Advanced Play — Group Stage (the tournament)
Same deck, played as a league. Ratings switch on, mixed-nation squads become legal (at a price), and you don't race to 7 — you play matches with it. 2–4 managers, ~45 min, three matchdays.
The matchday cycle (×3)
- Build phase — normal turns.
- Full-time call — first legal 7 calls "FULL-TIME!"; everyone else gets exactly two more turns.
- Matches — pitches LOCK (no plays, bookings, or ⚡ instants; only the match official can reopen a pitch). Each manager plays their left-hand neighbour.
- Reset — pitches and hands stay; next matchday.
No legal 7 at lock? Forfeit: recorded 0–2.
Squad math
DEFENSE = GK + both DEF · ATTACK = both MID + both FWD. Only your legal 7 counts. Super Sub = rating 6 anywhere. Chemistry: each nation beyond your first costs −1 Defense AND −1 Attack. Booked players play at −1.
Scoring
GOALS = (your Attack − their Defense) ÷ 3, round down, min 0. Win 3 pts, draw 1, loss 0. Golden Boot: win with your nation's star (the 10) on pitch = +1 point. The match official: flip 1 referee before each match — their call warps that match only (full table in the guide PDF; e.g. THE WALL: both defenses +3; VAR REVIEW: each side's highest rating counts 0; REVERSE: attack defends).
The table
Most points after Matchday 3 lifts the cup. Tiebreaks in order: goal difference → goals scored → fewest own cards sent off → sudden-death Squad Rush.
Optional: Matchday Drama
After the official flips, each side may play exactly ONE ⚡ instant before goals are computed (VAR REVIEW: zero their highest rating · OFFSIDE!: their top FWD adds no attack · PLAY ON: cancel the other instant or the official's call). Adds bluffing, slows resolution.