Captain Tsubasa: The Card Game

2024 · Sporter

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.

Spelare
2
Speltid
25–40 min
Ålder
10+
Komplexitet
1,7 / 5
7,9 på LudoyaFilm-/TV-/radiotemaTärningarHandhanteringTaggarInkomst

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På Ludoyas bord

All statistik i Ludoya
155
Registrerade spelomgångar
86
Spelare
45m 18s
Genomsnittlig speltid
44
I samlingar
8
På önskelistor
1
Förbeställda

7,9/10

från 18 recensioner på Ludoya

  • Kul9,0
  • Interaktion9,0
  • Omspelbarhet7,0
  • Originalitet8,0
  • Utseende8,0
  • Tillgänglighet9,0
  • setropo8,0

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

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Regelfrågor

Besvarat ur regelboken av Ludoyas regelassistent.

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)

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