no figures may be in either penalty area
die during the kick. Ball is Kicked and the other player starts his turn.
Action Dice to roll Note What happens after?

If the ball from a defending figure or goalkeeper


crosses the byline, the opposing team gets a corner
kick.

The corner kick is taken from a corner square of the


field nearest to the place where the ball crosses (or
would most naturally cross) the byline. If the ball
Corner Kick
crosses the line in the
middle over the goal, the team taking the corner kick
may decide on which square the corner kick is taken. Set up the ball with a figure to take the kick.

No figure from the non-kicking team is allowed in the Take free moves.
four squares in the corner where the kick is taking Kick the ball as usual.
1D6 or 2D6 and the kick place. No more than three figures from each team are No goal may be score directly from a corner kick.
die allowed in the penalty area. After the kick the other team starts their turn.
Action Dice to roll Note What happens after?

Throw in

When the ball passes over the touchline, throw-in is


awarded to the opposing team of the figure who last
touched the ball.
The player places a figure of his choice with the ball Free Moves are taken before the throw
beyond the touchline beside the
square through which the ball crossed the line. Ball is thrown..

The player throws one die. The number on the die


shows the length of the throw. The ball can be thrown
in a direct line in three different directions as shown in
the adjacent figure.

The ball cannot be intercepted and will go the whole


distance of pips. If exact pips see headers.

Place the throwing figure back onto the field in an


empty adjacent space.

1D6 The offside rule does not apply during throw ins. Other players begins turn.
Action Dice to roll Note What happens after?
A free kick is given from the square where the foul
Free Kick
occurred.

The platyer places a figure of his choice with the ball


in the square from which the free kick is taken.
Before taking FREE MOVES the player of the
defending team may freely place up to three figures
to form a wall.

If there are opposing figures in the squares where the


wall is to be placed, the opposing player places them
after the wall is constructed in the desired (permitted)
squares.

After that FREE MOVES are taken.

You may not have more than three figures in the


penalty area.
When a free kick is given no player from the
opposing team is allowed on the free kick square or
on its adjacent squares.

INDIRECT 1D6 or 2D6 and the kick With indirect free kicks the ball may not be kicked
die directly on the goal. Other players turn.

With direct free kicks attempts may be made to kick


DIRECT
1D6 or 2D6 and the kick the ball directly on the goal, but the attempt
die to take a shot must be announced in advance. Other players turn.

In cases of free kicks awarded from goal area or


penalty area the following additional rules and
exceptions apply:

A free kick from team’s own goal area may be given


from any goal area square.

When a free kick is given from team’s own penalty


area, no player from the opposing team is allowed to
From the Penalty Area
be inside that penalty area.

A free kick from teams’s own penalty area must be


kicked out of the penalty area. If the dice
value does not enable this, the kick must be taken
again.

An indirect free kick from the goal area of the


opposing team is kicked from the nearest square
outside the goal area, which is in the same vertical
1D6 or 2D6 and the kick column as the square where the foul was
die committed.
Action Dice to roll Note What happens after?

When a figure commits a foul which would lead to a


DIRECT FREE KICK inside his own penalty area, the
opposing team is awarded a penalty kick.
Penalty Kick
The figure taking the penalty kick is placed with the
ball to the penalty spot and the opposing goalkeeper
in the middle square directly in front of the goal line.

After that FREE MOVES are taken.

During the penalty kick no other players are allowed


in the penalty area or in the squares that the penalty
arc crosses.

Other players must also be further away from the


byline than the penalty square.

1D6 or 2D6 and the kick


die Kick is taken. Other players turn.

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