Silence Your Rivals!
You have been hired as an all-powerful manager of an ambitious football club.
Can you dominate the local rivalry and bring silverware to your stadium?
Dominate the rivalry by either
1. Winning enough matches to place a Match token on your stadium.
2. Winning the SuperCup Final – the last match.
Page: 6
Player Cards
Like in real football, success or failure ultimately rests on the players you have available. Sure, you have to set them up in clever ways, coach them up and get the best out of them. But quality is quality and you can’t work miracles. So let’s take a closer look at the backbone of Superclub Rivals: the players.
- Transfer fee – Minimum transfer fee (will rise in a bidding war).
- xP – Expected performance from that player.
- Club – Only applicable when the club is in the game.
- Core player – You start the game with these players.
- Shortlist player – Any club player without core star.
- Development cost – How many Training tokens it takes to upgrade the player.
- Potential xP – The strength of that player’s developed card.
- Chemistry – Match two half chemistry stars to gain 1 xP.
- Position – The player's preferred position.
- Out of position – Players can play out of position, but will lose 1 xP for every third removed from their preferred position.
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Top color = Position
Utility player: Purple
Attacker: Green
Attacking midfielder: Light green
Midfielder: Yellow
Defensive midfielder: Orange
Defender: Red
Keeper: Light red
Bottom color = Club
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Pre-game
Pick Sides
Decide who will be Manager A (left side of the board) and Manager B (right). If you can’t decide, the person whose idea it was to play Superclub Rivals is Manager A. The other is Manager B.
Club & Identity
Select a club to manage. Once you have your club, find the stadium card + the 3 identity cards. Shuffle the identity cards and pick one without looking at the bonus. Place the identity card in the (2 x injury icons) slot in attack. This is your unique bonus for the entire game.
Get Settled
Collect the following:
- 1 Manager folder
- 7 Core players (see page 6)
- 15 Shortlist players (see page 6)
- 1 core Key staff
- 17 Creds
- 2 dice (one of each color)
STADIUM CARDS
Draft
This is where you add to your starting squad (the 7 core players). Shuffle the remaining Player cards and place 14 cards face up on the draft side of the game board. Each Manager will draft 7 Player cards in a «snake draft» (Ax1, Bx2, Ax2, Bx2, Ax2, Bx2, Ax2, Bx1).
Note: Drafted players are free, there are no transfer fees involved … yet.
Post-Draft
When the draft is over, flip the game board. Shuffle and place the following decks on the board:
- Remaining Player cards 7 (page 13)
- Key staff cards 6 (page 13)
- Shortlists 4 (page 13)
Place the following items on the board:
- Stack of Match tokens 8 (page 13). Match token 1 on top.
- Each manager’s stadium card 5 (page 13)
CLUB IDENTITY CARDS
Page: 11
Start
Superclub Rivals is very simple: follow the Match tokens!
There are 9 Match tokens, each representing one derby match between the two Rivals. Win the match, win the token and place it on your side of the board or use it to cancel out one of your rival’s victories. Win enough tokens to place one on your stadium, or the final one, win the game.
Before the match is played, there is an off-season to improve your squad and club. There are 3 types of Match tokens. The summer/winter schedule
9
(page 13) show the actions in the different off-seasons.
SUMMER
Stadium income,
Investments and
Transfer window
WINTER
Training,
Scouting and
Transfer window
FINAL
Summer
+ Winter
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Summer ☀️
Stadium income
Collect this 1 amount of Creds + the combined number on any Match tokens on your side of the board (cred icon + 10 in the first season).
Club investment
There are 4 investment possibilities:
1 Stadium (tokens),
2 training (tokens),
3 scouting (tokens) & Key staff (cards)
6
You have a maximum of 2 investment actions every summer and they cannot be used for the same thing.
The investment tokens are multipliers for your base income (2x, 3x, 5x). You have to start with the lowest, you cannot invest in a 5x stadium until you already have the 2x and 3x in place. The price of the investment is on the back of the token.
If you want to use 1 action for Key staff: draw and look at 2 cards, hire 1 or 0. The price is in the top left corner.
Transfer window
Before the first transfer window, you have 14 players (7 core + 7 drafted). This is your chance to add to your squad. Flip 1 player card from the shared deck and bid to sign them. You can bid as many times as you want, all bids are binding, highest bid wins. Player value (top left corner) is minimum bid. Repeat 2 more times (3 cards total).
Winter 🌨️
Training
Collect 1 training token (or more if you have invested in Training
2).
Spend immediately or save for next winter. There are three ways to train a player, all require at least 1 training token.
Focus:
Simply spend the amount of Training tokens shown on the Player card. Upgrade immediately.
Loan:
Spend 1 Training token to send the Player card out on loan. Swap the card for the developed card and place it under the same amount of Match tokens as there are Training tokens on the card (see image on page 15).
Luck:
Spend at least 1 Training token and roll both dice for the remaining token(s). You must at least roll a combined +1 for every unpaid Training token on the card. If you succeed, upgrade immediately. If you fail, you lose the staked Training token(s).
Scouting
Scout 1 player from your Shortlist (or more if you have invested in Scouting 3). Sign for minimum transfer fee or discard. If Shortlist is empty, scout from the shared deck.
Transfer window
Flip 1 Player card from the main deck and bid to sign him. The highest bidder wins.Page: 13
Order of play
The colour shows when the match is played. The arrow shows where. If it points at you, you have the home advantage.
Summer
Winter
Summer
Winter
Summer
Winter
Summer
Winter
Final
Get to know the game board
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Match
Matches are divided into three phases, or thirds. Win any phase = 1 goal. Draw = 0 goals.
Battle 1: Midfield battle (mid v mid)
Battle 2: Home attack (att v def)
Battle 3: Away attack (def v att)
Start by picking your starting 11 and formation. 7 positions are non-optional (dark colour), leaving 4 optional slots to make any of the 8 legal formations below:
Legal formations (excluding goalkeeper)
Also place the Motivation boost on a Player card and the Home advantage in a Key staff slot of choice (filled or empty). Motivation boost is lost with injury to that player, Home advantage is guaranteed.
Add up all your xP in the third, add applicable bonuses (Chemistry, Key staff effects, Club identity card, Home advantage, Motivation boost) and roll the dice. Add or subtract the result of the dice to/from your xP and you get your Performance.
Repeat for all three phases in the order above. Note: Having doubts about your formation? Make sure you have three empty green slots. If you do, you’re good to go!
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Injuries
Whenever the 0 appears on a die, there is a chance of an injury. The other die determines which player in the third gets injured. From left to right, -2 to 2 (including another 0) are the injury possibilities (see bottom of manager folder). The extremes (-3 and 3) do not result in injuries. Also, if you don’t have a Player card in the affected slot, you don’t get an injury.
When an injury does occur, replace the Player card before adding up your total in that third. Put the injured player aside for after the match.
After the match
The winning Manager gets to keep the Match token and decide how to use it. If there is no winner, the Match token is simply set aside.
- If the loser has at least 1 Match token on the board, the winner can either cancel the loser’s most recent win or add it to the first open slot available on his or her side of the city.
- If the loser has no Match tokens on the board, the winner simply adds it to his side of the city.
Injury duration
Injuries can last for 0 to 5 matches. After the match, roll both dice to determine the extent of the injury. Anything other than 0 will result in that amount of matches out of action. Place the Player card under the corresponding number of Match tokens. (Example: -2 and 2 are both 2 matches out with injury. Place the Player card under 2 Match tokens and retrieve it when it’s on top of the Match token pile).
Before next match
If the Managers don’t have the same number of Match tokens on the board, the Manager with the fewest Match tokens gets a motivation boost. Down by 1 = +1 motivation boost. Down by 2 = +2 motivation boost. Etc.
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Do we have a winner?
You win Superclub Rivals by
Penalty shoot-out
If the Supercup Final ends in a draw, prepare for penalty kicks to decide the rivalry!
- Remove all player cards except goalkeeper and your 5 best players (just xP, position is irrelevant) from the folder. Move the remaining 5 players to the 5 midfield slots.
- Manager A starts with the leftmost player taking the first penalty kick. Roll both dice. Player xP + dice = Kick quality.
- Manager B rolls dice. Goalkeeper xP + dice = Save quality.
- If Kick quality is greater than Save quality, it’s a goal. The player cards remains face up in the same slot.
- If Save quality is equal to or greater than Kick quality, the penalty kick is saved. Manager A turns the player card face down in the same slot.
- Manager B then takes the next penalty.
- Continue until each team has taken all 5 penalties or it’s mathematically impossible for the trailing team to catch up.
- If it’s still tied after 5 penalties each, get ready for Sudden death mode. Select 5 additional player cards and repeat the process, this time in the attacking slots (remove the Club identity card). However, if a team at any point takes the lead with the same amount of penalty kicks taken, the match is over.
- If it’s still tied after 10 penalties, the two goalkeepers will take the 11th penalty kick for each team.
- If it’s still tied after 11 penalties each, continue with sudden death mode with the players who took the first penalty kicks until the match is decided.
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Other Components
Training Tokens
You get Training tokens every winter, from your investments and/or Key staff. Use immediately to upgrade talents or save for next winter.
Developed Player Cards
Once you’ve successfully trained a player, or before you send him out on loan, swap the original Player card for the Developed Player card.
Stadium Card
Shows your team’s stadium. Win enough Match tokens to place one on your stadium card to win the game.
Motivation Boost
Gives your team a revenge-fueled boost when you’re falling behind. Placed in a player card slot of choice, and is cancelled that match if the player is injured. 1 win behind = +1, 2 wins behind = +2, 3 wins behind = +3. Note! This is reversed in the final (1 win ahead = +1 etc.)
Home Field Advantage
Use in your third of choice, in the Key staff slot – cannot be lost to injuries.
Club Identity Cards
Shows your team’s identity. Comes in three versions (+1 in attack, midfield or defense), also has double chemistry for your attackers. Place in (2x injury icons) attacking slot for the entire game.
Investment Tokens
There are 3 types of Investment tokens. Each manager can have max. 3 blue, 2 green and 1 yellow. Only blue can be placed directly on the board. Only green goes on blue. Yellow only goes on green. Cost is on the back, effect is on the front.
Dice
Each manager gets 1 black die and 1 white die. They are rolled together and represent the uncertainty of football management on match day. The combined range is from -5 to +5, with 0 being the most likely outcome.
Creds
The Superclub Rivals currency is very useful for investing in upgrades, acquiring players, hiring Key staff members and more.
Match Tokens
Guide you through the game … and you get to keep them when you win. Shows Match number, type of off-season and who’s playing at home.
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Clash of calibers (Experimental rule)
All rivalries in Superclub Rivals are made to be balanced. But aspiring Superclubs come in many forms, and with the introduction of club-specific Core players and Shortlists, we have started experimenting with differing level of clubs.
Within products, all clubs are about equal in strength. But there is now a difference between clubs from different products. The 4 standard clubs (Red, Blue, Yellow, Purple) are level 1. They have different specialties, but are equally strong. The old Top Six clubs (Green and Pink) are level 2 clubs. They have slightly more powerful cores. The old Powerhouses (Brown, Orange, Black, White) have never been playable in the Superclub universe before. Now they are, and their cores are even stronger than the other’s.
But what happens when different levels meet?
For each difference in level, move the stack of Match tokens 1 slot towards the weaker side. This becomes the new middle. The game is played in the normal way, but it will take more for the stronger side to win the rivalry.
The motivation boost is used as usual, but there will never be more than +3.
So for those of you who went for the full package with all 10 clubs, have fun with it and be sure to give us your feedback.
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Blue Mountain United
xP focus: An historical club from the largest city in the nation, Blue Mountain has a sizable following all around the country. For generations, Blue Mountain has been a towering figure in the domestic football landscape but it’s now been years since United won anything of note.
Red Valley Rovers
Talent focus: The oldest club in the country, perhaps ironically nicknamed «The Kids». This capital club has enjoyed periods of great success bookended by decades of trophy droughts throughout its history. The Kids are perhaps best known for their academy which continues to pump out incredible footballers even when the first team isn’t doing too well.
Purple Plain Athletic
Versatility focus: A remote and rather compact city surrounded by endless lavender fields, this self-sustaining community has managed to create a football club punching well above its hometown’s weight. In this part of the country – known to outsiders mostly for having a good football team and the leading national airline, people tend to wear multiple hats and have a can-do attitude. This has rubbed off on the team’s identity.
Yellow Bay Town
Chemistry focus: The picturesque resort town of Yellow Bay enjoys a very comfortable climate and, occasionally, some good football. The quality of living has sometimes enabled them to attract talent beyond their pedigree, but they remain a relatively small club who needs to maximize their resources. Hence, every piece of the squad puzzle must fit seamlessly with the others.
Pink vs Green
Pink River City and Green Hill Rangers, make an epic comeback in Superclub Rivals. Known from the Top Six expansion, these teams have gone head to head since the beginning of Superclub time. Now it’s time to settle the rivalry once and for all.
Black vs White
These two clubs have seen more than their share of success, but they never tire of winning. Most of the time, the only thing standing in their way is their old neighbors … and bitter rivals. No matter the outcome, both Black Lake FC and White Peak FC are firmly in the Powerhouse category, but there can only be one ultimate winner.
Orange vs Brown
When two historic Powerhouses clash, people take notice. Orange Beach FC and Brown Park FC have been among the elite of the Superclub universe for so long that it almost feels inevitable. Their managers know that it can all slip away in the blink of an eye if they don’t continue to grow.
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Key Staff Cards Explained
1 extra training token every winter. Place in third of choice.
2 extra xP in attack. Must be placed in attack.
1 extra training token every winter. Place in third of choice.
5 extra creds every summer. Place in third of choice.
1 extra xP in midfield. Must be placed in midfield.
1 extra training token every winter. Place in third of choice.
Chemistry with player in (injury symbol + 2 dice icon) slot in third where placed.
2 extra xP in midfield. Must be placed in midfield.
1 extra scouted player winter. Place in third of choice.
1 extra xP in third where Flowers is placed. Place in third of choice.
1 extra xP in defense. Must be placed in defense.
1 extra scouted player every winter. Place in third of choice.
1 extra xP in attack. Must be placed in attack.
2 extra xP in midfield. Must be placed in defense.
10 extra creds every summer. Place in third of choice.
Chemistry with player in (injury symbol + 2 dice icon) slot in third where placed.
Injury duration is 1 game shorter for all your injured players throughout the game.
Sell players for 2 creds more than their value. Place in third of choice.
1 extra xP in defense or midfield, depending on placement. Must be placed in either defensive or midfield third.
1 extra xP in Attack or midfield, depending on placement. Must be placed in either attacking or midfield third.
1 extra xP in the third where you have a home field advantage chip.
5 extra creds every summer. Place in third of choice.
2 extra xP in defense. Must be placed in the defensive third.
10 extra creds every summer. Place in third of choice.
1 extra xP in midfield. Must be placed in the midfield third.
1 extra xP in the third where you have a motivation boost chip.
Pay 2 creds less than you bid on all transfers on Deadline Day (summer & winter). You never receive creds, even if bid is lower than 2 creds.
2 extra xP in attack. Must be placed in the attacking third.
Injury duration is 1 game shorter for all your injured players throughout the game.
Chemistry with player in (injury symbol + 2 dice icon) slot + 1 extra xP in third where Mayes is placed. Place in third of choice.
1 extra xP in third where Upreed is placed. Place in third of choice.
Pay 2 creds less than you bid on all transfers on Deadline Day (summer & winter). You never receive creds, even if bid is lower than 2 creds.
2 extra training tokens every winter. Place in third of choice.
1 extra xP in third where Crossover is placed. Place in third of choice.