RULEBOOK
Nothing incites such passion in fans—riots when you lose, exultation when you
win. The strategy, the athleticism, the grandeur that takes place on the pitch isunequaled. Football, Soccer—whatever you call it—it’s the world’s greatest sport.
ELEVEN: this is the number of players you have on the pitch at any given time.
The players on your team separate the best team from the worst. Everyone
knows that to be the best in the league it takes more than just players on apitch—it takes an incredible manager.
ELEVEN is a strategy game set in the world of sport. Your task is to manage
and grow your own football club over the course of a season and outperform
your opponents. Manage club resources, transfer and train players, hire newstaff, contract sponsors, and expand the stadium. When matchday comes you
must be prepared! Your strategy and team spirit will increase your rank toward
endless glory!
Are you ready for the kick-off?

Table of contents• Components 2• Setup 4» Transfer Area 4» Player boards 6» League table 10• Overview 11• Goal of the Game 11• Gameplay 12» Monday 12≥ PRODUCTION 12≥ BOARD MEETING 13» Tuesday, Wednesday, and Thursday 14≥ HIRE A PLAYER OR YOUNGSTER 15≥ SELL A PLAYER OR YOUNGSTER 16≥ HIRE A STAFF 17≥ CONTRACT A SPONSOR 18≥ BUILD STADIUM INFRASTRUCTURE OR
OFFICE 19≥ PERFORM A CARD ACTION 19» Matchday 20≥ PREPARE FOR THE MATCH 20≥ RESOLVE THE MATCH 21≥ CHECK THE RESULT OF THE MATCH 24• End of the week 25• End of the game 26• Additional rules 27» Injury 27» Maintenance 27» MATCH effects: before and after 27» Objective cards 27» Opponent deck 28» Suspension 28» Temporary and Permanent Strengthand Weakness tokens 28» Tactic cards 28» Victory Point tokens 28• solo game 29• player aid 30• credits 32

components
88 RESOURCE MARKERS

28 budgetmarkers

1

League table
board

base
20 fanmarkers

20 strength
12 weakness
tokenstokensDOUBLE-SIDED

20 operation
markers

10 injury
tokens

20 fitness
markers

1

twelvesided diepoint
10 suspension
24 victory
tokenstokensDOUBLE-SIDEDDOUBLE-SIDED

62 PLAYER CARDS

2

36 regular
players

18 youngsters

8 veterans

12 tactic cards

12 objective
cards

16 director
cards

36 staff cards

36 sponsor
cards

meeting
36 board
cards

64 opponent
cards

3 opponent
dice

16 opponent
team markers

8 reminder
tokens8 multiplier
tokens1stage
markercomponents

For Each Player (4 sets)

adboard #3

bonus:
bonus: bonus: bonus:

+1

+1

+1

16 stat markers#3s #4dsnd
stasnta+1

4 FOR EACH PLAYER

infrastructure
28 stadium
tokens

y rv
r ivi
glory
ng the 3rd divisionemsu
acadforme
scenario 03
youth
scenario 01
scenario 05

4match boards
1 FOR EACH PLAYER

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all club. Your
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s The
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ss thisrecentlTheownershave asked
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13 FOR EACH PLAYER

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immediately lose. You can’t prevent it with a reroll.
Mov Offi in the First teamson the right.
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team

SCENARIO RESULTSCENARIO RESULT
4
3
0

1

2

52 jersey markers

4

team emblem tokens
1 FOR EACH PLAYER

step

If you didn’t reach the ‘Assistant of a manager’
level
and didn’t fire 2 Directors, you lose the Scenario.
» When your team
Otherwise:
Congratulations! You won the Scenario.
is relegated, you lose

Scenar
I thought the
Where
did io.Players seem to
we hadOtherw
Smells likeall that
have... motivaise:
more...
money
tulations! match
go? Congra
tion problems
Youfixing.

Scenario.
SULT the firsth below 4th
Team or finis
SCENARIO RE
to the4 Youngsters

3 scenario
sheetspass.
If you didn’t you lose the Scenario.
-1 the Scene,
-1 ario
League tabl
ions! You won
Congratulat
Otherwise:-2

The board
doesn’t seemwone on tothe
trust you.
plac

Your Opponents start
the next match with 3
goals of advantage.

You arefired.

DOUBLE-SIDED

4

stadium boards
1 FOR EACH PLAYER

24 score/Maintenance/office markers
6 FOR EACH PLAYER

League tabletokens
Staff
Stadium
Infrastructure
Office4

Suspension
total

1

team markers
1 FOR EACH PLAYER

score sheets notebook

4

club boards
1 FOR EACH PLAYER

4 six-sided dice

1 FOR EACH PLAYERNOTE: Markers and tokens are considered unlimited. If at any time you run out, use a Multiplier token or a substitute.
If any deck runs out of cards, reshuffle the corresponding discard pile to form a new deck.

NOTE: Throughout the game you will see the keyword “Player.” Anytime the term
is capitalized, it refers to a Player in the game who is the one playing football. If
the term is lower-case, it refers to you, the player who is playing the game.

3

setup: transfer areatransfer area
The Transfer Area is a central area, common to all the players, where all the available Players, Staff Members, and Sponsors are displayed. Prepare the Transfer Area as follows:
1. Divide the Player cards into 3 separate decks: the Veterandeck, the Youngster deck, and the Player deck. Shuffle thePlayer deck and place it near the Transfer Area with its
Untrained side faceup (see the note below). Draw 5 Player
cards and place them Untrained side faceup to create theupper row of the Transfer Area.

NOTE: Player cards are double-sided. You always draw andgain cards with the Untrained side faceup. When a Player isTrained, flip their card to the Trained side.
This symbol indicates the Trained side of the card.

2. Shuffle the Youngster deck and place it with its Untrainedside faceup near the Transfer Area. Place the Veteran cards
aside for now.
3. Take the Staff deck, and then find and deal randomly
1 First Trainer card to each player. Shuffle the remainder of
the Staff cards marked with a number corresponding to thenumber of players in the game, and return the remaining
cards back to the box.

4. Shuffle the Sponsor deck and place it facedown below theStaff deck. Draw 5 Sponsor cards and place them faceup to
create the bottom row of the Transfer Area.
5. Shuffle and place the Board Meeting deck near the Transfer
Area.
6. Shuffle and place the Tactic deck near the Transfer Area.
7. Shuffle and place the Objective deck near the Transfer Area.
8. Divide the Opponent cards into 4 decks according to their
Division. Place them facedown near the Transfer Area.
9. Place all the Resources, Victory Point tokens, Injury tokens,
Suspension tokens, Strength tokens, Weakness tokens,
Reminder tokens, Stadium Infrastructure tokens, and thetwelve-sided die in the Supply, near the Transfer Area.
10. The player who has most recently scored a goal becomes
the First player and receives the Stage marker.

Now you have a display of 15 cards and 4 decks: Youngsters,
Players, Staff, and Sponsors. Leave enough space for a discard
pile of each card type.

Place the Staff deck below the Player deck. Draw 5 Staff
cards and place them faceup to create the middle row of
the Transfer Area.

Cards marked with this symbol are used only ingames for 3 to 4 players.

34

setup: transfer area

8

6

7

5
2

9

1

3

10

4

5

setup: player boards (stadium board)
player boards
You have 3 boards that represent your club and the actions you may perform to develop it. Each player places their Stadium, Club,and Match boards in front of them, from left to right, and prepares them as follows:
1. Stadium board:a. The spaces for the Stadium Infrastructure tokens remain empty (except for those that contain printed tokens). During the game, thesespaces are where you build Improvements,
Stands, etc.

aab. The Adboard and Sponsor Kit spaces remain
empty as well. During the game, you place
cards of Contracted Sponsors on these spaces.

cc. Place the Office marker below the
Office track.

a

b
a

a

a
a

b

6

b

Setup: Player boards (club board)a

2. Club board:a. The First player places the Stage marker on the Monday
space. Other players skip this step.
b. Place the Stat markers on the second space of each track.
c. Shuffle the Director deck and deal 4 Director cards toeach player. Players draft the cards by choosing 1 Director
card and then passing the remaining 3 to the player on
their left. They then choose another from the 3 they werepassed and pass 2 cards to their left. Finally, each playerchooses a 3rd Director and discards the remaining card.
All players then reveal their Director cards and apply bonus effects (if any). Move the Stat markers according to theicons shown on the Director cards. Return all remaining
Director cards back to the box.
1. Card name.

1
3

2

c

4

2. Description: Flavor text to describe thecharacter’s personality. This text has no bearing on gameplay.
3. Die results: The priorities of the Director.
Yellow dice represent Cash, Stadium development, and Contracting Sponsors. Blue dice
represent caring for Players, Youngsters, Tactics, and the fitness of the team. Red dice represent the Fanbase, Staff, and Operations.

b

4. Changes in Stat levels: The effects applied after drafting and revealing Director
cards.

5

5. Ability of the Director card: the special
ability of the Director—possible abilities include immediate bonuses, additional actions
to perform during the game, or features.

Your Directors have a great impact on the game, so choose themwith care.
NOTE: Whenever you must move a Stat marker above 5, gain
the indicated Resource marker and don’t move the Stat marker.
Whenever you must move it below 1, discard the indicated Resource marker (if you don’t have the indicated Resource marker
to discard, nothing happens).

dd. Place your First Trainer card below your Club board witheither side faceup (the only difference between the sides
is the Trainer’s representation).

7

setup: player boards (match board)
3. Match board:a. Place the Club Emblem token in the upper left-hand cornerof the board.
b. Place both Score markers on spaces 0 on the Match Result
track.
c. Players together decide in which Division they want to play.
They then draw 3 random Opponent cards with different
Emblems shown in the upper left-hand corner from decks
corresponding to the chosen Division. Place 3 advanced
Opponents on the Match board and then place 3 easierOpponents on top of them (for example: in the 3rd Division
there will be 3 advanced Opponents marked “Division 3/2”
below 3 easier Opponents marked“Division 3”).
Opponent decks are described in detail on page 28.
d. Draw 1 Veteran card and 1 Youngster
card and place them on the right sideof the Match board according to theicon on their cards.
e. Place 10 Jersey markers on the Pitch
with theside faceup. Flip if necessary Jersey markers according to theicons ( / ) on your starting Player
cards. Then flip the remaining lowest
numbered Jersey markers to the ( )side, so you will have exactly 5 and
5 . Place the 3 unused Jersey markers on any side you like on a Bench
Area. The Goalkeeper is not represented by a Jersey marker, because
they will guard the goal for the entire
game and cannot be moved aroundthe Pitch.

NOTE: Each player has a set of 13 Jersey
markers. Ten of them have printed numbers
and the other 3 do not. Use the unnumbered
Jersey markers when you have Player cards
with numbers above 11 or Youngster cards(that don’t have the Jersey number on theircards). If you hire a Player whose Jersey
marker was on a bench, swap it (and flip
if necessary) with a Jersey marker without acorresponding Player card.

8

c

a

b
d
c

e

The Pitch consists of 9 Zones among 5 Sections: Central Defenders, Central Midfielders, Central Forwards, Left Wing, andRight Wing. During the match, you may have 1-3 Players in theCentral Zones and up to 1 Player in each of the Wing Zones.

setup: player boards (match board), other components
EXAMPLE: Your starting Player cards contain a Veteran Midfielder (#6 Jersey, ) and a Youngster Forward (unnumbered,). You must place the Jersey marker #6 with afaceup andon the Pitch.
an unnumbered Jersey marker with a

4. Other components:
a. Each player draws 2 Objective cards, looks at them, andthen keeps 1 and discards the other. You may look at it at
any time, but it remains secret from all other players (formore details, see page 27).
b. Each player draws 1 basic Tactic card from the Tactic
deck. Shuffle the remaining Tactic cards (for more details,
see page 28).
c. Each player places their six-sided die below their boards
in a personal Supply.

abcd. Each player places their Maintenance markers on the
Maintenance tracks. Depending on the chosen Director
cards, their positions may differ between players (see theexample below).

d

EXAMPLE: At the beginning of the game you have
2 Players, 4 Stadium Infrastructure (2 Stands and2 Adboards), and a First Trainer. One of yourDirectors provides an additional Player card.
Therefore your positions on the Maintenancetracks will be 3, 4, and 1 as shown on the image.

9

setup: league table
league table
The League table is where you move the Club andOpponent markers to indicate wins and losses of allteams. You score Victory Points ( ) based on yourposition on the League table at the end of the game.
Prepare the League table as follows:a. Place the League table next to the Transfer
Area.
b. Place the Club markers of each player color on
space 0.
c. Place 8 Opponent markers corresponding to
the chosen Division on space 0 with their colored side faceup.
d. Place 3 Opponent dice next to the League table.
You are ready to begin the game!

d

b

10

c

OVERVIEW, GOAL OF THE GAME
overview

goal of the gameA game of Eleven is played over a series of 6 Weeks, each ofwhich contains 5 Days. The first Day of each Week is Monday,
when Production and the Board Meeting take place, which iswhen the Directors decide how to deal with events that occurred
around the Club. Tuesday, Wednesday, and Thursday consist ofvarious possible actions that you may resolve: Transfer Players,
Hire Staff, Invest in Stadium Infrastructure, etc. Friday is Matchday, the day you’ve been preparing for—during Matchday, you
decide how to use Tactic cards and special abilities to win the
Match. Once the Match is over, you resolve the consequences
and move on to the next Week.

At the end of the 6th Week, you calculate your Victory Points( ) by counting your gained
tokens, checking theprovided by Hired Staff and Stadium Infrastructure, as well as thegained from your position on the League table and Officetrack. Whoever has the most
wins!

11

gameplay: monday
gameplay
Each Week consists of several stages. Monday and Matchday are resolved by all the players simultaneously. Tuesday, Wednesday, andThursday are resolved by each player, one at a time, beginning with the First player and continuing clockwise. After resolving the Friday(Matchday) and the end of the Week effects, the First player passes the Stage marker to the player on their left, who then places it on
the Monday space of their Club board and starts a new Week as the First player.

mondayMonday consists of 2 steps: Production and the Board Meeting.
Production
1. Gain resources according to the positions of your Statmarkers on the tracks.
2. If you have any Stadium Infrastructure tokens with a Production effect, you may apply their effect now.

NOTE: Do not mistake theandsymbols.
, , and symbols represent appropriate resources, whereas , , and refer to the position of Stat markers (For example: + indicates that you gain 1 marker from the Supply and+ indicates that you must move yourmarker one space tothe right on the Resource track).
Resources
Cash: You use Cash in many different ways. You spend it to
Hire Players or Staff, and Invest in Infrastructure. The
are not
discarded at the end of the Week.
Fan Base: When rolling a die, you may spend 1
to reroll it(except for the Opponent dice, which cannot be rerolled). You
may reroll a die multiple times, as long as you have enoughto pay the cost. Additionally, you may assign theto thewhile playing Matches.
Stands in order to earn
Operation: During each day, you may only perform 1 action, but may also spend 2
to perform 1 additional Paid
action from any of your cards (for more details, see page 14).
Fitness: You must pay 1
for each Player card that you
assign to the Match. Additionally, some effects and actions on
Player and Staff cards may require you to spend additional
resources.

12

gameplay: monday
The Board Meeting
During the Board Meeting, you face various events that occurred during the previous Week. This step is resolved simultaneously by all players.
1. Each player draws a card from the top of the Board Meeting deck and places it in front of them publicly, faceup.

1

1. Card name.
2. Description: Flavor text to describe
the current situation the Board is dealing with. This text has no bearing on
gameplay.

2

3. Decisions of Directors: Different effects that impact Players, Staff, Directors, Sponsors, and your resources.

3

If you cannot fully resolve the effect, resolve as much of it as possible.

2. Each player rolls a six-sided die and checks the result as
indicated on their Director cards. Directors vote for different
decisions according to the result of the die. If you dislike theresult, you may spend 1
to reroll the die as many times
as you would like, as long as you have enoughto spend
each time.
3. Resolve the effect of the decision with the most votes. In thecase of a tie, reroll the die for free. The effect of the Board
Meeting card always takes precedence over any conflicting
game effect.
4. The First player moves the Stage marker to the Tuesday
space.

EXAMPLE: You rolled a . Two of your Directors vote for theyellow decision and one votes for the blue decision. The yellow
decision has received the most votes and is resolved. Gain theindicated 2
and lose 2 .

If an effect causes you to lose a Sponsor and pay back its effects, you must
pay back its
effect regardless of thetype ( / ) of Sponsor.

13

gameplay: tuesday, wednesday, and thursday
tuesday, wednesday, and thursday
During each Tuesday, Wednesday, and Thursday, players perform actions, beginning with the first player and proceeding
clockwise. Each Day, each player in turn may perform exactly
1 Basic action, and may pay in order to perform 1 additional
Paid action. If a player cannot or does not want to perform any
action, they may pass.

NOTE: Most Player cards provide additional effects, but they
are always resolved during the Match and are not considered
actions.
You have 6 available Basic actions to perform:• Hire a Player or Youngster• Sell a Player or Youngster• Hire Staff• Contract a Sponsor• Build Stadium Infrastructure or Office• Use a Card action

14

Card actions may only be performed once per Week. Whenyou use a Card action, rotate the used card by 90° to indicatethat it is exhausted and cannot be used again during the current Week. Each of the other five actions may be performed
multiple times per Week, but you are still limited to 1 Basicaction per Day.

Additional Paid actions: During eachDay, before or after performing a Basic action, you may pay 2
to perform one Card action. If this action
has an additional cost, you must pay it
as well. You cannot resolve any other
Basic action (Hire a Player, Contracta Sponsor etc.) as an additional Paid
action.
EXAMPLE: As your 1 available Basicaction, you Hired a Scout. As an additional Paid action, you may spend
2 , plus the required , to performtheir action and Hire any Player fromthe display.

gameplay: tuesday, wednesday, and thursday
PLAYER CARD
Hire a Player or Youngster
This action allows you to Hire a Player. The cost of Hiring isshown in the upper left-hand corner of the Player card andvaries from 1 to 4 . You may choose to Hire 1 card from the
3 rightmost Player cards from the Transfer Area. Once you pay
the appropriate cost, take the Player card and place it to theright of your Match board according to the card’s icon.
After you Hire a Player, shift the remaining Player cards in theTransfer Area to the right, draw a new Player card, and place
it on the leftmost space. There are always 5 available Player
cards visible. The 2 leftmost Player cards in the Transfer Area
may only be purchased using special card effects.

Players have 3 designations: Youngster, Veteran, and regular.
If a Player is not a Youngster or a Veteran it is referred to as aregular Player.
Player cards are double-sided and placed in the Transfer Area
with the Untrained side faceup. You cannot look at the other sideof these cards while they remain in the Transfer Area. Usually, theTrained side of a Player card has greater Strength and cheaper or stronger abilities. However, Veterans usually have greater
Strength on the Untrained side.
You may Train Players (flip the Player card to its Trained side), by
using the special abilities of Staff (i.e., Trainer) and other effects.

Hiring a Youngster is resolved in the same way as above, butinstead of choosing a card from the Transfer Area, you mustdraw the top card from the Youngster deck.

If an effect does not specifically state which Player type it affects(i.e.: Veterans, Trained Players, , Forwards, etc.), you may freely
choose the target of the effect.

When Hiring a Player, you must flip (if necessary) the corresponding Jersey marker, so it shows the same Task icon ( /) as your new card. If you have two or more Players with thesame number, only one of them can play in a Match - flip theJersey marker accordingly after assigning Players to the current
Match.

1

Remember: You may not flip Jersey markers to their opposite side unless an effect allows it.

4

2
3

5
6

1. Cost to Hire.
2. Player Tasks ( / ): Players with aare offensive and try to score. Players withaare defensive and try to prevent the
opponent from scoring.
3. Zones: This icon indicates the Zones
where Players are assigned. You cannot
place a card in any other Zone other thanthose shown by the icon.

4. Strength: This icon indicates the Strengthof the Player. It ranges from 0 to 4 but some
7 8effects may increase or decrease it (never
below 0). The Strength of a Jersey marker
without a corresponding Player card is 1
and cannot be decreased, but may be increased by various Board
Meeting cards.
5. Jersey Number: This number indicates the corresponding Jersey
marker. You may have multiple Players with the same number, but
may never have two Players with the same Jersey marker in thesame Match.
6. Name and Tag: These have no direct influence on the gameplay;however, effects of the cards are thematically connected with theTags.
7. Effect Cost: This indicates the cost you must pay for the effect. It
usually consists of 1 or more resources.
8. Effect: Description of the effect. Some effects have additional conditions indicated on the card (i.e., WHEN THE RESULT IS A DRAW).

NOTE: Goalkeepers cards are unique and are explained in the Matchday section on page 22.
NOTE: Player card effects must be resolved even if they have negative effects (unless otherwise stated). If you have multiple cards to resolve at the same time (i.e.: after the match),
you may choose which of them to resolve first. If a Player does not participate in the
Match, you don’t resolve any of their effects.

15

gameplay: tuesday, wednesday, and thursday
1

Sell a Player or Youngster
This action allows you to Sell Players.
TRAINED SIDE

1. Discard a chosen Player card.

1. Trained Symbol: This symbol indicates that
this player has been Trained.

+
equal to their current Strength (modified by
2. Gain 2
Strength and Weakness tokens) and all
tokens on thePlayer card.

Players usually have greater Strength and cheaperor stronger effects on their Trained side, so you may
predict their Trained side by reading the Untrainedside of the card. When flipping cards, all tokens thatwere placed on a card remain there.

NOTE: If you are Selling an Injured or Suspended Player, yougain half the(rounded down).
EXAMPLE: You want to sell a Sonn card. It is a Trained Youngster who has played in one match. You gain 4
and the 1
token previously placed on the Sonn Player card.

YOUNGSTER, TRAINED SIDENOTE: All Youngsters have the same Strength, but their Trainedside is unique. You may not look at their Trained side until
you Hire them. Youngsters are always a surprise...

1

1. Trained Symbol: This symbol indicates that thisplayer has been Trained.

2
3

16

2. Jersey Number: On the Trained side of Youngster cards, they have a specific number, so when
you train a Youngster, you must flip the corresponding Jersey marker (if necessary).
3. Experience Spaces: Most of the Youngster
cards have Experience spaces. If the Youngster
space and plays a Match, place
has an empty
aon it. If they have an empty
space andscored, place aon it. Some Youngsters havemore spaces of a specific type, but only 1
token may be placed on each of these spaces.

gameplay: tuesday, wednesday, and thursday
STAFF CARD

Hire Staff
This action allows you to Hire Staff. The cost of Hiring is shownin the upper left-hand corner of the Staff card. You may choose
1 card from the 3 rightmost Staff cards in the Transfer Area.
Once you pay the appropriate cost, take the Staff card andadd it below your Club board. The 2 leftmost Staff cards in
the Transfer Area may only be purchased using special card
effects.
After you Hire Staff, shift the remaining Staff cards in the Transfer Area to the right, draw a new Staff card, and place it on
the leftmost space. Some Staff cards have immediate bonuses,
features, etc.

1

4

7.

Sets of Staff cards: The bottom of every Staff card indicates
how many
you gain for cards of this set. The first number
you gain for having 1 card, the second
is the number of
number for having 2 cards, etc. The last number indicates the
maximum
you may gain. Even if you have more Staff cards
of a set, you do not gain any additional .

1. Cost to Hire.
2. Player Count: Indicates the playercounts in which this card should be added
to the Staff deck.

3

5

2

3. Profession: This indicates the Staff’s
profession as a Doctor, Steward, etc. The
color indicates which set that card belongs to.
4. Bonus: An Immediate bonus that you
gain when you Hire the Staff card.

6

5. Action Cost: The cost usually consistsof 1 or more resources.

7

6. Action Effect: Some effects have additional requirements indicated on the
card.

for Sets: Each card belongs to one of the five sets. At the endof the game you gain
according to the number of Staff cardsof each set that you have.

EXAMPLE: You have 4 cards of thisset. Even if you hire another Staff
card of this set, you only gain 6
at the end of the game.

17

gameplay: tuesday, wednesday, and thursday
Contract a Sponsor
To Contract a Sponsor, choose 1 of the 3 rightmost Sponsor
cards and choose what type of Contract you want to sign.
During the game, you may have an unlimited number ofSponsors, 3Sponsors, and 1
Sponsor.

SPONSOR CARD
Sponsor cards are double-sided. The reverse side depicts your Sponsor Kit with the Sponsor logo.

After Contracting a Sponsor, shift the remaining Sponsor cards
in the Transfer Area to the right, draw a new card, and place iton the leftmost space.

1. Contract Effects: Each Sponsor card provides different effects,
depending on the type of Contract( / / ). You must always resolve every effect, even if they are
negative.

1

2. Additional Bonus: If you ConSponsor, you gain the
tract aindicated additional bonus and apply the effects. If you Contract anSponsor, you must decide whether
you want to gain its bonus or apply
space.
the effects from theOnce you’ve chosen a Sponsor and type of Contract, apply theeffects from the chosen type and place the card in the appropriate space:•••: Sponsor cards must be placed facedown on the left
side of your Stadium board (the pictures on the cards andboard match).

2: Sponsor cards must be slid faceup beneath the Stadium
board (the pictures on the cards and board match). You
may have 2Sponsors to begin with and may gain one
more once you build a third Adboard.
: Sponsor cards are discarded after applying their effects.

If you Contract the maximum number of Sponsors of a specifictype, you may not Contract another Sponsor of that type. You
may always Contract a
Sponsor.

3

4
EXAMPLE: If you choose the3. Description: The Sponsor description helps you decide which
Sponsor you should choose.
4. Sponsor's Logo: When you
slide the card beneath the Stadium
board, it becomes an Adboard.

, discard this card and gain 5.

If you choose the , slide this card beneath the Stadium board
and , or discard up to 3
from yourand either gain 3
Player cards.
If you choose the , place this card facedown on the Stadium
fromboard and gain 1 , 1 , and then discard up to 3
your Player cards.

18

gameplay: tuesday, wednesday, and thursday
Build Stadium Infrastructure or Office
BUILD STADIUM INFRASTRUCTURE

BUILD AN OFFICEThis action allows you to expand your Stadium by Investing in
additional Infrastructure. Choose one of the available Stadium
Infrastructure tokens from the supply, pay 3
and place it ina Stadium space on the Stadium board. You may build any Infrastructure token on the Stadium spaces, except for the spaces
specifically marked for Stands #3, Stands #4, and Adboard #3.

To Build an Office, pay the cost indicated in the space above your Officemarker and move it up the Office trackby 1 space. Building an Office does notaffect the Maintenance tracks.

You may build up to 7 different Stadium Infrastructure tokens,which are:bonus:

bonus:+1+1

EXAMPLE: Your Office marker is on the second space of the
Office track. To move further, you must spend 5 . If you end
the game at this space, you will get 5 .

Stadium Lighting

Merchandise Storebonus:

bonus:+1+1

Directors Office

At the end of the game you gain theindicated on your current space of the
Office track.

Perform a Card Action
Most of the Staff and Director cards have their own actions.
You may perform these actions during your turn. If you do, exhaust the card by rotating it by 90° to indicate that you haveused this card for the current Week. You may not perform theaction of an exhausted card. Cards will be unexhausted during
the Weekend.

Training Groundstands #3

stands #4

Stand #3

Stand #4

When all players have resolved their actions, the First player
moves their Stage marker to the next Day and begins to resolve their action for that Day (Wednesday or Thursday), or
proceeds to Matchday.

adboard #3

Adboard #3
Once placed, Stadium Infrastructure tokens cannot be removed.
You may have multiple copies of each Stadium Infrastructure token (except for Adboard and Stands). At the end of the game,each built Infrastructure token is worth its indicated .
Stadium Infrastructure tokens provide immediate bonuses, permanent features, or effects applied during Production.

19

gameplay: matchday
matchdayFor your first few Weeks we recommend doing it step-by-stepand waiting for other players. Once you are familiar with thegame, you may resolve Matchdays simultaneously.
During Matchday, you must follow 3 separate procedures: Prepare for the Match, Resolve the Match, and Check the Resultsof the Match. Each of these 3 procedures contains multiple
steps that must be resolved in order, as follows:
Prepare for the Match
1. Read the Scout Report description on
your Opponent card.
2. Play any Tactic card from your handand place all Jersey markers among
the 9 Zones according to the indicatedFormation. You cannot move the Jersey markers during subsequent steps,
so plan your strategy carefully.

NOTE: Formation 4-3-3 means that your Opponent plays 4 Defenders, 3 Midfielders,and 3 Forwards, but you don’t know which
Sections they will play in exactly. The Opponent card image is shown upside down, so
during the Match your Defenders face Opponents Forwards, etc.
Goalkeepers are not depicted in the Scout Report since Opponents always only have 1 Goalkeeper.
Basic Tactic cards have 2 different Formations to choose
from; other Tactic cards have 1 Formation and 1 Effect at theright side of the card. These effects are applied during the
Resolve the Match step.

NOTE: You may have 1-3 Jersey markers in each of the central
Zones and up to 1 Jersey marker in each of the Wing Zones (total
up to 3 Jersey markers in each Wing Section).

3. Choose the Player cards you want to use for the Match andassign 1
on each Player card you wish to use. You cannot assign Players withoron their Player cards to the
Match.
You cannot use two Player cards with the same Jersey number during a single Match. Make sure that all Jersey markers of the assigned Player cards are on the Pitch—if you
want to assign a Player whose Jersey marker is on a Bencharea, you may swap it with any other Jersey marker that has
no corresponding Player card. Remember, you cannot flip
the Jersey markers.
Some Player cards have additional effects that you may use
before/during/after the Match. To activate a Player's card
effect, you must assign additional resources (not counting
thealready assigned on the card) and then spend themwhen indicated. If you have not assigned resources before
a Match, you cannot resolve these effects.
Other Player cards have additional mandatory effects thatyou must resolve when indicated (i.e., before the match) if
you assign the card with its effect to the Match.
You cannot resolve the effects of Player cards that are notassigned to the current Match.
4. If you have any Injured or Suspended Staff or Players, discard 1 / from each of these cards.
5. Resolve all the effects that must be activated before the
Match.

EXAMPLE: Resolve the effect of González.
Roll a 6-sided die. If you roll 6 or more, move
the Opponent Score marker on the Match
Result track by 1.

6. You may place up to 1
on each of the Stands (printed on
the board and on Stadium Infrastructure tokens). After the
Match, you gain an equal number ofmarkers.
If you assign 4 or more , you play with a Sold Out Stadium. Some card effects depend on the number of assigned.

20

gameplay: matchday
Resolve the Match
1. Reveal the Opponent card.

2
1

4

3
1. Club emblem.

5

2. Club name.
3. Division.
4. Goalkeeper.

6

5. Defense.
6. Midfield.
7. Forward.

7

The Pitch consists of 9 Zones among 5 Sections—each Wing
Section contains 3 Zones. To resolve the Match you must compare 5 pairs of Sections (your Section against the Opponent’s
Section). First, compare your left Wing to the Opponent’s rightWing, then your right Wing to their left Wing, then your Central
Forwards to their Central Defenders, and so on.
For each of the Sections, combine pairs of Players. If theStrength of ais greater than the Opponent’s , that Playerscores, otherwise they are blocked. If there are more Players
than Players, the remaining are not blocked, so they scoregoals. If there are many combinations ofand , resolve
them in a way that both teams score as few goals as possible.
After completely resolving a Section, proceed to the next until
you resolve all 5 pairs of Sections.
Remember that all Players without corresponding assigned
Player cards have a base Strength of 1.
EXAMPLE:

2. You may play a Tactic card (a different card other than the
one you played during the Prepare for the Match step) and
resolve its effect. Then take both played Tactic cards backto your Supply (you may use each of these cards duringfollowing Weeks).

32Your Forwards

The Opponent's Defenders

3. Choose a Player card with assigned resources and resolvethat card’s effect. Remember to exhaust the Player card
to indicate it has been used and may not be used again
during the Match. You may resolve as many Player cards
as you want, as long as you have the required resources
assigned to them.

Your attack: One of your Strength is 3 and the Opponent’s
Strength is 3, so your is blocked, but your other Strength is
2 and the Opponent has no more , so yourscores.

4. Compare the Zones for each of the Teams as
described in the table to the right.

EXAMPLE:

Whenever a Team scores, move the corresponding Score marker by 1 space on the
Match Result track.

Opponent’s attack: the Opponent’s
scores.
don’t have any , so their

2Your Midfielders

Strength is 2 and you

1
The Opponent's Midfielders

Strength is 2 and the Opponent’sYour attack: Your
scores.
Strength is 1, so your
Opponent’s attack: The Opponent’s
Strength is 1, so they
with Strength 1.
are blocked by yourYou can find a complete example of resolving a Match on thenext page.

21

gameplay: matchday
GOALKEEPERS
During the Match, Goalkeepers block Opponent attacks that your Players
could not defend. Your Goalkeepers are represented by Player cards, butthey don’t have corresponding Jersey markers. Goalkeepers have a uniqueon their Player card that indicates how many shots they canstatistic
block.
If any of the Opponent’s
are not blocked during
the Match and your Goalkeeper’s Strength is equal toor higher than their Strength, you may use your Goalkeeper to block it, as long as your Goalkeeper has a. You may resolve this effect multiple times, up to thenumber oficons.
If you don’t have a Goalkeeper card, you may still resolve the Goalkeeper effect as if you had a Goalkeeper with Strength 1 and 1 .

EXAMPLE: This Goalkeeper has 2 , so he may
block up to 2 shots, each with a Strength of 1.
Opponents also have Goalkeepers on their cards that block your shots inthe same way.

EXAMPLE: This Goalkeeper has 2 , so he may block
up to 2 of your shots, each with a Strength of 3 or less.

22

gameplay: matchday
EXAMPLE OF A MATCH BETWEEN BRICKTON FC
AND GREYTOWN BULLS
BULLS:

Brickton has 2
with Strength 2 and 1, and Greytown’s
2. Greytown doesn’t score.
Brickton has noanyone.

, so Greytown’sStrength iswith Strength 1 is not blocking

each with Strength 2, and Greytown’s
Brickton has 2
Strength 4. Greytown is not blocked. Brickton’s Goalkeeper’s
Strength 2, so Greytown scores once.

has
has

Brickton has awith Strength 1, and Greytown has no , so Brickton attempts to score, but the shot is blocked by the Greytown Goalwith Strength 2.
keeper’s
Greytown has awith Strength 1 and Brickton has no , so Greyattempts to score, but it is blocked by the Brickton Goaltown’swith Strength 2. The Goalkeepers of both teams are now
keeper’s
exhausted and can no longer block.
Brickton has awith Strength 2 and Greytown has no , so Brickton’s
attempts to score and it cannot be blocked by Greytown’s
Goalkeeper because they have already blocked their maximal number of shots. Brickton scores.

Greytown has noanyone.

, so Brickton’swith Strength 1 is not blocking

Brickton has 2
with Strength 1 and 3, and Greytown’s
haveStrength 1, 1, and 2. The Brickton’swith Strength 1 is blocked, but
the other, Strength 3
is unblocked. Greytown’s Goalkeeper
cannot block it either since its Strength is lower than Brickton’s(but they
still have ato use later in the Match). Brickton scores once.
Greytown has atown scores.

with Strength 3 and Brickton has no, so Grey-

Brickton has awith Strength 1, and Greytown has 2
Strength is 2 and 1, so Brickton’sis blocked.

withBrickton Football Club vs Greytown Bulls 2:2

23

gameplay: matchday
Check the Results of the Match
1. Resolve all AFTER THE MATCH effects of your Player cards.
2. The Team that scored the most goals is the Winner of the Matchand the other is the Loser; in the case of tie, it is a draw—nobody
wins or loses.
3. Move the Team markers of both Teams on the League table:
3 spaces for the Winner, 1 space for a draw, and 0 spaces for
the Loser. If 2 or more players play against the same Opponent
during the Week, first move the markers as described above andthen flip the Opponent Team marker to its inactive (black) side.
markers from the Stands and gain 1
for each
4. Discard thediscarded . Then discard all Resource markers, andfrom
all your Player cards assigned to the Match. Any
andtokens, as well as tokens and markers from unassigned Player
cards, remain on cards.
5. After the Match, you must make a Match consequence roll. Roll asix-sided die and resolve the result depending on the Match result.
If you don’t like the die roll, you may spend 1
to reroll the die(you may reroll multiple times, as long as you haveto spend).
Fan Base Increase: Move the Fan Base Stat marker 1 space to theright.
Training: Train a Player who was assigned to the Match.
Temporary Strength: Place the indicated number ofPlayer card that was assigned to the Match.

on anyTemporary Weakness: Place the indicated number ofPlayer card that was assigned to the Match.

on anyInjury: Roll a twelve-sided die. The die result indicates which
Player is Injured. Place an Injury token on the corresponding
Player card if they were assigned to the Match (for more details,
see page 27). If you roll a number that does not correspond toany of your Players assigned to the match, nothing happens.
Serious Injury: Resolve the Injury effect described above andplace 2 Injury tokens on the Player card.
Double Injury: Resolve two separate Injury effects. Note thatthey might affect the same Player (equivalent to a Serious Injury).
Double Serious Injury: Resolve two separate Serious Injury effects. Note that they might affect the same Player.

24

NOTE: There are some card effects that affect this step (i.e.
cards that prevent Injuries).

6. Roll the six-sided Opponent die corresponding to the colorof each Opponent Team that nobody has played against
and move their Team markers on the League table according to the result. If their Team marker is on its inactive side,
flip it over instead of moving it.

EXAMPLE:This Week, you have drawn a Match against Steelchester FC.
You must move both Team markers by 1 step on the League
table. During this Week, another player won a Match against
Steelchester FC, so they move their Team marker by 3 steps
and flip the Steelchester’s Team marker to its inactive side. The
next time no one plays against Steelchester FC, you will not roll
the red die, but instead flip its Team marker.

end of the week
end of the week
At the end of the Week you must resolve the following steps inorder:
1. Unexhaust every exhausted card.
2. Move the Score markers back to the 0 spaces on the Match
Result track. Discard the Opponent cards you played against.
If there are no more Opponent cards on your board, proceed to the End of the Game.
3. Each player checks their position on the Maintenance tracks
and paysaccording to them. You must place 2
on a
Staff card for each
you don’t have. Firstly place them on
Staff cards that don’t already have .
4. Discard the rightmost Player, Staff, and Sponsor cards fromthe Transfer Area. Move all cards to the right and refill thedisplay. Discard the top card from the Youngster deck.
5. Keep a maximum of 1 , 1 , and 1
marker and thendiscard the rest. You may keep as manymarkers as you
want. Discard allplaced on your boards as reminders(according to their effects described on Board Meetingcards).
6. Pass the Stage marker to the next player in clockwise order.
They become the First player and place the Stage marker
on the Monday space of their Club board.

25

end of the gameend of the game
After resolving all 6 Weeks proceed to Final Scoring. Gain
1. Your position on the League table according to the tablebelow. If 2 or more Teams are in the same position, theyboth score the indicated .

Position

VPS

1

15

2

10

3

8

4

6

5

4

2.

tokens from your Youngster cards and your Supply.

3. Sets of Staff cards according to the values indicated on theirbottom.
4. Built Stadium Infrastructure tokens according to the values
indicated on their top right corner.
5. Your position on the Office track.
6. Lose 1

for eachon your cards.

is the winner. In case of a tie,
The player who has the mostthe player ranked higher on the League Table is the winner. If
there is still a tie, the tied players share the victory.

SCORING EXAMPLE: Your Team finished in 3rd place, so you gain
8 .
During the game, you gained 9

tokens.

6

2

7

0

You have 2 Stewards (3for the set), 2 Doctors, and 1 Fitness
for a set), and a First Trainer (0for a set), for a
Trainer (5total of 8 .

8-2

You have built 2 Stands, so you gain 2

9+

-4

.

You are on the third space of the Office track, so you gain 9
You have 1
Total = 35

26

for:

on a Player card, so you lose 1.

.

additional rules
additional rules
injurySome cards or Match consequences result with the Injury ofcertain Players. If the effect doesn’t state which Player should
be injured, roll a twelve-sided die. The result is the Jersey number of the Player that is Injured. The icon
means that any
Player with a Jersey number above 11 is Injured (you mustchoose one of any of the eligible Players). Place the indicated number of Injury tokens on that Player's card (if possible).
Injured Players cannot play during subsequent Weeks. Before
a Match, you may exhaust the Injured Player’s card for free inorder to remove an Injury token. You may remove only 1 fromeach Player card in this manner, even if there were multiple
Injury tokens.
You cannot use the effects of Injured Player’s cards. However,
you may Sell them for half of their basic price.

match effects: before and afterSome cards have effects that you may resolve BEFORE or AFTER

THE MATCH.

BEFORE THE MATCH effects must be resolved before revealing
the Opponent card.
AFTER THE MATCH effects must be resolved
after comparing each pair of Sections, but
before calculating the final score.

EXAMPLE: With the Lopez Player card, after the Match, you may take 2
to cancel an Opponent's goal. Move the Opponent’s Score marker 1 step backward on
the Match Result track.

Some Staff card effects prevent Injuries or affect the Injured
Players.

maintenanceobjective cards

Each time you Hire or Sell a Player, Hire
Staff, or build Stadium Infrastructure, youmust move your Maintenance marker on thecorresponding track. During the end of theWeek, you must pay according to the positions of markers on that track. Make sure
to update their positions before.

At the beginning of the game, each player receives 2 Objective cards, keeping 1 and discarding the other. Fulfilling thisObjective card’s requirements provides additional .

EXAMPLE: This Maintenence track showsthat at the end of the Week, you mustpay 6
for Maintenance.

1
1.

2

Card name.

2. Description: This text is thematicand has no bearing on gameplay.

3

3. Levels of fulfilling: Each card has
an Objective to fulfill and an additional condition to fulfill it perfectly.
for fulfilling the
4. Granted : 2
Objective, and an additional 2
forfulfilling it perfectly.

4
Once you fulfill the Objective, reveal the card so other players
may verify it and then gain the indicated tokens. Some Objectives are fulfilled at the End of Game. Reveal them after the last
Match and gain .

27

additional rules
opponent deck
The game consists of 64 Opponent cards for 16 different Opponents (4 cards for each). Before the game, all players should
decide together which Division they want to play in. Each ofthem draws 3 different Opponent cards from the decks corresponding to the chosen Division, so each of them will have 6
different Opponents cards. Advanced Opponent cards shouldbe placed below easier Opponents cards on the Match board.

Division
3
2
1

Opponent decks
Division 3 andDivision 3/2
Division 3/2 andDivision 2/1
Division 2/1 andDivision 1

Difficulty
level
Easy
MediumHard

During Setup, the unused cards should be returned to the box
along with unused Team markers.

suspension

Temporary and Permanent Strength andWeakness tokens
Different effects and actions make you place Strength andWeakness tokens on your Player cards. During the Match eachof the Strength tokens adds +1 to the Strength of the Player it isplaced on, and each of the Weakness tokens subtracts -1 fromtheir Strength.
Temporary Strengthand Temporary Weakness
are discarded from assigned Players after the Match.

tokensand Permanent Weakness
Permanent Strength
stay on the Player cards until the End of the Game.

tokenstactic cards
At the beginning of the game, each player receives 1 Tactic card. During the game, many effects allow you to draw
additional Tactic cards (if the Tactic deck is empty, you cannot
gain more).
During each Matchday, you must play exactly 1 Tactic card as
your Formation and you may play another one for its effect.

Players
Some card effects result in the Suspension of specific Players. If
the effect doesn’t state which Player should be Suspended, rolla twelve-sided die. The result is the Jersey number of the Playerthat is Suspended. The icon
means that any Player with a Jersey number above 11 is Suspended (you must choose one of anyof the eligible Players). Place the indicated number ofon thatPlayer’s card (if possible). Suspended Players cannot play during
subsequent Weeks. During the Match, you may exhaust the Suspended Player’s card for free in order to remove 1 .
You cannot use the effects of Suspended Players, however, you
may Sell them for half of their basic price.
Other cards

28

EXAMPLE: You have 2 Tactic cards. You may play 3-5-2 or 5-3-2
and use the effect of the “Nothing to lose card,” or play it as a
Formation to play 4-3-3 and do not play the second Tactic card.

victory point tokens

Some card effects placeon other cards. If a card has a ,you cannot use its actions or features. During the Match, you
may exhaust a card to remove 1
from it for free.

During the game, you gain
tokens in various ways. Eachtime you gain atoken, take it to your Supply.

At the end of the game, you must lose 1
for eachtoken
on your cards. Cards withtokens are ignored for all othereffects and don’t provide
when building sets.

The
placed on the Experience space of Youngsters remain
there until the end of the game or until you sell them, at which
point you place them in your Supply.

solo gamesolo game
Most of the rules for Eleven remain unchanged when playing solo. The major differences are introduced on the individual Scenario
sheets, and they always take precedence over the general rules. However, there are a few small changes explained below that mustbe followed when playing solo.
Setup

End of the Week

During the Setup, reveal 4 Director cards, choose one, and discard the others. Then reveal the next 3 Director cards, choose
one, and discard the others. Finally reveal 2 Director cards,
choose one, and discard the other. The 3 cards you choose will
be your Directors for the game.

At the end of each Week, you must discard the rightmost Player, Staff, and Sponsor card, as well as the topmost Youngster
card as usual. Additionally, once per Week, you may discard
all cards of any one type from the Transfer Area and replacethem with new cards.

Before you begin, decide in which Division you wish to play.
Some of the Scenarios must be played in a specific Division.

End of the Game

Many Scenarios have special Setup rules you must follow. Readthose rules before preparing the game as usual.

At the end of the Game, you should sum up your Victory Points
as usual. Note that each Scenario has its own additional scoring rules. If you fulfill the Scenario goals mentioned on the
Scenario sheet, you win the Scenario. Check the table below to
see how well you rank as a Manager!

Division 3

Division 3/2

Division 2/1

Amateur Manager

<40

<40

<35

Assistant of a Manager

40

40

35

Promising Manager

50

45

40

Reputable Manager

55

50

45

World class Manager

65+

55+

50+

29

player aid
mondayProduction

Board Meeting

Gain Resources according to the positions of your Stat markers
on the tracks.

Draw a Board Meeting card. Roll a six-sided die. Check thevotes of your Directors. Resolve the decision with the most votes.

>
tuesday, wednesday, and thursday
Each Day, you may perform exactly 1 Basic action, and may pay in order to perform 1 additional Paid action.
Hire a Player or a Youngster

Sell a Player or a Youngster

Pick a top card from the Youngster deck or 1 from the 3 rightmost Player cards. Pay the cost of Hiring shown in the upper
left-hand corner of the card. Take the card and flip (if necessary) the corresponding Jersey marker. Adjust the position ofyour marker on the Maintenance track.

Discard a chosen Player card. Gain 2+
equal to theircurrent Strength (modified by Strength and Weakness tokens)and alltokens on the Player card. Adjust the position of yourmarker on the Maintenance track.

+2
+4

30

player aid
Hire Staff

Contract a Sponsor

Pick 1 from the 3 rightmost Staff cards. Pay the cost of Hiring
shown in the upper left-hand corner of the card. Take the cardand place it below your Club board. Adjust position of yourmarker on the Maintenance track.

Pick 1 from the 3 rightmost Sponsor cards. Choose what type ofContract you want to sign.

- discard the Sponsor card to gain the Contract Effect.
- slide the card faceup beneath the Stadium board
and gain the Contract Effect or the Bonus.

/
Build Stadium Infrastructure- place the card facedown on the left side of
the Stadium board and gain the Contract Effectand the Bonus.

Choose one of available Stadium Infrastructure tokens from the
Supply, pay 3
and place it in a Stadium space on the Stadium board. Apply its bonus (if necessary) and adjust the position of your marker on the Maintenance track.

+
Card Action
Exhaust a Director or a Staff card. Pay indicated cost and resolve its action.
Additional Paid Action
Pay 2
and choose any of your cards. Resolve its action by
paying its regular cost (if any) and exhausting it.

Build Office
Pay the cost indicated in
the space above your Officemarker and move it up on the
Office track by 1 space.

-2

-1

31

player aid, credits
matchdayPrepare for the Match

Check the Results of the Match

Read Scout Report on the Opponent card. Play a Tactic card as
a Formation. Assign Players and deploy Jersey markers on thepitch. Assign
to the Stands. Discard 1 / from your cards.
Resolve Before the Match effects.

Resolve After the Match effects. Move Team markers on the
League table. Discard
from the Stands to gain . Discard
and . Roll for Match Consequences. Roll the Opponent
dice and move their Team markers on the League table.

End of the Week
Unexhaust all cards. Pay for the Maintenance. Discard rightand up to
most cards from the Transfer area. Keep all
1 , , . Discard the rest. Pass the Stage marker.

Resolve the Match
Reveal the Opponent card. You
may play another Tactic card for
its effect. Resolve effects of Player
cards. Compare pairs of Sections.

PORTAL GAMESGAME DESIGN: Thomas Jansen
GAME DEVELOPMENT: Ignacy Trzewiczek, Jan Maurycy
GRAPHIC DESIGN: Mateusz Kopacz, Rafał Szyma
COVER ARTWORK: Mateusz Kopacz
ARTWORK: Hanna Kuik, Maciej Simiński
RULEBOOK: Jan Maurycy
EXECUTIVE PRODUCER: Grzegorz Polewka, Damian Mazur
PROJECT MANAGER: Marek Dąbrowski
ENGLISH EDITOR: Tyler Brown

The authors thank the testers and editors for their help in developing thegame.
Special thanks to: Joanna Kijanka, Kuba Jarosz, Vincent Salzillo, Joanna
Wareluk, Chevee, Michael Eckenfels, Kajtek Witrambowski, Alicja Święcicka,
Laga Warszawa’s team (Szymon & Jędrzej Święciccy, Carlos, Dorsz, GDM,
Janik), Marek Spychalski, Filip Makówka, Wojtek Kondracki, Sławek Winszczyk,
Karol Han, and all others who helped with playtesting this product.
Dear Customer, our games are assembled with the greatest care. However,
if your copy lacks anything, we apologize. Please, let us know through theCustomer Service form on our website: portalgames.pl/en/customer-service
Published by: Portal Games Sp. z o.o.
ul. H. Sienkiewicza 13, 44-190 Knurów, Poland.
© 2022 PORTAL GAMES Sp. z o.o.
All rights reserved.