OLÉ RULES
Objective:
Be the first player to reach 5 points by scoring goals (1 point), earning Olé points (1–2 points), or completing Worldies (points listed on card).
Game Setup:
1. Shuffle and deal:
· Goalkeeper (GK) Cards: 1 per player (Shuffle/deal these separately from player cards)
· Player Cards (Red): 5 per player
· Action Cards (Green): 5 per player
· Worldie Cards (Blue): 1 per player
2. Set up players into Defense, Midfield, and Attack tiers. At kickoff, each tier must contain at least one outfield player.
3. Youngest player goes first and kickoff starts with player of their choosing in midfield tier.
4. After each goal or completed Worldie: reactivate all cards, reset tiers (min. one player per tier), and the conceding team starts with ball in midfield tier.
Game Turn:
1. Each player has 4 points to spend on their turn.
2. Actions cost points:
· Draw an action card: 1 point (max 5 action cards in hand)
· Play an action card (shot, pass, dribble, tackle): 1 point
· Move a player into a different tier: 1 point per tier moved (i.e. Defense to Midfield tier= 1 point. Attack to Defense tier= 2 points)
· Reactivate a player that has been previously flipped over: 1 point (If player loses a roll-off, the losing player is flipped over and is inactive until they are reactivated by player during their turn)
· Attempt a Worldie: Listed on card (# of action cards needed to attempt)
· If you turn the ball over before using all your action points, then those remaining action points are forfeited.
Attacking Actions:
Passing
1. Announce the receiver.
· Same tier level passes are completed unless a 1 is rolled or there is no active defending player in same tier (Automatic turnover to active defending team player if 1 is rolled by attacking team).
-Defending team cannot choose to attempt an interception and cause a roll-off for same tier level passes.
· Different-level passes may be intercepted (Defending team can decide whether they want to attempt an interception or not with an active player from the same tier as receiving player)
· If no active defender in tier you are passing to or defending team chooses not to attempt an interception, then pass is completed unless a 1 is rolled. If 1 is rolled, then ball is turned over and defending team gets ball with any active player in their defensive tier (May need to reactivate a player).
2. Attacking player rolls and multiplies by their passing stat.
3. Defending team rolls and multiplies by the defending stat of their chosen player.
· Higher aggregate score wins (if tied, then reroll), and pass is either completed to player or intercepted by defender and turn is over.
· Subtract 1 from dice roll of attacking team if attempting a pass from defense tier to attacking tier
Dribbling
1. Announce the player you are trying to dribble past (Can be any active player in current tier)
2. Attacking player rolls and multiplies by their dribbling stat.
3. Defending player rolls and multiplies by their defending stat.
· Higher aggregate score wins (if tied, then reroll), and successful dribbles move the player up a tier with the ball; unsuccessful ones result in an immediate turnover and end of turn.
Olé Points
· Earned through special skills during dribbling. Requires 2 dribbling action cards to attempt:
Shooting
1. Attacker rolls and multiplies by their shooting stat.
2. Defending team rolls and multiplies by their Goalkeepers’ saving stat.
· Higher aggregate score wins (if tied, then reroll). Either a goal for the attacking team or saved by defending team. If saved, ball goes to any active player in defensive tier. If no active players, must reactivate or move player to receive ball in defensive tier and begin attack.
Shooting difficulty increases if:
1. A defender is active
· Subtract 1 from roll if there are any active defenders in the attacking tier when attempting a shot.
2. Attempting a shot from midfield tier
· Subtract 2 from roll when attempting a shot from midfield tier (Unable to shoot from defense tier)
Defending Actions:
Tackling
Used if attacking team ends turn but still has possession of the ball.
1. Defending team rolls and multiplies by their defending stat.
2. Attacking team rolls and multiplies by their dribbling stat.
· Higher aggregate score wins (if tied, then reroll). Successful tackle turns ball over. Unsuccessful tackle results in end of turn and attacking team maintains possession.
Worldies:
Iconic goals that put the World on notice. Must be in attacking tier to attempt unless otherwise indicated on Worldie card.
1. First roll is the “Pressure” roll (Must roll >= “Pressure” rating on card)
2. Second roll is the “Difficulty” roll (Must roll >= “Difficulty” rating on card)
· If successful, player gets points on Worldie card and may draw a new Worldie card. If unsuccessful, turn ends and player cannot attempt another Worldie.