Ludexv2026.11.01-65114139Counter AttackOfficial rulebook ↗

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Teach the Game

A first-game script for Counter Attack's hex-pitch football match.

How you win

Score more goals than your opponent by the end of the match. Move players with the ball, create a passing lane, then shoot or take a snapshot when a runner reaches the penalty area. The printed rules use two halves; use the official scenarios to learn specific matchups before a full league game.

The pitch and the teams

The publisher recommends a 90-minute match played as two 45-minute halves; the included sand timers limit decisions, while managers track match time separately. Counter Attack’s hex-grid pitch.

The pitch is a hex grid divided into halves and penalty areas. Each team has a goalkeeper and eleven players on the pitch; a drafted squad also includes five substitutes. A player card gives the skills used for movement, duels, passing, heading, shooting, saving and handling. The ball’s route and distance are measured with the supplied sticks, not by counting hexes.

A match

Managers alternate movement phases. In a standard phase, the attacking team moves up to four players by their Pace and the defending team moves up to five. The attacker then moves up to two additional players, each up to two hexes. Resolve any tackle when a defender adjacent to the ball carrier chooses to challenge. A successful tackle ends the phase and changes possession.

How the game ends

The rulebook suggests two 45-minute halves. When the score is tied, it says the managers may play extra time or decide the match with a penalty shootout; it does not give a detailed tie-break sequence in the core rules. Agree on a method before kick-off, and do not treat the two sand timers as a match clock.

Ways to score

A goal is scored when an attacker’s shot beats the goalkeeper’s save roll. A standard shot compares Shooting plus a die against Saving plus a die; outside the box and snapshots reduce the shooter’s total. A headed shot is resolved after a high pass and a header duel. The match score is the number of goals; there are no league points or resource conversions in a standard match.

What each resource is for

Piece or valueUse
Player cardsGive each footballer’s skills and Pace.
BallMarks possession and the point from which passes and shots are measured.
Distance sticksSet legal distances for passes, headers and shots.
DiceResolve contests, accuracy, fouls, injuries and referee decisions.
Yellow and red cardsTrack bookings; a second yellow or a straight red removes a player.
Injury tokensMark a player whose Pace is reduced for the rest of the match.
Sand timersLimit each manager’s decision time in the timed game.

Teaching tips

Rules

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