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SUBSTITUTION

Boost chips are awarded to players entering the game at the 60' or later. Upon any substitution at any time,
players on both teams can be reset, with primary players re-established and players moved to different
boxes.

>= 60' Substitutions indicated by results of 10 and 11 on the Main Chart. Note Defenders not
required to substitute if selected.
>= 80' If no substitution yet (by 10, 11, or player choice), team(s) required to substitute. Note
Defenders are required to substitute if selected.

Boost chips are awarded as follows:


Substituting Player

Chip

Does not have a TRIANGLE or SQUARE

GREEN
+3 SYMBOL -TRIANGLE (if F or MF) or SQUARE (if D or
MF).
Chip is lost if subsequent 6 on green die switches this
player.

Does have a TRIANGLE or SQUARE

BLUE
+6 SYMBOL -TRIANGLE (if F or MF) or SQUARE (if D or
MF).
Chip is lost if subsequent 6 on green die switches this
player.

Different position (i.e., a F or D replacement for


a player of a different position regardless of
TRIANGLE or SQUARE STATUS)

RED
+6 SYMBOL -TRIANGLE (if F or MF) or SQUARE (if D or
MF).
If subsequent 6 results in switch of this player, move the
RED chip to any other primary player.

CHIP USE
1. Use symbols to help create or stop an attack (must be declared prior to rolling dice).
2. Switch players in any box (own team or opposition).
3. Win a sideline battle.
4. Prevent rebound shot.
PLAYING SHORT-HANDED
Injury or red cards can create a situation where a team is required to play short-handed.
1. Keep the removed player's card in the box, rotating it from primary to secondary as required, but flip
the card over to the blank side.
2. Blank card offers no challenge and provides no values.
3. When short-handed, the team may only use of its TRIANGLES (rounded down) for the first half of
the remaining time and only of its TRIANGLES (rounded down) for second half of the remaining
time.
4. Dice roll 4 on the main chart is now changed to benefit the advantaged team, not the home team.
5. Out of bounds rulings that refer to CIRCLE results are awarded to the advantaged team.
6 7 8 on MAIN CHART EXPLAINED
6 - TAKE ON
1. If offensive player does not have the requested quality the offense automatically turns ball over.
2. In the event of a tie (when the offense does have the requested quality), the DECIDER DIE determines
outcome. DOT means offense wins, BLANK means defense wins.
7 - MIDFIELD BATTLE
1. The team with more of the requested quality wins the battle.
2. In the event of a tie (even if the offense does not have the requested quality), the DECIDER DIE
determines the outcome. DOT means the home team wins, BLANK means the visiting team wins.

8 - BUILD UP
1. If the offensive team does not have the requested quality, the offense automatically turns the ball
over.
2. In the event of a tie (when the offense does have the requested quality), the DECIDER DIE determines
the outcome. DOT means the offense wins, BLANK means the defense wins.

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