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You should think about the cards in our game as the equivalent of artifacts in RPG games. Fantasy RPGs give you armors and swords, and Football Coach gives you cards that increase the abilities of the team - either specific players, or the whole club. Managing the card artifacts will be an important element of the game. Moreover, they are based on real-life elements of the game. Is loud cheering of the fans irrelevant in the real life, or can it build up the morale of the team? Are there trainers who can make a speech that will get the players to do their best? You get the cards after you win a game or a tournament, but you can make them, too.

FOOTBALLER CARDS: FIRST CLASS

Yes, this card artifact won't astonish you with its creativity. But like in a match, goals and special situations are just a fraction of the game. Victory is made up of grunt work throughout the match, and many situations that might not be most eye-catching, but they are key to the final outcome.

It's the basic family of cards that will allow you, immediately, for one game, help your player. Maybe your tactical plan assumes playing on the wings, and it would help to increase your winger's dribble? Or maybe you would like the players who do set pieces increase their long-distance shot strength? Perhaps the defensive midfielder should have better stamina? These cards allow you to model your team, it's like another way of managing your resources, as well as surprising the opponent.
We assign these cards before the game. Players have a limited number of cards that they can get, so you cannot turn a mediocrity into a superstar every match. These cards have ad hoc effects; if you want to build your power in the long run, you need to work from the ground up: find the talented players and a tactical plan that's better than your opponent's.

If you were to compare them to a fantasy RPG game, these are the passive spells, and they won't be a substitute for a good build.

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FOOTBALLER CARDS: SECOND CLASS

The second class of cards has longer-term effects that add specific skills.

You see, we want the players to have something more than the basic quality that's the outcome of the attributes. We want them to have also their special moves. No worries - it won't be anything crazy, like flying over the pitch and taking shots like Captain Tsubasa.

They will be based on what we can actually see on the pitches, and what can be easily seen as a special skill.
Goalkeeper being able to play as a false libero is a good example. It's more about tactics than football skills itself, not to mention its cartoon-like showoff quality. Some goalkeepers can do it, get out, stop the attack, while others are more focused on playing within the lines or keeping to their sixteenth. What difference this skill can make in modern football probably needs no explanation. The coach can be this much braver with where to put the line of defense if he knows that his stoppers have behind their back someone who can work as a safeguard and get out.

If you were to compare these to a fantasy RPG game, these are like the elements of the equipment that you use up over time.

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COACH CARDS

Coach cards are a kind of special skills that the coach can use when the game is in progress. When the match goes wrong, they could be the key to turn them around. They also add to the tactical element of the game - which three interference cards were chosen by the opponent? Does he have something that you should prepare for in particular, or should you follow your plan? Of course, developed scouting may be useful here to let us know what the enemy has in store - but analytics and scouting are another story, one you can read about HERE.

There are many things you can do - you can interfere with the players' morale, their stamina, give all your players a particular temporary skill, for instance increase their valor and ability to receive the ball.

It's worth noting that some coach classes give you the ability to use coach cards immediately. For instance the trainer whose strengths are based on fans' support can always use a card that adds +2 to whole team's morale for a quarter of an hour.

You could compare coach cards to group spells in a fantasy RPG, the ones you use while in combat.

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"STRIKER" CARD

STRIKER card is one of the coach cards, but it's also a unique card, because it enables a completely different game mode.

Using STRIKER card engages you in the match personally, as you take control over a specific striker action in an arcade mode where it's a minigame, not an AI algorithm, that decides the way you will strike and whether it will be a good shot. In STRIKER mode you will choose the strength and the manner of shooting, as well as take the shot itself in a minigame.

STRIKER card is a potentially deadly weapon, but let's remember that Football Coach: the Game is a football management game first. You can use a STRIKER card only once per match. Well, aside from special cases - for instance tournaments you will create, where you can give the arcade mode more breathing space. It's your decision, it's your game.

If this was a fantasy RPG game, the STRIKER card could be compared to... well, dressing in an armor, grabbing a sword and fighting yourself.

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