How to Play

Super Team

1-2 players 45-90 min 9.2 Board Game Geek Rating

Players control football teams with unique captains, using tactical card decks to execute offensive and defensive plays. Each turn, play 1-3 cards and roll dice based on team stats to resolve actions. Successful tactics earn morale stars for spending on critical game-changing moves. Victory requires smart resource management and strategic decision-making.

Published 2026

Super Team

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the game board
Put the Game Board in the center of the table with the Side Board beside it
2
Prepare the side board
Place all Fatigue Cards and Morale Tokens on their designated spaces, then place the Time Track Token on the 00' space
3
Distribute player pieces
Give each player 4 Player Pieces, 1 Captain, and 1 Goalie in their chosen color
4
Select boards
Each player takes 2 Team Boards and 2 Captain Boards, chooses 1 of each, and returns the rest to the box
5
Build starting deck
Each player collects 12 cards for their draw deck
6
Collect tiles and dice
Each player takes 3 Target tiles, 3 Score tiles of their color, 1 Green die, and 2 White dice
7
Receive Coach Markers
Each player receives 6 Coach Markers
8
Determine starting player
Roll a die; winner places one of their pieces and the Ball in the center space
9
Shuffle and draw
Both players shuffle their draw decks and draw 4 cards
10
Distribute Coach Markers secretly
Players secretly place their 6 Coach Markers on the designated spaces of their Team Board (Pass, Shoot, Dribble, Tackle, GK), then reveal simultaneously

On Your Turn

What you can do during your turn.

1
Restore exhausted pieces
Stand up all of your exhausted (laid down) pieces to make them Ready
2
Play 1-3 cards
You MUST play at least 1 card and may play up to 3 cards from your hand
3
Draw back to 4 cards
Draw cards from your deck until you have 4 in hand
4
Move a Ready piece
Move it 1 or 2 spaces in any direction, then immediately lay it down (Exhausted)
5
Move an Exhausted piece
Pay 1 Morale token to the bank to move it 1 space only
6
Ball carrier movement restriction
A piece carrying the ball must immediately end movement when entering or leaving a space adjacent to an opponent's piece
7
Pick up the ball
A piece entering a space containing the ball immediately becomes the ball carrier
8
Respect space limits
Only one piece is allowed per space; no piece except the Goalie may enter the small rectangle
9
Goalie restriction
The Goalie never moves from the goal area
10
Pass the ball
Transfer the ball to another space or teammate
11
Shoot on goal
Attempt to score
12
Dribble past opponent
When ball carrier is adjacent to opponent's piece
13
Tackle the ball carrier
When your piece is adjacent to opponent's ball carrier
14
Gain Morale
Earn tokens by successfully performing tactics shown on cards
15
Spend for movement
Pay 1 Morale to move an Exhausted piece 1 space
16
Boost dice rolls
Spend up to 3 Morale before rolling to add to your total
17
Offensive tactics (upper part)
Perform specific pass types as the attacker (Forward, Backward, Cross, Through, In-Between Pass)
18
Defensive tactics (lower part)
Perform specific movements as the defender
19
Receive rewards
Successful tactics grant bonuses (Morale tokens, extra Movements, extra Actions)
20
Draw Fatigue cards
After playing a Team Tactic card with a heart icon, draw a Fatigue card
21
Captain cards
Require meeting a condition to play; any piece can perform it, but the Captain gains 1 Morale
22
Coach cards
Override basic rules; pay any cost shown and perform the instruction exactly
23
Goalie Pass action
If your Goalie has the ball, you MUST pass it as your first action
24
Rest phase
Each player may remove up to 2 Fatigue cards from their entire deck
25
Plan phase
Each player may secretly rearrange Coach Markers except for GK
26
Arrange phase
Reset the pitch setup to starting positions
27
Prepare phase
Shuffle all cards together and draw 4 cards
28
Kick-off phase
Change starting player; they place a piece and ball in center; move Time Track to 45'

Winning

How to claim victory.

1
First half ends
When the Time Track Token reaches 45' at the end of a round
2
Full time triggers
When the Time Track Token reaches 90' at the end of a round
3
Determine winner
The player with the most goals scored wins the match
4
Handle ties
If goals are equal at 90', the game ends in a draw
5
Score a goal
After a successful Shoot action, place a Goal tile on the Side Board and reset the pitch with the defender in possession
6
Added Time variation
Roll a white die after the last turn of each half; on a star, each player takes 1-2 extra turns

watch & Learn

Let the pros teach you with these top videos.

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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