ATTACK YOU · BALL 0You VS 0Cpu HALF 1 2:00
PENALTIES 0 – 0 You Cpu
YOUR KICK
Match log

    Your ball — drag the carrier to stack a pass or a shot, drag your runners, then press MOVES DONE.

    PLANNING 10
    Phase 1 · Versus CPU

    Guess & Pass

    Simultaneous-move football. Six a side, two two-minute halves. Every change of possession freezes the board and hands you ten seconds to stack every move at once — pass, runs, keeper, shot — then both sides play them out together.

    • Low-poly 3D players standing on a 2D top-view pitch.
    • A ten-second decision window on every possession — the match clock stops while the board is frozen, so thinking never costs you time.
    • When the window closes both sides move at once. Every pass and shot is resolved by pure geometry — proximity races, never dice.
    How to play

    Stack your moves, then watch them play out

    • Your end — you defend the BOTTOM goal and attack the TOP one. Six a side: your keeper and five outfielders all start in your own half, so you always play away from yourself.
    • The decision window — the moment either side wins the ball, the board freezes and the plan clock starts at 10. Nothing moves until the window closes. You stack as many moves as you like in that time; they all resolve together.
    • The pass — drag from the ball-carrier onto a team-mate to pass to them, or into empty space to play it there. Anyone can receive, keeper included. The ball is led into a team-mate's run, so a pass to a moving player meets them on the way.
    • The runs — drag any of your players to drop a ring where they should be when the ball is played. Stack as many runners as you have players.
    • The shot — inside 30 units of goal, press SHOOT (or Space, or double-tap the goal mouth) to stack a shot. Outside that range it does nothing.
    • The save — defending, drag your keeper to the dive point to stack the save. Leave it and the keeper dives on their own read.
    • Closing the window — press MOVES DONE (or Enter). The CPU has to be ready too: if it has finished and you have not, the board stays frozen. If you give no instruction at all, your side plays a random pass.
    • The race — a pass only belongs to you if the nearest player to the ball is yours when it lands. Send the wrong man and it spills loose, and the closest body from either side goes for it. Whoever wins it opens the next window.
    • Keyboard — Space shoot · Enter moves done · Esc pause · M mute · R restart match.
    • Penalties — level at full time, press GO TO PENALTIES. Draw the aim line, then draw the dive line: within the keeper's reach it is saved, otherwise it is a goal.
    Paused

    Time out

    The match clock is paused too — it resumes exactly where it stopped.

    • 1 · Stack the pass — drag from the ball-carrier onto a team-mate to pass to them, or into space to play it into an area.
    • 2 · Send the runners — drag your players to drop a ring where each of them should be when the ball is played.
    • 3 · Set the finish — inside range, press SHOOT to stack a shot; defending, drag your keeper to the dive point.
    • 4 · Close the window — press MOVES DONE. Both sides' moves then resolve at once — nothing here happens one move at a time.
    Full time

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