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Basatxu Cup
Basatxu Cup
by (Web published) (1990)
Player Count
2 to 10

Player Ages
12+

Playing Time
30 minutes to 1 minutes
Categories
  • Sports
  • Math
  • Designers
  • Curro Luxán
  • Mechanisms
  • Dice Rolling
  • Rating: 0/10 from 0 users

    Description

    Mathematical soccer! Amateur rulebook about soccer to play leagues. A couple of 10 side dices are needed to create 1d100 results. Is a simple game where you have 1 million pounds to create a team of soccer and play among other players. There are differenti type of players in the team (goalkepers, defenses, mediums, foward players,...). Also, there are coaches to train specific types of players and you must manage the stadium and its capacity.
    Morale (M) and Speed (V) characteristics can be trained specifically in order to increase them.
    Matching the attack and defense characteristics of the team, we obtain a result between 0 and 1, taking from there the percentage of balls controlled. Once the nmber of controled balls is determinated, the players calculate to know what the teams do with them:
    a) pass to a team mate
    b) direct throw
    With the direct throws, players calculate the probabilities to score a goal, matching them against the goalkeepers, who may stop the ball.
    The player with most scores agaisnt the opponent during the two parts of the match wins the game, but a tie is also possible.
    This is the 7th edition of the rules

    In Spanish
    Fútbol matemático! Reglamento amateur de fútbol para jugar ligas. Es necesario un par de dados de 10 caras para crear porcentajes con 1d100. Se trata de un sencillo juego donde con 1 millón de libras los jugadores se montan su equipo de fútbol para poder participar en ligas. Los equipos se componen de porteros, defensas, medios, delanteros y líberos. Además, hay entrenadores para tipos de jugadores concretos y se gestiona el estadio y su capacidad. Las características de Moral (M) y Velocidad (V) se pueden incrementar con entrenamientos específicos.
    Enfrentando las características de ataque y defensa se obtiene un resultado entre 0 y 1, sacando de ahí el porcentaje de control de balón. Una vez sacado el número de balones controlados, se realizan los cálculos para saber qué se hace:
    a) pasar a un compañero de equipo
    b) chut directo
    Con los chuts se sacan las probabilidades de marcar, enfrentando a los porteros, quienes pueden parar.
    Gana el partido quien consiga marcar más goles en la portería contraria durante los dos tiempos que tiene el partido, aunque es posible también un empate.
    Esta es la 7ª edición de las reglas.

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