Omni GENEius

Omni GENEius


FOOTY SMART!

 

Think sports and play soccer in this team-based game of strategy and tactics!

 

If you are a soccer, football or sports fan, OMNI GENEius brings you ‘Footy Smart’ – a new, innovative strategic board game for 2 players from OMNI GENEius. With a novel patent-pending perspective grid that contains an immense number of spaces to manoeuvre in, this game will stretch your mind power and imagination to new levels. Footy Smart is a simplified version of strategic soccer games that are appropriate for younger ages and adults alike, with exciting, challenging and mentally stimulating elements. The game gives you the ability to think as a team player and play out several strategic and exciting scenarios by controlling your own team of footballers on a simple yet sophisticated grid by using in-game tokens. With additional bonus challenges and in-game rewards, such as collecting football trophies and participating in tournaments, players can feel a sense of achievement and victory as they play.

 

Footy Smart is perfect for footy fans everywhere! Use team-based strategy and tactics to position your players effectively, take control of the ball, make strategical, connecting passes between players and shoot for goal to earn Footy Smart stars, as well as qualify to win trophies that celebrate your footy prowess!

 

Footy Smart can help to develop spatial and strategic thinking, forward planning and intelligent decision making thanks to its sophisticated, yet simple set of rules that will be familiar to any football fan. The game also includes bonus challenges and in-game rewards to provide a real sense of achievement and victory throughout that will keep younger & adult minds alike entertained for hours.

 

 

 

 

(Please see our videos online for more information, simple quick starts, new ideas & game play.)

 



 

 

 


Game Pieces & Instructions: 

 

·        Simplified Rules and examples of gameplay scenarios in the following charts can be used for Quick start.
·        Advanced Rules followed by the charts are for reference purpose and Professional game play.

 

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Omni GENEius games are open-ended that keep evolving, eventually for events & competitions, and promote innovation mindset development. Please feel free to relax the rules for the younger ones. Alternatively, you can add your own rule variations to increase the difficulty & excitement levels, or even tweak the rules to reduce playtime.

 

 

 

Note: Please make sure that any new rules you adopt are clear to your opponent before the start of gameplay.

 

 

For example:

 

1) Instead of the starting positions mentioned in the Quick play charts below, you could shorten game playtime by placing your players in position in advance, similar to a realistic Soccer/Football formation. (See example charts in the following pages.)

 

2) To reduce playtime, you can also choose to start the game with only 2 to 4 players positioned before gameplay starts in any zone (Defensive & Midfield). These must be in your half of the pitch and outside the white lined centre circle.

Note: In any scenario, no more than 4 players can be placed in early positions in the Defensive zone, and all your players in your half of the pitch and outside the white lined centre circle in the midfield zone.

 

Note: The Ball coin starts at the centre and can be visualised as the Omni Team Player (The Captain) – you! (the nth Player, depending on how many players you choose to start the game with (see recommendations below).

 

Please provide us feedback @ omni@omnigeneius.co.uk on any improvements to the rules you can think of, as we are working with the community to build Footy Smart for Professional gaming, which will be hosted during our motivational events & competitions. 

 

 

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FOOTY SMART!

 

In this energetic, fast-based strategic soccer game, you control your very own football team! Use tactical thinking to move your players across the field, pass, manoeuvre and intercept the ball, and score more goals than the opposite team to win Footy Smart Stars. Then use the Stars to win trophies in Cup Matches!

Aim: Score more goals than your opponent in a single match by shooting the ball into the opponent team’s goal. The player with the most goals at the end of the match is the winner.

Pieces:

·        16 or 18 x Football/Soccer Players (7 to 9 per team) and 2 x Goalkeepers (1 per team)

·        1 x Ball Token – also known as the Omni Team Player (The Captain - yourself)

·        20 x Stars & 10 x Trophy Tokens

·        4 x Team Tokens (Red, Blue, and 2 x Blank Badges)

·        6 x Challenge Cards (Optional – for Rewards stars and Cup matches)

·        Red and Yellow Card tokens and 1 twin-sided board game (Football/Soccer)

      2 x Dice (Easy: Values 1-5 & MISS)  (Hard: Values 1-4 & MISS x 2 )

·        Recommended: eight football/Soccer players per team, the Ball (which is you, the OMNI Team player) and Goalkeeper

·        (Below rules are written for 8 Players per team; however, the same rules apply for 9 or lesser players, the Ball (you) & the Goalkeeper)

 

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Optional Gameplay, for a 4 player co-operative game: Play with 2 players on each side, playing co-operatively.

 

 

Style 1) Split the moves on each turn: Team 1 – Player 1 moves the ball (A.K.A the Omni Team player) after the roll of the dice & Player 2 moves the same team’s player to strategise, and vice-versa for the opponents (Team 2 - Players 3 & 4).

 

Style 2A & 2B) Alternate turns with Team 1. Player 1 & 2 and vice-versa with opponents (Team 2 - Players 3 & 4). Try alternating turns with OR without providing direct move recommendations during gameplay or directly influencing your own team player. (Try both options during a seriously fun game or when training younger ones. Please make the rules clear at the start of the game play.)


How to play:  In Footy Smart, a game is made up of a single match with two halves (the recommended time is 15 minutes each), which you can keep track of by using a timer. Follow the setup instructions below to begin the game.

 

 

 

 

1.    Both players choose their Team Token from the red or blue tokens, or by making their own using the blank tokens provided.

 

2.   Toss a coin to decide which side of the pitch you will play on and who will be the first to roll the dice to start the game.

3.  The winner of the toss can choose two spaces on the pitch: one where the Yellow Card will be placed and one where the Red Card will be placed for the first half of the match. This can be any space except inside the penalty area (the larger white-lined box in front of the goal), or immediately next to one of the football players’ starting positions. Place the Red and Yellow Cards down on the pitch in the chosen spaces.

4a.  (For Professional play) Each player places their 8 football players down in any of the 9 orange-shaded marked spots on the pitch, and their goalkeeper on the coloured spot near the goal.

4b (For Easy play) An alternatvie rule to 4a: you can choose to play the quick-play scenarios where players are spread out at the start of the game.

5.   Place the ball on the white centre spot (the Kick-off mark) in the middle of the pitch.

6.    Each game consists of 2 halves. Decide how long each will be (10 to 15 minutes is ideal) and start the timer.

7a. (For Professional play) The coin-toss winner starts the game by rolling the dice until they get a value and not a “MISS” on the dice. Each player takes a turn and moves the ball the same number of spaces as is shown on the dice. They can then move any one of their own players at a time, to further strategise the team’s positions. For example, they can block opponent players, block the ball, tackle and take control of the ball, or create further connecting moves after the first dice roll move has been completed. See detailed Movement rules below.

7b. (For Easy play - use easy Dice with values 1-5 & Miss) The coin-toss winner starts the game by rolling the dice until they get a value and not a “MISS” turn on the dice. Each player takes a turn and moves the ball spaces "up to" the value shown on the dice. They can then move up to 3 of their own players in the same turn - moving the players spaces "up to" the same value shown on the dice, each player rolls the dice only once during their turn. Move the Player to further strategise the team’s positions. For example, they can block opponent players, block the ball, tackle and take control of the ball, or create further connecting moves after the first dice roll move has been completed. See detailed Movement rules below.

    8.      Once the timer finishes, the first half is over and the players can take a break. The players on the pitch stay in the same position, and the ball is returned to the Kick-off mark in the centre of the pitch, marked by a white spot.

    9.      The person that did not win the first coin-toss now gets to choose where the red and yellow card will be placed on the pitch.

    10.   Start the timer and begin playing again. The player who didn’t win the first coin-toss can now roll the dice to start. Each player takes turns and moves the ball the same number of spaces as is shown on the dice. They can then move any one of their own players at a time, to further strategise the team. For example, they can block opponent players or block the ball, tackle and take control of the ball, or create further connecting moves after the first dice roll move has been completed. See detailed Movement rules below.

    11.   Once the timer finishes, the second half is over and the match is complete.

    12.   Whichever player scores the most goals is the winner. If there is a draw, players take Penalties based on the rules below to determine the winner.

    Note: Throw-ins & Corners are simulated when the ball (Omni Team Player) is placed or passed to another player on the triangle shapes across the borders of the pitch (game board).

    Note: For an Offside simulation scenario, see the section on “The Penalty Area (Offside simulation scenario)”.

    Note: See “The Control Zone for Blocks & Tackles”.

    Note: The Ball cannot be moved over the opponent player’s zone during play. If it is moved by error, this is considered to be a tackle. The turn then ceases and is passed to the opponent player.

    (Optional rules for easy play & younger players). Reduce the number of players in the game to 5-7 + goalkeeper. And for the players control zone; instead of 3 consider 5 forward facing spaces OR all 8 spaces around any player as their control zone. See section “Control Zone” Optional Rule point for more information. Test out the results and let us know about your mind-boggling footy smart journey @ omni@omnigeneius.co.uk

     

     

     

    The Control Zone

    ·        The football player’s “Control Zone” is the three spaces immediately “in front of” them (on the side closest to their opponent’s goal).

     

    (Optional Rule – for an easy level of play and for younger players) the Control Zone can be increased to five spaces in front of a football player. For even easier play, make the control zone all the spaces immediately around the player, instead of the three space zone mentioned above.)

     

    ·        An opponent player can Block, Tackle or take control and kick the ball during ongoing play and cease your turn. This can happen when you move the ball and it overlaps or it is placed in a zone with the opponent’s player.

    ·        A Block, Tackle or taking control of the ball can also happen if your player’s control zone overlaps with the opponent player’s control zone, and you move the ball and it overlaps or it is placed in a zone with the opponent’s player, the opponent gets the benefit. When this happens the ongoing player’s turn ceases and the opponent player can start their turn with a bonus move before rolling the dice for their turn. See “Controlling the ball” and “Blocking and Tackling” rules below.

     

     

     

    The Defensive, Midfield & Offensive Zone

    ·        The ‘Defensive Zone’ is the lower end area, near to your goalkeeper. This is followed by the ‘Midfield Zone’ in the middle area of the game board, followed by the ‘Offensive Zone’, which is the area near your opponent’s goal.

    (Optional rule – recommended for advance play). No more than 4 of your players can stay in the Defensive Zone at the end of first half (excluding the goalkeeper). If there are more than 4 in this zone, you will need to eliminate one player out of the game. The eliminated player has to be chosen from the Defensive Zone. (This can be used as an optional rule and is to be decided at the start of the game)

     

     

     

    Controlling the ball

    ·        If a player moves so that their Control Zone overlaps with the ball and gets control of the ball, they can move the ball further without overlapping into the opponent’s control zone, and pass it to their own team player’s Control Zone to create a further connecting move, or kick it strategically ahead, with the aim of shooting it into the opponent’s goal.

    ·        If the ball is kept in one of the three spaces in an opponent player’s Control Zone, then the opponent player gets priority and immediately controls the ball with a bonus move, and can move the ball three spaces further to another team player with the aim of shooting it in the goal. See “Blocking and Tackling” rules below.

    ·        Another player can gain control of the ball by blocking the controlling player and tackling, if their Control Zone overlaps with the ball while it is moving spaces, by using the Blocking and Tackling rules below.

     

     

    Moving, Passing and Kicking

    ·        During your turn, you move the ball by rolling the dice and moving it the same number of spaces that are shown on the dice. You can move the ball in a straight line in any direction, with the intention of scoring a goal, either directly or by passing the ball to a nearby player. This player, in the same turn, can then pass the ball 3 spaces to connect a pass to other players, or to shoot at the goal. If you can’t create a connecting pass to another player or score a goal, you can just move the ball as per the dice roll.

    ·        After you have rolled the dice and moved the ball, you can then manage your team player positions. Here, you can either move one of your players up to 3 spaces in any direction in a straight line, or you can choose to move your goalkeeper up to 2 spaces in any direction in a straight line. If you are moving a player or goalkeeper and get close to the ball, so that the ball is in your Control Zone, you can move the ball further and kick it ahead to create further connecting passes to other players. See the Blocking and Tackling rules below. 

    (Optional Rule: instead of moving their own team player token with a deterministic method of three space in a single direction (player token) or two space in a single direction (goalkeeper) mentioned above, the player can choose to roll the dice again the second time and move his own player token based on the value of the dice, for example if you roll 4 on dice you can choose to move the player token  1,2,3 or 4 spaces in a single direction, avoiding a turn is recommended; however, based on the age of the player the rules can be relaxed)

    ·        Any football player that controls the ball can kick it 3 spaces in any direction and in a straight line without changing lanes. A goalkeeper that controls the ball can kick it 4 spaces in a straight line without changing lanes in any direction.

    ·        The Goalkeeper is free to manoeuvre anywhere on the field.

    ·        If at any time a football player who is controlling the ball moves the ball into an opposing football player’s Control Zone, their turn immediately ends. The opposing player then completes a tackle and immediately gains control of the ball. This player can now kick the ball to create connecting passes or score as a bonus move at the start of their turn. See the Blocking and Tackling rules below.

    ·        Also see the (Optional rule) for positioning the players in The Defensive, Midfield & Offensive Zone section.

     

    Shooting, Scoring

    ·        If a player manages to move the ball into any space touching their opponent’s goal (for example, game board side 1: the red or blue rectangles on the board), they have scored a goal.

    ·        After scoring a goal, the ball should go back on the centre spot, and the turn continues with the player that conceded the goal. Note: If any player at this point is on a space closest to the centre white point in the midfield, that player then moves one space away from the centre point (in any direction).

    (Optional Rule – test it out). Once a goal is scored, the ball can be started from any space in the penalty area (the large outer white line of the penalty box around the goal) next to that particular goal. The player that controls the goalkeeper in that goal can roll the dice twice. If the dice roll results in a ‘Miss on the dice’, the Player rolls the dice again twice until they get a number on both rolls. Once the ball has been moved (along with any connected passing moves), the same player can then position one of their players as normal, to try and create further connecting moves with the intention of scoring a goal.

     

    The Penalty Area (Offside simulation scenario)

    ·        Offside simulation scenario – It is the opponent’s or referee’s responsibility to keep an eye on offside.

    ·        The Penalty Area is the large outer white line of the Penalty Box that surrounds the goal. Only one player on one side can move into the Penalty Area in a single turn and has to move out again as soon as possible during the following turn. Stepping on the Penalty Box white line is also considered as being inside the Penalty box.



    Blocking and Tackling

    ·        If a football player controls the ball and moves it into the Control Zone of an opposing player, then they have been tackled. Their turn ends immediately and the opposing player can kick the ball away to try to create a connecting passes, before the dice is rolled as normal.

    ·        After the tackle, the tackling player rolls the dice to gain control of the ball and move it with the intention to score a goal or make a connecting pass. They can then position one of their team players as normal to try to score a goal or make a connecting pass or passes.

     

    Rolling the Dice:

    ·        There are 6 possible outcomes when the dice is rolled. If 1, 2, 3 or 4 is rolled, the player can move the ball that number of spaces in a straight line without changing lanes in any direction.

    ·        After the first move is fully completed (including any connecting passes), the Player can position one of their players as normal to create further connecting passes with the intention of scoring a goal, or to make it easier to create connecting pass moves during a later turn.

    ·        If the player gets a “MISS” when they roll the dice, they do not gain control of the ball and do not get the chance to pass it, but they can play the second move of their turn as normal. They must always move one of their football players at least one space. 

    ·        Note: Players cannot “jump over” or move through other players on the pitch.

     

     (Optional: Use the Alternate Dice to increase options, alternate dice has 6 possible outcomes 1, 2, 3, 4, 5 and “MISS”)

     

     

    Rolling the Dice: (Continued)

    (Optional: To add more twist to the game, while using any dice allow the ball to change lane as per the following options:

    A) “loosely after moving one space” OR B) “restrictively when a 3, 4 and 5 is rolled” OR C) “very restrictively when a 3,4 or 5 is rolled, allow changing the lane only after moving “minimum” two space in straight line & then allow one turn in a single direction for the remaining count of the dice. D) Thinking of chucking away the dice? move the ball up to 3 spaces on that turn and move players to take control of the ball – same applies to the opponent to take control of the ball.

     

    Yellow Card and Red Card

    ·        At the start of game play (the toss winner) and at half-time (the opponent) places the Yellow and Red cards strategically as a deterrent mechanism, but outside the Penalty Area and not near any player directly.

    Note: Any player crossing or stepping in the Red or Yellow Card Zone is considered at fault.

    ·        If you move one of your football players into any space that is next to the Red Card on the field, you must remove them from the game, as players cannot cross over the Red Card zone.

    ·        If the ball is moved or tactically locked into the Red Card zone, it is not considered to be a fault. The Ball is immune to the Red card zone and must be moved out by a roll of the dice or by positioning team players during your turn, who can then try and reach the ball while staying outside the red card zone (i.e. their Control Zone can overlap with the ball while it is next to the Red Card). 

    ·        If you move one of your football players into a space that is next to the Yellow Card on the field, it is a minor fault. The player will need to keep a count of the yellow cards because if you move any of your football players next to the Yellow Card again, this becomes a major fault, as two yellows equal a red! If this happens, you must immediately remove the second football team player from the game. Note that you only need to keep track of the number of times a player has entered the Yellow Card zone, so that the next time a player enters the zone, that player will be removed from the game.

     

     

    Penalties & Draw

    ·        If the match ends with an equal number of goals for both players, then the players can take 5 penalties, followed by further 2 more attempts if the score is equal. If the score is still equal after that, it is a draw.

    ·        Before each penalty shoot-out, you can either choose who goes first or toss a coin. The loser of the toss can place their goalkeeper on the first coloured spot nearest their goal. The winner of the toss can then place the ball on the white spot just outside the Penalty Area and arc (the large white outer line surrounding the goal, and the “D” shape besides the box). This is done to create a strategic scenario for penalties.

    ·        The player that won the coin-toss rolls the dice twice to try to score a goal, which counts as one goal. If they fail to score on both rolls of the dice, it is the next player’s turn to take a penalty shot.

    ·        Note: In reality, the ball is placed nearer to the penalty area for penalties. Similarly, some rules of soccer don’t apply, i.e. offside, corner kicks, throw-ins, etc. This is to keep the game strategic, fun and simple.

    ·        Note: In penalties, the control zone concept for the goalkeeper is ruled out. A penalty can be scored by passing through the goalkeeper’s zone.  

     

     

    Winning Stars and Cups

    ·        If you score more goals than your opponent in a single match, you will win 1 Footy Smart star.

    ·        If you have three Footy Smart stars or more and your opponent has a minimum of 1 star, you can challenge your opponent to a Cup Match. To start a Cup Match, you must return 3 of your stars to the pile and your opponent must return a minimum of 1 star, or up to 3 stars if they have that many stars.

    ·        A Cup Match has the same rules as a normal match, with one difference – the winner receives a Cup instead of a star. The first cup that can be won is the Footy Champ trophy. Then, in order, the Devine Cup trophy, the Glory Cup, the Omni Foot trophy, and finally the World Cup.

     

     

    Winning Challenges

    • Footy Smart has a number of Challenges, which if accomplished, will give you a bonus Footy Smart star.

    • The first player to score 3 goals will gain 1 star. This can only be accomplished once/or can be repeated if the players agree.

    • If you successfully complete a tackle, you gain 1 star. This can only be accomplished once, or can be repeated if the players agree.

    • If you are the first person to trap your opponent into moving a player next to a Red or Yellow card in any single match, you gain 1 star.

    • If you win 3 matches in a row at any time, you gain 1 star. This can be accomplished multiple times.

    • If you score 3 penalties, you gain 1 star. This can be accomplished multiple times.

    • If you win the Footy Champ trophy, you collect a bonus star along with the Footy Champ Trophy.

     

     

    Recap of Optional rules from the above sections:

    Page 12: Optional Gameplay, for a 4 player co-operative game: Play with 2 players on each side, playing co-operatively.

    Style 1) Split the moves on each turn: Team 1 – Player 1 moves the ball (A.K.A the Omni Team player) after the roll of the dice & Player 2 moves the same team’s player to strategise, and vice-versa for the opponents (Team 2 - Players 3 & 4).

     

    Style 2A & 2B) Alternate turns with Team 1. Player 1 & 2 and vice-versa with opponents (Team 2 - Players 3 & 4). Try alternating turns with OR without providing direct move recommendations during gameplay or directly influencing your own team player. (Try both options during a seriously fun game or when training younger ones. Please make the rules clear at the start of the game play.)

     

     

    Page 14: (Optional rules for easy play & younger players). Reduce the number of players in the game to 5-7 + goalkeeper. And for the players control zone; instead of 3 consider 5 forward facing OR all 8 spaces around any player as their control zone. See section “Control Zone” Optional Rule point for more information. Test out the results and let us know about your mind-boggling footy smart journey @ omni@omnigeneius.co.uk

     

    Page 15: (Optional Rule – for an easy level of play and for younger players) the Control Zone can be increased to five spaces in front of a football player. For even easier play, make the control zone all the spaces immediately around the player, instead of the three space zone mentioned above.)

     

    Page 15: (Optional rule – recommended for advance play). No more than 4 of your players can stay in the Defensive Zone at the end of first half (excluding the goalkeeper). If there are more than 4 in this zone, you will need to eliminate one player out of the game. The eliminated player has to be chosen from the Defensive Zone. (This can be used as an optional rule and is to be decided at the start of the game)

     

    Page 17: (Optional Rule – test it out). Once a goal is scored, the ball can be started from any space in the penalty area (the large outer white line of the penalty box around the goal) next to that particular goal. The player that controls the goalkeeper in that goal can roll the dice twice. If the dice roll results in a ‘Miss on the dice’, the Player rolls the dice again twice until they get a number on both rolls. Once the ball has been moved (along with any connected passing moves), the same player can then position one of their players as normal, to try and create further connecting moves with the intention of scoring a goal.

     

    Page 19:

    ·        (Optional: Use the Alternate Dice to increase options, alternate dice has 6 possible outcomes 1, 2, 3, 4, 5 and “MISS”)

    ·        (Optional: To add more twist to the game, while using any dice allow the ball to change lane as per the following options:

    A) “loosely after moving one space” OR B) “restrictively when a 3, 4 and 5 is rolled” OR C) “very restrictively when a 3,4 or 5 is rolled, allow changing the lane only after moving “minimum” two space in straight line & then allow one turn in a single direction for the remaining count of the dice. D) Thinking of chucking away the dice? move the ball up to 3 spaces on that turn and move players to take control of the ball – same applies to the opponent to take control of the ball.

     

     

    Omni GENEius

     

    Omnicians Program

    The Omnicians Program aims to develop both a motivational ranking system and a community of players. Most of our products come with a reward & ranking system for achievement in the game that recognise how the multiple skills of players have progressed. Relevant products contain a ‘Record Tracker’ (additional record trackers can be purchased online). Customers can use their ‘Record Tracker’ to track their progress on specific game victories and final victory position in-game, while comparing it with their opponent or an adult. Players will be accredited for certain levels of achievement and skill development and then ranked on the Omnicians League. These levels are paced over a number of days or months and the league toppers will win exciting prizes. In addition, accredited players will qualify to participate in major live tournaments and win exciting prizes and gifts from OMNI GENEius.

    The ‘Records Tracker’ is not only an online program, but also a physical tracker that can be completed by hand, making it accessible to younger generations, as well as encouraging handwriting skills. Once a candidate is ready to enter by completing and winning games, they must send in, or upload to our online portal, a snapshot of their ‘Record Tracker’, along with a short affirmation and motivational questionnaire about themselves.

    Once this Program is live, you will be able to see updates @ Omnicians Promos, Competitions and the Events section on our website: https://omnigeneius.co.uk

    Updates on the league table can be found on the Omnicians League Table when live.

     

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    FOOTY SMART Game Guide:
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    • December 01, 2016
    • Omni GENEius



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