Since you only have 1 tactic card, you are unable to trigger the 'Long Passing'. You should have drawn 1 of the 4 'Starting Tactic' cards at beginning of setup, which at least gives you 2 formations. If you were to gain access to another Tactic card (lets say this 'Long Passing' card), then you can trigger it's effect during the match -OR- you could use the 5-4-1 formation instead of your starting formations. Also, player 77 should have had a second temproary strength, as your Scout Bonus said you can hire from Transfer AND place a 1 temp strength on that player (you forgot). Even though you still won, it was actually 3-0 since that tactic card can't fire off.
Thanks for the play through! I just got my copy. Your play did seem to make it look really easy. I was confused by the match play. It looks difficult to determine what is blocked and what is a goal. Money did not seem to be much of a factor. Was it because your board and management style was primarily focused on profit (yellow)? Did you feel any sense of tension? It just seemed really breezy to make it through that scenario. I like what you were hinting at in making an actual league schedule so the wins and losses were more accurate rather than just randomly rolling dice for team points. I think I will do that as well. Any other changes or rules you might add to make the game more entertaining or to give you a better sense of running the team? For instance, I liked the board meetings and wished there was more than one a week. Would there be anything wrong with making it two board meetings a week to mix it up?
So there are 5 zones and in each zone includes the players' scoring or blocking ability. Left wing which is the three parts on the left side, right wing which is three parts on the right side, central backs, centre midfield, and strikers. You compare the player abilities against the opponent abilities and you choose within each zone who blocks what attacker of the same zone of the opponent and also who scores. I did have a set up of directors where I was generating more money to start with plus the director ability of if I rolled yellow on the board meeting i get an extra euro. Tension is interesting. I didn't quite feel the full tension but not knowing the opposing team's stats fully added tension for me otherwise I was able to get through quite well. I did accidentally draw a tactic that was not a basic tactic and that needs to be fixed in future playthroughs. I felt I could've done with perhaps one more action each round but I agree the board meeting part was more fun and influential on the week's progress. I am sure you could house rule that. I think the only rule change would be the league table for me and I felt the rulebook wasn't fully clear in a couple of areas including how the matches play out appropriately.
Since you only have 1 tactic card, you are unable to trigger the 'Long Passing'. You should have drawn 1 of the 4 'Starting Tactic' cards at beginning of setup, which at least gives you 2 formations. If you were to gain access to another Tactic card (lets say this 'Long Passing' card), then you can trigger it's effect during the match -OR- you could use the 5-4-1 formation instead of your starting formations. Also, player 77 should have had a second temproary strength, as your Scout Bonus said you can hire from Transfer AND place a 1 temp strength on that player (you forgot). Even though you still won, it was actually 3-0 since that tactic card can't fire off.
Thanks for the play through! I just got my copy. Your play did seem to make it look really easy.
I was confused by the match play. It looks difficult to determine what is blocked and what is a goal.
Money did not seem to be much of a factor. Was it because your board and management style was primarily focused on profit (yellow)?
Did you feel any sense of tension? It just seemed really breezy to make it through that scenario.
I like what you were hinting at in making an actual league schedule so the wins and losses were more accurate rather than just randomly rolling dice for team points. I think I will do that as well.
Any other changes or rules you might add to make the game more entertaining or to give you a better sense of running the team? For instance, I liked the board meetings and wished there was more than one a week. Would there be anything wrong with making it two board meetings a week to mix it up?
So there are 5 zones and in each zone includes the players' scoring or blocking ability. Left wing which is the three parts on the left side, right wing which is three parts on the right side, central backs, centre midfield, and strikers. You compare the player abilities against the opponent abilities and you choose within each zone who blocks what attacker of the same zone of the opponent and also who scores.
I did have a set up of directors where I was generating more money to start with plus the director ability of if I rolled yellow on the board meeting i get an extra euro.
Tension is interesting. I didn't quite feel the full tension but not knowing the opposing team's stats fully added tension for me otherwise I was able to get through quite well. I did accidentally draw a tactic that was not a basic tactic and that needs to be fixed in future playthroughs.
I felt I could've done with perhaps one more action each round but I agree the board meeting part was more fun and influential on the week's progress. I am sure you could house rule that. I think the only rule change would be the league table for me and I felt the rulebook wasn't fully clear in a couple of areas including how the matches play out appropriately.