Captain Tsubasa: The Card Game

2024 · Sport

Captain Tsubasa: The Card Game

A football-themed deck-building card game where two players compete to score more goals over two halves. Players draft a starting team from a shared pool of player cards, then use and acquire cards during play to boost their squad and tactics. Cards represent actions like passes, shots, and defenses; card values and token resolution determine outcomes of confrontations. Special cards — referees, cautions, expulsions — and event cards such as injuries alter play and introduce tactical trade-offs as the match develops.

Spelers
2
Speeltijd
25–40 min
Leeftijd
10+
Complexiteit
1,7 / 5
7,9 op LudoyaFilms / tv / radio-themaDobbelstenenHandbeheerLabelsInkomsten

Waar te koop

Winkelprijzen en tweedehands exemplaren, elke dag gecontroleerd.

Vergelijk alle prijzen in Ludoya

Aan de tafels van Ludoya

Alle statistieken in Ludoya
155
Vastgelegde speelsessies
86
Spelers
45m 18s
Gemiddeld potje
44
In collecties
8
Op verlanglijsten
1
Voorbesteld

7,9/10

uit 18 Ludoya-recensies

  • Plezier9,0
  • Interactie9,0
  • Herspeelbaarheid7,0
  • Originaliteit8,0
  • Uiterlijk8,0
  • Toegankelijkheid9,0
  • setropo8,0

    Por fin el juego de cartas de fútbol que todos esperábamos. Éste sí.

Lees de recensies en beoordeel het

Regelvragen

Beantwoord vanuit het spelregelboek door de regelassistent van Ludoya.

How many cards do I draw at the start of each round?

Draw from your Draw Deck until you have 4 cards; if the deck has fewer cards, draw what you can, shuffle your Discard Pile to form a new Draw Deck and finish drawing to 4. (p.6)

If I pass during the Attack Phase, can I still play cards later that round?

No — if you choose to pass during the Attack Phase you cannot play any more cards for the remainder of that round. (p.7)

What is the '9 cards' rule — do removed or special cards count toward that limit?

The Attack Phase ends when both players pass or there are 9 cards in the Play Areas combined; cards eliminated during the turn are not counted, so play can continue until there are again 9 cards in the Play Areas. Also, Yellow/Red cards do not count toward the 9-card limit while Fatigue cards do. (p.7; p.12)

How do I resolve a Shoot/Pass/Defence and what role do tokens and dice play?

Add up the relevant Shot/Pass/Defence values, then each coach may spend tokens to increase their total, and finally each coach rolls their die and adds the roll — the higher final total wins (goal/pass/possession outcomes follow accordingly). (p.9)

What do special cards like Yellow/Red, Fatigue and goalkeepers do?

Yellow cards stay in the Play Area and apply penalties until removed (flips to red on a second yellow) and do not count toward the 9-card limit; Fatigue cards have no abilities but do count toward the 9-card limit; goalkeepers get a final die save after a goal is scored with outcomes on rolls 1–6. (p.12)

Opent de regelassistent van Ludoya, die het spelregelboek van dit spel leest.

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