PITCH MAESTRO is a two-player football strategy board game stimulating real football tactics and actions all within your control, no dice, flashcards or need to have good hand or finger skills. Outmanoeuvre your opponent, anticipate their every action, show you have the vision and skill to control the board and become a PITCH MAESTRO.
PITCH MAESTRO was created with the intention of demonstrating where players should be positioned on a football pitch, how to find and deny spaces, how to progress and protect the ball by creating overloads and using players as links between attack and defence.
Having researched the board game market for a football game that gives total control, captures the rules and actions of football, where tactics are not created using chance, strategy cards or a need to have good hand or finger skills. The idea of PITCH MAESTRO was created.
Read MorePitch Maestro is a two-player strategy football board game. Each player controls 11 counters and selects from 3 formations: 3-5-2, 4-4-2, or 4-3-3. A separate counter represents the football.
A coin toss decides kick-off. On each turn, a player has 3 actions, which can be used to move the ball up to 3 times, move 3 different players once, or any combination totalling 3 actions.
The objective is to score in your opponent’s goal.
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Players can choose between the 3-5-2 / 5-3-2, 4–3-3 or 4-4-2 formations. Each formation providing a platform to play the style of your choice.
3-5-2 rewards congestion and slow pressure
4-3-3 encourages width and tempo
4-4-2 balances risk
01
Counters can be moved one space forward, back, left or right only - cannot be moved diagonally.
A player can move 2 separate counters forward from the same square/rectangle. 2 separate counters cannot be moved backwards or sideways from the same square/rectangle.
Dribbling - A counter can dribble (move both counter and ball) into an empty square/rectangle. The space being dribbled into, cannot possess a counter from either teams.
To dribble, the square/rectangle must contain the same number of counters or more than your opponent’s. A counter can only dribble 1 square, multiple counters can dribble in one turn. Eg dribble pass dribble…
02
The ball can be passed 1 or 2 square/rectangle in a straight line (cannot be passed diagonally) to create a diagonal pass, move forward/back then left/right.
To pass the ball, the square/rectangle must contain at least as many of your counters as the opponent’s.
The opposing player can block a counter passing the ball by having more counters in the square/rectangle.
Goalkeeper Passing - can pass the ball up to 4 spaces, no diagonal passes. (forward then left or right to create diagonal pass). Can only pass 4 spaces if no other counter from either team is in the 18 yard box. Otherwise pass distance is 2 spaces.
03
A tackle occurs when your counter enters a ball-occupied square/rectangle. You must have equal or more counters in the square/rectangle than your opponent to win possession.
The goalkeeper acts as a normal player when in possession. If a defending counter is in with the keeper, to make a tackle, you need 2 attacking counters.
04
A player can score by dribbling or receiving the ball inside the 18-yard box before using 1 of their 3 actions to score. You must have more counters in the 18-yard box than your opponent (not including their goalkeeper) to shoot.
05
A counter is in an offside position if it is beyond the opposing team’s deepest outfield player at the start of that turn.
An offside counter must return to an onside position (or wait for the defensive line to drop) before rejoining play.
06
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