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StreetSoccer (Dutch: "Straatvoetbal") is the name in the Netherlands for how soccer is played in parks or squares in cities and villages. The players in the field often wear the names and numbers of their idols. In this game 2 StreetSoccer teams play a 25 minute match (until dinnertime). Coach your team to victory!
- 1 StreetSoccer field
- 2 StreetSoccer teams: 5 figures each
- 2 matching blocks
- 1 white ball
- 1 die
- 1 black disc
Average Rating: 5 in 2 reviews
Quite a surprise: what at first looks like a typical pointless roll and move game turns out to be a quick fun game that requires real thinking.
At its core, this is not a soccer game at all (some liberties are taken with the rules) but an abstract puzzle game where careful preparation and strategic planning are essential to take advantage of tactical opportunities as they arise (don't be fooled by the die, strategy trumps the random element). Unlike most such games however, StreetSoccer manages to play fast and never get too cerebral. Moreover, somehow, the soccer them makes sense and ads to the fun.
This is a nice little quick play game that does a great job of representing soccer as played in the parks and streets of wherever.
The game can be played in 15 minutes making it a nice lunchtime game. It's also quite pleasing to the eye with excellent components.
There is a very nice website littlegolem.com where you can PBEM and it runs tournaments everyday.
Street Soccer is more about what you can't, rather than can, do. For a game which purports to replicate playground football, it is a well-ordered simulation rather than an anarchic free-for-all.
Both gamers place their five players (alternating) on the durable 8x6 board, the most significant anti-establishment rule being that three of the footballers may start in your opponent's half.
The kick-off procedure requires each gamer to roll a die once. The ball is moved the number of squares obtained by subtracting the lowest number rolled from the highest, ie '6' and '3' rolled, the ball is propelled three squares. The high roller begins.
The game continues with a roll of the die, but subsequently indicating the number of spaces a (single) player may move. Footballers move orthogonally and may switch direction at will. The ball is kicked when a player reaches the same square, the resulting distance equating to the number of unused dots on the die + one. So, if you roll a '5', and the ball is two spaces away, you may move the ball four squares (3+1). Unlike footballers, the ball may be played diagonally, but can change direction just once. When both players have moved, the marker is advanced. The game ends after 25 moves (minutes), about a quarter of an hour in real time.
Is this sounding a little dry? Fear not. This happens at speed, and the ball can then be moved on via other players, remembering to utilise the '+1' bonus. Because the ball may not pass through an opponent's space, this eliminates the potential messy 'challenge' situation. Furthermore, the ball may not leave the field of play. I'm uncertain what happens if there is no other option, so consider this a (temporary) question mark.
Goals are scored when the ball passes through either of the two spaces in front of the net. The game restarts with the defeated goalie 'kicking' from one of his two 'personal' squares, and looking to take advantage of any outfielders in the immediate vicinity. Miskicks (a roll of '1') are not allowed, so the ball should be cleared out of danger.
Still an itsy-bit arid? Matters are marginally enlivened by what Corn has deemed "the Anti kill-joy rules", but they read like a doctrine from the Football Association, restricting starting positions and the aforementioned "out of play" regulation.
The rules contain excellent visual examples thus resolving potential anomalies. Your take on this game will be just like mine. I am a football fan and enjoyed it, but if you are indifferent to the sport, then look elsewhere.