Field of application
[0001] According to its more general aspect, the present invention relates to a board game
reproducing a team sport.
[0002] In particular, the present invention relates to a football board game containing
team strategies and tactics.
Prior art
[0003] As is known, football is a very popular sport which is followed by large sectors
of the population and for this reason attempts are continuously made to reproduce
the characteristics and dynamics thereof on a small scale, typically in the form of
a board game.
[0004] Different football board games have therefore been devised and developed, these comprising
elements representing a football field, players, a football, as well as strategy cards
and game rules with the aim of simulating the characteristics of the real game of
football.
[0005] For example, the French patent application
FR 2329312 describes a football board game comprising a rectangle representing a football pitch
subdivided into numbered boxes, figures which represent the players of a football
team, a card which reproduces a specific playing area, and a plurality of cards which
are provided to the board game player to move the football player figures in accordance
with the rules of the game.
[0006] Moreover, the international patent application
WO 2017/115213 describes a football board game comprising a rectangular grid representing a football
pitch subdivided into sectors and boxes, dice, a football piece, player pieces and
game rules which correlate the movement of the player pieces depending on the number
resulting from throwing of the dice and with the aim of scoring the greatest number
of goals in order to win the game.
[0007] However, in this sector there exists the need to devise board games which are able
to simulate in a more realistic manner the playing of a real game of football, in
particular from the point of view of the tactics, the strategies, the playing actions
and the dynamics of the game.
[0008] In this connection, the football board games which are currently available prove
to be substantially unsatisfactory in many respects, in particular both owing to the
lack of material elements and because of game rules which are inadequate.
[0009] US 8740684 discloses a football board game comprising a plurality of first team player game
pieces, a plurality of second team player game pieces, a football designation device,
and a game board. At least one of the player game pieces may have an advantage over
one or more of the other player game pieces. One or more of the player game pieces,
may be allowed to move twice as fast as one or more other player game pieces, when
a first designation is associated with the one or more player game pieces that are
given the advantage. The player game pieces given the advantage may move from a "fast"
space, marked with a graphic, to another "fast" space, marked with the same graphic,
located a predetermined number of spaces away, such as two spaces away, in any direction.
[0010] GB 2227947 discloses a board game for simulating soccer comprising a board provided with markings,
a pitch area divided up into smaller areas by a grid structure and movable pieces
that are placed on the board in the grid areas and represent, for example, players,
a referee and a ball or similar object with which the full-scale game is played. The
board game also includes are one or more dice and attacker and defender cards.
[0011] The main object of the present invention is therefore that of providing a football
board game which simulates more precisely the mode of execution, the conditions and
the dynamics typical of a real football match, in particular offering the board game
player greater possibilities in terms of the range of actions which may be performed
and the strategies and tactics which can be adopted.
[0012] A further object of the present invention is to device a football board game as described
above which, in addition to offering greater possibilities in terms of game strategies
and dynamics, is also able to relate the game strategies and dynamics to particular
characteristics of the playing elements, in particular the football players, depending
on a predetermined set of rules.
Summary of the invention
[0013] These objects are achieved primarily by a football board game as defined in claim
1.
[0014] Preferred embodiments of the invention are defined in the dependent claims.
[0015] The invention is also an electronic device comprising a board game which is defined
in claim 12.
[0016] Preferably, the board game according to the invention further comprises at least
one strategy card containing a description or indication of a strategy and/or a game
variable.
[0017] Preferably, the board game according to the invention further comprises at least
one substitution card representing the possibility of performing a replacement of
a player piece with another player piece.
[0018] Preferably, the board game according to the invention further comprises at least
one graphic element representing a padlock, which is referred to as "double marking".
[0019] Preferably, the board game according to the invention further comprises a turn counter
which may be of any type, for example of the analog or digital type.
[0020] Further characteristic features and advantages of the present invention will become
clearer from the detailed description below, provided by way of a non-limiting example.
Detailed description
[0021] In the element representing the football field, the latter comprises a playing rectangle
subdivided transversely (i.e. in the width direction) into bands and preferably a
central band, so-called midfield central band, laterally flanked by two end bands,
so-called defense end bands. Each of the aforementioned bands is in turn subdivided
into boxes and comprises action boxes having at least one symbol associated with a
specific possible game action (i.e., other than a passing, dribbling and movement
action) and/or neutral boxes not having any symbol associated with a possible specific
game action. Preferably, but not exclusively, the symbols shown in the action boxes
may relate to one of the following game actions: shot at goal (shot boxes); crosses
(crossing area boxes); headers (header boxes); free kicks at goal (free kick at goal
boxes). Each action box may have one or more symbols each referring to a respective
game action.
[0022] Preferably, the midfield band has only neutral boxes.
[0023] In the football board game according to the invention, the number of player pieces
is generally sufficient to make up the squad forming at least two football teams.
[0024] The player piece is a goalkeeper or movement player such as in particular a defender,
a midfield player and a striker. Therefore, except for the goalkeeper pieces, each
player piece may preferably have a unique symbol identifying the preferred role of
the player.
[0025] Moreover each player piece has at least one value associated with at least one playing
parameter of the player to which it refers. Preferably but not exclusively, the playing
parameters for the goalkeeper may refer to the ability to make saves, to clear the
ball and to save penalties, or a combination of these. Instead, still preferably but
not exclusively, the playing parameters for the movement player may refer to the ability
to perform passes, crosses, shots, dribbling and tackling, and to defend and execute
headers and free kicks. A numerical value which is preferably comprised between 1
and 10 may be assigned to each of the aforementioned parameters.
[0026] Moreover, preferably, in the football board game according to the invention there
also exists the possibility of indicating on each player piece any special skills
in addition to the playing parameters. This indication may be performed by providing
on the player piece a symbol associated uniquely with a predetermined, specific, special
skill. The player pieces may also comprise accessory symbols indicating other characteristics
such as the name of the player, the name of the team played for, the shirt number
or the player's value, depending on specific needs which may arise.
[0027] It should be noted that advantageously the player pieces as well as the respective
playing parameters may be determined a priori, and in particular may be established
or derived from characteristics and/or parameters of a real reference player, as reviewed
or assessed in publicly available sources.
[0028] These publicly available sources (for example websites) may be both official sources
and random (i.e. unofficial) sources which may show, for example in the form of one
or more lists and/or data banks, playing parameters and/or characteristics of at least
one real player, assigning to each of them a value, preferably a numerical value,
based on a predefined criterion.
[0029] In the game according to the invention, the value, preferably numerical value, extrapolated
from the publicly available source may be used as such for the playing characteristic
or parameter of the real player to whom it refers, or a value derived therefrom, for
example a value reduced or increased depending on a predefined criterion, may be used.
[0030] In this way, as will be seen more clearly below with reference also to the game rules
and method, not only is it possible with the board game according to the invention
to reproduce a very high number of situations typical of a football match, but it
is also advantageously possible to reproduce these situations depending on specific
and varied parameters which may also be related to real football players and real
football teams.
[0031] Moreover, since the board game according to the invention may combine suitable strategy
cards with the large number of playing situations relating to the playing parameters,
the movements and optionally the special skills of the single football players, in
the manner which will be illustrated more clearly below, the wide spectrum of possible
situations arising therefrom closely resembles the complexity and the dynamics typical
of a real football match.
[0032] The board game according to the invention, in addition to faithfully reproducing,
in the form of a playing piece, football players and teams which really exist, also
simulates very precisely a real football match both in terms of game dynamics and
situations and in terms of playing formations, tactics, strategies and possible events;
all of this is able to provide the game user with a general sense of enjoyment and
satisfaction which is entirely comparable to that experienced by a person playing
a simulated video football game.
[0033] As mentioned above, the board game according to the invention also comprises at least
one device able to provide from time to time a (different) random value to be combined
with a playing parameter of at least one player piece so as to determine the outcome
of at least one type of game action.
[0034] This device may be of any type, for example it may be at least one dice or an electronic
element (e.g. processor) able to provide a value when used (for example when at least
one dice is thrown), said value being preferably a numerical value.
[0035] In accordance with the present invention, this value, in particular a numerical value,
which is provided upon use of the device (for example dice or processor), is in turn
related to the playing parameter of at least one player piece which is relevant for
the game action in progress in order to determine the outcome of said game action.
[0036] It should be noted moreover that the football board game according to the invention
may be realized not only in the form of physical components which form it but also
in a "virtual" form by means of a software program or application (APP) which allows
the game components illustrated above and the associated game method to be displayed
and executed.
[0037] This software may be implemented on an electronic device, and in particular on a
multimedia device, which may be supplied to the user (game player) so as to allow
the game to be displayed and played directly on this device.
[0038] Therefore, the present invention also relates to an electronic device, in particular
a multimedia device, such as a computer, smartphone, tablet, etc., comprising the
game according to the invention in the form of software or an "APP" which can be executed
on it in order to play the game.
[0039] Alternatively, the software relating to the football game according to the invention
may be implemented by means of the structure of a service provider (for example an
Internet service provider) to which the user (game player) may have access free of
charge or following drawing-up of a services contract for example via a remote connection,
such as an Internet connection, from a personal device so as to be able to view and
play the game on one's own device via the provider's service structure.
[0040] An example of embodiment of the board game according to the invention is provided
hereinbelow, said example being provided purely by way of a non-limiting example with
reference to the attached drawings in which:
- Figure 1 and Figures 1a to 1d each show a plan view of a football field of the board
game according to the invention;
- Figure 2 shows examples of a player piece relating to a goalkeeper or a player piece
relating to a movement player of the board game according to the invention;
- Figure 3a shows an example of a strategy card of the board game according to the invention;
- Figure 3b shows an example of a special card of the board game according to the invention;
- Figure 4 shows an example of a substitution card of the board game according to the
invention;
- Figure 5 shows an example of a football playing piece of the board game according
to the invention;
- Figure 6 shows an example of an element (padlock) representing double marking in the
board game according to the invention;
- Figure 7 shows in schematic form examples of playing formations of the player pieces
on the playing field according to Figure 1 before the start of the game;
- Figures 8 to 17 show each an example of a playing situation which may arise during
the execution of the game method with the board game according to the invention.
[0041] With reference to Figure 1, the playing field comprises a rectangular playing grid
which is subdivided into three main bands: two defense bands 2 and a midfield band
3, each of which is composed of three columns of boxes. Excluding the boxes (in this
example 13) which are crossed by the midfield line, each half of the playing field
comprises neutral boxes, in the example 27 boxes, which do not have any symbol or
number and action boxes (in the example 25 boxes). The action boxes are subdivided
into:
- shot boxes 4 (in the example nineteen shot boxes for each half of the playing field,
as shown in Figure 1a) from which a shot at goal may be made;
- cross boxes 5 (in the example six cross boxes for each half of the playing field,
as shown in Figure 1b) from which a cross may be made;
- header boxes 6 (in the example six header boxes for each half of the playing field,
as shown in Figure 1c) from which a header may be made; and
- free kick at goal boxes 7 (in the example nine free kick at goal boxes for each half
of the playing field, as shown in Figure 1d) from which the free kicks must be necessarily
taken with a shot from a free kick (direct free kick).
[0042] The football board game also comprises player pieces.
[0043] In the present example, the board game contains 36 player pieces which are sufficient
to form, choosing the players as desired, two teams of 18 players each (11 first-team
players + 7 reserves).
[0044] The player pieces contained in the present board game example represent 4 goalkeepers
and 32 "movement" players (i.e. players who have as preferred role that of a defender,
midfield player or striker).
[0045] The goalkeepers have the following playing parameters: saving (SAV), clearing (CLE),
penalty saves (PEN).
[0046] The movement players have the following eight playing parameters: passing (SP), crossing
(CR), shooting (SH), dribbling (DR), tackling (TK), defensive play (DF), heading (HE)
and free kicks (FK). A numerical value which is preferably comprised between 1 and
10 may be assigned to each of the aforementioned parameters.
[0047] Advantageously, players pieces may be assigned also special skills and to each special
skill one particular symbol is assigned. Each player piece may have a pre-established
maximum number of special skills, for example up to four special skills. The special
skills may be divided in skills allowing the game player to play an additional phase
game (e.g. fourth phase) other than the regular (e.g. three) phases, and talents.
As a non-limiting example, the skills allowing the game player to play an additional
phase game may comprise for each player piece one or more of the following:
Positioning (sense of position): the player may perform an extra movement, this not
counting as a game phase. Covering: the player may perform an extra movement, equivalent
to one box, apart from the three moves included in a turn. This movement may be performed
at any moment during the turn and in any direction, but only inside the player's own
penalty area.
[0048] Fox in the box: the player may perform an extra movement, equivalent to one box,
apart from the three moves included in a turn. This movement may be performed at any
moment during the turn and in any direction, but only inside the opponent's penalty
area.
[0049] Captain of the defense: when the player is on the field, his team may move any of
its players by one box if this movement results in an offside position of an opponent's
player. This movement may be performed at any moment during the turn and in any direction.
[0050] Physical play: the player may move an opponent's player not in possession of the
ball positioned in a box adjacent to his own, by exchanging boxes, using only two
moves instead of three.
[0051] Penalty taker: the player may throw the dice twice when a penalty is to be taken
and choose which of the two throws to keep.
[0052] Penalty saver: the player may throw the dice twice when having to save a penalty
and choose which of the two throws to keep.
[0053] Flank play: if a pass or cross is received, the player may forward the pass to a
team mate positioned in a box at a distance from him, without using additional moves.
[0054] Ball winner: the player may make a tackle also from behind the ball line.
[0055] Sense of position: the player can perform an extra movement, this not counting as
a game phase.
[0056] Timing: the player can perform an extra tackle, this not counting as a game phase.
[0057] Eagle eye: the player can perform an extra shot, this not counting as a game phase.
[0058] Metronome: the player can perform an extra pass, this not counting as a game phase.
[0059] As a non-limiting example, the talents may comprise for each player piece one or
more of the following:
Gorilla: the player can exchange boxes with an opponent at the cost of two game phases.
[0060] Frog: If the player is marking an opponent on a cross, his marking malus gives a
-2 instead of a -1.
[0061] Sprinter: the player can move by two boxes at a time (only horizontally or vertically).
[0062] Catapult: when he performs a pass, the player sees the pass recipient one quadrant
closer.
[0063] Playmaker: when he performs a pass to a marked teammate, the player sees a marking
man less.
[0064] Outside shot: the player gets a +1 on his SH parameter when he shoots from outside
the penalty area.
[0065] Joker: after having performed a dribbling, the player exchanges boxes with the opponent
and then he can move by one box in any direction.
[0066] Crossing: the player who performs the cross removes the ability "frog" of the marking
defenders on the header boxes.
[0067] Aries: the player who performs a header can roll the dice twice, then keep the best
score.
[0068] Examples of player pieces of the board game according to the invention are illustrated
in schematic form in Figure 2.
[0069] It may be noted advantageously that the player piece represents a footballer who
is a counterpart in real life: at the top in fact the information about the footballer
is shown (name, photo, team, shirt number, preferred role and value), while at the
bottom the playing parameters and special skills of the player are shown.
[0070] More particularly, Figure 2 shows an example of a goalkeeper piece; at the bottom
symbols relating to the respective playing parameters, in this case saving (SAV),
clearing (CLE) and penalty saves (PEN) are shown, while alongside each symbol the
numerical value of the associated playing parameter is shown. The figure also shows
a symbol 8 relating to a special skill of the goalkeeper in question, in this case
a special skill in saving penalties defined in accordance with the game rules.
[0071] Moreover, Figure 2 shows an example of a player piece relating to a movement player,
in this case a defender (DEF); at the bottom symbols relating to the respective playing
parameters, in the case in question passing (SP), crossing (CR), shooting (SH), dribbling
(DR), tackling (TK), defense (DF), heading (HE) and free kicks (FK) are shown, while
alongside each symbol the numerical value of the associated playing parameter is shown.
Moreover, two symbols relating to special skills of the defensive player in question
are shown, in this case a symbol 9 relates to a special sprinting skill and a symbol
10 relates to a special crossing skill defined in accordance with the game rules.
[0072] In order to play a match, each player piece is provided with a symbol or additional
element having the function of a role indicator. For example, the role indicators
may be differently colored circles (for example violet for goalkeepers, red for defenders,
yellow for midfield players and green for strikers), these providing an indication
of the role or position played by a player during that match.
[0073] The table game according to the invention further comprises advantageously strategy
cards, a non-limiting example of which is shown in Figure 3a.
[0074] In particular, as shown in Figure 3a, the strategy card may comprise an upper box
11 containing the indication of the type of strategy, a central box 12 showing an
image suggesting or related to the strategy indicated on the card and, at the bottom,
a plurality of boxes 13, 14 and 15 containing indications of the moment (start or
end) during the turn of the game player when it is possible to implement the strategy,
the effects associated with the use of the strategy card and the duration thereof
(i.e. number of turns or immediate effect), respectively.
[0075] The strategy cards show tactical moves or playing sequences which may be used during
the match.
[0076] According to an embodiment, the strategy cards may be or may include the following
types:
- Green cards that improve the performances of the related team; and
- Red cards that hinder the opponent's strategy.
[0077] According to an embodiment, the strategy cards that can be played only if in related
team there are players with specific special abilities. These abilities can be listed
in the upper right corner of the card itself.
[0078] Each player can choose wisely which cards to hold and which to discard, as the game
outcome may highly depend on the own strategies.
[0079] According to an embodiment, the board game may also include special cards of which
a non-limiting example is reported in Figure 3b.
[0080] In particular, as shown in Figure 3b, the strategy card may comprise an upper box
11 containing the indication of the type of specialty, a central box 12 showing an
image suggesting or related to the specialty indicated on the card and, at the bottom,
single box 15 containing indications about the effects when the card is used.
[0081] Each special card can be played at any moment of the game.
[0082] Before the beginning of the match, the deck with all the cards are shuffled and three
cards for each player are distributed. At the beginning of a player's turn, a card
from the deck is drawn. The player's turn has to be ended with a maximum of three
cards in the player's hand. If the player has more than three cards, the exceeding
ones are discarded at the player's will. There is no limit to the number of cards
you the player can play in each turn.
[0083] In the present example of embodiment, a match lasts 10 turns for each half. Each
turn consists of three moves at the disposal of each team. Should the match end in
a draw, the two trainers may decide to continue with extra time (two halves composed
of 5 turns each) and, should the match still be drawn, with a penalty shoot-out. Before
each match three strategy cards are dealt out to each team. Once used, a strategy
card is discarded. At the end of the first half, the strategy cards which are not
used are discarded. Before starting the second half, three new strategy cards are
dealt out to each team.
[0084] At the end of each playing half, the number of strategy cards used, together with
the number of substitution cards, are used to determine the amount of extra time,
as follows:
- Up to two strategy cards: 1 minute of extra time (1 move each in addition to the 20
turns defined in the rules)
- Up to four strategy cards: 2 minutes of extra time (2 moves each in addition to the
20 turns defined in the rules)
- Up to six strategy cards: 3 minutes of extra time (3 moves each in addition to the
20 turns defined in the rules).
[0085] The board game according to the invention further comprises advantageously substitution
cards, a non-limiting example of which is shown in Figure 4.
[0086] In particular, as shown in Figure 4, the substitution card comprises an upper box
16 which may contain elements identifying the type of card in question and a lower
box 17 containing graphical elements (in this case differently colored arrows) indicating
the replacement of one player piece with another player piece.
[0087] With the substitution cards replacements may be performed during the match. In the
present example of embodiment, before each match, each team is given three substitution
cards.
[0088] A substitution card may be played only at the end of each turn. Once the substitution
card has been used, it must be discarded.
[0089] At the end of each playing half, the number of substitution cards used, together
with the number of strategy cards used, determine the amount of extra time, as follows:
- Up to two substitution cards: 1 minute of extra time (1 move each in addition to the
20 turns defined in the rules)
- Up to four substitution cards: 2 minutes of extra time (2 moves each in addition to
the 20 turns defined in the rules);
- Up to six substitution cards: 3 minutes of extra time (3 moves each in addition to
the 20 turns defined in the rules).
[0090] The substitution cards may be preferably added together with the extra time minutes/moves
determined by the strategy cards.
[0091] The board game according to the invention further comprises at least one playing
piece representing a football, an example of which is shown in Figure 5, at least
one element representing a double marking, for example in the form of a padlock as
shown in Figure 6, at least one dice with a predetermined number of faces, each face
having a different numerical value, and at least one turn counter.
[0092] The at least one dice may consist for example of dice with eight faces which may
be advantageously differently colored (for example alternately black and white) with
each face of a dice which shows a different numerical value ranging from 1 to 8.
[0093] The turn counter may be of any type, for example of the analog or digital type.
[0094] As regards the mode of execution or game method, before starting the game the formation
of the player pieces in the two teams playing each other must be decided.
[0095] In this connection it should be pointed out that each player piece has his preferred
role or position marked on the back of the piece. Except for the goalkeepers, however,
a player piece does not have to be necessarily be deployed in his preferred role;
each board game player may deploy each player piece in any one of the playing positions:
Defense, Midfield or Attack, provided that he/she adopts one of the permitted formations.
Examples of permitted formations are shown in Figure 7.
[0096] Once the line-up to be used for playing for the match has been decided, the two game
players must select the 11 first-team players and affix a role indicator on each of
the selected player pieces, lining up on the pitch his/her team according to one of
the permitted formations.
[0097] At the start of each period of normal playing time or extra time, and after each
goal, one of the two teams must take the kick-off. If the kick-off is at the start
of a game, after lining up the two formations on the pitch, the two trainers must
throw the dice to decide which team will take the kick-off.
[0098] The team which takes the kick-off must have a player positioned on the box in the
center circle so that the match can start. The other players remain positioned in
accordance with the line-up chosen. Figure 8 shows an example of a formation of the
two teams at the start of the game when the kick-off is taken by the red team.
[0099] In the present example of embodiment, the kick-off is taken by passing the ball from
the player positioned on the center circle box to any one of his team mates. The team
which took the kick-off now has two further moves left before completing their turn.
[0100] Once the three available moves have been used, it is the opponent's turn to make
their three moves and complete the turn.
[0101] The football board game according to the invention advantageously envisages both
individual and team role rules for moving the player pieces.
[0102] As regards the individual movements, it must be said that, by using one of the three
moves during his/her turn, a trainer may move a player piece in any direction (horizontal,
vertical or diagonal) by one box.
[0103] In the case where the destination box is occupied by a player in the same team, the
two players may be exchanged. In the case where the destination box is occupied by
the player of the opponent's team, by using two further moves it is possible for the
two players to exchange boxes as will be illustrated more clearly below.
[0104] A team may perform up to three individual movements (even using the same piece) during
the same turn.
[0105] The individual movement may be performed both by a player in possession of the ball
and by a player who is not in possession of the ball. Figure 9 shows an example of
an individual movement of midfield player (C) in possession of the ball (on the left)
and without the ball (on the right).
[0106] As regards the team role movements, instead, it must be said that, by using one of
the three moves available during one's turn, a player may move several player pieces
at the same time, provided that they have the same role or position (namely they have
a role indicator of the same color), that the movement takes place in the same direction
for all the player pieces involved (horizontal, vertical and diagonal) and that none
of the destination boxes are occupied by a player of the opponent's team.
[0107] In the case where one of the destination boxes is occupied by a player in the same
team, the two players in question may exchange boxes.
[0108] A team may perform up to three team role movements (even using the same pieces) during
the same turn.
[0109] The team role movement may be performed both by players in possession of the ball
and by players without the ball. Figure 10 shows an example of a team role movement
which involves four midfield players (C) not in possession of the ball (I), two strikers
(A), one of which has the ball (II) and two defenders (D) without the ball (III).
[0110] It is also possible to use three moves in order to allow a player in one's own team
to swap boxes with a player in the opponent's team (only if the opponent team player
does not have the ball). Figure 11 shows an example of a box swap where the blue team
may swap the box of its defender (D) with that of the opponent team striker (A), using
three moves.
[0111] The football board game according to the invention also envisages rules for marking
in various playing situations such as in particular pass marking, header marking and
double marking.
[0112] As regards pass marking, whenever a player wishes to pass the ball he must consider
whether the team mate intended to receive the pass is marked by opponent players;
marking actions influence the probability of success of a pass.
[0113] The player intended to receive the pass is said to be "pass marked" when one or more
opponents are present in the boxes adjacent to the box occupied by said player: each
of these results in a penalty point added to the SP parameter of the player passing
the ball.
[0114] Marking actions are ineffective in the case of passes between players situated in
boxes adjacent to each other.
[0115] Figure 12 shows examples of pass marking: (I) striker (A) marked (-3 penalty points
added to the SP value of the passing player); (II) striker (A) unmarked (no penalty
points added to the SP value of the passing player); (III) striker (A) marked (-4
penalty points added to the SP value of the passing player; (IV) the striker (A) is
marked by four opponents, but the marking is ineffective (pass between adjacent boxes).
[0116] As regards instead header marking, whenever a player wishes to cross the ball or
must cross the ball from a free kick or a corner, he must consider whether the player
intended to receive the crosses is marked by an opponent; if this so, there will be
an aerial challenge with the opponent in an attempt to win the ball; otherwise the
heading player will be able to head the ball unchallenged.
[0117] A player is marked when the ball is crossed during play or from a free kick or corner
if an opponent is positioned in the header box situated in front of or behind the
player.
[0118] In particular, it should be noted that in each half of the playing field, and in
particular in the penalty area, there may be pairs of boxes situated opposite each
other with symbols of the same color representing heading players, with the symbols
of each pair having a color different from the symbols of any other pair, and it may
be envisaged that the only way of marking a heading player situated in a box with
a symbol of a given color is that of positioning a heading player on the other box
with the symbol of the same color.
[0119] Figure 13 shows examples of header marking: in (I) the striker (A) is unmarked for
the corner kick (no opponent situated in the box in front of him with the same colored
symbol); in (II) the striker (A) is unmarked for the cross (no opponent in the box
behind him with the same colored symbol); in (III) the strikers (A) on the first and
second posts are marked for the corner kick, while the player positioned in the center
of the area is unmarked (no opponent in the box in front of him with the same colored
symbol).
[0120] As regards instead the use of double marking the pieces may be positioned or moved
on the field only at the end of each game turn. As shown in the example of Figure
14, two players must be at a maximum distance of one box from each other. A double
marking performed by two players of the same team prevents an opponent from passing
with the ball at his feet between them or from receiving the ball when positioned
in the box which separates them.
[0121] Figure 14 shows examples of how to use double marking: (I) The striker (A) is unable,
while in possession of the ball, to move into the box which separates the two defenders;
(II) the midfield player (C) cannot pass the ball to the striker (A); (III) the striker
(A) cannot pass beyond the two defenders in order to reach the shooting box +3. If
a player intends with the ball at his feet to break a double marking formed by two
opponents he must necessarily dribble either one of the two opponents in question
(see dribbling section). If the defending team, at the end of their turn, places a
double marking in a box where an opponent with the ball is positioned, the latter
must dribble or pass the ball.
[0122] Each team may have the possibility of using for example two double markings at the
start of each match.
[0123] The football board game according to the invention also envisages rules for repositioning
players in various dead ball situations which typically occur in a football match,
such as in particular in the case of corners, free kicks, penalties or following scoring
of a goal (in which case the teams are repositioned according to the formation prechosen
from among those available, and the game is restarted with a kick-off taken by the
team which conceded the goal).
[0124] Whenever such a free kick is awarded the team which must take the free kick selects
a player to take the kick; if a player (a team mate or opponent) is already occupying
the spot where the kick is to be taken, the player is moved into an adjacent box to
make room for the prechosen free-kick taker.
[0125] At this point it is necessary to refer to the FK value of the prechosen free-kick
taker in order to determine how many heading players the team taking the corner may
use to occupy the header boxes, as per the following rule:
- FK < 8: maximum one heading player
- 8 < FK < 9: up to two heading players
- 9 < FK < 10: up to three heading players
[0126] The heading players will then occupy one, two or three of the heading boxes (depending
on the FK value of the free-kick taker) which are marked with a predetermined symbol
(for example "ATT") inside the opponent's penalty area (as can be seen in Figure 15).
Should there be one or more undesirable opponent players in the heading boxes marked
with the symbol ("ATT") the opponent must be asked to free the box(es) in question
in order to make room for one's own heading player(s). The player piece(s) thus moved
may be repositioned as desired on the playing field.
[0127] At this point the defense chooses its heading players (1 to 3) and positions them
on the heading boxes marked with a predetermined symbol (for example "DEF" as can
be seen in Figure 15):
- in order to mark the attacking heading player positioned in one of the boxes intended
for the attacking heading players (for example indicated by a symbol X of a certain
color), the defense must position a heading player on the facing box, marked with
the same symbol X having that same color).
[0128] Once positioning of the heading players has been completed, the team which takes
the corner may reposition up to three players as desired in any free box.
[0129] Thereafter and in the same way, the defending team may reposition up to three players
as desired in any of the free boxes.
[0130] Figure 15 shows examples of repositioning performed for a corner: (I) in the case
of a corner-kick taker with an FK value 7.5 it is possible to position at the most
one heading player on a striker heading box (ATT); (II) in the case of a corner-kick
taker with an FK value 8.5 it is possible to position up to two heading players on
two striker heading boxes (ATT); (III) in the case of a corner-kick taker with an
FK value 9.5 it is possible to position up to three heading players on three striker
heading boxes (ATT). The defense may always choose how many heading players to position
on the boxes "DEF").
[0131] Whenever a free kick is awarded from a box which is not a free kick at goal or crossing
box, the free kick must necessarily be taken with a pass from the free kick.
[0132] The team which must take the free kick selects a player to take the free kick; the
player who was fouled and is situated on the box where the free kick is to be taken
must be moved onto the box occupied by the prechosen free-kick taker, exchanging positions
with him. At this point the team taking the free kick may reposition up to three players
as desired in any free box.
[0133] Thereafter and in the same manner the defense repositions three players.
[0134] Whenever a free kick is awarded from a free kick at goal box, the free kick must
necessarily be taken with a shot from the free kick.
[0135] The team which make take the free kick selects a free-kick taker; the player who
was fouled and is positioned on the box for taking the free kick must be moved onto
the box occupied by the prechosen free-kick taker, exchanging positions with him.
[0136] At this point the defense may choose whether to form a wall.
[0137] The wall may be made up of minimum of one to a maximum of four players.
[0138] The players who form the wall must be primarily strikers. If there is not a sufficient
number of strikers to form the wall, then midfield players are used to complete it.
[0139] The players who form the wall must be positioned one alongside each other and the
wall must be positioned inside the penalty area.
[0140] At least one player in the wall must be positioned on a box adjacent to that from
where the free kick is taken. The wall must always be positioned parallel to the end
line (goal line).
[0141] Should there be one or more opponent player pieces which prevent the formation of
the wall, the opponent must be asked to free the box(es) in question in order to leave
room for the player(s) forming the wall. Should there be one or more player pieces
of one's own team preventing the formation of the wall, these must be moved in order
to make room for the player(s) forming the wall, repositioning him/them in any desired
location on the playing field
Each player who is lined up in the wall lowers the FK score of the free-kick taker
by 0.5 points.
[0142] Once the wall has been positioned, the team which is attacking may reposition up
to three players as desired in any free box.
[0143] Thereafter and in the same way, the defense may reposition three players.
[0144] Figure 16 shows examples of repositioning for a free kick with shot: (I) four men
in the wall (II) three men in the wall; (III) two men in the wall.
[0145] Whenever a free kick is awarded from a crossing box, the free kick must necessarily
be taken by crossing the ball from the free kick.
[0146] The team which make take the free kick selects a free-kick taker; the player who
was fouled and is positioned on the free-kick box must be moved onto the box occupied
by the prechosen free-kick taker, exchanging positions with him.
[0147] At this point it is necessary to refer to the FK value of the prechosen free-kick
taker in order to determine how many heading players the team taking the free kick
may use to occupy the header boxes, as per the following rule:
- FK < 8: maximum one heading player
- 8 < FK < 9: up to two heading players
- 9 < FK < 10: up to three heading players
[0148] The heading players will then occupy one, two or three of the heading boxes (depending
on the FK value of the free-kick taker) which are marked with a predetermined symbol
(for example "ATT") inside the opponent's penalty area (as can be seen in Figure 15).
Should there be one or more undesirable opponent players in the heading boxes marked
with the symbol ("ATT") the opponent must be asked to free the box(es) in question
in order to make room for one's own heading player(s). The player piece(s) thus moved
may be repositioned as desired on the playing field.
[0149] At this point the defense chooses its heading players (1 to 3) and positions them
on the heading boxes marked with a predetermined symbol (for example "DEF" as can
be seen in Figure 15):
- in order to mark the attacking heading player positioned on one of the boxes intended
for the attacking heading players (for example marked with a symbol X of a certain
color), the defense must position a heading player on the facing box, marked with
the same symbol X having that same color).
[0150] Once positioning of the heading players has been completed, the team which takes
the free kick may reposition up to three players as desired in any free box.
[0151] Thereafter and in the same way, the defending team may reposition up to three players
as desired in any of the free boxes.
[0152] Figure 17 shows examples of repositioning for a free kick with cross: (I) in the
case of a free-kick taker with an FK value 7.5 it is possible to position at the most
one heading player on a striker heading box (ATT); (II) in the case of a free-kick
taker with an FK value 8.5 it is possible to position up to two heading players on
two striker heading boxes (ATT); (III) in the case of a free-kick taker with a an
FK value 9.5 it is possible to position up to three heading players on three striker
heading boxes (ATT). The defense may choose how many heading players to position on
the boxes "DEF".
[0153] Whenever a penalty kick is awarded, all the player pieces present inside the penalty
area must be moved to anywhere outside the area by the trainers.
[0154] The team which has been awarded a penalty kick designates the player who is take
the penalty kick and positions him on the box where the penalty spot is located.
[0155] As regards the moves which may performed a player piece, the football board game
according to the invention envisages that these may comprise: dribbling, passing,
shooting, crossing, heading the ball, tackling, corner kicks, passing from a free
kick, shooting from a free kick, crossing from a free kick, penalty kicks and goal
kicks by the goalkeeper.
[0156] With regard to dribbling, in order to perform a dribbling action the player of a
given team must be situated on a box adjacent to the box occupied by the opponent
who is to be dribbled past.
[0157] In order to perform a dribbling action, one of the three moves available during a
playing turn is used.
[0158] A team may perform up to three dribbling actions (even using the same pieces) during
the same turn.
[0159] As regards the mode of execution, the dice is thrown and the score obtained is added
to the value of the DR parameter of the player in one's team.
[0160] The dribbling score thus obtained is compared with the defensive score of the opponent
obtained by adding together the score resulting from throwing of the dice and the
opponent's DF parameter.
[0161] If the dribbling score and the defensive score are different, the two players in
question exchange boxes, and the player who obtained the higher total score keeps
position of the ball and the game continues. The player who lost the challenge cannot
make any tackles for one turn.
[0162] If the dribbling score and the defensive score are the same, a foul is whistled.
The team which committed the foul throws the dice in order to establish any disciplinary
action taken by the referee against the player who committed the foul (1 = red card;
2,3 = yellow card; 4,5,6,7,8 = verbal warning). The team whose player suffered the
foul, throws the dice in order to establish the extent of any injury (1 = serious
injury: the player must be replaced; 2,3 = slight injury: the player cannot be used
for one turn; 4,5,6,7,8 = no injury).
[0163] The team which attempted the dribbling action then starts a new turn, starting from
a free kick or a penalty kick (if situated inside the penalty area), depending on
where the foul was committed.
[0164] With reference to passing, in order to perform a passing action a player must be
in possession of the ball.
[0165] In order to perform a passing action, one of the three moves available during a playing
turn is used.
[0166] A team may perform up to three passing actions (even using the same piece) during
the same turn.
[0167] As regards the mode of execution, if a pass is made to a team mate situated in a
box adjacent to that occupied by the player in possession of the ball, passing may
be completed without having to throw dice, irrespective as to whether the player intended
to receive the pass is marked or not.
[0168] For all the other passing actions, instead, the following must be taken into account:
- number of opponents marking the player who receives the pass (marking penalty points);
and
- number of rows which separate the player who makes the pass from the player who receives
it (depth penalty points).
[0169] The dice is thrown and the score obtained is added to the SP parameter of one's player,
then subtracting the depth penalty points and/or marking penalty points, in order
to obtain the passing score.
[0170] If the score obtained is greater than or equal to 10, the pass is successfully made
and the action continues.
[0171] If the score obtained is less than 10, the pass is not successful and the ball goes
to the opponent's player closest to the player intended to receive the pass. If two
opponent team players are equidistant from the latter, the ball is assigned to the
player with the lowest total of the two. Thus a new turn starts for the team which
recovered the ball.
[0172] With regard to shooting, in order to be able to shoot the player must be situated
on a shot box.
[0173] In order to perform a shot one of the three moves available during a turn is used.
[0174] A team may perform only one shot per turn.
[0175] As regards the mode of execution, the dice is thrown and the score obtained is added
to the value of the SH parameter of one's player, then adding or subtracting the bonus
points/penalty points shown in the box from where the shot is made.
[0176] The shooting score thus obtained is compared with the saving score of the goalkeeper
obtained by adding together the score resulting from throwing of the dice and the
goalkeeper's SAV parameter.
[0177] If the result of the dice being thrown is 1, the shot finishes wide and the game
resumes with a goal kick taken by the goalkeeper.
[0178] If the shooting score obtained is less than the saving score, the goalkeeper saves
the shot, and a new turn for the opponent thus begins, starting with the ball being
put back into play by the goalkeeper.
[0179] If the shooting score obtained is greater than the saving score, the ball enters
the goal and a new turn begins for the opponents, starting with a kick-off.
[0180] If the shooting score is the same as the saving score, the ball goes out for a corner
kick and a new turn thus begins, starting with a corner kick for the team which attempted
the shot.
[0181] With regard to crossing, in order to be able to perform a crossing action, a player
must be located on a crossing box, and the player who is to receive the cross must
be located on a heading box.
[0182] In order to perform a cross, one of the three moves available during a turn is used.
[0183] A team may perform only one cross per turn.
[0184] As regards the mode of execution, the dice is thrown and the score obtained is added
to the value of the CR parameter of one's player, then subtracting the penalty points
shown in the box from where the cross is performed, so as to obtain the crossing score.
[0185] If the score obtained is less than 10, the cross is not successful and the ball ends
up with the opponent's goalkeeper. The team which recovered the ball will therefore
start a new turn with the ball being put back into play by the goalkeeper.
[0186] If the score obtained is greater than or equal to 10, the cross is successfully completed
and the action continues with a header by the heading player who receives the crossed
ball (for the instructions regarding headers, see the appropriate section).
[0187] With regard to heading, in order for a player to be able to perform a heading action
he must be situated on a heading box.
[0188] In order to perform a header after a crossing action or a cross from a free-kick
or a corner kick, further moves are not used up.
[0189] A team may perform only one header per turn.
[0190] As regards the mode of execution, it is necessary to distinguish between a situation
where the heading player is marked and the heading player is unmarked.
[0191] In the case of a marked heading player (opponent's heading player situated in the
box in front or behind), the dice is thrown. If the result of the dice being thrown
is 1, the header finishes wide and the game resumes with a goal kick taken by the
goalkeeper. In all other cases, the score obtained from throwing the dice is added
together with the value of the HE parameter of one's player. The heading score thus
obtained is then compared with the heading score obtained by the opponent, resulting
from adding together the score obtained from throwing of the dice and the opponent's
HE parameter.
[0192] In the case where the heading score of one's own player is higher, the shooting bonus
points shown in the box from where the shot is made is now added and the bonus points
heading score thus obtained is compared with the clearing score of the opponent's
goalkeeper, resulting from adding together the score obtained from throwing of the
dice and the CLE parameter of the opponent's goalkeeper.
[0193] If the heading score + bonus is less than the clearing score, the goalkeeper saves
the header, and a new turn for the opponent thus begins, starting with the ball being
put back into play by the goalkeeper.
[0194] If the heading score + bonus is greater than the clearing score, the ball enters
the goal and a new turn thus begins for the opponents, starting with a kick-off.
[0195] If the heading score + bonus is the same as the clearing score, the ball goes out
for a corner kick and a new turn thus begins, starting with a corner kick for the
team which attempted the header.
[0196] In the case of an unmarked heading player (no opponent situated in the box in front
or behind), the dice is thrown.
[0197] If the result of the dice being thrown is 1, the header finishes wide and the game
resumes with a goal kick taken by the goalkeeper.
[0198] In all other cases, the score obtained from throwing of the dice is added together
with the value of the HE parameter of one's own player, then adding the shooting bonus
shown in the box from where the header is made. The heading score + bonus thus obtained
is compared with the clearing score of the opponent's goalkeeper, obtained by adding
together the score resulting from throwing of the dice and the opponent goalkeeper's
CLE parameter.
[0199] In the case of a marked heading player:
If the heading score + bonus is less than the clearing score, the goalkeeper saves
the header, and a new turn for the opponent thus begins, starting with the ball being
put back into play by the goalkeeper.
[0200] If the heading score + bonus is greater than the clearing score, the ball enters
the goal and a new turn begins for the opponents, starting with a kick-off.
[0201] If the heading score + bonus is the same as the clearing score, the ball goes out
for a corner kick and a new turn thus begins, starting with a corner kick for the
team which attempted the header.
[0202] With regard to tackling, in order to make a tackle a player must be situated on a
box adjacent to the box occupied by the opponent from whom the ball is to be won by
means of a sliding tackle.
[0203] In order to perform a tackle, one of the three moves available during one's turn
is used.
[0204] A team may perform several tackles during the same turn, but using different players.
[0205] In order to execute a tackle, the dice must be thrown and the score obtained is added
to the value of the TK parameter of one's own player.
[0206] The tackling score obtained is then compared with the dribbling score of the opponent
obtained by adding together the score resulting from throwing of the dice and the
opponent's DR parameter.
[0207] In the case where the tackling score and the dribbling score are different, the two
players in question exchange boxes, and the player who obtained the higher total score
keeps position of the ball and the game continues. The player who lost the challenge
is unable to perform other tackles for one turn.
[0208] In the case where the tackling score and dribbling score are the same, a foul is
awarded. The team which committed the foul throws the dice in order to determine any
disciplinary action taken by the referee against the player who committed the foul
(1 = red card; 2,3 = yellow card; 4,5,6,7,8: verbal warning). The team whose player
suffered the foul, throws the dice in order to establish the extent of any injury
(1 = serious injury: the player must be replaced; 2,3 = slight injury: the player
cannot be used for one turn).
[0209] The team whose player suffered the foul therefore begins a new turn, starting from
a free kick or penalty kick, depending on where the foul was committed.
[0210] With regard to corner kicks, in order to be able to take a corner kick, a prechosen
player for taking the kick must be positioned on a crossing box 0 and the heading
players must be positioned on the heading boxes ATT, as described above in connection
with repositioning for a corner kick.
[0211] In order to take a corner kick followed by a header an entire game turn is used.
[0212] As regards the mode of execution, the dice is thrown and the score obtained is added
to the value of the FK parameter of the corner kick tacker, in order to obtain the
corner kick score.
[0213] If the score obtained is less than 10, the corner kick is not successful and the
ball ends up with the opponent's goalkeeper. The team which recovered the ball will
therefore begin a new turn with the ball being returned into play by the goalkeeper.
[0214] If the score obtained is greater than or equal to 10, the corner kick is successfully
taken. In order to establish which heading player is to be used in order to perform
the header, the following rules are applied:
- FK + dice < 12: first post;
- 12 ≤ FK + dice < 14: center;
- 14 ≤ FK + dice < 16: second post;
- FK + dice > 16: free decision.
[0215] For instructions on how to perform the following header, reference should be made
to the comments made above on the subject.
[0216] With regard to passing from a free kick, in order to be able to perform such an action,
the player prechosen to take the free kick must be positioned on the "neutral" box
where a foul was committed, as described above in connection with repositioning for
a pass from a free kick.
[0217] In order to perform a pass from a free kick, one (the first) of the three moves available
during a turn is used.
[0218] Then the dice is thrown and the score obtained is added to the value of the FK parameter
of the player taking the free kick, in order to obtain the free kick (pass) score.
[0219] If the score obtained is greater than or equal to 10, the pass from the free kick
is successfully completed.
[0220] If the score obtained is less than 10, the pass is not successful and the ball goes
to the opponent team player closest to the player intended to receive the pass. If
two opponent team players are equidistant from the latter, the ball is assigned to
the player with the lowest total of the two. Thus a new turn starts for the team which
recovered the ball.
[0221] With regard to a shot from a free kick, in order to be able to perform such an action,
the player prechosen to take the free kick must be positioned on the free-kick at
goal box where a foul was committed, as described above in connection with repositioning
for a direct free kick.
[0222] In order to perform a shot from a free kick, a whole playing turn is used.
[0223] Then the dice is thrown and the score obtained is added together with the value of
the FK parameter of the player taking the free kick and if necessary 0.5 points are
subtracted for each player lined up in the wall, in order to obtain the free kick
(shot) score.
[0224] If the result of the dice being thrown is 1, the free kick ends up wide and the game
resumes with a goal kick taken by the goalkeeper.
[0225] If the free kick (shot) score is less than 10, the free kick is intercepted by the
wall and the ball goes to the player in the wall with the lowest total value.
[0226] In all the other cases the free kick (shot) score is compared with the saving score
of the goalkeeper obtained by adding together the result of throwing the dice and
the goalkeeper's SAV parameter.
[0227] If the free kick (shot) score is less than the saving score, the goalkeeper saves
the free kick, and a new turn for the opponent thus begins, starting with the ball
being put back into play by the goalkeeper.
[0228] If the free kick (shot) score is greater than the saving score, the ball enters the
goal and a new turn thus begins for the opponents, which will be started with a kick-off.
[0229] If the free kick (shot) score is the same as the saving score, the ball goes out
for a corner kick and a new turn thus begins, starting with a corner kick for the
team which took the free kick.
[0230] With regard to crossing from a free kick, in order to be able to perform such an
action, the player prechosen to take the free kick must be positioned on the crossing
box where the foul was committed, as described above in connection with repositioning
for a cross from a free kick.
[0231] In order to perform a cross from a free kick, followed by the header, a whole playing
turn is used.
[0232] Then the dice is thrown and the score obtained is added to the value of the FK parameter
of the free-kick taker, in order to obtain the free kick (cross) score.
[0233] If the score obtained is less than 10, the free kick is not successful and the ball
ends up with the opponent's goalkeeper. The team which recovered the ball will therefore
begin a new turn with the ball being returned into play by the goalkeeper.
[0234] If the score obtained is greater than or equal to 10, the free kick is successfully
taken. In order to determine which heading player to use in order to perform the heading
action, the following rules are applied:
- FK + dice < 12: first post;
- 12 ≤ FK + dice < 14: center;
- 14 ≤ FK + dice < 16: second post;
- FK + dice > 16: free decision.
[0235] For instructions on how to perform the following heading action, reference should
be made to the comments made above on the subject.
[0236] With regard to the penalty kick, in order to be able to take a penalty the prechosen
penalty-kick taker must be positioned on the penalty spot in the penalty area, as
described above in connection with repositioning for the penalty kick.
[0237] In order to take a penalty kick, a whole playing turn used.
[0238] As regards the mode of execution, the dice is thrown and the score obtained is added
to the value of the SH parameter of the penalty kick taker; the penalty kick bonus
(+3) is added in order to obtain the penalty kick score.
[0239] If the outcome of throwing of the dice is 1, the penalty kick ends up wide of the
goal.
[0240] If the penalty score obtained is less than the penalty saving score, the goalkeeper
saves the shot, and a new turn for the opponent thus begins, starting with the ball
being put back into play by the goalkeeper.
[0241] If the penalty score obtained is greater than the penalty saving score, the ball
enters the goal and a new turn begins for the opponents, starting with a kick-off.
[0242] If the penalty score obtained is the same as the penalty saving score, the ball goes
out for a corner kick and a new turn thus starts, starting with a corner kick for
the team which attempted the shot.
[0243] With regard to the ball being put back into play by the goalkeeper, in order to perform
such an action, the goalkeeper must have saved the ball following a shot, a header,
a direct free kick or a penalty kick, or a shooting attempt by the opponents must
have finished wide (dice score = 1). The goalkeeper may choose to start the action
again with a short pass or a long pass.
[0244] In order to perform a (long or short) pass, one of the three moves available during
a turn is used.
[0245] In the case of a short pass, the ball is passed to a team mate positioned within
the team's defensive area, without the dice having to be thrown.
[0246] The ball therefore ends up with the selected player positioned within the team's
defensive area.
[0247] In the case of a long pass, the goalkeeper chooses a team mate positioned in the
midfield area as the player for receiving the pass.
[0248] If there are no opponent team players in the midfield area, the ball is passed to
the prechosen player without having to throw the dice.
[0249] If opponent players are present in the midfield area, the dice is thrown: the score
obtained represents the clearing pass score.
[0250] If the result of throwing the dice is greater than or equal to 5, the clearing pass
by the goalkeeper is successfully performed and the ball ends up with the player intended
to receive the clearing pass.
[0251] If the result of throwing the dice is less than or equal to 4, the clearance by the
goalkeeper is not successfully completed. The ball ends up with the opponent team's
player with the lowest total value present in the midfield area.
[0252] The football board game according to the invention may be subject to numerous modifications
and variations made by a person skilled in art, all of these being moreover included
within the scope of protection of the attached claims.
1. Fußballbrettspiel umfassend:
- ein Element, das ein Fußballfeld darstellt, umfassend ein rechteckiges Raster, das
in Bänder (2, 3) unterteilt ist, wobei jedes Band (2:3) wiederum in Felder unterteilt
ist und Aktionsfelder (4, 5, 6) mit mindestens einem mit einer Möglichkeit einer Spielaktion
verbundenen Symbol und/oder neutrale Felder ohne ein mit einer Möglichkeit einer Spielaktion
verbundenes Symbol umfasst,
- mehrere Spielfiguren, wobei jede Spielfigur mindestens einen Spielparameter des
Spielers, auf den es sich bezieht, und mindestens einen mit dem mindestens einen Spielparameter
verbundenen Wert aufweist,
- eine Spielfigur, die einen Fußball darstellt,
- mindestens eine Vorrichtung, die in der Lage ist, von Zeit zu Zeit einen möglicherweise
unterschiedlichen Zufallswert zu liefern, der mit einem Spielparameter von mindestens
einer Spielfigur kombiniert wird, der für die laufende Spielhandlung relevant ist,
um das Ergebnis von mindestens einer Art von Spielhandlung zu bestimmen; vorzugsweise
ist der von der mindestens einen Vorrichtung gelieferte Wert ein numerischer Wert,
- einen Satz Spielregeln,
wobei sich jede Spielfigur auf einen Torhüter oder einen Bewegungsspieler bezieht
und wobei der Bewegungsspieler ein Verteidiger, ein Mittelfeldspieler und ein Stürmer
ist.
2. Brettspiel nach Anspruch 1, ferner umfassend mindestens eine Strategiekarte, die eine
Beschreibung oder Angabe einer Strategie und/oder einer Spielvariablen enthält, wobei
die mindestens eine Strategiekarte vorzugsweise ein oberes Feld (11), das die Angabe
der Art der Strategie enthält, ein mittleres Feld (12), das ein Bild enthält, das
an die auf der Karte angegebene Strategie erinnert oder mit ihr in Zusammenhang steht,
und darunter mindestens ein Feld (13, 14, 15), das Angaben zum Zeitpunkt (Beginn oder
Ende) des Spielzuges des Spielers, an dem es möglich ist, die Strategie umzusetzen,
zu den verfügbaren Spielzügen bzw. zu den Auswirkungen der Strategie enthält, umfasst.
3. Brettspiel nach Anspruch 1 oder 2, ferner umfassend mindestens eine Austauschkarte,
die die Möglichkeit darstellt, einen Austausch einer Spielfigur durch eine andere
Spielfigur vorzunehmen, wobei die mindestens eine Austauschkarte vorzugsweise ein
oberes Feld (16) umfasst, das Elemente enthält, die den Typ der Karte identifizieren,
und ein unteres Feld (17), das grafische Elemente enthält, die den Austausch einer
Spielfigur durch eine andere Spielfigur identifizieren.
4. Brettspiel nach einem der vorhergehenden Ansprüche, wobei der mindestens eine Spielparameter
für den Torhüter aus den Parametern Retten (SAV), Klären (CLE) und Elfmeter (PEN)
oder einer Kombination davon und für den Bewegungsspieler aus den Parametern Kurzpass
(SP), Flanke (CR), Schuss (SH), Dribbling (DR), Tackling (TK), Verteidigung (DF),
Kopfball (HE) und Freistöße (FK) oder einer Kombination davon ausgewählt wird.
5. Brettspiel nach Anspruch 4, wobei der dem Spielparameter der Spielfigur zugeordnete
Wert ein numerischer Wert ist, der vorzugsweise zwischen 1 und 10 liegt.
6. Brettspiel nach einem der vorhergehenden Ansprüche, wobei mindestens eine Spielfigur
mindestens ein Symbol (8, 9, 10) aufweist, das sich auf mindestens eine besondere
Fähigkeit der mindestens einen Spielfigur bezieht, die sich von ihren Spielparametern
unterscheidet.
7. Brettspiel nach einem der vorhergehenden Ansprüche, wobei mindestens eine Spielfigur
und/oder die jeweiligen Spielparameter vorbestimmt sind oder von Merkmalen und/oder
Parametern eines realen Referenzspielers abgeleitet sind, die in öffentlich zugänglichen
Quellen überprüft wurden.
8. Brettspiel nach einem der vorangehenden Ansprüche 5 bis 7, wobei die Vorrichtung vorzugsweise
aus mindestens einem Würfel oder einem Prozessor ausgewählt ist und bei jeder Betätigung
zufällig einen numerischen Wert liefert, wenn eine Spielaktion stattfindet, wobei
der Zufallswert mit dem numerischen Wert eines Spielparameters von mindestens einer
Spielfigur kombiniert wird, um das Ergebnis der Spielaktion zu bestimmen.
9. Brettspiel nach einem der vorhergehenden Ansprüche, ferner umfassend mindestens eine
Karte, die eine Doppelmarkierung darstellt, und einen analogen oder digitalen Zugzähler.
10. Brettspiel nach einem der vorhergehenden Ansprüche, wobei das Spielfeld ein Spielrechteck
umfasst, das quer (d.h. in Breitenrichtung) in Bänder (2, 3), und vorzugsweise in
ein zentrales Band (3), das sogenannte Mittelfeld-Mittelband, das seitlich von zwei
Endbändern (2), den sogenannten Verteidigungs-Endbändern, flankiert wird, unterteilt
ist, wobei jedes der Bänder (2, 3) wiederum in Felder unterteilt ist und Aktionsfelder
(4, 5, 6) mit mindestens einem mit einer Möglichkeit einer Spielaktion verbunden Symbol
und/oder neutrale Felder ohne ein mit einer Möglichkeit einer Spielaktion verbundenes
Symbol umfasst.
11. Brettspiel nach Anspruch 10, wobei die in den Aktionsfeldern (4, 5, 6) gezeigten Symbole
sich auf eine der folgenden Spielaktionen beziehen: Schuss auf das Tor (Schussfelder);
Flanke (Flankenbereichsfelder); Kopfball (Kopfballfelder), Freistöße auf das Tor (Freistoß-aufs-Tor-Felder),
wobei jedes Aktionsfeld (4, 5, 6) ein oder mehrere Symbole haben kann, die sich jeweils
auf eine entsprechende Spielaktion beziehen.
12. Elektronisches Gerät, insbesondere ein Multimediagerät wie ein Computer, Smartphone
oder Tablet, umfassend ein Brettspiel nach einem der vorhergehenden Ansprüche in Form
einer Software oder Anwendung (APP), die auf dem elektronischen Gerät zum Spielen
des Spiels ausgeführt werden kann.