Tap two players to swap their formation slots. Slot order runs
defense → attack and applies to every formation card.
0′1st Half
How to play
Win: most goals after 50 turns (25 each). The clock maps
turns onto 90 minutes.
Your turn
Formation (optional, switch freely): tap your team panel's
card, as often as you like before ending your turn. Arrows always
preview every teammate's auto-move (1 square toward its slot, taken
when your turn ends). Slots slide sideways toward the ball.
Pick a footballer: defaults to the ball carrier (or your
closest player to the ball). Tap another teammate to control them
instead — until you move or act, then you're committed.
Movement is a step budget (SPD squares; SPD−1 while
dribbling) spent in any number of segments, before and/or after your
action — zig-zag as you like. You can run through occupied
squares (never stop on them); dribbling through an opponent triggers
a challenge: opposed 2d6+CTL (+support, ties win). Lose by 1–2 and
the ball is knocked loose; lose by 3+ and the defender steals it
where they stand — your run still finishes.
One ball action: tap your selected player to cycle
views — action ring (with odds) → stats → minimal. Ring actions:
pass, shoot, steal.
Undo/redo movement freely — but every dice roll is a checkpoint:
once dice hit the table, nothing before them can be taken back.
Keyboard: ⌘/Ctrl+Z undo · ⇧⌘/Ctrl+Shift+Z redo ·
Esc cancel/close · Space or E end turn.
Dice (all rolls are 2d6 + stat ≥ target)
Pass (PAS): target 6, +1 per 3 squares of distance. Miss =
ball scatters 1–2 squares. Anyone standing where it lands takes it.
Shoot (SHO): target 6, +1 per 3 squares beyond 2, +1 for
corner cells, plus the tight-angle band of the square you shoot
from (the reddened squares near the goal: count columns off centre,
subtract rows out from the goal line, clamp to 0–3). Shooting straight
from a corner adds a further +3.
Doubles on an accurate shot = unstoppable. Otherwise
the defender taps a dive cell on the goal, and the save scales with
how close the guess was: exact cell = certain save; 1–2 cells off
(fewest cells between them) = save on 2d6+CTL ≥ 8 + 3 per cell;
opposite corner (3 off) = no chance. The keeper's position matters
too: +2 to the save target per square they stand off their goal
mouth, and 3+ squares away = stranded, no save at all.
Miss by 1 = loose rebound. A keeper who only scrapes the save
(beats their target by less than 3) can't hold it — he palms it
behind for a corner. Beat it by 3+, or make the no-roll
save, and he gathers it.
Loose ball: land on it. Free if no opponent is adjacent;
otherwise opposed 2d6+CTL (tie = you).
Steal (CTL): stand adjacent to the carrier, roll 2d6+CTL
≥ 8 + their CTL.
Outnumbering: on pickups and steals, add +1 per extra
teammate adjacent to the contest (beyond the opponents there),
capped at ±2. A 2-on-1 is a real advantage.
Out of bounds: the flattened ring around the pitch.
Wayward shots, scattered passes and deliberate clearances can all
cross it. Restart goes against whoever touched it last: touchline =
throw-in (pass only), end line = corner (pass or shoot!) or goal
kick. The taker stands out of bounds and must put it in play.
Set-piece shape-ups happen before the restart is taken.
Throw-in: both teams take one extra drift step toward their formation
slots — defence first. Goal kick: two steps each. Corner: both teams
forget their formation card and jog up to 4 squares toward the
box instead (defence first), and the defending keeper goes straight
onto his line.
Offside is judged when you pass, never when you run.
Run wherever you like. But you may not pass to a teammate who is, at
that moment, all three of: in the opponent's half, ahead of the ball,
and beyond the second-last defender (keeper included — if he
charges upfield the line comes with him). Flagged teammates show a 🚩
while you aim. Passing into empty space in front of a runner is always
legal — that's your through-ball. No offside from a throw-in, corner
or goal kick — though if you carry the ball away from the set piece
first, the exemption ends and normal offside applies.
Charges & abilities (draft mode)
Earning (each once per your turn, bank cap 6): attempt a
pass +1 · attempt a tackle +1 · dribble through a defender +1 ·
attempt a shot +1 · end your turn without the ball +1 · concede a
goal +2. Attempts count whatever the dice say.
Spending: every drafted star has one unique ability
(shown on their card). Activate from the ring; any number of
activations per turn, but each player only once per turn. Keeper
abilities trigger while picking a dive.
Fouls: a frozen player lies down for their next turn —
no moving, no drifting, no supporting.
🎲 Plays on paper too: a 9×18 grid, 14 coins,
2 six-sided dice, beads for charges, and the numbers above.