ADVANCED RULES& gamefound leaflet

1Transferring Players

Transferring Players

HIRING Players

Eleven is not an easy game, especially when playing
in higher divisions. However, you can customize yourgameplay difficulty by adding the additional rules andmodes listed in this booklet. Are you missing judges?
Here you are. You want to play matches against yourfriends? No problem. These rules are not included in
the base game rulebook because they make the game
longer and more complex than originally intended.

When Hiring Players, you may decide to Hire them from the Transfer Area as usual or you
may make an offer and Hire a Player from another player for an amount of
you bothagree upon. If the owner declines, you may make another offer for the same or other
Player. If 3 of your offers have been declined, you must Hire a Player from the Transfer
Area or pass.
If you are playing with Transfer cards (Gamefound Exclusive), apply their effects as normal.
When Hiring Youngsters, follow
the same procedure. Remember that all tokens remain on
cards when they are Sold toother players.

Example:When Hiring this Player with an active
Transfer card, its previous owner gains
1
from the supply.
3

free

transferring Players

0Transfer card

This mode changes 2 actions from the base game: Selling and Hiring Players.

Selling Players
When Selling Players, you may decide to Sell them as usual and gain a number of
equal to their Strength plus 2, or you may Sell them to any other player.

TR005

defenderforwardmidfielder

5+1Raisanen0

If you are Hiring an UntrainedPlayer, you may ask their ownerto reveal what’s on their Trainedside, but this is optional.

DIVER
AFTER THE MATCH-1
5

If you won by adifference of 3+
goals, gain 1
and flip this Player
Card.

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 muchthey like.
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 andno offer was made, you Sell this Player normally, but you only gain
equal to their
Strength.
4. Finally, gain 1

from the supply.

If you are playing with Transfer cards (Gamefound Exclusive), apply their effects as normal.

If you are Selling an UntrainedPlayer, you may reveal to otherplayers what’s on their Trainedside, but it is optional.

Example:When Selling this Player, when that Transfer
card is active, gain 1 additionalfrom thesupply.

10
AfumbaFAST FEET

Must beplayed in a
Wing Zone.
PL061

2

TR001

forwardmidfielder
defenderIn this mode, not only are Players important, but Referees are as well. During each
Match, different Referee effects are applied
according to the
TAGS on your Player
cards and results on the dice. This mode
is not recommended when playing with theUnexpected Events expansion. Also, whenplaying Matches against other players, do
not use the Referee rules mode.
Before the Match, roll a six-sided andtwelve-sided die and resolve the corresponding effect on the assigned Player
cards. You may reroll these dice as usual,for each reroll.
paying 1

3
Transfer card

When Selling Youngsters, follow
the same procedure. Rememberthat all tokens remain on cards
Sold to other players.

Referee Rules

+1

0
-1
1

3

roll result

UnjustMeticulous

Inexperienced

Friendly

Goal eager

Perfectionist

1 NBL/AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

BEFORE THE MATCH: Place aoneach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

on
BEFORE THE MATCH: Place aeach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

on
BEFORE THE MATCH: Place aeach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

on
BEFORE THE MATCH: Place aeach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

on
BEFORE THE MATCH: Place aeach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Place a
on a Player card with anyof these tags.

BEFORE THE MATCH: Ignore
the effects of Player cards withthese tags.

AFTER THE MATCH: If you have a
Player with any of these tags, placeainstead of awhen resolving
Match Consequences.

on
BEFORE THE MATCH: Place aeach Player card with any of thesetags and a .

AFTER THE MATCH: If a Player withany of these tags scores, gain.

If you have a Player with any ofthese tags, you may play 1 additional
Tactic card this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

AFTER THE MATCH: Roll asix-sided die for each Player
card with any of these tags.
6: your Opponent scores.

BEFORE THE MATCH: Place aon each Player card withany of these tags and a.

AFTER THE MATCH: Don’t place aon Experience spaces of your Youngsters with any of these tags.

You may resolve the effects of assigned Players with any of these tags
for free.

AFTER THE MATCH: If a Player withany of these tags scores, score again.

If you have Players with any of thesetags, they ignore the Opponent’s
Goalkeepers this Match.

STR/SUP
2 HAR/

HOT/GLA
3 LON/FAS/DIV
4 QUI/PER/SWI
5 BOD/

FAN/HEA
6 SPR/

SMA/PEN
7 NBL/HAR/
LON
8 STR/

HOT/FAS
9 SUP/

GLA/DIV
10 QUI/

BOD/SPR
11 PER/

FAN/SMA
12 SWI/HEA/PEN

BOD: Bodycheck. DIV: Diver FAN: Fan Favorite. FAS: Fast Feet. GLA: Glass Knees. HAR: Hard Tackle.
HEA: Perfect Header. HOT: Hot-Tempered. LON: Long Pass. NBL: Natural Born Leader. PEN: Penalty Killer.

PER: Perfect Catcher. QUI: Quick Pass. SMA: Smart Feint. SPR: Sprinter.
STR: Strong Shot. SUP: Super Sub. SWI: Swift Reflex.

League Matches Against Other Players
League Matches Against Other Players
Before the game begins, you may decide that you want to play Matches against otherplayers. These Matches are resolved in the last Weeks of the game according to the tables below.

2 Players

When preparing the Opponent deck, prepare fewer Opponent cards so that you have anumber of cards equal to the number of Matches against Regular Opponents.

Note: When playing a 4-player game, this means that you
only face Opponents from 1 deck (i.e. Division 3 when playing
in the 3rd Division).
Matches between 2 players are resolved as described below.

Week

Player 1

Player 2

1

Regular Opponent

Regular Opponent

2

Regular Opponent

Regular Opponent

1. The First player (determined by the player with the Stage marker and moving clockwise) 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

5

Regular Opponent

Regular Opponent

3. First, the Host reveals what Formation they are going to use during the First Half. Thenboth players secretly arrange their Jersey markers on the Pitch. Once this is done, theVisitor reveals their Formation.

6

Player 2

Player 1

3 Players
Week

Player 1

Player 2

Player 3

1

Regular Opponent

Regular Opponent

Regular Opponent

2

Regular Opponent

Regular Opponent

Regular Opponent

3

Regular Opponent

Regular Opponent

Regular Opponent

4

Player 2

Player 1

Regular Opponent

5

Regular Opponent

Player 3

Player 2

6

Player 3

Regular Opponent

Player 1

4 Players

6

League Matches Against Other Players

Week

Player 1

Player 2

Player 3

Player 4

1

Regular Opponent

Regular Opponent

Regular Opponent

Regular Opponent

2

Regular Opponent

Regular Opponent

Regular Opponent

Regular Opponent

3

Regular Opponent

Regular Opponent

Regular Opponent

Regular Opponent

4

Player 2

Player 1

Player 4

Player 3

5

Player 4

Player 3

Player 2

Player 1

6

Player 3

Player 4

Player 1

Player 2

PREPARE FOR THE FIRST HALF

4. Beginning with the Host, players alternately resolve the AFTER REVEALING THE OPPONENT 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
may resolve as many effects as they want.
5. Beginning with the Host, players alternately resolve the BEFORE THE MATCH effects inthe same way described above.

RESOLVE THE FIRST HALF
1. Resolve the Half as if you were resolving a normal Match, except for playing Tactic
cards, which are not used in player versus player Matches.
2. Players may resolve the effects of their Player cards by discarding assigned Resourcesand exhausting Player cards before proceeding to comparing Sections. If there is a
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.
3. Compare the 5 pairs of Sections beginning with the Host’s Central Defenders versus
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
the next step.

PREPARE FOR THE SECOND HALF
1. The Visitor reveals the Formation they will use during the Second Half. It may be thesame 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
their Formation.

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 theirduring 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 theFirst 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.

CHECK THE RESULT OF THE MATCH
1. Resolve this step as if you were resolving a normal Match. If there is a conflict in resolving this step, players resolve it one by one according to turn order.
2. In case of a tie, each player rolls a six-sided die and subtracts theof their opponent’s Goalkeeper. You may use
to reroll your own results as normal. The highest
result wins, and in the rare case of a tie, repeat this step.

gamefound CONTENT
Hi!
When Ignacy asked me if I would be interested in turning my solo
game, “Club Stories”, into a competitive solo and multiplayer gamecalled Eleven, I was honored. I got even more motivated by all the
positive reactions from a lot of you in different online groups. Besides
that, you came up with feedback and new ideas which you would
love to see in a football manager board game. It really inspired us tomake an even better game than it already was. Eleven has developed 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 Gamefound 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 originally imagined. We wish you dozens of exciting hours playing Elevenwith your friends and families.

Thank you for your support in this campaign, and for being fans ofPortal Games and the stories we tell.
Ignacy Trzewiczek

89

components
defenderforwardThis card increases or decreases the number ofthat you may assign to yourStands #2.

This card changes
the values of Maintenance tracks.

This card changes the
Match Consequences
table.

The Stadium dice tray is the perfect place
to resolve dice rolls during the game. Use it
to check how your Directors voted at Board
Meetings, face the additional consequences of your victories (or failures) on the pitch,and check how well the other League teams
performed in their Matches. Also, after thegame, you can use the dice tray to store
game components.

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Before the game, each player draws 2 random Unique Setup cards and places them so that they cover the corresponding parts of their boards or place them below the appropriate board. One card must be played with its
positive (green) side faceup and the other with its negative (red) side faceup. During the game, you must apply
the effects of these cards.

rd
fer caTransfer card

Use these 8 cards to customize the setup of the game and make your team different in each of your games. These
cards were added for free only for followers of the Eleven Campaign. They were also available to purchase during
the campaign as an add-on.

midfielder

4

Tr

UNIQUE SETUP CARDSTransfer cardcomponents+10MARKET MINI-EXPANSION
4The Market mini-expansion adds 6 new
Transfer cards. Each card shows the changing prices on the Transfer Market for specific Player types. This introduces anothertactical layer to the game that is especially important when you build your strategy
around training Youngsters and selling themto bigger clubs.
During Setup, take all Transfer cards andplace them in ascending order according
to the number in their corner. Then, take arandom number of cards and place them atthe bottom of this deck. Then they place theTransfer cards deck near the Transfer Area.

This card increases or decreases the number of yourspaces for Stadium Infrastructure tokens.

These cards change the effects of modifying Stat levels
above 5 or below 1.

DOUBLE-Layered
Player Boards
All Stadium and Club boards (8 pieces intotal) come with two layers, which allows forindentations to keep cards, markers, andtokens in place, even if you inadvertently
bump the board.

This card gives additional
effects depending on yourMatch result.

10

During the game, when a player Sells a
Player card, they receive an appropriate
bonus according to the Transfer card. Thenthey place the top Transfer card at the bottom of the deck.
Selling Goalkeepers does not provide any
bonuses. Some Players can play in different
Sections—when Selling them, you may gain
any corresponding bonus.

This card changes the
Office track.

11

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ST041

SP040

SP037

Geek Sponsors
mini-Expansion
Have the board game industry represented
among the main Sponsors of your Matches!
10 new Sponsor cards allow you to choose
from your favorite board game companies
to Sponsor your club. Suddenly the gameis not only about you winning against otherplayers, but also about having your favorite
board game brand receiving the recognition they deserve!
During Setup, shuffle the cards from this expansion into the Sponsor deck.

ST038

ST042

8 new staff member
cards designed by fans
Add even more variability to your gameswith 8 additional cards introducing Staff
Members suggested by the fans of this campaign.

Infrastructure tokens &Unique stadium Boards

12 Action PAWNS And a
Central Game Board

During Setup, shuffle the Staff cards marked
with the corresponding Player number intheir corner into the Staff deck.

New Stadium Infrastructure tokens werechosen from the best ideas from fans in thiscampaign.

The new cards include: Mascot, Pet, Former
Star, Loan Manager, Video Analyst, Ultras,
Underworld Mobster, and Sponsor Manager.

During Setup, add all new Stadium Infrastructure tokens to the supply. Any player
may build them the same as any other regular Stadium Infrastructure token on an empty
space of their Stadium board (except for theStands #3 and #4, and Adband #3 spaces).

12 wooden action pawns are included forplayers to use when performing their Tuesday, Wednesday, and Thursday actions. This
upgrade helps you keep track of available
and spent actions, and replaces the needto track the Weeks by the first player. In addition, there is a central action board withall the action spaces and a helpful summary of each action.

Production is a new keyword on most of the
new Stadium Infrastructure tokens. On Monday, during Production, resolve their effects.
These new Stadium Infrastructure tokens include: Youth Academy, Analytic Center, Kids
Fan Zone, Hall of Fame, and Tunnel.

Grassy Match
Boards
These Match boards have a felt cloth finish
resembling grass to transform your experience. This unique surface is new to board
games and will surely make your Gamefound copy of Eleven stand out.

12

52 wooden screenprinted jersey markers
52 wooden Jersey-shaped markers in 4 player colors to represent the Players on yourteam. When planning your Tactics before
each Match, you place these markers on
your Team board. Each screen-printed marker is double-sided and shows the Player’s
number and designated role in the upcoming game—offensive or defensive.

Every Stadium board comes with a pictureof a different Stadium so that each player
has an individual and unique Club premise, making the game more thematic andimmersive.

Alternative Shapes forstadium infrastructure
tokens
These alternate Stadium Infrastructure tokens have their own individual shapes resembling the objects they represent. They
not only look better but are also more intuitive when fitted to the Stadium board.

13

components

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BRIGHTSBURY FC

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During Setup, shuffle these cards into Division 2/1 and Division 1 decks accordingly.

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Advanced rules booklet& custom-shaped statlevel markers
Make your game experience deeper andmore interactive by adding new gameplay
modules from the Advanced Rules booklet.
The advanced rules contain optional thematic features, including rules for playing
Matches against other players, new rules
for transferring Players with the other players, and Referee rules. This also includes
16 custom markers to track all the Stat levels to replace the plain disks from the basegame, which add a nice thematic touch.

During Setup, shuffle these cards into theBoard Meeting deck.

14

The variability of the game has been increased with 5 additional cards introducing
Directors suggested by the fans during the
campaign. This means more fun and morestrategic paths to explore. Make your clubdifferent each time you play!

54

2 additionalsolo scenarios
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2 new stand-alone solo Scenarios that takeadvantage of bonus components unlocked
as daily Stretch Goals in this campaign. They
can only be played with the Gamefound edition of Eleven and utilize the unlocked extra
content.

During Setup, shuffle these cards into the Directors deck.
These new Directors include: Dr Morris, Ivy
Campbell, Su Zhihao, Courtney Harper, andJeremy Lievens.

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OB013

first player token anda plastic trophy

7

This includes 8 Board Meeting cards suggested by the fans during this campaign.
These 8 extra cards increase the numberof Board Meeting cards in the base gameto 44.

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Each of the teams from Division 1 have an
extra Opponent card, increasing the total number of variants per team to 5. This
makes Matches more challenging, unpredictable, and increases the overall replayability of the game.

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3OOL CITYSMOKEPDIVISION 2/1

DOUBLE-Sided Player Aid
These 4 player aids (one per player) include
a helpful recap of the Week structure. Everything you need to know is presented clearlyand eases the understanding of the gamefor new players.

Custom Wooden First player token and a
Plastic Trophy
Make your gameplay special with a wooden
custom first player token and add the honor of a unique trophy to give to the winnerwhen the game ends.

Make each gameplay different with 5 additional cards introducing new Objectives
suggested by the fans during the campaign.
It’s time to look at the football business froma different angle.
During Setup, shuffle these cards into the
Objective deck.
These new Objective cards include: Green
Them Down, Out of the Blue, Get Red’dy,
Hat Trick, and Well-oiled Machine. Some ofthese cards refer to Green, Blue, or Red Opponents

A new Whistle token is included to be usedas the first player marker, replacing theStage marker from the base game.

15

components

betting
END OF THE WEEK

tiple tokens in the same place. Then, eachplayer places 1
from the supply and as
manyfrom their supply as they like.

At the end of the Week, check your Bet.
Check the results of Matches of all players
and teams with the Betting tokens. The winning space is the one that matches theseresults.

The position of the token on the Bet
board determines your bet.

component upgrades
for the expansions

3/3/3/3: All teams (players andteams with Betting tokens on theircards) will win this Week.
3/3/3/0: Three out of these four
teams will win and 1 willlose.
3/1/1/0: One team will win, twoteams will draw and one will lose.

Betting board

Every Eleven Gameplay All-In pledge andGroup Pledge for Eleven Gameplay All-In
comes with expansions with upgraded components.
Plane tokens from the International Players
expansion with 36 wooden custom-shaped
planes.
Cardboard International Cup tokens fromthe International Cup expansion to 14 custom wooden tokens.

Sports are always connected with betting.
However, in real life, managers do not bet
for their teams, so we added this as a little
twist to turn up the emotions while watchingother player’s Matches.
This mode works the best in games for
4 players and is not recommended to use
with the International Cup expansion.

You succeed if your Betting token is onthat space or on its border.
• If you placed a Betting token on a single space and succeeded, gain 4 times
the number ofyou have placed on
the Betting token.
• If you placed a Betting token on a border between two spaces and succeeded, gain 3 times the number ofyou
have placed on the Betting token.

Example:On Thursday, Thomas, Ignacy and John chose theirbets. The last Betting token is placed on a Port East
Opponent card, because there is no 4th player. Players place their tokens as shown in the picture below.

• If you placed a Betting token on edges between 4 spaces and succeeded,
gain twice the number ofyou haveplaced on the Betting token.

At the end of the Week, players check their bets.

• If at least 1 of the teams gets another result, you lose and don’t gain anything.
from your Betting toFinally, discard all
ken and take it back.

Thicker cardboard boards: Reputation
board for the Unexpected Events expansion,and the International Cup board for the International Cup expansion.

betting

16

After resolving Thursday actions, each player may simultaneously place their Betting token on a Bet board. Tokens may be placedon spaces, or on any of the 4 borders of aspace. This means that you may choose asingle space for your bet, or split your bet
between 2 or 4 spaces. There may be mul-onJohn wins the Bet by placing 3
the border between 2 spaces, so hegains 9 .
Ignacy also wins the Bet by placing
2
on the border between 4 spaces,
so he gets 4 .
Thomas loses, because he thought thewinning space would be 3/3/0/0.

3

4

4
4

1
5
OP064

1
3

1

3

DEFENDERS

Each player gets a Betting token. If you areplaying in a game with less than 4 players,
draw random Opponent cards from your Division and place a remaining Betting token
on each of them. During the game, you bet
on your Match results as well as the resultsof the teams with Betting tokens on them.

DIVISION 1

6

MIDFIELDERSTHURSDAYPORT EASTFORWARDS

SETUP

Thomas has won a Match against Port
East, Ignacy draws his Match, and John
loses his Match. That means that thewinning space is 3/1/0/0.

17epic league mode
Winter BreakWinter Break consists of several steps that must be
resolved in order:

Play the game in Epic League mode. Instead of the regular 6 Weeks, you’ll play 10 Weeks
with an additional phase between the 5th and 6th Week—a Winter Break. During the Break,your Players rest and gain additional abilities thanks to experience gathered in the Autumn
Matches. The variant comes with an additional board extension for the League Table allowing for higher scoring due to longer gameplay.

1.

Objectives: Each player gains
for a fulfilled
Objective. If they didn’t fulfill an Objective, theymust discard an Objective card of their choice.

2.

Season Maintenance: Decrease all your Statlevels by 1 (if possible).

3.

Transfer Window: Discard all Player cards fromthe Transfer Area and refill it with new cards.
according to their position
Each player gains
on the Resource track. Beginning with the First
player, each player may make a Transfer offer.
They may offer to Hire or Sell Players to the otherplayer(s), Sell them as usual, or pass.

Winter BreaktokensWhen Selling Players, you may decide to Sell themequal to theiras usual and gain a number ofStrength plus 2, or you may Sell them to any otherplayer.
Choose a card and announce how much money you
are willing to Sell it for.
Beginning with the next player in turn order, and proceeding clockwise, each player may make an offer.
they wish, or pass.
Players may bid as many
The bidding ends when all players except one pass.
You must accept the highest offer and give the Player,
card to your opponent with all its tokens ( ,etc.). If all Players pass and no offer was made, you
Sell this Player as usual, but you only gain a number
equal to the Sold Player’s Strength.
of

SETUP

Place all 12 Opponent Team markers on space
0 of the League table along with the player’s Team
markers.
Place 16 Winter Break tokens next to the League table—
you use them during the Winter Break.

18

Prepare the Objective deck using only the following cards: Talent School, Only the Result Matters, A
Game to Remember, The Perfect Day, Money ComesFirst, Let’s Rebuild the Stadium, Loyal Companions,
Talent Hunters.
Each player draws 2 Objective cards. 1 of them mustbe fulfilled before the Winter Break and another 1 affor each fulfilled
ter the Winter Break. You gain 3
Objective and 6
for each perfectly fulfilled Objective.

When Selling this Player, if thisTransfer card is active, gainfrom the supply.
1 additional
2

-2

TR003

midfielder
defenderforward68+1

Kazuhiko0

When Hiring Players, you may decide to Hire themfrom the Transfer Area as usual, or make an offerand Hire a Player from another player for a price you). If theboth agree upon (you may only pay with
Player’s owner declines, you may make another offer
for another Player (for the same or another Player). If
3 of your offers have been declined, you must Hire a
Player from the Transfer Area or pass.

Example:When Hiring this Player, when that Transfer
card is active, its previous owner gains 1
from the supply.
3

-3

11
Taeyang
LONG PASS

Must beplayed in aright Wing
Zone.

forwardmidfielder
defender

TR001

+1

0
-1
1

When Hiring Youngsters, follow the same procedure. Remember that all tokens remain on cards
Sold to other players.
If you are Hiring an Untrained Player, you may
ask the owner to reveal what’s on their Trainedside, but this is optional.

Example:hire

the lower Division cards on top of them. That way, youface easier Opponents before the Winter Break andmore challenging ones after Winter Break.

Place the League table extension above the League
table board so there are 30 spaces.

If you are playing with the Transfer cards, apply theireffects as usual.

Transfer card

Prepare 2 decks of Opponent cards for each player. Bothdecks must contain 5 Opponent cards. The first 5 Opponents
should belong to the lower Division (2nd or 3rd) and thesecond deck must contain Opponent cards from a higher Division than the first (1st or 2nd respectively). First, place thehigher Division cards on the Team board and then place

HIRING PLAYERS

If you are playing with the Transfer cards, apply theireffects as usual.

SELLING PLAYERS

League table
extension

If you are Selling an Untrained Player, you may reveal
what’s on their Trained side to other players, but it is
optional.

Transfer card

EPIC LEAGUE MODE

When Selling Youngsters, follow the same procedure.
Remember that all tokens remain on cards Sold toother players.

hire

epic league mode

After a player finishes 1 of these 3 actions, thenext player begins. When all players have resolved their actions 3 times, finish this step.

NOTE: During this phase, ignore all Staff
card effects.

STRONG SHOT

Score a goal.

-1
3

19

epic league mode
Winter Training
Reveal the number of Winter Break tokens equal to thenumber of players plus 1. Beginning with the player withthe most points on the League table, each player chooses 1 Winter Break token and places it in their personal
supply. Then, all the players repeat this until there is 1 token left, which is discarded. Resolve this step again, beginning with the player who has the least points on the
League table. Finally, resolve it a third time beginningwith the player with the most points on the League table.
You may assign 1 fewer
to activate the effect of this card. You still need to assign atoassign that Player to the Match.

Each player places Winter Break tokens on their
Player cards. Each Player card may have amaximum of 1 Winter Break token. They remain
there until the end of the game.
All Winter Break tokens are explained below:/

A Player with this token may play in any Section.
This cannot be played on a Goalkeeper card.

This Player has a new Jersey number.

You may use
instead ofto assign
this Player to the Match or activate theireffects.

A Player with this token has Strength equal to 3.

When this Player scores for the first time, placeon this card.
1
Each time this Player gains

This Player is now a.

This Player is now a.

, ignore 1 of them.

End of the Game
After 10 Weeks (instead of 5), sum up theas usual
except for thefor the League table, which should
be counted according to the table below, and the Obfor fulfilling it or 6
jective cards that provide 3
for fulfilling it perfectly.
position20

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