Local football clubs face not
only on-pitch competition but also a constant battle off the pitch for
financial sustainability. Especially when compared to metropolitan teams, one
of the most urgent needs for these clubs is to establish regular and innovative
revenue streams. Yet, relying solely on modest sponsorships and ticket sales no
longer meets the demands of today’s digital and interaction-driven economy. It
is essential to involve loyal supporters in more creative and participatory
ways.
From this need, the “Shift the
Shape” project was born—not just as a product, but as a strategic engagement
model for clubs. This game goes far beyond a classic board game format; it’s
designed around weekly squad selections, in-game tactical decisions, and player
performances. It encourages fans to think tactically, analyze their team, and
take an active role in the footballing narrative. Supporters are no longer just
spectators; they become analysts and decision-makers. In doing so, the game
builds both an emotional and intellectual bond between fans and their club.
In the short term, this game
provides clubs with direct revenue and a unique promotional tool. In the medium
term, thanks to weekly updates and new content, it evolves into a sustainable
business model. Particularly among younger fans, it cultivates a culture of
consistent engagement, tactical thinking, and even micro-investment in the
club. Each new scenario or updated card set not only generates additional
income but also increases digital interaction with the fanbase.
This board game redefines the
traditional relationship between club and supporter. It is not merely a
product—it’s a storytelling medium that brings the club’s weekly journey into
homes and makes every matchday experience part of the fan’s weekly routine. For
the supporter, it’s not just about backing the team; it’s about thinking with
it, making decisions, and building strategy. This deepens the sense of
belonging and ownership fans feel towards the club.
From the club’s perspective, the
board game represents a low-cost, high-loyalty investment. Unlike traditional
merchandise, this product offers a renewable income model, thanks to its
constantly updatable structure. Weekly match scenarios, updated player cards, and
new challenges prolong the game’s lifecycle and offer fresh sales and
engagement opportunities each time.
Moreover, the game allows clubs
to connect with a younger, more analytical generation of fans—those who read
the game, enjoy strategy, and want to be intellectually involved. While
families and children find it fun and accessible, adult football enthusiasts
find a strategic layer that increases the club’s brand value and fosters
stronger emotional ties. In short, this project helps build not only today’s
but also tomorrow’s supporter–club relationship.
The board represents a football
pitch, visually divided into three primary zones using red lines. Each team
must place its defenders, midfielders, and attackers within their designated
zones. The pitch is split into 84 smaller grid squares, and each player
alternately places six players on the board. Players can be placed freely, so
long as the zone rules and red boundary lines are respected.
The 12 players in the game are
selected from the previous week’s match squad. Each week, the club will produce
and release updated cards based on real player performances. To help players
describe and follow moves easily, coordinate markers (like in chess—letters and
numbers) have been added to the side and top of the pitch. This is optional and
mainly serves for clarity in describing actions.
An example layout is shown below,
featuring blue and yellow teams. The pitch’s appearance and team colors can be
customized to suit each club. If the field markings are too visually intense, a
simpler design with a muted background and dotted lines can be used.
On the field, players are marked
as F1–F2 (forwards), M1–M2 (midfielders), and D1–D2 (defenders), making
positioning and strategy easier to follow. Player cards are also part of the
game’s core mechanics. These cards feature the player’s name, photo, and eight
performance categories: pass, duel, shooting, dribbling, off-the-ball movement,
tackling, take-on, and crossing.
For this explanation, the same
attributes have been applied to equivalent positions on both teams to keep the
example simple. In actual gameplay, each player’s stats will reflect their
previous week’s real performance. This means every match produces a new version
of the game, encouraging variety and continued engagement.
Only one week’s card set is
needed to play, but weekly updates allow for evolving strategies, tactical
diversity, and replay value.
Action 4: Yellow D2 moves
1 square (C4).
Back to the Blue Team.
Action 5: M1 passes 3
squares diagonally to F2 (D2 → C2 → C3).
Action 6: F2 shoots. The
shot covers 3 squares (C4 → B4 → A4). With a shooting power of 5, and the required
power being 4 (3 squares + 1 extra for finishing), the shot results in a goal.
Had his shooting power been 3, it wouldn’t have counted.
Now, a more complex scenario.
Action 1: Yellow starts. D2
passes 3 squares to D1 (C4 → D4 → D5).
Action 2: D1 dribbles
forward 2 squares (E5 → E4).
Blue responds:
Action 3: M2
makes a 3-square off-the-ball run toward D1’s location (G4 → F4 → E4).
Action 8: D1 passes
forward to M1 (F4 → G4 → H4).
Blue responds:
Action 9: Both Blue D1 and
D2 are out of position. M1 has a clear shot from his position, and Blue can’t
intervene effectively. Despite being their turn, neither D1 nor D2 has the
tackling power to dispossess Yellow M1, whose duel stat is 5. M1 shoots and
scores.
*A1, A2, B1, B2, C1, C2
*J1, J2, K1, K2, L1, L2
*A6, A7, B6, B7, C6, C7
*J6, J7, K6, K7, L6, L7
In these areas, a player may use
their crossing attribute instead of their regular passing if their pass rating
isn’t sufficient.
Similarly, the
"take-on" attribute wasn’t used in this round. This skill is employed
when a player wants to beat the opponent directly in front of him. If the
player’s take-on rating is higher than the opponent’s duel stat, the player
bypasses the opponent, continues with the ball, and may shoot if in range.
Additionally, clubs could create
custom tactical scenarios weekly by pre-placing players based on actual
matchday data, adding further challenge and variety.
For clubs with the means, this
game could even be used for matchday mini-tournaments at the stadium before
kick-off. Entry fees could be collected, and rewards given to the top
performers—an added revenue source with community engagement.
I hope I’ve been able to convey
the core philosophy behind this game. All it requires is a football pitch
layout, player cards, scenario cards, and simple symbols to represent players
and the ball—making it an extremely low-cost initiative.
Of course, a more advanced
version of this game could be developed, and there may be challenges I haven’t
accounted for. But the real purpose here is to spark an idea.
For a football club, the ultimate
goal isn’t just to win matches—it’s to build a meaningful universe around each
matchday. When you can connect the flag waved in the stands to the game board
opened at home, the club’s presence is no longer confined to 90 minutes. Even
after the final whistle, a sense of belonging lingers; a bond is sustained.
Because at that point, the fan
becomes more than a follower of a scoreline—they become part of a strategy, a
story, and a game. True success lies in being able to recreate that emotional
experience, week after week.
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