Counter Attack - Rules.en
Counter Attack - Rules.en
Counter Attack - Rules.en
RULES OF PLAY
COUNTER ATTACK
THE FOOTBALL STRATEGY GAME
counterattackgame.com
ctrattackgame
Length of a game
Set up time is approximately 10 minutes. To play the game to its
full potential, go for 2 halves of 45 minutes – just as you’d expect!
CORE RULES 8
If you are new to the game 9
The Movement Phase 10
Passing 12
Shooting 14
Loose Ball 16
The Goalkeeper 18
Heading 20
Tackling & Dribbling 22
Foul! 23
Set pieces 24
The Referee’s Decision is Final 27
Step-by-Step Guide 28
ADVANCED RULES 32
EXTRA TIME 37
GETTING
STARTED
IN THIS SECTION WE ARE GOING TO
INTRODUCE YOU TO THE COMPONENTS
OF THE GAME INCLUDING THE PITCH
AND THE PLAYERS.
YOUR SQUAD
A good football manager needs a grasp of tactics and strategy, a
dash of luck and a squad of quality players! Let’s have a look at the
players who will make up your team.
In many game situations, you will add a dice roll to your player’s
attribute to create a combined score.
outfielders
Leniency
Goalkeepers Referees
3
PICKING YOUR TEAM
A team squad is made up of 16 players; 1 goalkeeper, 10 outfielders
and 5 substitutes. Here’s how to draft squads at the start of the game.
Goalkeepers
Place the goalkeeper cards face down and pick 1 goalkeeper each.
Outfield Players
Shuffle the cards and place 4 of them face up. You choose 1 of these
cards, your opponent chooses next. You then pick 1 of the remaining
cards and your opponent takes the final card. Repeat this process
with the rest of the player cards, taking turns with who picks first.
Keep going until you both have 15 outfield players.
Now it’s time to decide which 11 players will make up your starting
team, and which will be your 5 substitutes. Allocate a squad number
1-11 to each starting player and place them in their corresponding
spaces at the sides of the pitch.
referee
Place the referee cards face down and pick 1 at random. Place the
referee card face up at the side of the pitch.
THE FOOT
COUN
WILLEMS
BELGIUM vrabec
czech republ
COUNTER ATTACK
COUNTER ATT
4
UTILISING PLAYER SKILLS
Where should you position players on the pitch to make the most
of their abilities? That’s entirely up to you! This guide to some of the
players in your box might give you a helping hand.
RUIZ
ARGENTINA
With great dribbling skills yet terrible tackling,
Ruiz is clearly an attacking player. But poor
heading and shooting might mean Ruiz is best
played on the wing. With a pace of 6, Ruiz can be
devastating on the counter attack...
COUNTER ATTACK
delgado
Delgado is an all-rounder: not great at any one spain
job, but generally good at everything. Delgado’s
high dribbling ability means you can leave this
player in possession of the ball and be confident
of beating most tackles. The all-round ability
coupled with pace means Delgado would be
a great midfielder, but you could also consider
fullback.
COUNTER ATTACK
longo
italy
Going by the tackling and heading attributes,
Longo is a classic defender. Not many players
will dribble past Longo, but be wary of the lack of
pace. You might need to defend deep with this
Italian in your team.
COUNTER ATTACK
5
THE ZONE OF INFLUENCE
Every player in Counter Attack can affect what happens in the space
surrounding them. This area is called the Zone of Influence. In this
example, player 3 is a defender.
3 your player
• No player can move through or finish a move in this hex.
• A standard pass is intercepted if it travels through this hex.
• If a shot travels through this hex, roll a 5 or 6 to make a
deflection.
2 hexes away
• If a header is attempted in this space, your player can
attempt to win the duel but with a -1 dice penalty.
6
THE PITCH
The pitch is made up of hundreds of hexes. During the game you’ll
move your players from hex to hex as you pass, shoot and score!
High pass
Pass
Standard
Pass Shot
First-time
Header
Red 11 has the ball and wants to make a standard pass to Red 7. The distance
stick tells us that a standard pass is possible. We also learn that the path of
the ball does not travel through a White player or within any White player’s
Zone of Influence, so the pass cannot be intercepted.
7
CORE
RULES
FOOTBALL IS A SIMPLE GAME,
AND SO IS COUNTER ATTACK.
READ THROUGH THIS SECTION
TO FIND OUT HOW TO PASS,
DRIBBLE, SHOOT AND SCORE!
IF YOU ARE NEW TO THE GAME...
KICK OFF!
Before the game starts, line up your players in your own half, each
player in a separate hex. You can put your players wherever you like.
If you want ideas for good formations, check the back of the game
board!
Now, toss a coin to decide which team takes kick off. The winning
manager places one player on the centre spot. Place the ball on top of
that player. The attacking team can have multiple players in
the centre circle; the defending team must have none.
Before the attacking team starts the game, both managers can
quickly readjust their formations. Once that is done, the game starts
with the attacking team playing a standard pass to any position on
the pitch.
9
MOVEMENT PHASE
A Movement Phase represents a split second on the football pitch.
The attacking manager can start a Movement Phase after every
action except a high pass. One Movement Phase can follow another
if the attacking manager wishes.
Each player’s Pace attribute determines how far they can travel in a
Movement Phase e.g. a player with pace of 6 can move up to a total
of 6 hexes during a Movement Phase. Players cannot move through
teammates or opposition players.
!
are you battling a timewaster?
Speed up the game by using the sand timer.
if your opponent does not move their
players before 60 seconds is up, their turn
will come to an end!
10
Actions during the Movement Phase
• You cannot make a pass until the Movement Phase has ended.
However, you can take a snapshot during a Movement Phase if
your player runs with the ball into the box.
Red 9 has possession of the ball. The Red team moves first. Players 9, 11, 10
and 7 are all moved according to their Pace attribute.
The White team then moves players 8, 4, 5, 6 and 3. In doing so, Red 10
and 7 are now in offside positions. No player was close enough to make a
tackle on Red 9.
11
PASSING
There are 3 types of pass in the Core Rules. The markers on the
distance stick show you how far each pass can travel. Hold the stick
over the player in possession of the ball and point it in the direction
you’d like to pass.
Standard Pass
A standard pass travels along the ground. The ball cannot travel
through an opponent (see Zone of Influence) but you can pass
through your teammate. If the path of the ball comes within 1 hex of a
defender, that player can roll a 6 to intercept.
high Pass
Use the distance stick to work out where you want to pass to. If your
opponent is within 1 hex of the player making the pass and directly in
the path of the high pass, the pass cannot be made. Place the ball
where you want it to go.
Next, each team may move 1 player up to 3 hexes as the ball travels.
If the high pass is played into the penalty box, the goalkeeper also gets
to move 1 hex. The ball must always be aimed to land on the head of
one of your players.
Roll a dice and add the roll to your player’s High Pass attribute.
A combined score of 8+ is necessary for an accurate high pass.
• If the high pass is accurate, all players within 2 hexes can challenge
for the header.
12
ATTACK
STRATEGY GAME COUNTERATTACKGAME
Red 8 wants to cross the ball into the box for Red 9. Red 9 moves 3 hexes
after the high pass has been made. White 4 also moves 3 hexes. White
4 cannot quite reach Red 9 but can still challenge for a header with a
-1 dice penalty. Red 8 rolls the dice and combines the dice roll with the
High Pass attribute. A score of 8+ is accurate. Red 9 and White 4 now
challenge for the header.
Long pass
A long pass can travel to any position on the pitch which means there
is no need for the distance stick. There are some limitations, however!
You cannot:
• Play a long pass from one final third to the other.
• Make the pass if there is an opponent in any hex next to yours that
will block the route of the ball.
The ball:
• Must not be aimed to land within 5 hexes of any of your teammates.
• Must not be aimed to land in any hex right next to an opponent.
You must check for accuracy when you play a long ball. A combined
score (dice + High Pass attribute) of 9 is needed for the long pass to be
accurate. If the pass is inaccurate, follow the Loose Ball instructions.
After a long pass has been made, the defending manager gets to
move their goalkeeper according to the goalkeeper’s pace. Play then
resumes with a Movement Phase, with the attacking team moving first.
13
SHOOTING
You’ll be using the distance stick to judge if you can shoot. All shots
are deemed to be accurate, but defenders can block the ball (see
Loose Ball).
walker
RUIZ
england
ARGENTINA
5 vs 9
COUNTER AT
COUNTER ATTACK TACK
Shooting is a duel between the player taking the shot and the
goalkeeper:
Remember...
• The maximum dice penalty is -2.
• In the event of a tie, follow the Loose Ball instructions.
• If the attacker’s score is higher, a goal has been scored!
If the keeper’s score is higher, roll a dice:
Read The Goalkeeper to discover what you can do once you have held
a shot.
14
walker
england The goalkeeper saved a shot and then rolled to
check if the ball had been caught. A dice roll of 1 is
lower than Walker’s Handling attribute, so the ball
has been caught!
COUNTER ATTACK
SNAPSHOTS
A snapshot sacrifices accuracy for the element of surprise. Take one:
All the same rules of shooting apply, but the player’s Shooting
attribute receives a -1 dice penalty. Just before the snapshot is
taken, 1 opponent is allowed to move any player 2 hexes in an attempt
to deflect the shot (see Loose Ball). This can include the goalkeeper.
ER ATTACK
LL STRATEGY GAME COUNTER Red 9 runs into the box
with the ball, avoiding
the defender’s Zone of
Influence.
15
LOOSE BALL
The Loose Ball instructions determines where the ball ends up
whenever:
2
Refer to the numbers 1-6 printed on the pitch.
3
4
This helps you determine where the ball will
break. The ball deflects from the centre of
the incident (i.e. where the ball was
supposed to travel, or from the defender who
challenged for a tackle or header)
Roll a dice to determine the direction the ball will break. If you roll a 3,
the ball will break in the direction of the 3, and so on.
To determine the distance the ball will break, roll a dice again. The dice
roll will tell you how many hexes the ball will travel. Start counting from
the source of the loose ball.
• If the ball does not hit any player while travelling, continue the
Movement Phase or, if you were not in a Movement Phase, begin
one with the attacking team moving first.
Goals can be scored from loose balls! If the ball passes within 1 hex of
the goalkeeper, the goalkeeper needs to roll a 5 or a 6 to save it! If the
ball passes more than 1 hex from the goalkeeper, it cannot be saved.
16
Red 7 attempts a high pass to Red 10 (the solid line). The pass is
inaccurate, so to determine where the ball goes, you roll the dice
once for direction and once for distance. You roll a 5 for direction
and a 5 for distance. Because the ball hits a player before it travels
5 hexes, that player’s team takes possession of the ball. White 2
controls the ball and play continues with a Movement Phase, a pass
or shot (if close enough to goal).
ER ATTACK
LL STRATEGY GAME COUNTERATTACKGAM
17
THE GOALKEEPER
Just like any other player, your goalkeeper can be moved in a
Movement Phase. Your goalkeeper can also be moved 1 hex
whenever the ball comes into the box.
TACK
Y GAME COUNTERATT
• Kick the ball. Before this kick is taken, any players who are in either
final third get to move up to 6 hexes each. The goalkeeper’s team
moves first.
• Take a quick throw. No players get to move first. The throw can
travel the distance of a standard pass and cannot be intercepted
by an opponent.
If you choose to kick the ball, judge the accuracy of the kick using the
goalkeeper’s High Pass attribute (a combined score of 8+ is required).
The ball can be kicked to any position on the pitch except for those in
the opposite final third. If the pass is inaccurate, follow the Loose Ball
instructions.
Both teams get to move one player up to 3 hexes while the ball is
travelling in the air. If a defender is within distance to challenge for
18
a header (i.e. within 2 hexes), then play resumes with a header. If no
defender is close enough to challenge for a header, the attacking
player can continue play with a header or a Movement Phase.
If the cross ball is aimed 2 hexes away from you, your combined score
suffers a -1 dice penalty. If the attacker wins the duel, a goal is scored!
If you win the duel, play resumes as if you caught a shot (see After
making a save).
Intercepting a pass
If the path of a pass travels directly through you, then you will
automatically intercept the pass. If the path of the ball takes it within
one hex of you, roll a 5 or a 6 to make an interception.
You can also dive at the attacker’s feet during a Movement Phase if
you move to an adjacent hex. However, if you roll a 1 in either situation,
a foul has been committed!
19
HEADING
A header must follow a high pass. There are no limits to the number of
players from either team who can challenge for a header. Whether a
player can challenge for the header or not depends on how close they
are to the target.
Use the distance stick to judge how far the header can travel.
Goalkeepers can also challenge to catch a high pass if they are close
enough, using their Aerial Ability. If the goalkeeper loses that duel, the
attacker scores a goal!
mcnulty van de K
erkhof
ireland netherla
nds
8vs 3
20
Headed Passes
Headed passes cannot be intercepted and there cannot be 2
consecutive headed passes.
If the defender wins the headed duel, the ball has to be headed away.
Use the distance stick to judge how far it can travel. No interceptions
are possible. The team that headed the ball is now the attacking team.
You cannot head the ball back to your goalkeeper at a corner kick.
Following a Header
The players who challenged for the header cannot participate in the
subsequent Movement Phase.
R ATTACK
STRATEGY GAME COUNTERATTACKGAM
A successful high pass has been made to Red 9. White 4 can challenge for the
header. White 5 and Red 10 can also challenge for the header, but they each
suffer a -1 dice penalty because they are two hexes away.
White 2 is too far away so cannot challenge for the header. If the attacking (Red)
player wins the headed duel, the goalkeeper rolls the dice and combines the
dice score with the goalkeeper’s Saving attribute. The attacker does not re-roll. If
the attacker’s combined score is higher than the goalkeeper’s, a goal has been
scored!
21
TACKLING & DRIBBLING
Tackling is a duel between the defender and the attacker. A tackle
can be attempted if a defender moves within 1 hex of the player with
the ball during a Movement Phase.
langdon barisic
australia croatia
7 vs 8
COUNTER ATTACK
COUNTER ATTACK
If the defender’s score is higher, the tackle was successful and ball
possession changes. The defender’s manager may reposition their
player into any hex surrounding the player they just tackled. The
Movement Phase comes to an end and play resumes.
!
You don’t have to make a tackle - just get into your
opponent’s face! If the attacker then runs into your
zone of influence roll a 6 to steal the ball. that
defender only gets 1 chance to steal the ball during
any single Movement Phase. As with a regular tacKle,
a roll of 1 is a foul!
22
FOUL!
If your opponent rolls a 1 when making a tackle or a steal then a foul
has been committed. Roll the dice to check for an injury (see below).
You now have two choices: take the free kick/penalty or continue play.
Even if you choose to continue play, you still have to roll the dice to
determine whether your player has been injured, and your opponent
still has to roll the dice to check if the defender is booked. If you decide
to stop play for a free kick/penalty, refer to Set Pieces.
PROFESSIONAL FOULS
If your opponent has fouled you and stopped a clear goalscoring
opportunity, then they could be shown a straight red card!
23
SET PIECES
Whenever a set piece is awarded, both teams are immediately
allowed to pick up and reposition their goalkeeper.
Corner Kick
If a corner kick has been awarded, select a player to take the kick.
Position that player in the corner arc with the ball. Each manager is
now allowed to pick up and reposition 6 players. Take turns moving
2 players each, attacking manager goes first.
Play continues with a high pass or a low pass. A high pass can be
made to any position within the penalty area because there are no
distance restrictions. Corner kicks are always accurate. Following a
high pass, a header must be attempted.
If you prefer to play a low pass, the ball can only travel the distance of
a first-time pass..
COUNTERATTACKGAME.COM
It’s a corner kick to the Red team. The Red team selects a player to take the kick and
then the managers take turns to reposition 6 players each.
In this example, all Red players are closely marked inside the area, other than Red
9. Should a high pass be made to Red 9, White 2 would have a -1 dice penalty when
challenging for the ball.
!
NB If the ball is played to Red 4, both White 5 and White 4 can challenge for the
header. White 4 would have a -1 dice penalty because this player is 2 hexes away.
24
THROW-IN
A throw-in can be awarded after an inaccurate high or long pass or
a loose ball. The attacking team selects one player on the pitch to
take the throw-in and then a Movement Phase is completed before
play resumes with the throw. If the attacking manager wishes, you
can choose to run through a second Movement Phase before taking
the throw. The ball can be thrown the same distance as a header can
travel.
Penalty
If a foul has been committed within the penalty area, the attacking
manager can choose to play on or take a penalty kick. With a penalty,
both teams pick up and reposition all of their players. Only 2 players
(the penalty kick taker and the defending goalkeeper) may be inside
the penalty area.
dionte walker
usa
england
8vs 6
25
Free Kick
Select the player you want to take the kick and position them and the
ball where the foul was committed. Any opponents within 2 hexes of
the ball must be moved 2 hexes away from the ball.
You and your opponent may now reposition players like so:
You can now choose to pass or shoot. If you choose to shoot (use the
distance stick to judge if a shot is possible), then combine your player’s
Shooting attribute with a dice roll to determine the success of the shot:
REMEMBER...
If your combined score is lower than 9, you can still score!
...and don’t forget that a shot from outside the box still has a -1 dice
penalty.
Offside
If an attacker is caught offside, play resumes with a free kick to the
opposition team from the location of the offside player.
Substitutions
A manager can make a substitution at any set piece. The substitute
takes the player number of the one who has left the pitch.
26
THE REFEREE’S DECISION IS FINAL!
If you and your opponent can’t agree on whether or not a pass has
been intercepted, a professional foul has been committed, or
anything else for that matter, turn to the referee to make the decision.
When you and your opponent disagree, look at the referee card and let
the attacking manager roll the dice.
• If the dice roll is lower than the referee’s Leniency attribute, then the
referee has ruled in favour of the defending manager.
bertoni
italy
Leniency
Following
a foul, roll
the dice. If
the dice ro
is equal to ll
or higher
than this Le
niency
value, the
player
receives a
yellow card
.
COUNTER A
TTACK
27
A STEP-BY-STEP GUIDE
Learn how to play Counter Attack with this step-by-step guide to most of the moves in
the game!
COUNTER ATTACK
THE FOOTBALL STRATEGY GAME
COUNTERATTACKGAME.COM
Ball
High
Shot Pass
ard
Stand
Header Pass
time
First-
COUNTERATTACKGAME.COM
COUNTER ATTACK
THE FOOTBALL STRATEGY GAME
(1) The teams are lined up and the Whites kick off with a pass to White 5. The standard
pass is measured with the distance stick.
(2) Whites call a Movement Phase. Whites move 4 players according to their pace.
Reds move 5 according to their pace and then the Whites move 2 players up to 2
hexes each. The Phase is over and the Whites have to choose what to do next.
all
hB
Hig
ss
Pa
rd
da
an
St
ot
Sh
ss
Pa
me
-ti
st
Fir r
a de
H e
(3) Whites play a pass into space. The ball doesn’t come near any defender’s Zone of
Influence so it cannot be intercepted.
RUIZ
ARGENTINA
WILLEMS
BELGIUM
COUNTER ATTACK
COUNTER ATTACK
(4) Whites call another Movement Phase and White 11 (Ruiz) collects the ball. In
the Red’s Movement Phase, Red 7 (Willems) comes within 1 hex of Ruiz and calls
a tackle. If you are playing the Advanced Rules this would be considered a tackle
from behind. Both players roll a 3, so Ruiz wins the challenge (Dribbling + dice vs
Tackling + dice). Ruiz can move to any hex surrounding Willems but opts to stay
in this hex. The Movement Phase continues and more Reds may attempt a tackle
if they get close enough
FOOTBALL STRATEGY GAME
RUIZ
ARGENTINA
attah
ghana
COUNTER ATTACK
COUNT
delgado
spain
COUNTER ATTACK
COUNTERA
COUNTER
ATTACK
nkosi
south africa
TACK
COUNTER AT
C
• Test for accuracy when you take a corner kick. Follow the accuracy
rules for a High Pass.
• Just before the kick is taken and before the attacker declares
where the ball will go, both teams get to move 1 player up to 3
hexes. Attacking manager moves first.
First-time Pass
A first-time pass can only be made after a standard pass. First-time
passes are short. They can be used to catch out a tight defence, but
be aware that a defender can make a move to intercept the pass.
Decide where the ball will go to and then each team moves 1 player 1
hex as the ball travels. Attacking player moves first.
LONG PASSES
In the Core Rules, long passes cannot be made from one final third
to the other. In the Advanced Rules, this is allowed but a combined
accuracy score of 10+ is necessary.
COUNTER ATTACK
DIFFICULT SHOOTING ANGLES THE FOOTBALL STRATEGY GAME
INACCURATE SHOOTING
If you roll a 1 your shot or header is automatically off-target. However,
a shot can still be deflected by any opponents in the path of the
ball. If there are no deflections then continue play with a goal kick.
Both teams move their players as they would if the goalkeeper had
caught the ball. An off-target header cannot be intercepted; the ball
automatically goes out for a goal kick.
33
GOALKEEPER’S SAVING ABILITY
In the Core Rules, your goalkeeper can dive 3 hexes parallel to the goal
line. The same is true with the Advanced Rules, but there’s a twist: if the
goalkeeper attempts a save in the furthest away hex (the third hex),
the goalkeeper’s Saving attribute suffers a -1 dice penalty.
COUNTER
RECKLESS TACKLE
Sometimes you just want to foul your opponent! If you want to try this,
you must say ‘RECKLESS TACKLE’ before rolling the dice. In this scenario,
only the defender rolls the dice.
• If you roll a 1 or 2, the reckless foul fails and the attacker avoids
your challenge. Play continues, but your defender is given a yellow
card for attempting a reckless tackle.
You can make a reckless tackle on any player on the field - they do not
have to be in possession of the ball!
34
TACKLES FROM BEHIND
If a defender attempts a tackle from behind, a dice roll of 1 or 2 is
considered to be a foul. Assume the attacking player is facing the
centre of the opponent’s goal. There are 2 hexes that are considered
“behind”.
x x x x
• If you are successful, continue play as if you had just won a tackle
• If you are unsuccessful, follow the Loose Ball instructions.
35
Nutmeg a defender
When you have the ball and want to take on a defender you can
attempt to nutmeg them.
This is a difficult move to execute but it’s worth it if you manage it!
Your Red 11 (with Pace of 5) wants to run towards goal but White 8
is in the way. You decide to try to nutmeg White 8. The duel was a
success! Your player continues towards the goal and now White 8
cannot move in the defending team’s Movement Phase.
36
EXTRA
TIME
IF YOU’D LIKE TO SET UP A
COUNTER ATTACK TOURNAMENT,
THIS SECTION WILL GIVE YOU A
FEW TIPS.
Squads
Have each manager draft a unique squad of 20 players. Stick to that
squad for every game. If you and your friends need more players, go to
counterattackgame.com for expansion packs and download options.
Similarly, yellow and red cards carry over. A player who has received 3
yellow cards automatically misses the next match. A player who
received a red card in the previous match automatically misses the
next match.
Transfer Market
Make unused players available in a transfer market that every
manager can participate in. Set values for these players and allow
managers to “buy” currency based on points won in the league.
Structure
Agree on a workable structure for your league or tournament.
Will you play each team twice, home and away? Are you playing
the competition over 6 months, or is this a 48-hour marathon?
38
QUICK FIRE ROUNDS
We’ve designed these short Counter Attack scenarios for you to play.
You’ll also find single-player versions at counterattackgame.com
OUTNUMBERED 30 minutes
Your opponent is leading 2-0 with 30 minutes to go, but they’ve just
had two players sent off. Remove two players at random from your
opponent’s team. Will they hold out and seal the win, or can you defeat
them before the clock runs out? Begin play with a goal kick to the team
with 11 players. Both teams may position their players anywhere.
39
KEEP TRACK OF YOUR SCORES
DATE MANAGER SCORE MANAGER
40
EXPANSION PACKS
There are hundreds of additional player cards and team counters
available for purchase at counterattackgame.com
Ricardo
brazil
Selengue orresta phillips
netherlands ARGENTINA wales
Kanaras
greece
Vizcaino
spain
Kalkanov
bulgaria
marchenko
ukraine
COUNTER ATTACK rizzo
italy
COUNTER ATTACK
COUNTER ATTACK
COUNTER ATTACK
COUNTER ATTACK
41
AROUND THE WORLD
42
A WORD FROM THE CREATOR
Best wishes,
Colin Webster
ctrattackgame
43
Counter Attack © Webstar Games 2021