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Superclub – Das Fußballmanager-Brettspiel

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Eleven is an engine-builder at heart. Most of the time you’re trying to mould your staff into producing each of the four main currencies in the game: budget, fan base, operations, and fitness. As per the Euro standard, each of these has a level of income per round, and each can be boosted with the correct staff. What makes Eleven an outsider in comparison to most recent Euro games is the fact that you can’t really min-max your stats. Build Stadium Infrastructure – you can build adboards (to allow for more advertising), stands (to allow more fans) or other improvements which allow for one-time stat advances. You can also build office expansions for endgame points. Superclub launched in October 2020, becoming an instant hit among football fans around the world with unprecedented demand. The core gameplay is based on four fictional teams all harbouring aspirations of becoming a Superclub, defined as achieving a 100-points season or winning the Supercup.

Soccer Games - BoardGameGeek Top 10 Soccer Games - BoardGameGeek

Eleven can be played multiplayer or solo. The solo mode includes six different scenarios that challenge players with different starting situations and goals for the season. In the beginning, the task is simple: You have to climb the steps of the football leagues and achieve the appropriate experience. You may have to manage the club in a crisis, and at other times you will have to rejuvenate a football team of players that are not so young anymore. You may also have to fight against time to try to complete the stadium before the deadline! I don’t know whether the box art of Eleven is a knowing nod to Gareth Southgate’s waistcoat and long sleeve shirt look, but it immediately gives me nostalgia of that warm summer night watching events unfold at the Spartak Stadium in Moscow where England won their first penalty shoot-out for what feels like an eternity. A few critiques are worth mentioning. Tactics cards are crucial to winning matches. Each player starts with only one and there are not enough ways to acquire more. Some staff cards offer the ability to get more tactics cards, but if those cards don’t come out, it can be quite difficult to play an appropriate formation against another team, and you may not have the advantage of being able to play a second tactics card for its unique power. The full player layout, a nice presence, but quite the table hog The rules feel fairly complete, but there are some things which are not clearly spelled out. As I mentioned earlier, there have been plenty of questions asked on BGG (over 120 at the time of this review), and many of them have been answered by the designer. At some point, it would be nice to have a collated FAQ or maybe an updated ruleset put out. The biggest rule that I kept screwing up early on is that you are not allowed to change the side of shirt showing other than purchasing a new player or when an action specifically allows it. I kept trying to put my IRL soccer knowledge into the game, when I should have just been following the rules as written – and in defense of the rules, it tells you explicitly in at least two places that you shouldn’t flip over shirts… Once six weeks have transpired, you’ll add up points for various staff members (a little set-collection element wedged in there, just for fun), your club’s final position on the league table, and any points gained from stadium improvements, and the highest score wins the game. In a solo game, Eleven provides a nice batch of narrative scenarios where your club’s goals for victory may differ, and your success is rated against a scoring spectrum, but the gist is roughly the same. Your central player board, which shows your weekly income & costs, staff, and board of directors Game Experience:At the end of January, Portal Games announced their publishing plan for 2021. The football fanatic in me was drawn to one game in particular: Eleven: Football Manager Board Game.

Football Manager Board Game - Zatu Games Superclub - The Football Manager Board Game - Zatu Games

If you feel your blood boiling at the very idea of such ludological injustice, Eleven isn’t for you. Personally, I’m a big fan of these two mechanisms in particular. Sport is affected by all kinds of things outside of people’s control, and it feels great on a thematic level to have the same chaos sewn into the game’s finery. There’s no denying, it can feel desperately unfair at times, but “that’s football.” Final thoughts Finally, there’s match day. This is where your club is pitted against an NPC (non-player club) for the week’s match. Your opponent is represented by a card only giving you partial information on the side you can view throughout the week. The card will show you your opponent’s formation (These are a series of numbers that explain how the defenders, midfielders, and forwards are accounted for. ex. 4-3-3; 4-3-2-1, etc.), as well as offer up a scouting report giving you additional limited information (e.g., this team has a formidable left wing forward; this team is weak on the right side, etc.). The gameplay of Eleven takes place over 6 Weeks, and each day marks a different phase of the game. On Monday, you acquire Resources for your Club and draw a Board Meeting card, facing the tasks assigned to it. Tuesday, Wednesday and Thursday are filled with many responsibilities: transfers of players, hiring staff, expansion of the stadium, etc. Friday is the decisive day – the day of the Match. This is when you’ll manage your Tactics cards and Player abilities to win the game. The phases of Monday and Friday are resolved simultaneously, but Tuesday, Wednesday and Thursday you will play in turns with other players. Eleven surprised me. The idea of a sport in board game form has never really appealed to me, especially something as prone to chaos, and not stat-driven as football (or soccer, if you’re across the Atlantic). Eleven has shown me that it is possible to make a good game based around a sport, as long as it doesn’t try to directly mimic the sport itself, which Eleven doesn’t. The matches, for example, only make up a small part of the game.

Tuesday to Thursday – Action days. In each of these days, you take a single action (see below). For each day, you can also spend two green discs to take an additional card action. The base action options are: Despite the very thin implementation of the matches, handling your squad is actually pretty cool. There are nameless youth stars you can recruit, waiting for the surprise of the player they can become with your investment. There are veteran players, who add to the team’s strength while they’re not quite ready to be put out to pasture. You have a full set of jersey numbers to assign to your players, but each player comes with their own chosen number too (the divas), so there’s often no point in hiring two number 10s for example, as only one can play. Combine all of this with the various tactic and formation cards on offer, and matchday feels more like an event, not an anti-climax at the end of the week. The Hand of God The next three days comprise the nuts and bolts of preparing your team for this weekend’s matchup. This is done through a traditional action selection system, where each player gets one main action, and can potentially trigger actions on cards in their tableau if they have the resources for it. These main actions include buying a player, selling a player, hiring staff (such as a trainer, an agent, a scout, etc.), bringing on a sponsor, building out your stadium, or using a card ability. Card abilities can also act as bonus actions as well if paid for with the “operations” resource. The central market, where you can hire staff, buy players, and bring on sponsors Despite these criticisms, Eleven is a great game, and certainly the best football (soccer) game I’ve played. The theme is so well applied to the game, and the engine-building is very clear and simple in practice. There’s plenty of depth and nuance as to how you apply the various effects, but the iconography throughout is excellent, so accomplishing what you want to is down to whether your tactics work, not because you didn’t understand what a certain card or effect did. The way that injuries and card suspensions work fits perfectly, and the game is a fantastic choice for someone who craves that Football Manager experience on a table, instead of a screen.

Superclub game rules Superclub game rules

Is it one of my favorite games from SPIEL 2022? Absolutely. I still look forward to playing the game, and I am seriously thinking about investing in some of the five small expansions that will add a new dimension to the game. It’s a game that I think about even after finishing a game – asking myself if I would have done better lining my shirts up in a different formation, or if I had chosen to risk it and re-roll an event die to get a different result. In this game, you take control of a soccer club over a six week season; each week being played over the course of one of the six rounds in the game. To start out the week, you’ll spend three days (turns) taking actions to improve your club – hiring players, improving facilities, employing staff members or seeking out advertising sponsors. I should start by saying that I’m a huge soccer fan. I’ve spent far too much time trying to find my “perfect” soccer match simulation game; and to date, I haven’t found it. That crazy quest certainly got me very interested and excited about Eleven – but as I mentioned at the start – this is not really a simulation game; it is an economic game about running a soccer club. Yes, there are matches involved in the process of the game, but it is certainly not the focus. In addition, with the unusual timing of the World Cup this winter, I’ve been thinking about soccer pretty much all the time right now…The player with the highest point total wins. Ties broken in favor of the team higher in the league table. Eleven is an absolute keeper for me, warts and all. (And I’m hoping for a rules patch down the road that will melt those warts away.) If you’re interested in soccer/football, you owe it to yourself to try the game. Eleven’s clean engine-building is tempered by several things that are completely out of your control. Right at the start of each round (Monday, in the game’s parlance), you draw a board meeting card and then roll a die. When you compare the result to your directors’ cards, it’ll tell you which of the three outcomes on the board meeting card came to pass. The board meeting card isn’t shared, however. Each player draws their own, and the outcomes can vary quite a lot. Some are positive, some not-so-positive.

Superclub – The football manager board game

Before I start explaining the game, I think it is important to start out by saying that while the game is very thematic, no previous knowledge of soccer/football is required to play or enjoy the game. The game is very much an economic game by mechanism; and knowledge of actual football tactics and strategy will likely not help you win more matches in the game. In fact, as I’ll outline later, knowledge of how football matches are played may actually be a detriment! Sell a player (or youngster) – discard a card you already own, gaining 2 money plus one money per current strength level as well as money for any VP tokens placed on the card. If you are selling a player who is currently hurt or suspended, you only get half of their value. After more than a dozen games, I have found a few things which deserve to be mentioned – if only to help others play the game more easily. First, the stat marker icons and the resource icons are…. Not good. The resources are the icon alone while the stat icon is the resource in a solid circle. This can be really confusing at times as the wooden disc used to represent the resource is a round token. It could have been so much less confusing if the player board used squares instead of circles to denote the stat, and then the icon could have been a square as well. Like I said, I feel like I’m a veteran with a lot of game experience, and I still find myself sometimes making an error with these confusing icons. So again, once the game is set up – you will play 6 rounds; each one corresponding to a week in the life of your club. In each week, there are 5 turns, the first day being a setup day, the middle three representing a regular weekday and the final turn being the matchday that comes on the weekend. Eleven: Football Manager Board Game is an economic strategy game set in a world of sport. Your task is to manage and grow your own football club over the course of a season. During the game, you hire staff members, including trainers, physical therapists, PR specialists, and directors. You acquire sponsors, expand the stadium infrastructure, and take care of your club’s position in social media. Among the many tasks on the list are transferring new players and choosing the right tactics for each of the upcoming matches.Final Score: 3.5 stars – A solid football manager simulator that does a nice job of delivering on its theme. It’s best at one or two players, but too long at three and four. Based on that information, you decide which players you’ll have suit up and where to position them. You’ll also play one of your tactics cards to decide your team’s formation. You may have more than one of these, and some have additional powers you can execute after the opponent’s team is fully revealed. You’ll then flip the opponent card, revealing how they’ve allocated their players and what those players’ offensive powers are, and based on that, figure out the score of the match. Once that’s determined, you’ll either go up on the league table (that’s the British term for the league standings) with a win or draw, or you’ll stay where you are with a loss. In addition, you may suffer some additional consequences, such as injuries or suspensions for your players. You then reset and get ready for next week. Finally, update the league table. Each team that won gains 3 points, each team that tied gains 1 point. All other teams move forward according to a die roll (you roll one die for each color, and all teams of that color move equal to the result on their die) Monday is unique to the rest of the week, as it primarily focuses on front-office activities. Resources are replenished based on each club’s income, and then each manager draws an event card for their respective clubs that will prompt a board of directors vote. This involves a die roll, and depending on the makeup of your board and how they are inclined to vote, it may lead to good results or a big inconvenience that your club has to contend with for this week. Monday – Setup day: Players first get production, taking wooden markers matching the stat markers at the bottom of their director board. As you play the game, you will need to be very careful with the iconography. A full colored circle with the resource icon within it means an increase to your statistic while the resource icon alone means the actual resource (wooden disc). The day is finished by having a board meeting. Each player is given an event card at random. There are three options on the card (denoted by yellow, blue or red areas on the card). The player rolls a d6 and then looks at the charts on the side of his director cards. The votes are tallied, and whichever color has the most votes is what happens. If you don’t like the result, you can spend one of your red discs to re-roll the die. This can be done as long as you have red tokens to spend. Apply the results of your event card as directed.

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