MANUAL

The match

Two teams of six play two 3‑minute halves in a spherical pool, with goals set into the wall on each side. Whoever's ahead on goals at full time wins; a tie is a draw in the league, or replayed in the knockout tournament (see Season Mode).

Each side fields one Goalkeeper, two Defenders, one Midfielder, and two Forwards. Left unspecified, the lineup auto-assigns whoever's best suited to each role by stats (best Catch keeps goal, best Shooters go forward, and so on) β€” in Season mode you can also set an explicit lineup yourself.

The eight stats

Every player is defined by eight stats. All except HP and Speed are directly contested against an opponent's stat when something happens on the ball, and every contested roll jitters by about Β±15% β€” so a clear edge on paper usually wins, but never a guaranteed one.

StatWhat it does
HPStamina, not health. Every action spends a little; it regenerates slowly when a player isn't on the ball. Run it low and that player's Pass and Shoot power is halved β€” pace yourself.
Speed (SP)How fast a player moves around the pool.
Endurance (EN)A ball carrier's resistance to being tackled β€” it's what a defender's Attack is weighed against in a breakthrough (below).
Attack (AT)A tackler's power to strip the ball away, weighed against the carrier's Endurance.
Pass (PA)How far and how cleanly a player can pass; it wears down over distance and against defenders' Block in the passing lane.
Block (BL)A defender's power to disrupt a pass or shot passing near them, or intercept it outright.
Shoot (SH)Shot power; worn down by distance and any Block in the way, then weighed against the goalkeeper's Catch.
Catch (CA)A goalkeeper's save power against incoming shots. Only matters for whoever's in goal.
Breakthroughs β€” how tackles work

When a defender closes on the ball carrier, it triggers a breakthrough: every nearby defender piles in, and their Attack stats are subtracted, one after another, from the carrier's single Endurance pool for that encounter.

  • The carrier decides first β€” pass, shoot, or dribble β€” and that decision controls how many tacklers it takes on. Dribbling commits to fighting through everyone; passing or shooting only takes on as many as its Endurance can survive before releasing the ball.
  • The instant the Endurance pool runs out, that defender wins the ball. Outlast every tackler taken on and a dribble breaks clear, while a pass or shot goes out clean β€” with no defender left to block it.
  • Any defender nottaken on still gets a touch on the release β€” they collectively block/contest the pass or shot with their Block stat. That's the risk of releasing into a crowd instead of fighting through it.
  • Every tackle contested costs both the carrier and the tackler a little HP, and a defender who gets beaten is briefly out of the play while they recover.

In a live Season match you make these calls yourself β€” see the Playing a Match page for the Break / No Break and Shoot / Pass / Dribble prompts.

Status ailments

Some techniques inflict a temporary ailment on contact: Poison (steady HP drain), Sleep (can't act for a few seconds), or Wither (halves a stat). They come from equipped techniques rather than the base rules; see the Techniques page for the full list.

Each ailment reads at a glance on the pitch: a poisoned or withered player shows a colored ring around their marker (green for Poison, purple for Wither, both at once if they have both), and a sleeping player fades translucent until they wake up.