Game components Base game

  • Red Action Card (back)

    (2 x 32 cards) These cards come in three variants, depending on the action they represent – short pass (see right), long ball and dribbling. Whenever a manager plays an Action Card, he can perform the action from the card. The quality of the action is determined by the number of black footballs on the card (more footballs – better quality).
  • Action Card (Short Pass)

    (2 x 16 Cards) Short passess help to keep the situation under control. They are the domain of stronger teams that can bide their time before eventually dismantling their opponents. Meant to keep formations balanced, short passes often guarantee steady progress and fluent movement of players between positions.
  • Action Card (Long ball)

    (2 x 8 cards) Whenever we want to hoof the ball forward, clear the danger or are playing against much stronger opposition, long ball can be extremely helpful. Though not as precise as short pass, long ball can give weaker teams a chance to create something out of nothing with one, successful pass.
  • Action Card (Dribbling)

    (2 X 8 cards) Skillfull dribblers can advance play without need for significant support from their team-mates. Of course, they won’t win matches on their own, but whenever we need to hold the ball or do not want to send too many players forward, dribblers are the ones that we should be looking to.
  • Player card (Regular)

    (2 X 10 cards) Each player card shows given player’s position (defender, midfielder, forward), preferred foot (left or right), defensive quality (lower balls) and attacking threat (upper balls). These cards are constantly moved between formations, strengthening some of them while weakening others.
  • Player card (Star player)

    (2 X 10 cards) Each player card comes in two variants – first team regular and a star performer. The latter is an outstanding player who can make a difference when on the pitch (in gameplay terms star performers have better stats). Using star players to their fullest potential is crucial when planning your tactics.
  • Shooting Card (after Dribbling)

    (3 X 3 cards) In HAT-TRICK, just like in real football, shooting is directly linked to the type of the final ball. Depending whether the shot has been preceded by a short pass, long ball or a dribbling attempt, it will be easier or harder for the shooting player to steer the ball home.
  • Shooting Card (after Long Ball)

    (3 X 3 cards) The quality of the final ball will matter as well – it’s easier to hit a volley following a precise pass than to strike the ball cleanly after a mistimed short pass. In other words, the better the assist, the bigger the chance of scoring a goal.
  • Goalkeeper Card (red)

    (2 X 6 cards) These cards are played by the defending manager whenever the opposing player shoots on goal. They indicate whether the goalkeeper charged or stayed in goal, and where he expects the shot to go. Anticipating opponents decisions correctly can greatly increase goalkeeper’s chances of making a successful save.
  • Shot on goal

    After the trigger has been pulled, we combine Shooting and Goalkeeper Cards to check whether the goalkeeper guessed correctly (his hand must be next to the ‘+’ symbol). If so, the power of the shot is reduced making it much more comfortable for the goalkeeper to produce a save.
  • Team Cards

    HAT-TRICK offers a chance to play as one of 32 national teams varying in strength and the style of play. That is, however, not all – one can easily make new teams (both club and national) or modify the existing ones by simply flipping the best players to the star side.
  • Yellow and red cards

    Since there are fouls in Hat-Trick, there must be cards. These are awarded after each foul play.