Maybe
all you require is a few grandstands full of spectators and a crowd
noise recording to create atmosphere, If that floats your boat you
have my blessing. I on the other hand think of other things when I
want to add a little realism into my miniature games. I must admit
though, that some of the stadiums I’ve seen have been works of art,
and they really bring things to life in one respect, and I greatly admire
the effort that some people have made to produce these stadiums in
miniature. As for their practicability whilst playing a game that may
well be questionable. To me on pitch realism is what happens on the
pitch not around it, I want it to be as close to real football as I
can, or as close as possible given the obvious constraints of the
game.
Foul
Play
Foul
play is part and parcel of football, how many games these days go by
without a yellow card, and the occasional Red one thrown in for good
measure. Players can accumulate yellow cards over a period of time,
when they have enough of these yellow tokens they can have a day off,
but 2 yellow tokens in one match allows a player the right to have a
good soak in a bath, pamper himself a little, then get a good 3 match
day break to recharge their batteries. But how often does this happen
in Subbuteo. How many solo players give out Yellow and Red cards,
I’ll stick my neck out and say a tiny minority, I’ll apologise
now if that proves to be a false assumption.
Lets
face it the number of fouls committed in our games is far less and
probably less deliberate on occasion than in a game of football If 5
or 6 fouls are committed (excluding offsides) in my games I call that
bordering on excessive. But maybe I could introduce some sort of
disciplinary action in to my play that can have some bearing down the
line.
A
Grandstand full of spectators is maybe all you require
You
could number your players, and one could just note down the number of
times that player commits a foul, commit enough fouls throughout a
season the players suffers a ban, commit enough fouls in a match you
could send the poor guy off. That level of precision may not suit
most players myself included. I would personally want a method that
is not player specific, I don’t number or name my players, I know
players who do and admire their resolve with their record keeping. If
you fall in my camp I’ll explain my TOFTT (Take One For The Team)
method.
TOFTT
Implementation
After
every foul a team commits it’s noted down, commit 2 fouls and a
yellow card is given to the offending team, 2 yellow cards in a match
results in that teams flicking goalkeeper being removed for the rest
of the game. The flicking goalkeeper also misses the next game.
Yellow
cards are cumulative over the season, and for every 5th yellow card
accumulated results in a flicking goalkeeper ban next match. I think
this could work on a personal level. If a team is 1 foul away from a
second yellow in a match or a 5th yellow card overall it might force
a teams defensive blocking decision into the safe option rather than
trying to squeeze itself into a small gap between attacker and ball,
or make the attacker have second thoughts about that tight curl
around a defender and clipping the defender on the way round. I say
might here tongue in cheek, in my case it probably wouldn’t I’d
have other things on my mind apart from counting fouls.
It
just throws up one or two problems for teams to face throughout the
season and may add that little bit of extra realism which sometimes
is lacking.
So
why penalise the poor old flicking goalkeeper, well on a personal
level it’s surprising how often he comes into play and for me he
becomes the obvious fall guy. It gives a small advantage to the other
team without impacting too greatly in the overall scheme of things,
and it could prove a crucial factor in a top of the table clash or
relegation battle later on in the season. It also adds a little spice
into the mix, which can be sometimes lacking in solo games.
It’s
an idea I’m contemplating for my next season, the above may or may
not be it’s final form, but I’m dearly tempted to give it a
trial.
By
the way some of you eagle eyed readers will probably be thinking
you’ve come across this kind of thing before, and you’d be
correct. The FISTF rules gives yellow cards to players who transgress
their rules acquire a second yellow or orange as its called and their
flicking goalkeeper is removed. So my TOFTT system is a variation of
this, and adapted to run the whole season.
And
No Flicking Goalkeeper
I
chose the spare goalie as for me that caused a bit of a tactical
conundrum I would have to overcome. If you don’t use a spare
goalkeeper you have a multitude of options to reduce the ability of a
team to play it’s natural game. Remove an outfield player, reduce
the teams corner positioning flicks by 1, reduce the amount of onside
flicks allowed, or reduce the amount of players allowed in a wall for
a direct free kick to name but a few. Just don’t make the sanctions
too severe or you may defeat the object of the system which is to
slightly debilitate a team not stifle it.
VAR
and The Offside Trap
In
my honest opinion VAR is not a viable option or needed in our world,
but I will say one thing if anything happens in a game and you are
unsure whether to allow it or not, why not just roll a die and abide
by the result, odd numbers yes even numbers no, and worry about it
later, keeps the game flowing, I’ve mentioned this DAR system in
previous posts devised by David Forsyth, and this is just another
variation on a theme.
The
Offside trap is another thing that happens in the real game which is
lacking in our tabletop variant. So how about if we try and create an
opportunity for that to happen. After a bit of thinking and testing I
came up with the following.
Once
per half a team who is in possession in it’s own half of the field
outside of it’s shooting area (that’s the second quarter of its
own half), a team may flick up to 3 of its players in it’s shooting
area into better positions, but not flick any teammates that are
outside the shooting area. If this makes his opponents offside in the
process, or it regroups the defensive line, all well and good, if it
manages both that's job done! The only thing a player has to decide
is when is the best time is to attempt it to give it maximum effect.
It’s basically a limited variation on the old Subbuteo organising
rule, which has been discussed on here before. I’m not a fan of
this rule as regulars are probably aware but used on a limited basis
once per half in this way is certainly starting to appeal on a
personal level.
Buffeting,
Foul or Not
I
had never given buffeting any consideration at all, it was something
that happened in games an attacker that played a short pass from just
outside the shooting area, and displaced a defender in the process
was OK providing the attacker played the ball first. But I played a
game recently where I literally played a short pass and cleared a
couple of defenders out of the way enabling an attacker to take a
shot. It was after the game that I thought, should that really have
been allowed, well yes it was under my current rules, but maybe I
should have a little rethink here, I must admit that clearing the
defenders out of the way was a deliberate act on my part, and it was
executed almost to perfection. If such a move had happened on a
football pitch, I think the referee may have said something to a
player that passed then carried on running using himself as a human
bowling ball, and the defenders as skittles.
I
applied a little logic here, what about if defenders are displaced
further than the length of the pass they gain possession, either
award a free kick or just simply play on from the now current
position and give the defence the choice of which option to take. But
allow the attackers to have a shot, force a throw, corner, etc.
without such restrictions. I did actually play this way in a couple
of mid season friendlies just to try it out, in one game, a short
pass was made and trying to advance the player forward at the same
time, took a defender out of the game, giving the attacker a now free
run, perfectly acceptable under the old rules, but now it gave the
defence possession, and a free kick option. This type of thing did
happen 2 or 3 times, and seemed to work out quite well for me. It
made me rethink my tactics a little and helped the defence at the
same time. So I’m just putting it out there, it maybe something
other soloists may want to consider.
So
What’s The Point Of All This?
That
all depends on the individual, none of the ideas in this post will
make the game any better, but for players like myself who want to
add a little extra I hope you’ve found something to inspire you to
go on and do your own thing. I’m considering incorporating my ideas
in some form or other into the next season of the Bonfire Alliance,
and see how it all pans out. Variety is the spice of life, the more
different spices we have the greater the variety of flavours we have
to enjoy. As usual feel free to put your own methods and ideas into
the pot they’re always welcome.
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