Kickoff: One Ball v30

One physical ball. Build an attack, win it back at its real position, then launch your own move.

How to play
  • Choose your manager and a rival before kickoff. Each has a small card-effect modifier, a distinct AI approach, and animated touchline reactions with character-specific dialogue.
  • All movement, shooting zones and manager yardage effects use a clean five-yard grid. Manager boosts change one recognisable tactical strength rather than adding fiddly one-, two- or three-yard adjustments.
  • Every kickoff holds at the centre spot for three seconds before either side can make the first move.
  • Every forward move gives the opposition one response: play a legal defence card or discard. A clean defensive regain flows directly into the ball-winner's attacking turn, matching the original two-ball reaction rhythm.
  • The side with the ball can attack, shoot or discard. After every forward move, the other side gets a genuine defensive turn: Tackle can always be played, while specialist defence cards become stronger reactions inside their clearly marked activation zones.
  • Tiny players shift shape around the oversized ball. Their runs, pressing and challenges illustrate the card action; the ball's yard marker remains the exact game position.
  • The most recently played card remains displayed on the right touchline until the next card replaces it.
  • Tackle is the dependable response to any completed forward move and wins the ball where it stops. Game Changer can do the same on a defensive turn. Offside Trap and Clearance are rarer positional upgrades with additional movement.
  • A Tackle or Interception wins the ball at its real pitch position: if the opponent was 18 yards from your goal, you begin 82 yards from theirs. There is no free 25-yard launch.
  • Only explicit ball-moving effects add territory on a regain: Offside Trap +10, Clearance +25, Save distribution +10 and Punched Clear +35. Your first forward card after any regain gets +10 transition momentum.
  • A held Counter Attack can be the new possessor's next attacking card, but it uses that turn rather than firing for free.
  • Hover or keyboard-focus a shooting card to preview its clearly labelled range on the pitch. A gold arc carries a manager bonus, so the two ends can differ; its label names the manager and bonus. An ordinary Save parries the shot and leaves the attacker in possession for another attacking turn; Punched Clear, Game Changer Save and Professional Foul secure the ball. Every save and defensive reaction uses one turn from the match clock.
  • Every straight red is a match-long penalty and stacks: one red reduces the normal five-card hand to four, while a second reduces it to three. Hand size and maximum hand capacity each fall by one per red, down to a two-card minimum. Fresh hands after goals and at half-time keep every active reduction.
  • After every goal, both sides receive fresh hands and the conceding side kicks off from halfway. A held Injury Time card remains with its owner and occupies one of that fresh hand's slots.
  • Match sound begins after your first click. Use the speaker button beside Pace to mute it, or adjust the volume slider.
  • From roughly 70 minutes, the trailing side can go All Out once per match—but only while it has possession on its attacking turn. Trade three random non-Injury cards for two attacking cards, surge 10 yards and still play your turn.
  • The gamble gives the opposition two random cards above its normal hand limit, and the All Out side cannot save until either team scores. It creates a real chance to equalise and a real danger of being caught.
  • Injury Time cannot be discarded or lost in a redeal. Once drawn, it belongs to that manager through goals and half-time, but it can only be played in the second half. Playing it then adds 12 turns and removes it for the rest of the match; holding it denies the opponent but occupies a hand slot.
  • The second half includes four ordinary stoppage-time turns, taking a normal match to roughly 90+3 even if Injury Time is never played.
  • Hand badges always show why either side has more or fewer cards than the normal five-card deal.
KICKOFF
Half
1st Half
Match clock
0'
60 turns left
Discipline
-
YOU 0 0 AI
Perfect Evening AI: Balanced
-
AI attack: 50 yards from goal Your attack: 50 yards from goal
Your goal AI goal
Your hand You: 5 · normal deal AI: 5 · normal deal
Both sides begin with the normal five-card deal.
0
Attack Defence Shot Save (reactive only) Game Changer (power) Late-match specials
Match log
    Deck intel & discard pile
    Total discarded: 0
    Empty
    Full card count and discard history

    “Unseen” cards are in the draw pile or AI hand. This supports card counting without revealing hidden information.