Wild cards expansion rules 🇬🇧
Wild cards might be the wildest Superclub expansion so far. It introduces 1 new player type, 2 new player positions and 3 new traits. Here’s how they all work 👇
New player type: Veteran
In many ways, a Superclub veteran is the opposite of a talent. Instead of having lots of potential, veterans are already at the top of their game at the start of the game and can only get worse as the game progresses before they eventually retire. You spot a veteran by their dark stars and dark bottom stripe.
When a veteran first enters the game, he will be at full strength and a very useful player. But with every new season – and every injury – there is a chance that he will decline. Every veteran has a combination of dark and light stars. The dark stars mark the point of retirement for that specific player. Each veteran’s development card will have one less light star until there is only one light star left. There are no cards with only dark stars, because at that point, the player is retired and out of the game.
The process of determining if a veteran keeps his level or declines, is very similar to the training of talents. It takes place in the Training stage of the Off-season, and you have to «train» every veteran in your squad in every Off-season. But instead of rolling the number of eyes or higher that you want your talent to reach, you have to roll the same number of eyes or higher as you want your veteran to keep. If you fail, the veteran will lose 1 star, regardless of the number you roll. You can never regain lost veteran’s stars, no matter how well you train him.
Example: You train a former 5-star veteran, now a 4-star veteran with 2 light stars left:
You roll 1: The veteran will lose one star.
You roll 2: The veteran will lose one star.
You roll 3: The veteran will lose one star.
You roll 4: The veteran will remain a 4-star player for the next season.
You roll 5: The veteran will remain a 4-star player for the next season, not go back up to 5 stars.
You roll 6: The veteran will remain a 4-star player for the next season, not go back up to 5 stars.
For veterans coming back from injury, you have to roll the dice one extra time, potentially losing 2 stars in a single off-season.
Note: Veterans are not protected by Key staff members (Such as Mira Clecure) or Game changer cards such as Magic ice spray. The only thing protecting veterans from injuries are Enforcers.
A veteran who has started to decline will lose his value on the transfer market. As you can see on the veteran’s development card, the prices at the bottom of the card are gone, and you can no longer sell him back to the deck. The only way to transfer out a veteran in decline is to strike a deal with one of your fellow managers.
New player positions: Attacking midfielders (AM) and Defensive midfielders (DM)
AMs and DMs are pretty self-explanatory. They are super useful as they give you as a manager added flexibility when setting up your team, simply because the play equally well in multiple positions.
Attacking midfielders: Can play in attack and midfield without losing ability. If played as a defender, the AM will lose the same amount of ability as an attacker would.
Defensive midfielders: Can play in defense and midfield without losing ability. If played as an attacker, the DM will lose the same amount of ability as a defender would.
Note: When playing with only Superclub and the Wild cards expansion, we recommend that playing a player out of position is -1 per third instead of the usual -0,5 because AMs and DMs will be quite common and provide enough flexibility for managers when setting up their team. If playing with more expansions (Top Six, Powerhouses), we recommend the regular -0,5 per third.
New player traits
The enforcer protects the players on either side of him from match day injuries, but not from Game changer injuries. He does not protect himself, but two enforcers side by side will protect each other.
Pro tip: Play enforcers next to your veterans to protect them from rapid decline.
The tactician is an expert in keeping the lead in a game you dominate. If you win the midfield third, a tactician will get a bonus of +1 in his third (attack or defence).
The opposite of a tactician, the comeback specialist is triggered by falling behind in a match. If you lose the midfield, the comeback specialist will provide a +1 bonus to his third (attack or defence).
Note: Playing a player out of position cancel all traits. No pure midfielders have the Tactician or Comeback specialist traits, but some AMs and DMs do. If these are played in midfield, the trait is cancelled, meaning it does not impact the midfield third after it has been decided.