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Superclub – Das Fußballmanager-Brettspiel

£24.975£49.95Clearance
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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 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) 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. 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 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.

Eleven Review - Punchboard

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. Whenever the match day arrives, first read the Scout Report on your Opponent card. It will tell you what formation your opponents will play. Then play one Tactic Card of your choice from your hand and place the Jersey markers in the 9 Play Zones on the Match board according to it. At this point, you can assign the Players you have transferred to specific Jersey markers, which will allow you to use their special effects.I’m part of a huge group of people who enjoy sport manager games on the computer. I’ve bought countless versions of Football Manager, and I shudder to think how many hours of my life were spent searching for wunderkinder from unknown leagues around the world. Eleven takes a similar approach to the Football Manager games, but with the key difference that there’s no choice to let the computer do all the boring stuff for you, like hire staff, find sponsors, and upgrade the stadium. 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… Despite its length (still about 60-75 minutes for me), this is possibly my most played game since coming home from SPIEL 2022. The competitive game is fun, but it also has a really good solo version where you are faced with challenges on a scenario card. As such, I’ve played this at regular game nights, at weekend cons, and on lonely rainy nights at home by myself; and I’ve truly enjoyed it in all settings.

Soccer Games - BoardGameGeek Top 10 Soccer Games - BoardGameGeek

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 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. 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.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… 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 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! 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:

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