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Opetusohjelma #813
Move #1
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Previously on Big Time Soccer #246654236 ... ([Skip last moves replay])
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twistoffate1

Opetellaan pelaamaan peliä Big Time Soccer!

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Tämän opetusohjelman tekijä: twistoffate1
0000
twistoffate1Welcome to *Big Time Soccer,* coach! Are you prepared to use your dribble, pass, shot, and defense cards to direct your team to victory? Like in real-life soccer, the object is to score more goals than your opponent.1card_back_deck000
twistoffate1Before we get to playing the cards, let's get a sense of the field. Click the [red]grid[/red] button to toggle the field grid on and off. Each rectangle on the grid represents one zone. As the grid shows, the field is six zones long and three zones wide, a total of 18 zones. [tip] Each zone is named according to the perspective of the player with the ball. The ball starts at *M1C* for kickoff.2archiveCommentElementPointerTargetInner000clickicon_grid 1
twistoffate1We need to get a lot closer if we want to take a shot on goal, which requires a movement card. Movement cards come in two types: [blue]dribble[/blue] and [green]pass[/green]. Dribble cards have a leg icon at the bottom, whereas pass cards have a flying soccer ball icon. Let's *play this card* to dribble diagonal left. [tip] All movement cards go forward, sideways, or diagonally forward.3myhand_item_23010myhand_item_23 17 bottom_button_play 18
twistoffate1A question mark (?) after a card's letter means our opponent can play a corresponding defensive card if he has it. In this case, he would need a *Challenge* card, hence the *C.* [tip] Only challenge cards can defend dribbles, and only intercept cards can defend passes.1card_back_discard621e873caf9e800card_back_discard 1
twistoffate1Our opponent did not defend, so we can move again. You might be wondering, "Why are there two leg (dribble) icons on the card we played?" As just noted, the bottom icon describes the card's action. But the *top* icon describes the *next type of movement action* the player can take. Because it's a dribble icon, we must *play another dribble card.* Go for it!1card_back_discard621e8d72d592410myhand_item_22 17
twistoffate1This card has one arrow in each direction, which means the player can choose any legal direction to move the ball one zone. Because we're along the left sideline, the game automatically prohibits us from dribbling left or diagonal left. *Click on zone A1C to move the ball there.*1card_back_discard621e8d8f8245c10square_2_5 16
twistoffate1The A in A1C stands for Attacking Area. Only in the Attacking Area may a player shoot, and only with a valid shot card. There are two types of shot cards: orange Outside Shots at Net and yellow Shots at Net (inside or outside). *Let's take an Outside Shot!* [tip] As the red square on the card shows, Outside Shots cannot be played inside the 18-yard box (Zone A2C). Yellow Shots can be played anywhere in the Attacking Area.1myhand_item_20621e8d9d09cea00myhand_item_20 17
twistoffate1The top of each shot card shows a die (specifically a D20). The die roll determines the result of the shot from a set chart in the game's rules. In this case, the die roll was 14, which resulted in a save--so now our opponent's goalie has the ball and will resume play. [tip] If you want information about the possible outcomes for the prior die roll event, click the little *green plus button.*1die_number621e8e6754b9200plus_sign 5
twistoffate1Did you see that? Our opponent played a *double arrow* card. These cards permit the player to move the ball one or two spaces in the indicated direction, as long as that wouldn't take the ball out of bounds. Our opponent was able to move two spaces, covering more of the field with just one card!1card_back_discard621e8f1e5198200
twistoffate1Although we have the opportunity to defend, let's look closely at our lone intercept card. See the [red]big box[/red] covering most of the field on our intercept card? That means we can play this card *only in our Defensive Area.* The ball is not in that area right now, so we cannot defend. :( *Hit "No, thanks!"*2myhand_item_55621e8f1e5198210
twistoffate1Now that our opponent has entered our Defensive Area, we can *play one of our challenge cards* in response to his dribble. !!! Every defense card comes with risk. Like shots, every defense action triggers a D20 roll. We can see the results on the card: 1-9 is a foul (whistle) with a yellow card; 10-11 is a foul; and 12-20 is a successful steal (checkmark).1archiveCommentElementPointerTargetInner621e8fadd73c610
twistoffate1Oh no! A roll of 10 resulted in a foul on us. [tip] A player fouled in the Attacking Area will automatically take a shot on goal. This will function like an outside shot, except inside the 18-yard box (Zone A2C/D1C), which results in a penalty kick. Let's hope the free kick doesn't go in!1die_number621e8fdaa7c8b00
twistoffate1Drat! Our opponent scored via the free kick. Note the bracketed text that says a 19 results in a goal "if free kick from A1C zone," which is exactly what our opponent did. Time for another kickoff for us, because our opponent scored. Let's *play our dribble card.*2myhand_item_8621e8fdaaa30a10myhand_item_8 17
twistoffate1Notice this pass card has a [red]big box[/red] on it like our challenge and intercept cards. This means we cannot play this card in our defensive zone, so let's *play it now* where we are able.1myhand_item_50621e90574b1f610myhand_item_50 17
twistoffate1Notice the dribble icon atop the card we just played, but we don't have any dribble or shot cards! Without a legal card to play, we're forced to *clear* or *hold* the ball. Holding the ball allows us to discard and try to get a better card, with a greater chance (50%) of maintaining possession. *Discard the challenge card and hold the ball.* [tip] You cannot hold on two straight actions.1myhand_item_36621e9cefede3610myhand_item_36 17
twistoffate1Our hold succeeded, but we still don't have a shot card, so let's *clear the ball and discard this pass straight one zone card.* [tip] Before stoppage time, clearing the ball automatically forfeits possession to the opponent.1myhand_item_19621ea5e87127d10myhand_item_19 17
twistoffate1When clearing the ball, we get to choose a zone near the ball for the clearance. If we pick any zone along the goal line, our opponent will get a goal kick and be able to set up whatever he wants. Instead of allowing that, *let's pick the one zone along the sideline,* which will not result in a goal kick.1square_0_6621eabcf9e3ce10square_0_6 16
twistoffate1Our opponent just discarded a pass card to pass the ball back to the goalie and trigger a *goal kick.* (Learn more about goal kicks when we get one.) Any player can do this upon gaining possession in the Defensive Area. [tip] This can work with *any* pass card, so in addition to setting up moves wherever you want, you can also get rid of a card you might not need. Let's advance to a movement card that's a little different.1card_back_discard621f1370ceda500
twistoffate1Notice the crossed-out I on the card our opponent played? A crossed-out letter means that card cannot be defended, even though we have an intercept card.1card_back_discard621fc2e10357200
twistoffate1But this one we can defend--let's do it! *Play the Intercept card.*1myhand_item_55621fc2e95336600
twistoffate1Now we have a goal kick! On any goal kick, we can do one of these: 1. Freely play the ball to any of the three [green]green[/green] zones. 2. Kick to one of the six yellow zones, where our opponent is likely to gain possession from the D20 roll. 3. "Random kick," where the opponent also has a good chance to get the ball, but we have a small chance to get the ball in our Attacking Area.1maintitlebar_content621fc743c468700
twistoffate1Play the ball to *Zone D2R.* Based on our hand, can you guess why we're playing the ball here? :) Hint: We have a three-card combo to get a shot on goal. Watch how the cards combine!2archivecontrol_editmode_centercomment621fc743c468710square_3_2 16
twistoffate1Did you see how that combo led to the shot? [tip] The right combos are key to this game. Now let's fast-forward to a card and a scenario we have not played yet.1die_number621fd1ea6bba000
twistoffate1Here is a rare *pass-shoot card,* a single card capable of two actions! Let's play it! First it will pass diagonal left (as the name says). If our opponent does not defend us, we will then have the immediate option to shoot! !!! The shot option will trigger only in the five zones where an outside shot is valid (all Attacking Area zones but A2C).1myhand_wrap6220d98814d3410
twistoffate1You know what to do! :)1button_ok6220da896fafc00
twistoffate1Corner kicks are automated events that have D20 result possibilities similar to outside shots. Remember, like any die roll event, you can always check what the other possibilities were ... after you choose that move. You can also read about all of the outcomes in the instructions. Now let's see what to do when you're forced to clear the ball but don't want to discard.1die_number6220dc367b7a400
twistoffate1In this scenario, I like our hand, so I don't want to get rid of any cards. But we also don't have a valid card to play, so we must clear. This time let's *clear the ball (no discard)* and see how it differs from our earlier clear.1button_discard_free62210524d66f710
twistoffate1Notice in this instance we have options that keep the ball in bounds. Because the chance is very low to maintain possession on a clear, let's at least make our opponent work for a possible goal kick by clearing away from the goalie. In this case, that leaves only one option, *A2L*.1square_1_662210550a127d10square_1_6 16
twistoffate1Our opponent is about to give the *random kick* a try. Let's see how it goes. Next we'll see how to use the special defense card in our hand.1die_number6221057da8f2100
twistoffate1Our opponent happened to have the same *C/I star* card. This card can defend any pass or dribble anywhere on the field! :o It also has a very low chance of resulting in a foul. Now we'll proceed to the moment you've been waiting for: an inside shot! :)1card_back_discard62210a0a7794f00
twistoffate1*Play this shot at net card and wish for luck!* :)1myhand_item_662212361863da10myhand_item_6 17
twistoffate1We'll try another inside shot here. Though it's the best chance to score (other than penalty kick), it's still only a 15% chance. So take many shots! Like the special C/I defense card, there is a special D/P offense card! Our opponent will play it soon, and it's worth stopping there to explain its great power.1myhand_item_262212a7592a1c00
twistoffate1Here it is! :o You can see that it functions as dribble or pass, but also: 1. You can play it anytime a movement card is valid. 2. You can play a pass or dribble after it (or shot in the Attacking Area, of course). 3. You can move in any direction. 4. Your opponent can defend *only the action you choose the card to function as*! Let's see what happens when the deck runs out.1card_back_discard6221425f6b6f300card_back_discard 1
twistoffate1If you're a pro soccer fan, you likely know the half never simply ends on time! ;) The referee *adds stoppage time.* In this instance, the D20 determined that 10 cards will be shuffled from the discard pile and added to the deck. Let's try to make this extra time pay off for us.1die_number62223ffb354b000
twistoffate1*Take another inside shot!* !!! When the ball is in Zone A1C, the *only* valid card for the offense to play is shot at net. Without a shot at net card, the offense is forced to clear the ball.1myhand_item_336222475caafb610myhand_item_33 17
twistoffate1WE SCORED! :D Way to go--the score is tied! We're almost done--just need to show you what happens when the deck runs out during stoppage time. *There is a significant difference in the play!*1die_number6222481a3b11a00
twistoffate1Once the deck is empty during stoppage time, players *must* discard a card when attempting to hold or clear the ball. Because we have no other way to move forward, that's our best option at this point. Our opponent just did exactly that, and the odds of successfully retaining the cleared ball are only 2 in 20. But let's *try it* and see if we get lucky. If we do, we can take one last shot.1button_discard62227120a6d8010die_number 1 myhand_item_31 17
twistoffate1Unlike clearing the ball in most other cases, at this point you can always choose among *all* zones within two movements (excluding backward, of course). Let's pick *A2C* to try to set up a shot.1archivecontrol_editmode_centercomment62227128d396510square_2_5 16
twistoffate1Drat, no luck. That's just about all you need to know to play some *Big Time Soccer!* Thanks for playing this tutorial and your rating and feedback. I hope you enjoyed it as much as I did, and that I see you on the pitch soon! :D1archivecontrol_editmode_centercomment6222712b1fdf500
twistoffate1

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Big Time Soccer

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Designer: Andrew S. Fischer

Artist: Andrew S. Fischer, DrKarotte (BGA)

Developed by: DrKarotte

Release 200627-1054


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twistoffate1:



Älä unohda selittää pelaajalle mikä toiminto tehdä tekstissä. Huomaa että seuraava toiminto uusinassa TÄYTYY olla pelaajan Visitor-368 tekemä.

Huomaa: voit napsauttaa mitä tahansa pelin elementtiä korostaaksesi sen kun tämä vaihe on käynnissä.

Saatavilla olevat merkinnät :
 *text in bold*
 [red]text in red[/red]
 [green]text in green[/green]
 [blue]text in blue[/blue]
 !!! =>
 [tip] =>
 [img]URL[/img] => Display an image. Tip: you may use Snipboard.io to upload an image, and then copy/paste the URL.

Opetellaan pelaamaan peliä Big Time Soccer!

Vinkkejä:

• Ruudulla olevien nappien sijaan voit painaa välilyöntiä siirtyäksesi opetuksessa eteenpäin.

• Voit käyttää    minimoidaksesi opetusohjelmien selitykset tarvittaessa.


Tämän opetusohjelman tekijä: twistoffate1
Aseta hiiren kursori pelielementin päälle liittääksesi tämän kommentin:
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