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HISTORY OF THE GAME Table Soccer is an exciting game for 2 players combining
intricate skill, tactics, and quick thinking. It is the best and most
realistic of all table soccer games. Nowadays, it is a welcome break from the PC
or video game. It is the real thing.
The technique to propel the figures is
by flicking them with either index or middle finger. Figures must be flicked
cleanly with the fingernail without use of the thumb as either a spring or a
rest. The bases of the figures can be cleaned and polished before a game to help
them slide accurately along the field.
It was invented in 1929 by William
Keeling of Liverpool, England, who named it New Footy. Peter Adolph invented a
similar game called Subbuteo in 1947 and bought out New Footy in the early
1960s. The game was then popularized by Subbuteo from this era onwards,
concentrated mainly in Europe.
After a very successful period in the 1970s,
the sport has since suffered, especially in the last 10 years due to changing
leisure pursuits, brought on by the computer and internet revolution. However,
there has been a recent revival in its popularity with more and more clubs being
set up worldwide. Table Soccer can appeal to everyone, male or female, young
or old, at local, national, or international level.
Invented in 1929 by William Keeling of Liverpool, England, who named it New
Footy. Peter Adolph invented a similar game called Subbuteo in 1947, and
bought out New Footy in the early 1960s.
Subbuteo went through a very
successful period in the 1970s in Europe, particularly in the UK, where editions
such as cricket and rugby were introduced.
There were two separate World
Associations playing different rules for a period of around thirty years - FISA
(Federation of International Subbuteo Associations) and the ETF (European
Tablesoccer Federation).
The two Associations merged in 1993 to become FISTF
(Federation of International Sports Table Football), which exists to this day as
the official World Federation.
INTRODUCTION TO THE RULES The object of the game is to retain possession of
the ball until a goal is scored. Like all sports, the player with the most goals
wins the game! All games are two halves of fifteen minutes, with players
changing ends at half time. Figures must be flicked cleanly using only the
fingernail of either middle or index finger. Leverage can be gained from the
playing cloth but there must be no contact between the flicking finger and the
thumb during a shot. To score the ball must first be fully over the shooting
line (the line that divides the halfway line and the goal-line).
Possession
can be given away by: a) Missing the ball b) Hitting the ball onto an
opponent\'s figure c) Hitting the ball out of play d) Conceding a free
kick (by hitting any figure before the ball) e) Touching any figure by
accident (players can agree to ignore this rule)
For every attacking shot
the defenders can have one blocking flick. This blocking flick must not touch
any figure or the ball otherwise the attacker can opt to have it replaced to its
original position. The attacker does not have to wait for the defender\'s
blocking flick.
The attacker can only have a maximum three touches of the
ball with one figure in succession. After the third flick the ball must touch or
be touched by another figure before the attacker can use this figure again in
the same possession.
For the complete rules covering throw-ins, free kicks,
corners and offside please see the official rulebook - FISTF rules
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