How to Play Striker? | Official Rules

Players: 2–4 | Age: 8+ | Playing Time: Approx. 15 minutes


Setting Up Striker

How do you deal the cards?

Each player gets their own deck of 52 cards. The youngest player chooses either the orange or blue deck
Remove the 2 VAR cards from your deck and place them face down beside you.Have your opponent shuffle your VAR cards so you don’t know which VAR card is which.

Striker VAR goal no goal

Now shuffle your deck thoroughly. This is especially important before the first game, as the cards may be arranged in order straight from the factory.
Place your deck (called the draw pile) in front of you where it is easy to reach.


How does the match start?

Each player draws 6 cards from their draw pile and keeps them hidden in their hand.
The youngest player starts and may begin building an attack.


Gameplay

Building Attacks

Striker consists of 3 zones:

  • Defense (red cards)
  • Midfield (yellow cards)
  • Attack / Scoring Zone (green cards)

Start an attack by placing a red numbered card in the center of the table. The number on the card (1–5) does not matter.
You may start multiple attacks at the same time and even begin several new attacks during the same turn.
A maximum of 5 attacks may be on the table at any time. This includes both your attacks and your opponent’s attacks combined.

Advancing Your Attack

To continue an attack, place the next numbered card on top of your attack pile.

Examples:

  • 3 on 2
  • 5 on 4
  • 8 on 7

When you play a 6 on a 5, you move from the Defense zone (red) into the Midfield zone (yellow), bringing you closer to scoring.
Use Pass (P) cards to move directly from Defense to Midfield or from Midfield to Attack.

Striker kaartspel pass van verdediging naar middenveld

Taking Over an Opponent’s Attack

You can take control of an opponent’s attack by playing the same numbered card.

Examples:

  • 7 on 7
  • 8 on 8

You can also take over an attack by playing the next number.

Examples:

  • 6 on 5
  • 9 on 8

Sliding Tackle Card (S)

The Sliding Tackle card can be used in the Midfield (yellow) zone.
You may place it on any yellow card in an opponent’s attack.

Important: After playing the Sliding Tackle card, you must always place a yellow numbered card on top of it.

Neem aanvallen over in Striker met een sliding

Scoring Goals

Goals are scored using the 10 and 11 cards, known as the Striker cards.
Try to reach these cards as quickly as possible.
The 11 card can only be reached by using the special Yellow-to-Green Pass card.

Important: Never place an 11 on top of a 10. The 10 already represents a scoring attempt.

Scoring in Striker doe je met kaart nummer 9 en 10

Goalkeeper

A Goalkeeper card can stop an opponent’s shot.
Place the Goalkeeper on your opponent’s shot (card 10 or 11).
Make sure the goalkeeper dives to the correct corner. If so, the goal is prevented.

Striker keeper stopt een bal, geen goal

End of Turn

Your turn ends when:

  • You can no longer play any cards.
  • You score a goal.
  • Your opponent saves the shot with a Goalkeeper.
  • A VAR card is used.

After that, play automatically passes to your opponent.

Drawing Cards

Always refill your hand to at least 6 cards.

Example:

You started with 6 cards and played 3 cards during your turn. Draw 3 new cards so you once again have 6 cards in your hand.
If you already have 6 or more cards in your hand, you must still draw 1 card after your turn.

Important: After every turn, you always draw at least 1 card from your draw pile.


End of the Game

The match ends when one player’s draw pile is completely empty.

Important: When a draw pile becomes empty, the opposing player gets one final turn to score in the last moments of the match.


The Winner

The winner is the player who has scored the most goals.


Special Cards in Striker

VAR Cards

The VAR is the game’s 50/50 card.

There is:

  • A 50% chance of a goal.
  • A 50% chance of no goal.

You can use the VAR if you do not have a Goalkeeper available to stop a shot.
The VAR will determine whether the goal counts or not.

Important: The VAR may only be used once per match.

Once one of the two VAR cards has been revealed, both VAR cards are removed from the game.


Red Card

The Red Card destroys an entire attack from your opponent.
Play it during your turn on one of your opponent’s attack piles and remove the entire pile from the game.

Important: The Red Card may only be played during your own turn.

Striker gele en rode kaarten

Yellow Card

Play the Yellow Card on one of your opponent’s attacks.
The Yellow Card removes the top card from that attack pile.


Pass Cards

Pass the ball from zone to zone to score more quickly.

  • Red → Yellow: Play the Pass card on a red card and then immediately place a yellow numbered card.
  • Yellow → Green: Play the Pass card on a yellow card and then immediately place a Striker card (10 or 11).

Important: Whenever you use a Pass card, another valid card must immediately be played on top of it.

Striker kaartspel pass van verdediging naar middenveld

Frequently Asked Questions (FAQ)

What happens if the game ends in a tie?

The match ends in a draw.

When can I use the VAR?

You may use the VAR when your opponent attempts to score with card 10 or 11.
If you do not have a Goalkeeper that can save the shot, you may use the VAR.

Important: The VAR may only be used once per match.

After using the VAR, remove your VAR cards from the game.
Your opponent may still use their VAR later if they have not already done so.

Can I play multiple special cards in the same turn?

Yes.

Since multiple attacks can be active at the same time, you may use several special cards during a single turn.

Example:

  • Use a Pass card on one of your own attacks.
  • Use a Red Card on one of your opponent’s attacks.

Important: Once card 10 or 11 is played as a scoring attempt, your turn automatically ends and play passes to your opponent.

If I use a Goalkeeper and prevent a goal, do I immediately draw a new card?

No.

You first take your normal turn. After your turn is completed, refill your hand as usual.