Ludexv2026.11.01-65114139Counter AttackOfficial rulebook ↗

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Game End and Scoring

Match endings, goals, quick-fire scenarios and league play.

Standard match

The rulebook describes two 45-minute halves and recommends keeping the sand timer for the second half. The timers limit decision time; managers track match time separately. The side with more goals wins. Goals are the only score in a standard match; cards, possession, corners and shots do not add points.

Goals

A shot beats the goalkeeper when the attacker’s Shooting plus die exceeds the keeper’s Saving plus die after any applicable penalties. A headed attempt at goal follows a won header contest, then the keeper makes a save without a second attacker roll. A successful shot is a goal. Ties and successful blocks create loose balls; a goalkeeper may save a loose ball only when it passes within the printed saving range.

Fouls, injuries and cards

A roll of 1 during a Core tackle or steal is a foul. Roll for injury against the fouled player’s Resilience; an injury reduces Pace by two for the rest of the match. Roll against the referee’s Leniency for a booking. A second yellow dismisses the player. A foul that stops a clear goal-scoring chance can also trigger the professional-foul red-card rule. Advanced tackle-from-behind rules have their own foul threshold.

Ties and extra time

The base rules suggest extra time or a penalty shootout if the match is tied, but do not provide a complete extra-time or shootout sequence. Agree on the method before the match when a winner is required.

Quick-fire scenarios

The rulebook includes four short formats. Outnumbered lasts 30 minutes: one team begins 2–0 ahead with two players removed, and the other begins with a goal kick. The Away Goal is a 45-minute second-leg situation with the printed 1–0 aggregate deficit and away-goal condition. Defence vs Attack lasts 30 minutes with seven attackers against five defenders and a goalkeeper; the attack tries to score while defence clears beyond halfway. Top vs Bottom uses two 60-minute legs with teams swapped and the printed away-goal condition. Use the rulebook’s lineup, opening possession and scenario conditions.

League and competition

The optional campaign uses a unique 20-player squad per manager across matches. The printed suggestions carry injuries and cards between games, allow a transfer market, and give the home manager six temporary attribute points (no attribute above 6). For carried injuries, roll to determine how many matches the player misses; a result of 5 or 6 means the player has recovered. Three yellow cards or a red card in the previous game causes a one-match suspension. Managers agree the schedule and competition structure before play; these ideas are not part of a one-off match.

Rules

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