Eurocards 2004

By Michael Douglas

 

You will always find the latest version of this game here: http://www.manwithnomouth.nildram.co.uk

 

Contents:

 

1. Running The Game

2. Game Options

3. Team Select

4. Playing A Match

5. EURO 2004 Mode

6. Mike's Tips

7. Version History

 

1. Running The Game

 

Well you've clearly mastered the art of zip programs if you're reading this file so congratulations for that. If this game fails to run, asks for a DLL or something like that then download the Visual Basic 6 runtime files. You’ll usually find a link to them on my website http://www.manwithnomouth.nildram.co.uk. If not, go to www.google.com and search “Visual Basic 6 Runtime Files”.

 

2. Game Options

 

Your 2 main options from the main menu are to begin the EURO 2004 competition or play a friendly match. You can also choose an alternative cardset (2 are included in the game, or you can make your own if you can’t stand them), view this readme from the game or look at the credits.

 

When you select EURO 2004, you will be given 2 main options. You can either play the game from the group stages of the tournament (i.e. 16 teams remaining) or if you want more of a challenge you can play the full qualifying campaign choosing from 1 of the 51 European countries and try to qualify for the competition.

 

You can also choose to randomize the groups or not. If you randomize the groups a new draw will take place and the groups will be mixed up. If you don’t choose this option it will use the groups used for the real EURO 2004 tournament. (Note that if you don’t randomize the groups you will not be able to alter which teams enter the competition)

 

3. Team Select

 

You will see 6 categories of teams on the left, ordered by their name. Click a category to show the teams in that category. You can then click the team names to alter their participation in the game from computer controlled, to human controlled or to not take part in the tournament. You can have all teams human controlled or none at all, it’s your call.

 

4. Playing A Match

 

Ok, the complicated bit! Let’s explain how this works.

 

The idea is simple; when it's your turn (your 'possession') you can click on a card. This reveals a match situation such as a goal, a tackle, an injury, etc. Each has a different impact. On most cards there is a calculation by the game using each team’s skill level to determine the result of your action. You will find the following card types:

 

·       GOAL - Will score a goal for you no matter how unskilled your team is if you select it. Possession goes to the other team after selection.

·       CHANCE – Will give you a chance at scoring a goal depending on the type of chance and how skilled your team is. There are 2 types of chance. Excellent chances and small chances (colour coded light blue and darker blue respectively). If you have a high team skill compared to your opponents the more likely you are to score from it. But you can affect these odds if you are the underdog, more on that later. Possession goes to the other team after selection.

·       PASS – You will keep possession for another turn. However, sometimes (especially if your opponents are much more skilled) your pass will be intercepted or will fail. There are also two types of pass cards, good and dodgy passes. A good pass will make it very likely your turn continues, a bad pass gives you less chance of maintaining possession.

·       TACKLE – You lose possession. However depending on your team skill you may be likely to ride the tackle or get fouled, allowing you to keep possession.

·       OFFSIDE – You lose possession, it’s that simple! However if a team chooses the break offside trap strategy and clicks an offside card, this card turns into a goal card! More on that later.

·       INJURY - You lose 1 substitute option and 1-3 skill points. More on skill points later. You keep possession if you pick this card.

·       RED CARD - You lose 4-8 skill points and a substitution! Not good. Possession goes to your opponents too!

·       PENALTY - Brings up the penalty screen so you can play the penalty game. A goal is displayed with many green and red targets. Each target will light up with a ball one at a time. If you are the team kicking the penalty, you must click the ‘kick’ button when a ball is within the frame of the goal, i.e. your penalty is on target for the goal. If you are saving the penalty, one target will remain highlighted indicating the place the penalty kicker hit their penalty. You must stop the moving glove targets on the same place as the stationary ball target by pressing ‘save’ at the right time. I.e. your goalie is attempting a save in the same position as the penalty was kicked. This process can be confusing at first, if all else fails shut your eyes and press the button! You might get lucky.

·       END OF HALF - Ends the current half. This card can be picked at any time, so you have no idea how many cards are going to be picked in each half. E.g. it could even be chosen as the 1st card and make nothing happen in that half. There is only one end of half card in each half of the match. Note that in the event of extra time the whole of extra time counts as 1 half.

 

IMPORTANT: The amount of each 'type' of card is displayed at the top. So you have some idea what the state of play is, so how many goals are likely etc. Use this information to decide upon your strategy, that is where the skill is in this game of chance. You should be constantly analysing what cards are around and adjusting your strategy around it. There are tips later in the readme to help you with this

 

Right so those are the cards, what can we do to affect the game ourselves to stop this being a game of complete card selecting luck? I'll tell you.

 

Each team gets a MENTALITY button - attacking or defensive. If you highlight ‘attacking’ before clicking a card, you are more likely to score if you click on a chance card. Conversely, you are more likely to lose possession and if you do, your opponents will get a better attack because you are not defending. The reverse holds true too. If you highlight ‘defending’ before clicking a card, you are less likely to score if you click a chance card, however you are more likely to keep possession. Then if you do lose possession, your opponent will attack you while you are in defensive mode and your opponents will be less likely to score from their chances. So in summary - attacking mode means a better chance to score, more chance to lose the ball and more chance for your opponents to score. Defensive mode means you are less likely to score, more likely to keep the ball and less chance for your opponent to score. Note that your mentality gets reset to defensive when you score or at the start of a new half.

 

Related to this is the SUBSTITUTION button (or rather, 4 of them) denoted by the picture of a man holding up a substitution board. Clicking on them will SWAP a 'hidden' card (one that’s not been selected yet) for a new card.

 

Now this bit is IMPORTANT! Whether you are on attacking/defensive mode decides the type of substitution you are making!! If you are on attacking mode and you click one of the substitution buttons, it will swap a pass or tackle card for a goal or chance card, increasing the chance of another goal (aiding your attack). If you are on defensive mode and you click the substitution button, it will swap a goal or chance card for a pass or tackle card, meaning less chance of a goal. It is also important to note, only 1 sub can be used per turn and using your sub does not lose you possession.

 

Another of your options is ALL OUT ATTACK denoted by the arrows and attacking player symbol. You get 1 of these each match - use it wisely! This strategy lasts only for the next card you pick after you choose it. When you click this strategy you will have a hugely increased chance of scoring – IF you pick a chance card. Therefore it makes sense to use this strategy when there are a lot of chance cards around, to maximise the chances of scoring. Always ensure there are chance cards around before using it, if not, you can always use a sub to create one.

 

Similar to the all out attack is KEEP POSSESSION denoted by the foot on ball symbol. Selecting this means that no matter what the next card is, you will keep possession for another turn. This card only lasts for picking one card, just like all out attack does. So when should you use it? That’s up to you, but combining it with another strategy is often quite powerful.

 

A slightly different strategy is BREAK THE OFFSIDE TRAP denoted by a linesman with a flag and a cross. Using this lasts for only the next card chosen by your team. Should you select a chance card you will have a slightly increased chance of scoring. As an added bonus, if you select an offside card it will turn into a goal card! You have little way of knowing how many offside cards there are as they are mixed in to the ‘Other cards’ column in the display.

 

Your final option is PLAY FOR TIME, denoted by the button with a stopwatch on it. You get 1 of these for each match, and timing is essential (excuse the pun). Clicking play for time will swap a random HIDDEN card for an END OF HALF card. This means the half is twice as likely to end. Remember the end of half card will stop the game so it is only wise to use this option if you want the half to finish in a hurry.

 

At the bottom of the screen below the strategy buttons, a bar will appear for each ‘pass’ you string together (i.e. you chose a card and kept possession, not necessarily chosen a pass card). Each bar gives you a slight boost to your chances of scoring. The maximum amount of bars you can get are 8, which would significantly affect your scoring chances. Note, that if a team loses possession while in ‘attacking’ mode, your opponents will get possession with 2 bars intact to represent their counter-attack. This is an added danger to using the attacking strategy.

 

Note that when playing away games (only possible in EURO 2004 qualifying games), your team will begin matches with 6 skill points less to represent the loss of performance from playing away from home. Against inferior opponents it shouldn’t cause you too much trouble but against rivals of a similar standard, away matches are made that bit tougher.

 

Keyboard Shortcuts:

 

P: Pick a random card

A: Attacking mode

D: Defensive mode

1: All Out Attack

2: Maintain possession

3: Break the offside trap

4: Substitute

5: Play for time

 

5. EURO 2004 Mode

 

You can begin a tournament from the qualifying stages, or the final group stage. Here’s a brief explanation of how the tournament works from start to finish.

 

At the qualifying round, all 51 European teams are in the competition. These teams are split into 6 groups. The host nation, the first seeds (the best teams in Europe), the second seeds, third seeds, fourth seeds and fifth seeds (the worst teams in Europe). In the first round there are 10 groups of 5 teams. Each group has a first seed, second seed, third seed, fourth seed and fifth seed. The host nation gets a bye in this round.

 

A round robin phase begins and the teams in each group play each other twice (for a total of 8 games). The 10 group winners qualify for the final group stage. The 10 second place teams are put into a playoff round.

 

The playoff round is played over 2 legs. The winners in the 5 matches also qualify for the final group stage.

 

There are 16 teams in the final group stage - the 10 qualifying group winners, the 5 playoff winners and the host nation. The teams are put into 4 groups of 4 teams. The teams in each group play each other once, for a total of 3 games. The winners and second placed teams in each group qualify for the knockout phase.

 

In the knockout phase the teams play each other in 1 match games with extra time & penalties if the game is tied. The knockout phase continues until 1 team is left crowned European champion.

 

Throughout the competition in this game, the form for each team will fluctuate based on the results they get. If a team performs better than expectation they will gain form and conversely a big team losing against a small team would lose form. A good run of form can make the difference for borderline teams to qualify for EURO 2004 or for decent teams to overthrow the likes of France and win the competition. Form can be thought of as a boost to your skill points or a limitation of them.

 

6. Mike's Tips

 

This is a game of chance. However use of your strategy options can make you a winner in the long run (it doesn’t mean you will win every game, but you will win many more than if you didn’t use them at all).

 

My advice:

 

Don't use your options much in the 1st half unless there is ample reason to, such as plentiful supply of chance cards to capitalise on. Getting an edge in the 2nd half is much more important. If you have more substitutes than your opponent and are winning keep using defensive substitutes

every turn you get, it'll piss your opponents off and they'll run out of time to find the diminishing chance/goal cards.

 

Play for time only when you are SURE it's worth it. Playing for time when you are 1-0 up and loads of chance cards are around against a decent opponent may be worth doing but your opponent has plentiful opportunities to score on this goal fest of a card layout. Play for time when there's few cards left on a slim lead, or as early as possible with a decent lead would be favourable. Playing for time in the 1st half is just dodgy.

 

Work out how many chance cards there are compared to the amount of other cards left. If it's a high percentage go for your all out attack to capitalise, you will score more often than not. It's a very useful option if used correctly - but if a better chance could arise later then best to hold onto it. Especially if the match goes to a golden goal, nicking the match with an all out attack can save you from a penalty shootout. However if you are behind in the 2nd half you will want to use this option as early as possible to get back into the game just in case the half ends suddenly.

 

With few cards left, combining an attacking sub and an all out attack can give an almost certain goal. E.g. 5 cards left, 3 are chances. Do an attacking sub and go all out attack and you have an 80% chance of hitting a chance card. Conversely, if you see this situation as being a possibility for your opponent, do a defensive substitute to reduce their chances.

 

If you are building up the amount of chance cards ready for an all out attack bear in mind that your opponent may have the all out attack option too - and will have a huge opportunity to score if you hit a dud card on yours.

 

Keep possession when your opponents really need it, or the current card layout is very good. Sounds like obvious advice but keep it in mind. If you are winning you will want to keep possession when there are lots of chance cards. If you are losing you will want to keep possession to perhaps score 2 goals in a row (very possible). But you can create your own strategy.

 

Breaking the offside trap is usually most worthwhile when there is a high percentage of chance cards around combined with a lot of ‘Other’ cards available (which can potentially be offside cards). This situation doesn’t arise often so it’s best to use when there’s a decent amount of chance cards, or as a last ditch effort when behind in a game regardless of the situation. It’s a very good option to have though when there are no chance cards around at all, to summon a goal from nothing.

 

When you are the favourite to win you want to push your advantage. That is, ideally, you want lots of chance cards around so the outcome is determined more by your team’s greater team skill. Use your substitutions to make this true. E.g. 2 goal cards and 1 chance card, use a couple of attacking subs to redress the balance otherwise it’ll come down to whoever hit the goal cards first (50/50).

 

Conversely if you are the underdog, you want to maximise the number of goal cards. Also you will want to gamble often with your strategies to make an unlikely goal. When you are the underdog you cannot expect to win all of the time, but some clever play will guarantee you better results in the long run so your team won’t be the underdog in the future. Always do everything you can to make your odds of winning a game closer to 50/50.

 

Stringing passes together increases your chances of scoring. Therefore why not use your ‘keep possession’ strategy when you have are on a strong sequence of passes (say, 4+). This way you are guaranteed 2 goes at hitting a chance card with your amplified chances of scoring. You could even combine it with another strategy (offside trap perhaps) to enhance your chance of scoring further. Remember if you lose possession on attacking mode, your opponent will get a head start of 2 passes for their next go.

 

7. Version History

 

v1.01:

 

-          Team form added

-          Editor added

-          Readme updated

-          Other small miscellaneous changes

 

v1.0:

 

-          First release!

 

 

Soccer Cards 2004 © Mike Douglas. Game concept and card images used in this game are the property of Mike Douglas.