0% found this document useful (0 votes)
110 views28 pages

UND1C1 Rulebook

The document is a rulebook for the tabletop soccer simulator game UND1C1, detailing key components, gameplay mechanics, and actions players can take during the game. It includes information on player chips, the playmat pitch, and various actions like passing, dribbling, and shooting. Additionally, it outlines game setup, turn structure, and the use of strategy cards.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
110 views28 pages

UND1C1 Rulebook

The document is a rulebook for the tabletop soccer simulator game UND1C1, detailing key components, gameplay mechanics, and actions players can take during the game. It includes information on player chips, the playmat pitch, and various actions like passing, dribbling, and shooting. Additionally, it outlines game setup, turn structure, and the use of strategy cards.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rulebook.

Table of
contents.
Key Components 04
Playing UND1C1 06
Actions 08
Kick-Off!
Single Movement
Group Movement
Pass
Dribbling
Tackle
Shot
Cross
Header
Strategy Cards 20
Padlocks 21
Other Rules 23
Special Abilities 24
KEY COMPONENTS

PLAYER CHIPS
The UND1C1 starter box includes two teams, the White Team
and the Black Team, each one consisting of 18 player chips.
Each chip displays a player’s name and his jersey number,
as well as his POSITIONING INDICATOR (see page 7) and his
SPECIAL ABILITIES (see page 22).

POSITIONING
INDICATOR

SPECIAL
ABILITIES

PLAYMAT PITCH
The pitch is divided into 224 BOXES.
In UND1C1, players with ball possession move by one box at a
time; players without ball possession may move by up to two
boxes at a time.

4 boxes of the same color form a QUADRANT.


Quadrants are used to determine the distance (and hence,
the difficulty) of passes and crosses.

8 quadrants aligned horizontally form a LINE OF QUADRANTS.


Multiple players standing on the same line of quadrants can
be moved spending one action only. Lines of quadrants are
also used to position the starting 11 before every kick-off.

4
BOXES QUADRANTS LINE OF QUADRANTS

# #
SHOT BOXES SHOT/HEADER BOXES CROSS BOXES
From these boxes, From these boxes, From these
players can shoot players can shoot on goal boxes, players
on goal. and (after a successful can cross.
cross) hit a header.
5
how to play
UND1C1 is a tabletop soccer simulator for two players, both
acting as the coach of a soccer team.
The aim of the game is to win the match by scoring more
goals than the opponent.

game COMPONENTS
Besides the player chips and the pitch, the box includes two
decks of 30 cards (1 white, 1 black), 2 padlocks (1 black, 1
white), 2 dice (1 black, 1 white), 22 chipholders (11 white, 11
black), 10 card stands (5 white, 5 black), and 1 ball.

game preparation
To set up a match, place the pitch on the table, shuffle the
decks of cards and deal 20 strategy cards (randomly picked
from the white deck) to the coach of the White Team, and
20 strategy cards (randomly picked from the black deck) to
the coach of the Black Team. Each coach places his 20 cards
face down in front of him, and takes a dice.

positioning the starting 11


At this point, coaches position their starting eleven on their
half of the pitch, based on each player’s POSITIONING
INDICATOR.

The color of the illuminated square in the positioning

*
indicator tells the role of the player. Goalies (purple) must
be placed inside the goal*, defenders (red) must be placed
within the red line of quadrants, midfielders (yellow) on
the yellow line of quadrants, and strikers (green) within the
green one.

The position (left, center, right) of the illuminated square


tells on which side of the pitch that player prefers to play
(left boxes, central boxes, right boxes).

Based on their positioning indicator, left wingbacks like


TAGADA (3) can be placed in any of the left boxes within the
red line of quadrants; central midfielders like TULIPANO (10)
6
can occupy any of the central boxes in the yellow line of
quadrants; right wingers like VILLABAS (7) can be placed
in any of the right boxes on the green line of quadrants.
Goalies, like MINNETAUR (1), must stay inside the goal at
all times.

LEFT BOXES CENTRAL BOXES RIGHT BOXES

*
Goalies must stay inside
the goal throughout the
whole match.

turns and end of the game


In the course of each turn of an UND1C1 game, a coach may:

- play up to 3 ACTIONS (see pages 8-19)


- use up to 3 STRATEGY CARDS (see page 20).

After playing his actions and using his strategy cards, he


must position the PADLOCKS (see page 21) and draw one
STRATEGY CARD. Then his turn ends, and the turn of the
opponent starts.

After drawing the last strategy card out of their decks,


coaches play one final turn each, and then the game ends.
7
ACTIONS
During each turn, a coach can play up to 3 actions, choosing
among: SINGLE MOVEMENT, GROUP MOVEMENT, PASS,
DRIBBLING, TACKLE, SHOT and CROSS. The only time in
which a coach cannot choose is the beginning of a match:
the first action of the first turn of every UND1C1 game must
be a KICK-OFF.
KICK-OFF! - COUNTS 1 ACTION

KICK-OFF!
To begin the game, coaches roll their dice. Who gets the
highest score, chooses one of his players (not the goalie),
places the player chip in one box within the midfield circle
(in his half of the pitch), and puts the ball on top of it.

The coach passes the ball from the the kick-off taker to any
other player of his team, completing the first action of the
first turn of the game. The coach has now two more actions
to carry out, to complete his first turn.

FOR A KICK-OFF, A PLAYER MUST BE PLACED ON ONE OF THE TWO


8
BOXES WITHIN THE MIDFIELD CIRCLE.
THE KICK-OFF TAKER PASSES THE BALL TO ANY TEAMMATE. THIS IS
THE FIRST ACTION OF THE FIRST TURN OF EACH UND1C1 MATCH.

SINGLE MOVEMENT - COUNTS 1 ACTION

SINGLE MOVEMENT
A player without ball possession can be moved by one or two
boxes at the time horizontally, vertically and diagonally.

A player with ball possession can only be moved by one box


at the time.

Players cannot be moved on boxes already occupied by other


players (nor teammates, nor opponents), or padlocks.

9
A PLAYER WITH BALL POSSESSION MAY BE MOVED BY ONE BOX AT
A TIME ONLY.

A PLAYER WITHOUT BALL MAY BE MOVED BY ONE OR TWO BOXES AT


A TIME, HORIZONTALLY, VERTICALLY OR DIAGONALLY. NO CHANGES
OF DIRECTION (“L” SHAPE MOVEMENTS) ARE ALLOWED.

10
GROUP MOVEMENT - COUNTS 1 ACTION
group movement
Multiple players can be moved spending one action only,
provided that (i) they move from the same line of quadrants
(in the example, the yellow one), and (ii) movement takes
place in the same direction.

While performing a group movement, a coach may move


players by a different number of boxes (e.g.: one or more
player by one box, and one or more other players by two
boxes), provided that the direction in which they move is
the same.

Also, it is not mandatory to move all the players standing


within one line of quadrants. For example, a coach might
decide to perform a group movement moving 3 out of 4
players only.

TWO OR MORE PLAYERS STANDING WITHIN THE SAME LINE OF


QUADRANTS (IN THIS CASE, THE YELLOW ONE) MAY BE MOVED
SPENDING ONE ACTION ONLY, PROVIDED THAT THEY MOVE IN THE
SAME DIRECTION (BUT NOT NECESSARILY BY THE SAME NUMBER OF
BOXES).
11
PASS
PASS - COUNTS 1 ACTION

When in ball possession, a player can pass to any teammate


(excluding the goalie). To do so, the coach rolls his dice.

Minimum score needed = # quadrants between passer and


receiver + # opponents marking the receiver*

*
If the coach rolls a lower number, the ball goes to the
opponent standing closest to the designated receiver (and
if two or more opponents are equally distant from the
receiver, it is up to the coach who missed the pass to decide
which one gets the ball). The turn of the team that failed
the pass ends immediately, and the coach is only allowed to
position the padlocks before drawing one card.

NOTE: goalkeepers cannot receive passes; moreover,


they don’t count as marking players on passes/crosses.

*
* Opponents standing in any of the 8 boxes sorrounding
the receiver.

PASSING TO PLAYER #2 - MINIMUM DICE ROLL REQUIRED:


2 (= 2 QUADRANTS DISTANCE). IF COACH SCORES A LOWER NUMB ER,
BALL GOES TO #7 OF THE BLACK TEAM.
12
PASSING TO PLAYER #11 - MINIMUM DICE ROLL REQUIRED:
5 (3 QUADRANTS DISTANCE + 2 OPPONENTS MARKING). IF COACH
ROLLS A LOWER NUMBER, HE CAN DECIDE WHETHER BALL GOESTO
#7 OR #9 OF THE BLACK TEAM.

DRIBBLING
DRIBBLING - COUNTS 1 ACTION

When in ball possession, a player may try dribbling an


opponent, if this is standing on any of the boxes sorrounding
him.

Dribbling attempt: coaches roll their dice, and players switch

*
boxes. Dribbling outcome: the losing coach flips his player*;
the winning coach retains (or steals) ball possession with his
player, and may move him by one extra box (two if he has
RABBIT ability, see page 24), without spending extra actions.

In case of draw, coaches roll their dice again. In case a team


fails a dribbling attempt, that team’s turn ends immediately;
the coach is only allowed to position the padlocks, before
drawing one card.

* The flipped player cannot be used in thefollowing


turn. Then, he may be flipped back and used again.
13
THE BALL CARRIER TRIES DRIBBLING #7. HE MIGHT HAVE DRIBBLED
#10 OR #9 ALTERNATIVELY, AS THEY ARE ALSO STANDING IN
ADJACENT BOXES.

AFTER THE DICE ROLL, PLAYERS SWITCH BOXES AND THE LOSER
GETS FLIPPED. THE WINNER RETAINS (OR WINS) BALL POSSESSION
AND CAN MOVE BY ONE ADDITIONAL BOX (TWO, IF HE’S A RABBIT),
WITHOUT SPENDING ANY EXTRA ACTIONS.
14
TACKLE - COUNTS 1 ACTION
TACKLE
A player may try stealing the ball by tackling an opponent,
if he stands on a box in front or beside him. Tackles from
behind the ball line are not allowed in UND1C1.

Tackle attempt: coaches roll their dice, and players switch

*
boxes. Tackle outcome: the loser flips his player*; the winning
coach retains (or steals) ball possession with his player, and
may move him by one extra box (two if he has RABBIT ability,
see page 24), without spending extra actions.

In case of draw, coaches roll the dice again.

NOTE: goalkeepers cannot tackle.

*
* The flipped player cannot be used during his team’s
next turn, after which he may be flipped back and used
again.

BOTH #6 AND #11 CAN TACKLE THE OPPONENT, WHILE #10 CANNOT,
AS HE IS STANDING BEHIND THE BALL LINE.

15
#6 ATTEMPTS THE TACKLE AND WINS THE DUEL, EARNING BALL
POSSESSION. PLAYERS SWITCH BOXES AND THE LOSER GETS
FLIPPED. THE WINNER CAN NOW MOVE BY ONE ADDITIONAL BOX,
WITHOUT SPENDING ANY EXTRA ACTIONS.

IF #6 HAS RABBIT ABILITY, AFTER SWITCHING BOXES WITH THE


OPPONENT HE MAY MOVE BY UP TWO BOXES, WITHOUT SPENDING
EXTRA ACTIONS (THE SAME APPLIES WHEN A PLAYER WITH THIS
ABILITY WINS A DRIBBLING DUEL).
16
SHOT - COUNTS 1 ACTION
SHOT
A player with ball possession may shoot on goal if he stands
on a SHOT BOX. Coaches roll their dice.

Shooting score = dice result +/- shot bonus/malus.


Saving score = dice result of the opponent (+1 additional
point in case one player is standing right in front of the
opponent, obstructing the shot).

If shooting score > saving score, it’s a goal!


Both coaches reposition their players on the pitch for a
new KICK-OFF (see page 8).
If saving score > shooting score, goalie saves!
First, both teams reposition (see page 23). Then, a new
turn starts with a pass from the goalie (it works like a
normal pass).
In case of draw, coaches roll their dice again.

SHOT MALUS
-1

SHOOTING SCORE: DICE ROLL - 1 (SHOOTING MALUS DISPLAYED ON


THE SHOT BOX OCCUPIED BY THE SHOOTER)
SAVING SCORE: DICE ROLL + 1 (DUE TO THE OPPONENT STANDING
IN FRONT OF THE SHOOTER, OBSTRUCTING THE SHOT)
17
cROSS
CROSS - COUNTS 1/2 ACTION

When in ball possession on a CROSS BOX, a player can cross


to any teammate standing on a HEADER BOX. To do so, the
coach rolls his dice.

Minimum score needed = # quadrants between passer and

*
receiver + # opponents marking the receiver*

If the coach rolls a lower number, the ball goes to the


opponent standing closest to the designated receiver
(and if two or more opponents are equally distant from
the receiver, it is up to the coach who missed the cross
to decide who gets the ball). The turn of the team that
failed the pass ends immediately, and the coach is only
allowed to position the padlocks before drawing one card.
If the cross succeeds, the receiver automatically hits a
header (see next page), without spending extra actions.

NOTE: goalkeepers don’t count as marking players on crosses.

*
Opponents standing in any of the boxes sorrounding
the receiver.

CROSSING TO PLAYER 9 - MINIMUM DICE ROLL REQUIRED:


4 (2 QUADRANTS DISTANCE + 2 OPPONENTS MARKING)
18
TACKLE - COUNTS 1/2 ACTION
HEADER
After a successful cross, the receiver of the cross hits a
header, without spending any extra actions. This means,
cross and header count as 1 action only. Coaches roll their
dice.

Header score = dice result +/- header bonus.


Saving score = dice result of the opponent (+1 additional
point in case one player is standing right in front of the
opponent, obstructing the shot).

If shooting score > saving score, it’s a goal!


Both coaches reposition their players on the pitch for a
new KICK-OFF (see page 8).
If saving score > shooting score, goalie saves!
First, both teams reposition (see page 23). Then, a new
turn starts with a pass from the goalie (it works like a
normal pass).
In case of draw, coaches roll their dice again.

HEADER BONUS
+2

HEADER SCORE: DICE ROLL - 1 (SHOOTING MALUS DISPLAYED ON


THE SHOT BOX OCCUPIED BY THE SHOOTER)
SAVING SCORE: DICE ROLL + 1 (DUE TO THE OPPONENT STANDING IN
FRONT OF THE SHOOTER, OBSTRUCTING THE SHOT). 19
strategy cards
Each coach is obliged to draw one strategy card at the
end of each turn. Coaches may hold a maximum of five
cards in their hand, so if at the end of his turn a coach has
five cards already, he must discard one before drawing.

When both coaches run out of cards in their decks, they


play one last turn each, and then the game ends.

The text box underneath the card illustration explains the


effects produced by a strategy card, and tells the coach
whether he should play the card during his or during his
opponent’s turn. A coach is allowed to use a maximum
of three cards in the course of his turn.

All cards have a symbol in the top left corner: cards


with a nd are defined INSTANTANEOUS, and produce
their effects for one turn only; cards with a nd are
PERMANENT, as they remain in the game until the
they get discarded. It is not possible to have more than
two permament cards in the game at the same time. A
permanent card may be discarded by a coach at any time
during his turn, if he wishes to replace it with a different
permament card.

A SPECIAL ABILITY symbol in the top right corner


indicates that the card can only be used on/by players
having that special ability.

ATHLETICISM COACH PASS/CROSS


ISTANTANEOUS
/ PERMANENT

WHEN TO USE
/ EFFECTS

REQUIRED
ABILITY

20 TACKLING DRIBBLING SHOOTING SAVING


padlocks
Before ending his turn by drawing a strategy card, a coach
positions padlocks on the field in order to: (i) prevent the
opponent from stepping on certain boxes and/or (ii) man-
mark an opponent.

Each padlock must be position by the coach on an empty


box standing in front, behind or next to a one box occupied
by one of his players.

White padlocks are not effective against players with


GORILLA ability (see page 24). To prevent a GORILLA from
stepping on a given box, a black padlock is needed.

NOTE: It is not possible to place more than one padlock


inside the penalty area. It is not possible to place padlocks
in the four quadrants standing at the corners of the pitch.

EXAMPLE 1 - PROTECTING BALL POSSESSION: WITHOUT PADLOCKS,


#11 OR #2 OF THE WHITE TEAM MIGHT GET CLOSE TO THE BALL
CARRIER AND TRY A TACKLE. PADLOCKS PREVENT THEM FROM
DOING SO, WITHIN ONE TURN.

21
EXAMPLE 2 - PROTECTING BALL POSSESSION: PADLOCKS PREVENT
#8 AND #5 OF THE WHITE TEAM FROM TRYING TO STEAL THE BALL
WITHIN THEIR TURN (THEY WOULD NEED MORE THAN 3 ACTIONS).

EXAMPLE 2 - INCREASE MAN-MARKING: THE BALL CARRIER WISHES


TO REACH #9 WITH A CROSS. WITHOUT PADLOCKS, ROLLING A 4
WOULD BE SUFFICIENT. WITH PADLOCKS, HE NEEDS TO ROLL A 6, AS
EACH PADLOCK COUNTS AS AN ADDITIONAL MARKING MAN.
22
OTHER RULES
OFF-SIDE RULE
A player standing in the opponent’s half can only receive a
pass provided that one or more opponents (excluding the
goalie), stand between him and the opponent’s goal. out
of these opponents, the one standing closest to the goalie
determines the position of the off-side line (see picture
below).

THE BALL CARRIER CANNOT PASS TO PLAYER X, AS THIS


IS STANDING BEYOND THE OFF-SIDE LINE.

REPOSITIONING AFTER A SAVE


Each time the goalie saves a shot or a header, the
coach of his team makes up to three (SINGLE or GROUP)
MOVEMENTS. Then, the opponent coach makes up to three
(SINGLE or GROUP) MOVEMENTS as well and positions the
padlocks. The new turn for the coach of the team that saved
the shot may now begin, with a pass from the goalie to any
teammate.

NOTES: Passing from a goalie to a teammate works like a


normal PASS. The special ability RABBIT is effective during
a repositioning phase, while the special ability TRACTOR is
not.

23
SPECIAL ABILITES
After familiarizing with UND1C1 basic gameplay, we suggest
you to start using SPECIAL ABILITIES, so to give the game
an extra layer of depth (and much more fun!).

White abilities give a player certain athletic powers, while


colored abilities facilitate the execution of shots, passes,
dribblings, tackles and saves, giving you a +1/+2 bonus on
your dice roll.

TRACTOR
MAY PERFORM AN EXTRA MOVEMENT (BOTH WITH
AND WITHOUT BALL POSSESSION) AT THE END OF
THE TURN. TRACTOR ABILITY CAN BE USED BY MAX
ONE PLAYER PER TURN.

GORILLA
WHITE PADLOCKS ARE NOT EFFECTIVE AGAINST
HIM. GORILLA ABILITY IS NOT EFFECTIVE WHEN THE
PLAYER HAS BALL POSSESSION.

RABBIT
MAY MOVE BY UP TO THREE BOXES AT A TIME WHEN
NOT IN BALL POSSESSION, AND BY UP TO TWO
TWO BOXES AT A TIME WHEN IN BALL POSSESSION.
“L-SHAPE” MOVEMENTS ARE NOT ALLOWED.

VIPER
VIPER: +1 ON DICE ROLL WHEN SHOOTING FROM
INSIDE THE BOX.
BLACK VIPER: +2 ON DICE ROLL WHEN SHOOTING
FROM INSIDE THE BOX.

24
CANNON
CANNON: +1 ON DICE ROLL WHEN SHOOTING FROM
OUTSIDE THE BOX.
BLACK CANNON: +2 ON DICE ROLL WHEN SHOOTING
FROM OUTSIDE THE BOX.

ARIES
ARIES: +1 ON DICE ROLL WHEN HITTING A HEADER
AFTER A SUCCESSFUL CROSS.
BLACK ARIES: +2 ON DICE ROLL WHEN HITTING A
HEADER AFTER A SUCCESSFUL CROSS.

PLAYMAKER
PLAYMAKER: +1 ON DICE ROLL WHEN PASSING.
BLACK PLAYMAKER: +2 ON DICE ROLL WHEN
PASSING.

ARCHER
ARCHER: +1 ON DICE ROLL WHEN MAKING A CROSS.
BLACK ARCHER: +2 ON DICE ROLL WHEN MAKING A
CROSS.

WIZARD
WIZARD: +1 ON DICE ROLL WHEN DRIBBLING OR
DEFENDING BALL POSSESSION FROM A TACKLE.
BLACK WIZARD: +2 ON DICE ROLL WHEN DRIBBLING
OR DEFENDING BALL POSSESSION FROM A TACKLE.

GLADIATOR
GLADIATOR: +1 ON DICE ROLL WHEN TACKLING OR
CONFRONTING A DRIBBLING.
BLACK GLADIATOR: +2 ON DICE ROLL WHEN
TACKLING OR CONFRONTING A DRIBBLING.

PAW
PAW: +1 ON DICE ROLL WHEN SAVING A SHOT
OR A HEADER.
BLACK PAW: +2 ON DICE ROLL WHEN SAVING A
SHOT OR A HEADER.

25
© 2022 DM Giochi Srls.
UND1C1 is a trademark of
DM Giochi Srls. All rights reserved.

26
27
© 2022 DM Giochi Srls.
UND1C1 is a trademark of
DM Giochi Srls. All rights reserved.

You might also like