Game Rules
22. Foobbuteo PvP

Foobbuteo PvP is an additional game to FootStar. Although most of your player skills come from your FootStar player’s skills, this game has no influence whatsoever on the normal game of FootStar. You can find Foobbuteo PvP by clicking on the “PvP / Match Center” page on the top menu then going to “Foobbuteo - PvP / Match Center” on the left menu of this page.

How to start playing?
Once you find yourself on the Match Center page of the PvP area you will see that this page has three parts.
The first part is a table in which the currently played PvP matches are being shown. It shows the match ID, the current result, the current status of the match (if it’s recently finished, ongoing or is about to start), the start date and hour, the type of match (PvP, TvT or MvM), current number of players, the number of turns and two buttons: an information button (that shows the teams’ captains) and a join game button on each match on the list. In order to start playing on a premade match it’s as simple as clicking the respective “Join Game” button on the match you wish to join.
The second part of the page is the current daily PvP ranking.
The third part is only available if you have a FS fan bronze or higher and it’s the “Create Game” interface. From here, you can create a new PvP, MvM (if you are a team manager in FootStar) and TvT (if you are a manager of a TvT team in Foobbuteo) match, set the home and away team colors, set the start time (in the next up to 15 minutes in PvP and on a specific date and hour in TvT), set your own player’s position in the home team and the number of turns the game will take place (between 30 and 90). Click on the “Create” button once you have specified all these parameters in order to create a new match.

How the game works
Foobbuteo PvP is a turn based team-play game. The number of turns is determined by the match creator and each turn means 1 minute of playtime.
The turns are separated into 2 stages. The first stage takes 35 seconds and allows you to set the actions you want to make with your player(s) and it’s indicated by the upper time bar, when the bar is green. The second stage takes 25 seconds and it’s the stage when the actions made in the first stage are being saved and executed. This stage is indicated when the upper time bar is red. The yellow time bar means that the game is in the first stage but it’s still waiting to load up all the actions of the second stage.
The game ends when the last turn has finished being played. There are circumstances however in which the game gets locked. During these times you will not be able to perform any kind of action in the game.
A Foobbuteo PvP or TvT game needs at least 3 players in each team so it can start. If at any point during the game one of the teams drops below 3 players, the game will get locked and will not allow any actions to be performed until both teams have at least 3 players in their midst. Turns, however, will pass normally, even while the game is locked.
The first player that enters each team is considered the team captain. Team captains can make actions on not only their own players, but the bot players in their team too. Team captains are recognized by having a star above their player icon.

The Pitch
The action pitch is divided in 25 zones, numbered from the upside left to the downside right. These zones represent areas in which the calculations are made regarding player and ball positioning and short or long passing confrontations.

Available Actions and Player Modes
In the top right of the window you will be able to see 4 buttons, representing the available actions your player can take and 2 buttons (if you are a field player) and 3 buttons (if you are a goalkeeper) below them that represent the available player modes. Each player starts every turn with 100 Action Points, which they can use to perform one of the available actions. The available actions are move/run, low pass, high pass/cross and shoot. As long as you have enough Action Points, you can instruct your player to make multiple, different types of actions in the same turn.

The Move/Run Action
Clicking the move/run action button while having your player selected will show a circle surrounding your player on the pitch. That circle represents the area in which your player is able to move. Double clicking inside the move area will instruct your player to move to the new location. This action will cost a certain number of Action Points, depending on how far away from your current position you instruct your player to move, up to 100 Action Points if you instruct your player to move to the very edge of the move area. You will be able to make multiple moves during the same turn, as long as you have enough Action Points, your move area adjusting itself each time to the new number of Action Points.
The difference between a move and a run action is the possession of the ball. If you do not have possession of the ball you will make a move action; if you do have possession of the ball you will make a run action.
Making a run action in Foobbuteo PvP will have certain implications. For example, each time you finish with a run action during a turn, you will have to win a confrontation between yourself and up to 3 opposing players that are near your new position in order to stay in control of the ball. If you lose the confrontation you will lose the possession of the ball to the nearest of the opposing players. If no opposing players are found near your new position after a run the confrontation will not take place and you will remain in possession of the ball. If more than 3 opposing players are near your new position, only the biggest 3 confrontation players will take place in the confrontation, but if you lose the ball you will still lose it to the closest opposing player, even if he took part in the confrontation or not. This type of confrontation is called a dribble and your teammates will not be able to support you in keeping control of the ball.
Goalkeepers cannot move or run past midline.

The Low Pass Action
Clicking the low pass action button while having your player selected will show a circle surrounding your player on the pitch. That circle represents the area in which your player is able to pass. Double clicking inside the low pass area will instruct your player to pass in that location. This will also cost a certain number of points, depending on how far you wish to make your low pass.
You can combine a low pass action with one or several run actions, provided you have enough action points and the low pass being your last action (you cannot issue a run command after making a low pass in the same turn because you will no longer be in the possession of the ball).
Low passes can be intercepted, meaning that if you pass to an area and the ball encounters one or more opposing players, they have a chance of taking the ball before it reaches the intended zone.
At the arrival zone of the low pass a confrontation will take place between up to the top 3 confrontation players of each team that are present in that zone. Possession will be won by the closest player to the ball of the team that won the confrontation, even if he played part of the confrontation or not. The passing player’s team also gets a confrontation bonus depending on how high his low pass skill is, because the short range at which the low pass is performed provides the player with a bigger ability to direct his pass properly.
If the player who wins the ball is in an offside position, then the possession will be given to the last positioned player of the opposing player.

The High Pass/Cross Action
Clicking the high pass/cross action button while having your player selected will show two circles surrounding your player on the pitch. The first circle represents the minimum distance at which your player can perform his high pass/cross action and the second circle represents the maximum distance at which he is able to high pass/cross. This action also costs a certain number of action points, depending on how far you want to make the high pass/cross and it can also be done after one or several move actions, provided you have enough action points to do it. At the arrival zone of the high pass/cross a confrontation will take place between up to the top 3 confrontation players of each team that are present in that zone. Possession will be won by the closest player to the ball of the team that won the confrontation, even if he played part of the confrontation or not. The passing player’s team also gets a confrontation penalty, because long range passes are not so accurate and defenders usually have a better confrontational positioning than attackers.
The cross action can be performed when your player is close to the byline (or endline) of the pitch. Crosses are a little more precise, meaning that you will get a lower minimum distance to cross to, depending on your crossing skill. Also, the penalty you get in confrontation depends on your crossing skill instead of your high pass skill.
If the player who wins the ball is in an offside position, then the possession will be given to the last positioned player of the opposing player.

The Shoot Action
Clicking the shoot action button while having your player selected and double clicking near the goal will show a target circle showing where your player will attempt to make his shot. This action requires a number of action points, depending on how high your shoot action is. You can also combine a shoot action with one or several move actions, provided you finish your round with the shoot action.
Shooting actions cannot be blocked or intercepted by other players except the keeper.
Depending on his shooting skill, your player will attempt to shoot as close to his target circle as possible. Depending on the keeper’s saves skill he will attempt to save the ball or deflect it in the zone in front of the goal, provided the ball passes fairly close to him.
If the ball gets deflected a confrontation will take place between up to the best 3 confrontation players in each team in the zone in front of the goal, possession being won by the closest player to the ball of the team that won the confrontation, even if he played part of the confrontation or not.
You cannot perform a shoot action from your own half. You must first pass the midline in order to do so.

Player Modes
Under the action buttons you will see some buttons for player modes. These modes are: Confrontation and Intercept Passes (if you are a field player), and Saves, Out of Area and Field Player (if you are a goalkeeper).
The Confrontation mode is the normal mode of your player and it neither gives you a bonus or a penalty.
The Intercept Passes mode allows your player to attempt to intercept low passes made by your opponent, but you also take a penalty 50% to your confrontation. The Saves mode gives a bonus to the saves skill of your goalkeeper while inside the goalkeeper area (6m area).
The Out of Area mode gives a bonus to the out of area skill of your goalkeeper while outside of the goalkeeper area (outside the 6m area).
The Field Player mode allows your goalkeeper to use your throwing ability when making a low or high pass instead of your short pass or long pass skills.
The mode buttons are used as toggles, meaning that when the execution phase starts, the last button selected is chosen as your mode for that turn.

Player Skills
Foobbuteo/PvP skills have a direct correlation with your FootStar player’s skills. In order to raise your Foobbuteo/PvP skills you will need to raise your player’s skills. The PvP skills are composed of two parts, up to 25% of the skill being from the level of your Foobbuteo player and up to 75% being from the relevant FS skills that count towards that position.
There are 7 field player skills and 6 goalkeeper skills in Foobbuteo and each one depends on the following FootStar skills. Field player skills:

Speed: Stamina, Speed, Positioning, Game Vision
Confrontation: Stamina, Tackling, Dribbling, Positioning
Low Pass: Stamina, Short Passes, Technique
High Pass: Stamina, Long Passes, Technique
Crosses: Stamina, Crosses, Technique
Shoot: Stamina, Finishing, Technique
Long Shots: Stamina, Long Shots, Technique

Goalkeeper skills:
Speed: Stamina, Speed, Positioning, Game Vision
Confrontation: Agility, Out of Area
Low Pass: Stamina, Short Passes, Technique
High Pass: Stamina, Long Passes, Technique
Saves: Handling, Reflexes
Out of Area: Out of Area

If you want to have a skill of 100% in any of these skills then you will need to be level 50 (25%) and have 100 in each corresponding FS skill (75%).
Depending on how high the skill is, it will influence your action point cost and precision of your actions. For example, a higher move skill will allow you to move the same distance while spending fewer action points and a higher shooting skill, besides allowing you to shoot for fewer action points, also will allow you to be more precise in your shots.

Experience Gain
You gain experience by playing games.

Acronyms
In the game of Foobbuteo PvP chatting with your team is the key to victory. Therefore, since it’s a timed turn based game, many players are using different abbreviations so that they communicate as much and as thorough as they can in the 1 minute it takes to make a turn.

Here are some of the most usual abbreviations used:
3-23 line - the line is called when the offside trap is being played outside of the last 2 zones
bl - ball line. It means that the offside trap needs to be played in the same vertical line as the current ball position.
gl - good luck. Someone is nice enough to wish you good luck in you next move
lp - means that the player with the ball will make a long pass. It is usually accompanied by a number that designated the zone he will pass into.
m x - means that the player will move in zone x.
m+s - means that the player will perform a move and shoot action.
midline - another offside trap play calling the offside line to be outside of your own half.
number line or num line - it is another offside trap call that is played in the same vertical line of the numbers of the zones 2 through 22 or 4 through 24 (depending on which side your team plays).
sp - means that the player with the ball will make a short pass. It is usually accompanied by a number that designated the zone he will pass into.
sp x c y - means that the player with the ball will make a short pass in zone x in the exact position in the corner near zone y.
sp x n y - means that the player with the ball will make a short pass in zone x in the exact position near zone y.


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