| The Microdome is ideal for displaying your whole Microstars collection. The handy carry-case transforms into a fantastic stadium where you can play the WCL game (World Club League).
This set comes complete with 25 Microstars. Eight of the Microstars are exclusive gold base superstars and 3 are exclusive managers, they are only available in the Microdome. There are 14 other players in assorted base colours from previous series releases.

Preparation for the match
To play you need to register a team of 11 players including one goalkeeper. Each manager may only have upto three of any base colour in their starting eleven. Each manager may only have upto three from any same club or national team. There must be only one of each player in a team. i.e you cannot have two David Beckhams, regardless of kit or base colour. Toss a coin to decide who is playing which way in the first half and who will kick off. The attacking team is always the team trying to get into a Shoot box. The other team is the defending team.
Kick-off and starting each move
The manager kicking off looks at the Start Move 1 box at his/her end of the pitch and picks one MicroStar to try to win the Skill Challenge shown on that Start Move box. The defending manager then picks one of his/her MicroStars to defend the challenge.
Neither manager is allowed to look under the bases at the Ratings before choosing their MicroStars.
Manager/s then compare the Skill given in the Start Move box with that Skill Rating on the base of each of MicroStar. eg. Tackle, Pass, Dribble or Cross. If the square says FREE CALL then the attacking player can choose to call any of the moves except Shoot.
The MicroStar with the higher Rating wins the Challenge, If the Ratings are the same the attacking manager wins the Challenge.
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If the attacking team wins the challenge - building the move towards goal
If the attacking manager wins the Challenge, the winning MicroStar is placed on the Start Move box and the move goes forward to the next Move box given in the white square on the Start Move box, eg. E7 or B5 etc. The defending team manager removes the losing MicroStar and may not use that MicroStar again to defend this Move. Both managers then pick a new MicroStar (without looking under the base) to play the challenge in the next box.
If the attacking manager wins again he/she leaves the winning MicroStar on the Move box just played and goes forward to the next Move box shown in the white square on the Move box just played. If the attacking manager keeps winning the Challenges he/she will get to a SHOOT box. |
If the attacking team loses the challenge - the Out of Position Area
If the attacking team loses any of the Challenges the Move is over and possession goes to the defending team who then start their next attacking Move.
When the attacking team loses a Challenge or scores a goal, up to 4 of the MicroStars used in the Move (those MicroStars on the pitch) must be put into the Out of Position Area . These MicroStars may not be used to defend or attack in the next 2 moves. At the end of the next 2 moves the MicroStars in the Out of Position Area are put back on to the stand on the left of each manager ready to play the next move. Likewise the MicroStars on the pitch at that time go into the Out of Position Area.
Shooting, scoring and On The Line defending
When the Shoot box is reached the attacking manager picks one MicroStar to take the shot. The defending manager picks one of his/her goalkeepers.
If the On The Line number in the Shoot box says 1 or 2, the defending team manager also picks 1 or 2 MicroStars who are not in the Out of Position Area to defend the line and puts them beside the keeper either side of the net.
The attacking manager then calls the direction of the shot by saying “Shoot Right” or “Shoot Left”. The managers compare the ratings.
If the Shoot rating on the Striker is lower than the Keepers' Save Rating in the direction of the shot the Goalkeeper has saved the shot and the move is over.
If the Shoot Rating on the Striker is higher or the same as the Keepers' Save Rating in the direction of the shot then a goal is scored unless there are defenders On The Line.
If there are Defenders On The Line (1 or 2) compare the defender's TACKLE Rating(s) with the Striker's SHOOT Rating. If the Shoot Rating is higher than the Defender's Tackle Ratings then a goal is scored. If it is lower the defender has cleared the shot and the move is over. If it is the same compare both MicroStar's PASS ratings and the highest wins. If still level compare DRIBBLE. If still level compare CROSS. If two defenders are on the line, deal with each defender in turn.
Half-time and end of match
Half time is when both teams have completed all their Moves as shown on the pitch. Turn the pitch round to play the second half or change ends. Remember to move all your MicroStars to your end of the pitch. All MicroStars in the Out of Position Area can be brought back into position at the start of the second half.
The match is finished when both teams have completed all the Moves given. The winner is the team who has scored most goals.
If a winner is required in the event of a tie the match goes to penalties.
Each manager chooses one player and they compare shoot ratings. Whoever is the highest wins the shootout. If level, they choose another player and compare pass ratings. Whoever is the highest wins. If still level, two more players are chosen and they compare cross ratings. If still level, dribble ratings are compared for next 2 players and then tackle ratings. If still level, they go through shoot, pass, cross, dribble, tackle in this order for the remaining players until the winner is found.
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