Ludexv2026.11.01-65114139Counter AttackOfficial rulebook ↗

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Learn Counter Attack

Learn the game in 5 short steps. Everything links to the full rules.

The match

A football manager’s job is to create a route to goal while denying one to the other side. Counter Attack plays that contest on a hex pitch: move a player with the ball, pass into space, and use teammates to open a shot.

Score more goals than your opponent. The printed guide suggests two 45-minute halves; agree how you will handle a tie before kick-off.

Set up the teams and start with the Core rules.

The pitch and players

Each side fields a goalkeeper and ten outfield players, with five substitutes available from the drafted squad. Every outfield card lists skills such as Pace, Dribbling, Tackling, Heading, High Pass and Shooting. The goalkeeper has Saving, Handling, Aerial Ability and passing skills.

The pitch is divided into hexes, penalty areas and final thirds. The distance stick sets the allowed range for passes, headers and shots. A player’s Zone of Influence affects nearby movement, passes, headers and shots.

Learn the pitch rules.

Movement and possession

A Movement Phase follows a 4–5–2 sequence: the attacker moves four players up to their Pace; the defender moves five; then the attacker moves two different players up to two hexes each. Players cannot move through occupied hexes.

During the phase, a defender who moves adjacent to the ball carrier may attempt a tackle. A defender whose Zone of Influence is crossed by the carrier may attempt a steal. Successful tackles end the phase and change possession.

Resolve movement, tackles and loose balls.

Passes, headers and shots

A standard pass travels along the ground and may be intercepted. High passes send the ball toward a teammate’s head; players can move while it travels, then contest a header. Long passes reach distant open space and require an accuracy check.

A shot is a contest between Shooting and the goalkeeper’s Saving. A snapshot can catch the defence before it resets, but carries a penalty and gives the opponent a chance to move a player to deflect it.

Read the action rules and how a match is scored.

Fouls and the result

A roll of 1 during a tackle or steal is a foul. The attacker decides whether to continue or stop for a free kick or penalty; injury and booking checks still follow. Set pieces also allow substitutions.

Play ends when the agreed match time is up; the side with more goals wins. Corners, cards and possession do not add to the score.

Review set pieces and discipline, then use the quick match checklist.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close