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Goal! The Rules

The rules of Goal! (2nd Edition) are included in a small booklet included in the game box. These rules are reproduced here for those who own the cards but not the rules.


For 2 to 4 players

Description

The pack consists of 44 Soccer players, each in the colours of a famous club. The cards also show the club names, ground, nicknames (if any) and, where it has been possible to obtain permission to reproduce them, their crests (if any).

We gratefully acknowledge the assistance given to us by every club represented, enabling us to publish this game which, in its first edition, established itself as a classic in the Pepys range of card games.

The playing position of each player is shown by the number at the top left of each card, and by the wording at the top right.

There are 2 GOALKEEPER cards, 4 each of the other 10 playing positions, and 2 FREE KICK cards.

Two separate, identical lists are provided showing the cards numbers of 3-card formations representing shots at goal and goal saving formations respectively. Note that all begin with a half-back (4, 5 or 6).

CARD FORMATIONS
Shooting   Saving
4 9 8   4 2 3
4 7 8   4 3 2
4 7 9   5 2 3
4 8 7   5 3 2
4 8 9   6 2 3
5 7 8   6 3 2
5 7 9   Goalkeeper
5 8 7
5 10 11
5 11 9
5 11 10
6 10 9
6 10 11
6 11 9
6 11 10
6 9 10

Object

To win matches by scoring the most goals.

The Deal

For 2 or 4 players deal 4 cards to each, face down.

For 3 players deal 6 cards to one and 4 cards to each of the other two, face down.

Place the remaining cards face down in the centre of the table. This is known as the "centre pack".

Place the 2 lists of card formations on the table so that all can see them.

The game is played with 2 "teams", one player against the other if two players, one versus two if 3 players and two versus two if 4 players. If more than 2 players, decide before play who composes the teams.

Play (2 Players)

Toss a coin to decide who "kicks-off". Players pick up their cards and look at them. The object of each player is to shoot at goal or save a goal, and to do either he must form on the table before him a "shooting" or "saving" formation of 3 cards from the cards in his hand, as the game progresses. He must play only one card from his hand at his turn, and the cards must be played in the order as shown in each formation on the lists.

FIRST ROUND - The Kick-off.

The first player sees whether any of his 4 cards is a 4, 5 or 6. If so, he can play one of them (as one of these begins every formation). Before playing, however, he will see whether any of his cards are capable of being added (at later turns) to form a particular formation. If so, he would begin by playing a card to which he can add later the second number required.

He can begin a shooting formation or a saving one as he desires.

Shooting formations must be placed on the table to the left of the player, saving formations to the right. Once played, cards cannot be moved.

He plays his card by placing it face-up before him to the left or right. He then draws the top card from the centre pack and takes this into his hand. This completes his turn.

If he was unable to play, because he has no 4's, 5's or 6's, he discards any one card from his hand by placing t face-up beside the centre pack, draws the top card of the pack and takes it into his hand. This completes his turn.

The opposing player plays in exactly the same way according to his hand, and the turn passes back to the first player.

SECOND ROUND

If the first player had played a card, he now plays any one of the following, if he can:-

(1)    The second card of the formation he began (if he has it and wishes to play it now).

(2)    The first card of another shooting or saving formation.

(3)    A Free-kick card (see below).

If he plays (1) he places it beside and to the right of the card already there. If (2) he places it on the "shooting" side (left) of the table or the "saving" side (right), and apart from any other formation he began previously.

Players may build up as many 3-card formations as they wish.

After he has played a card he draws one from the centre pack. This ends his turn. If he cannot play he discards one from his hand and draws one from the centre pack.

The turn passes to his opponent, who plays similarly.

SUCCEEDING ROUNDS

Scoring and Saving

Play continues as above, until a player completes a 3-card shooting formation. He immediately calls "shot". His opponent is now allowed his turn, and the shot SCORES A GOAL unless the opponent:-

(1)    Has a complete 3-card saving formation on the table (or he may now complete it by playing the 3rd card), or,

(2)    Now plays a Goalkeeper card (see below).

In either case the shot is saved.

If the shot is SAVED, the 3 shooting formation cards and the 3 saving formation cards are removed from the table and discarded on the discard pile. If a Goalkeeper card was played, it is placed to one side, out of play.

If the goal is SCORED, the scorer removes his 3-card scoring formation from the table and places the cards on the discard pile. The opponent then takes his turn normally, by playing any card he can, or discarding and drawing, and the game continues as before.

If the opponent "saved" either by playing a card to complete a saving formation, or a Goalkeeper card, this was his "turn" and he draws the top card from the centre pack to end his turn. If his saving formation was already complete and so saved a goal, he takes his turn in the ordinary way.

Note that saving formations can be formed on the table and left in position awaiting the opponent's shots at goal.

A player may build up more than one saving formation, but only one of these is removed after having "saved" a shot. Any others remain there for later use. Part-completed shooting and saving formations also remain on the table.

GOALKEEPER CARDS

These are played singly, not a part of any formation. One Goalkeeper card saves any shot. It is placed on the right (saving) side of the table, alone, when played, and counts as the turn. It can only be played immediately after the opponent "shoots", and will save this shot. Each player (or "team") may play only one Goalkeeper card in one half. If a second one is dealt, or drawn, it must be discarded (as a normal discard at a turn) at the first opportunity.

FREE-KICK CARDS

These entitle the player to draw 2 cards from the centre pack. A Free-kick card is played as a player's turn, by placing it face-up on the discards. The player then draws 2 cards and plays one of them (or one from his hand) if he can. If he plays one card this completes his turn. If he cannot play he discards any one card, which completes his turn. He does not draw another card from the centre pack.

HALF-TIME

Half-time occurs when the last card of the centre pack has been drawn. Play now ceases.

If a Free-kick is played when only 1 card is left in the centre pack that card, only, can be taken and one card may be played, if possible. This ends play, and if the cards played complete a "shot", a goal is scored unless the opponent has a "save" formation already completed on the table.

All cards, including hands and formations or part-formations and Goalkeepers on the table are collected, shuffled and re-dealt. The Second Half is played, the "kick-off" being made by the side which originally lost the toss.

FULL-TIME

This occurs exactly as Half-time, and play ends.

Note. 1. At the end of each player's turn the number of cards in the hand is always the same as the number he was originally dealt.

2.    Players need not play a card if they do not wish to, (but must discard and draw).

3 PLAYERS

When 3 players, the one with 6 cards is one "team" playing against the other two. Turns are played in this order - A, B, A, C, A, B, A, C, etc. (A is the single player). Players B and C play to the same card formations, i.e. they play as 1 team, not as 2 teams, and they sit together; they must not see each other's hands.

4 PLAYERS

They play is exactly as for 2 players, with both players of a team playing to the same card formations. All players play alternatively i.e., A, B, C, D, A, B, C, D, etc., where A and C are playing against B and D, A and C sit together, as do B and D. Members of a team must not see each other's hands.

For 4 players the end of play is different from that for 2 or 3 players. Play does not end at half and full-time when the last card of the centre pack has been drawn but continues in turn, players playing one card from their hands until all players have "passed". This ends play.

HINTS ON PLAY

1.    Players should try to memorise cards already played or discarded to guide them in compiling formations fromt he cards still to be played.

2.    Players can vary tactics with regard to the use of their half-backs for either attacking or defending roles according to the score, their opponents tactics, etc. (But, once having been played, cards must not be moved from one position or from one formation to another).

Castell Larby Ltd.,
15/17 St. Cross Street
London. EC1N 8UT

Made in Great Britan