Sunday 5th September 2021. The event is hosted and organised by Haverhill Rovers Table Football Club and will be held on Sunday 5th September 2021. Entrance fee to the event will be £3, under 18s FREE.
The event is sponsored by Wobbly Hobby Shop, Westwood Table Soccer, Subbuteo Collector, FISTF, the English Subbuteo Association (ESA), Subbuteo Online and Table Football Monthly.
Hot and cold food is available at the venue and there is also a fully licensed bar.
Directions to The Culina Hub, The New Croft, Chalkstone Way, Haverhill, Suffolk CB9 0BW
Follow A11 until the junction with the A1307, travel towards Haverhill going through the villages of Abington and Linton. At the first roundabout take the left towards the town centre and left again at the second roundabout keeping Sainsburys to your right. Go straight over the mini roundabout and then right at the next one, still heading into town. Continuing straight you will then come across two roundabouts close together, turn left and stay left heading up the hill towards Bury St Edmunds keeping Tesco on your right. Take the second right turn, just after the pedestrian crossing, into Chalkstone Way. Continue straight past Samuel Ward Academy on your left and then you will find the ground on your left. There is a car park at the ground.
Follow the A1017 towards Haverhill, after the village of Sturmer at the first roundabout go straight over towards the town centre sign posted A143. At the mini roundabout take the right into Chalkstone Way with the Snooker Club on your left. Follow the road around the estate going straight over three mini roundabouts and then you will find the ground on your right. There is a car park at the ground.
Follow the A143 from Bury St Edmunds towards Haverhill, carrying on past the crossroads for Kedington on your left and Great Wratting on your right. As you come down the hill into Haverhill Chalkstone Way will be on your left before the pedestrian crossing. Continue straight past Samuel Ward Academy on your left and then you will find the ground on your left. There is a car park at the ground.
Places to stay in Haverhill
Government Covid guidance must be followed at all times, further details will be published nearer to the event date.
8am Doors open and stall set up and open all day.
9am The Keith Littler Subbuteo Skills Challenge- Open all day. Prizes for winner and runner up.
9am The Jon Rosten Subbuteo Quiz- Open all day. Prizes for winner and runner up.
9am The Westwood Subbuteo Team Painting Competition- Entries taken all day and judged by a special guest. Prizes for winner and runner up.
9am 1st round Group draw of Advanced Rules Tournament. on Facebook Live drawn by a Stewart Grant (youbutteo and Subbuteo Collector) and Jason Christopher (Argo Table Soccer).
10am - 5pm Advanced Rule Tournament Start
5pm Presentations (also on Facebook Live)
Advanced Rules Tournament (Sponsored by Subbuteo Online) Winner and Runner up.
Jon Rosten Subbuteo Quiz- Winner and Runner Up
Keith Littler Subbuteo Skills Challenge- Winner and Runner Up
Westwood Table Soccer Subbuteo Team Painting Competition (Sponsored by Westwood)- Winner and Runner Up
6pm Event finish
The Collectors Fair
Doors will open at 8am for stalls to set up. Stalls will be open all day unless closed for stall holders playing in the Advanced Rule Tournament.
Due to the venue releasing more space, the stall fee is now FREE. Stall holders who have already paid will be refunded. To reserve your stall, please email to email@example.com.
There is still limited spaces available for stalls so reserving early is encouraged.
Advanced Rule Tournament
The registration fee is £10. Registration MUST be made by Paypal to firstname.lastname@example.org.
There is limited spaces available for the tournament so early registration is encouraged.
Please provide your full name, contact details and state whether you are booking for the tournament or a stall, when making payment. Cash entries will not be accepted. Full refunds will be given if the event is cancelled.
The tournament will be played to Subbuteo Advanced Rules 1974.
Equipment- All Subbuteo branded equipment can be used, up to and not including the Hasbro era. Players must provide their own team(s). The tournament will be played on Subbuteo baize with Modern Metal Goals.
Fixtures will be announced and displayed at the Officials table.
Results must be handed to the Officials table after each match. A match report slip will be provided at each table.
Games will start promptly. Any person not at the game table for the start of the game will lose the match 2-0.
Round 1 will be played in a 4 person group format. Subsequent rounds will be a knockout format.
There are no seedings for the tournament
In the event of a group points total draw the order in the group is then decided based on goal difference(GD). If GD is also equal then goals scored (GS) will decide.
Each match consists of one period of 15 minutes – no half time
There will be no more than a 5 minute break between each group match
Each session is played to time keeping controlled by the tournament Officials.
To aid social distancing there will not be referees for the event until the Semi Finals and Final. We ask all participants to embrace the friendly atmosphere of the day. Where a referee is used the referees decision is final
Old Subbuteo Advanced Rules apply – a copy will be available at the Officials table.
“Shoot out” rules apply in the event of a knock out match being drawn in the knockout stages.
A special thank you to our event sponsors
Subbuteofest21 Playing Rules
Based on the 1974 Subbuteo Handbook
Edited by Simon Goodman
SUBBUTEOFEST21 PERMITTED PLAYING FIGURES
The figures permitted for the Advanced Rule Tournament, on Sunday 4th July, will be Subbuteo Flats, Subbuteo OHW Figures, Subbuteo Moulded Figures, Subbuteo HW Figures, Subbuteo Zombies and Subbuteo LW Figures. Figures must be original and from the era and not modern reproductions.
Place the rod of the goalkeeper underneath the bottom of the goal net so that the goalkeeper can be manipulated from behind the goal.
The playing figures are propelled in the following manner:
The standard Goalkeeper is on a player rod so designed that the goalkeeper is limited in action to the goal area. Where it is desired that the goalkeeper takes a goal kick, free standing‘spare’ goalkeepers are available for this purpose. This goalkeeper can be brought into play to take the kick and then be removed from play. Whilst the kick is being taken the goalkeeper on the rod is out of play and should be withdrawn into the back of the net, coming back into play after the kick is taken and the kicking goalkeeper removed.
ELEMENTARY RULES OF PLAY
The general rules of play are basically the same as those for Association Football, with some necessary additions to govern their application to Subbuteo Table Soccer. The elementary rules are a simplified version of the Advanced Rules, for the benefit ofthe beginner. A certain amount of duplication has been retained for easier reference and to avoid confusion.
THE KICK-OFF AND AFTER
As in real football, a coin is tossed for ends and the losing team kicks off. The centre forward is gently propelled against the ball and the game is on. If the ball does not touch an opposing figure the team that has kicked-off is still in play. A nearby figure is again played at the ball, and so long as the player is hitting the ball with one of his own figures—and the ball does NOT touch an opposing figure—he remains in play.
Immediately the player MISSES the ball with his figure, or if the ball touches an opposing figure, it is then his opponent's turn to play in the same way. The figure that touches the ball last represents the team that is in play, unless the figure flicks the ball out of play. Then the opposing side takes the goal kick, corner or throw-in for the resumption of play. Goalkeepers are neutral and do not alter the sequence of the possession of the ball.
PLAYING TIME, EXTRA TIME, ETC.
SUUBUTEOFEST21 Matches will be 15 mins, one way with no half time. Extra time in rounds after the Group stage will be 5 mins one way.
Twenty minutes each way is recommended for the duration of a game, particularly for competition play, but this can be altered by mutual consent between players. Half-time interval to be agreed, normally five minutes.
In competition play if the score is level at the final whistle, extra time periods of five minutes each way should be played. If still level after extra time the following formula is recommended. Each side to be allowed FIVE shots at goal, as for penalties but taken from different positions ON the SHOOTING AREA LINE.
In each case the ball should be placed in a shootable position (ie completely within the shooting area, just inside the shooting area line). The goal shots should be controlled by the referee, as with penalties, and all figures other than goalkeeper should be withdrawn from the shooting area. The goalkeeper is not confined to the goal-line.
The figures must be flicked cleanly as described, NOT knocked, scraped, or pushed. A free kick should be awarded against any breach of this rule. No one figure may flick the ball more than THREE times in succession. Following each third flick another figure of the same team must play the ball, and so on until possession is lost.
Before a shot at goal can be made the ball must be completely within the SHOOTING AREA.
Either an outfield playing figure or the spare Goalkeeper may be used to take goal kicks. As in real football these are taken from the side where the ball went out of play.
is normally taken from the touchline by flicking the ball in the normal manner from the point where it crossed the line, but the figure taking the kick must not follow over the line into the playing area. If it does, the opposing side is awarded a foul throw and re-takes it.
A foul is awarded when a figure hits an opponent's figure WITHOUT first touching the ball and a free kick is given. When the offence takes place within the penalty area, a penalty is awarded against the offending team.
During a penalty kick the goalkeeper must be standing still on his own goal line. Figures of both sides that were within the penalty area must be withdrawn outside the area and behind the penalty kicker.
A figure is considered 'injured' if during play it is damaged, it may be taken off for repair and then resume play. If it suffers further injury it must be retired from the game. Allowance should be made for 'injury time' by the referee.
POSITIONING OF FIGURES
Figures may be placed in position for the taking of goal kicksand free kicks anywhere, except as follows:
No more than three defending figures may be placed in the penalty area.
Figures may NOT be positioned within the opposing SHOOTING AREA.
For Corner Kicks both sides may flick three figures for positioning and marking, the attacking side flicking first.
For Free Kicks TWO figures and for Throw-ins ONE figure of each side may be flicked into position.
FREE KICKS AND FREE FLICKS
When throw-ins, corner kicks, etc. are to be taken, players may use 'free flicks' to flick their figures into position to mark dangerously placed opposing figures, and/or set up their own for defensive or attacking movements. These are used for positional play and must not contact the ball.
In all sports and games there must be honour between competitors, at all levels. The losing side has the right to declare the length of time that shall be taken for the replacing of the figures for a goal kick. When 'free flicks' take place the defending side should be the last to move a figure. Players should mutually agree as to procedure when in doubt over any matter relative to the game. If a third person is acting as referee his decision should be accepted as final without dispute.
ADVANCED PLAYING RULES
The following complete rules are an extension of the Elementary Rules, and should be adopted by advanced players.
Positioning Tactical positioning (by placing for goal kicks) shall be governed by the rules that the figures shall be placed at least one inch (2.5 cm) apart.
Rule 1.THE KICK OFF
(d) Each side must have at least three figures within 3.5 inches (9cm) of the half-way line and the defending side shall have no figures inside the centre circle.
Rule 2.THE BALL OUT OF PLAY OR FIGURE LEAVING THE FIELD OF PLAY
When the ball passes completely over the touch-line a 'throw-in' must be taken from the spot where the ball left the field. The ball is flicked into play. The figure may only flick once and must not travel over the touchline, otherwise it is a 'foul throw' and will be penalised.
The throw in is made by a figure opposite to that side which touched the ball last before it travelled over the line. 'Forcing' a throw in off an opponent can only be made subject to the following conditions:—
(e) A player may (after being flicked) leave the field of play (i.e. cross the line) and return again on to the pitch proper (i.e. a swerve) without penalty provided it does not leave the green baize or touch the fence surround. If the latter occurs, it should be placed on the touch-line at the spot it first crossed the line.
(f) A figure flicked successfully at the ball but then travelling over the touch-line may be placed on the touch-line at the point of departure and then be used to flick immediately.
(g) A figure travelling into goal.
(1) If an attacker, the figure shall be placed just outside either goal-post on the goal line.
(2) If a defender, the figure shall be placed anywhere within the goalkeeper's box.
In the real game, under normal circumstances, it would be almost impossible for a full-back clearing from his own penalty area to kick the ball on to an opponent and gain a corner at the other end of the field. It would, however, be reasonably simple to do so in Subbuteo Table Soccer. It is, therefore, rules that before gaining a corner, goal-kick or throw in off an opponent the ball must be forced off an opponent within the limits of the quarter it was originally in. In the case of a throw in both figures must be in the quarter to start with; with corners the figure forced off and the ball must be in the same quarter, the forcing figure in the same half.
Rule 3. GOAL SCORING
(a) Before a shot may be taken at goal, the ball must be (entirely) in the Shooting Area, but the figure making the shot need only be in its opponent's half. No shot taken with the ball outside the area can score, no matter what figures the ball touches en route to the goal. No corners, or alternatively goal-kicks, can be attained in this manner. Similarly, if a ball does go into the net in this fashion a goal-kick is awarded. (Rules3(f) and 5(f) are exceptions to this rule).
(e) Attacking players do not have to wait for a goalkeeper to be ready. Likewise, they do not have to wait for the defender's blocking flicks.
(f) The ball passed back into one's own goal from any part of the field—is a goal, or, if travelling over the dead ball line a corner.
(g) The goalkeeper that drags a stationary ball into his own goalconcedes a goal.
Rule 4. OFFSIDE.
(a) At least one defender, other than the goalkeeper, must be in the defending area before 'offside' can be claimed.
(b) Any attacking figure nearer to the dead ball line than the defence, other than the goalkeeper (or other figure), is in an offside position.
(e) A figure in an offside position (as 4(b)) is not actually offside until the ball in passed through, but if from this position he attempts (is flicked) to play the ball he is immediately penalised.
(f) When a 'goal' is scored by a figure from an offside position, and a goal is signalled by the referee before noticing that the figure was offside, unless the situation is apparent at this time enabling the referee to give a sound decision—the decision of a goal should stand. If the game is competitive and has a linesman, the referee may consult him but the referee's decision is final whatever the outcome of this consultation. Any claim to a figure being offside by the defence must be made immediately after the ball enters the net, and before the field has been re-arranged for the kick-off.
(g) If, through the play of his opponents, a figure in an 'offside position' is 'left with the ball', this has the effect of playing him onside and he may continue in the normal manner.
(h) If a ball is passed through to a player in an offside position and touches an opponent before ultimately touching him, he is 'played on' and may continue.
(i) For each 'onside flick' taken by the attack, the defence may have an extra blocking flick for marking purposes.
(j) No figure outside the shooting area can be adjudged offside.
(k) No figure can be offside from the taking of a goal-kick, corner-kick or throw-in.
Rule 5. FOUL PLAY.
(a) It is a foul if the attacking figure hits the defending figure before touching the ball. A free kick or penalty is awarded accordingly. The player to whom the award is made can acceptthe free kick or indicate 'play on', whichever is to his advantage.
A goalkeeper is a special case, see Rule 10(i).
(b) A figure hitting a goal upright, corner flag or surround and rebounding on to the field and hitting an opposing player does not commit a foul, play continues.
(c) A figure over the touch-line but not off the baize can be fouled.
(d) A player laying down CANNOT be fouled and if the ball touches such a player he should be penalised for HANDBALL. Within the penalty area—a penalty. With regard to handball, a referee should give a player reasonable time to stand a player upright.
accidentally when he is in possession—possession goes to the other side or a corner, throw in etc. is given away.
(h) A player shall not put both hands on the table at the same time, in a manner that may interfere with play, though he may hold the goalkeeper whilst flicking. Indirect free kick. (One warning).
(i) A figure being flicked four times in succession. Indirect free kick.
(j) Offside—indirect free kick.
(k) Handball (as 5 (d)).
(I) When a direct free kick is taken inside the shooting area, the defending side may place up to four figures (by hand) as a "barrier" in defence. Subject to Rule 7 (d) (3.5" clearance).
Rule 6. DEFENCE.
The side not in possession (the defence) may have alternate flicks to the attack's positive flicks for defence purpose but when taking these flicks they must not touch the ball or any of the attacking figures, should they do so, the attack may appeal "Back" and have figure and ball restored to their former positions. On resuming, the defence forego the block flick that was replaced in penalty. Should a mix up occur, which in the referee's opinion is blameless to either side, he can restore both figures and ball to their former positions and then order a restart to play from that point.
Rule 7. GENERAL RULES FOR SET PIECES (Corner kick, free kick, penalty kick and throw in)
(a) The figure taking the award shall be picked up first and placed where kick or throw in is to be taken. The attacking side then take their flicks for positioning—three for a corner, two for a free kick and one for a throw in, the defence then do likewise to mark up etc.
(d) No figure may approach within 3.5" (9cm) on these occasions.
(h) Clarification—Movement of players on these occasions.Goal-kick by picking up the figures and placing. Three FLICKS for a corner, two FLICKS for a free kick and one FLICK for a throw-in.
Rule 8. INTERCEPTION
Rule 9. INJURIES.
Should a figure suffer damage or fall apart during a game, it may be taken off and repaired. The referee should note any 'injury time' and allow accordingly. If the same figure is 'injured' again, it must be withdrawn from the game. Substitution for injured or ineffective players should be agreed by the players BEFORE the match and in accordance with current F.A. rules on substitutes. Goalkeepers are not subject to this rule and may be replaced at any time. (This rule may be altered in Official Tournaments & figures replaced when broken).
Rule 10. PENALTIES AND GOALKEEPERS
(h) When a spare goalkeeper is on the field, the proper one should be taken out or pushed well back into the back of the goal. If a spare goalkeeper is on the field and a shot is saved by the goalkeeper on the rod — a goal should be awarded.
(i) A referee will not normally give a foul when a goalkeeper is "fouled" but the defence may appeal on such occasions and if the referee feels the defence are being vitally threatened or penalised in such a situation he may award a free kick or, alternatively, wave play on.
(j) The goalkeeper must not be waved rapidly 'to and fro', neither may he be pushed or knocked outside his box—'Billiards style'—with the handle.
(k) The goalkeeper and his handle are as one. The handle can deflect a shot into the net or save it, as part of the goalkeeper, or give away a corner etc.
Rule 11. THE GOAL-KICK
A goal-kick is given in circumstances similar to that under F.A. rules subject to:—
Rule 12. CORNER KICK.
A corner kick is given in circumstances similar to F.A. rules subject to: —
Note: Similarly, a figure in its own defending area forcing a goal kick off an opponent must be in that area when achieving this (as also must be his opponent and the ball).
Rule 13. REFEREES
THE REFEREE'S DECISION IS ALWAYS FINAL.
QUESTIONS AND ANSWERS
Q. Can I hold the goalkeeper horizontally and in mid-air when a forward is about to shoot?
A. No! The yardstick is Association Football and such an event on the field of play has yet to occur. A goalkeeper may move slowly to and fro corresponding to what might happen in reality. After the shot is taken the goalkeeper may jump, dive or fling himself in mid-air as is usual on the field of play (Rule 13f). He should be upright until the ball is kicked.
Q. May I hold the goalkeeper's rod over the bottom bar of the goal, or in a goal without a bottom bar hold the wire upright so as to shield part of the goal?
Subbuteo Playing Rules
Based on the 1974 Subbuteo Handbook
Edited by Simon Goodman
The purpose of this document is to explain, in hopefully simple terms, major differences between the Subbuteofest Playing Rules and yany other Playing Rules that you might be habitually used to playing.
PENALTIES AND GOALKEEPERS