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Football 12

6 500 AMD

On the pitch are your favourite club’s 11 footballers — and you, the 12th, their supporter. The game includes 100 cards across 4 themes, with all kinds of interesting football-related questions, and a spinner. Before answering, spin the spinner included in the game — it shows which themed card’s questions you must answer. Know more answers than the others to be the first to take the opponent’s goal.

Rules

The game includes 100 cards, a pitch board, 4 tokens, and a spinner. The game starts once the cards and spinner have been placed in the designated area on the pitch, and the tokens are on the space marked with the goalkeeper’s number 1.

Turn order can be decided by the players or by age, youngest first. Before play, shuffle the 4 themed card decks separately. During the game, leave the cards with the questions face down.

Players take turns spinning the spinner clockwise. If one or more themed decks run out during play, take the next option clockwise. Use the spinner throughout the game. Each card has two questions and three answers each, only one of which is correct — the one highlighted in green. For that reason, another player should read the questions while someone else answers. The answering player chooses the card face down, and can see the correct or incorrect answers only after answering all the questions on the card. The players may choose the difficulty.

The easy version is: 1 correct answer = 1 move; the hard version is: 2 correct answers = 1 move. To take one step on the 11-step pitch, you must answer at least one of the two questions on the chosen card correctly if you chose the easy version, or answer both questions and then move if you chose the hard version. Under the easy rules, the player does not move if they answered neither question correctly; under the hard version, the player does not move if they answered only one question correctly or gave no correct answer at all. After answering a card’s questions, the next player gets to choose a card.

The winner is the player whose token is first to reach the “goal” space of the opponent’s goal. If the question cards run out during play and the outcome is still unknown, the player standing on the higher number wins; if 2 players are on the same highest number, a draw is recorded.

A draw can also be recorded when the player who started earlier reaches the opponent’s goal, and the next player, who still has one turn, also takes it.

We wish you a high-scoring game