RANGERS CUP / GAME MODES

Game Modes

A Game Mode changes the rules for a complete match or round. Both teams play by the same special rules.

24 GAME MODES12 POWER CARDS6 MATCH EVENTS

Rule hierarchy & safety

Use the rules in this order: safety and referee authority → core football rules → Game Mode → Power Card → Match Event. Age guidance does not replace a coach’s assessment. Complete the marked setup decisions before play; incompatible effects must not be combined.

Current ruleset: rc-rules-4.0-2026-10-18 · Based on the V3.1 specification; operational recommendations are marked for pre-match confirmation.

24 rules

Spatial constraintsTrial formatSetup required

No Going Back

越线不回头

Cross the line, keep moving forward; backward passes remain allowed.

Rule version 3.1 · Active ·

  1. Once a player crosses the designated line, they may not move back behind it during the active phase.
  2. Backward passes remain allowed: the restriction applies to player movement, not passing direction.
  3. Reset at the agreed restart, substitution or period boundary.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Once a player crosses the designated line, they may not move back behind it during the active phase.
  2. Backward passes remain allowed: the restriction applies to player movement, not passing direction.
  3. Reset at the agreed restart, substitution or period boundary.
  4. The referee identifies the line and reset trigger before kick-off; stop and explain uncertain crossings.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Cross the line, keep moving forward; backward passes remain allowed.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Designated line · Required

    Mark a visible, safe line with flat markers; choose its location before play.

  • Reset trigger · Required

    Choose the applicable restart, substitution or period boundary.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Spatial constraintsTrial format

Forward Only

只向前

Pass forwards or sideways, never backwards.

Rule version 3.1 · Active ·

  1. Forward and lateral passes are permitted.
  2. Backward passes are prohibited during the active phase.
  3. Show each team its attacking direction before kick-off and after switching ends.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Forward and lateral passes are permitted.
  2. Backward passes are prohibited during the active phase.
  3. Show each team its attacking direction before kick-off and after switching ends.
  4. Agree the restart for a backward-pass infringement before play; normal safe dribbling remains available.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Pass forwards or sideways, never backwards.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Spatial constraintsTrial format

Rugby Game

橄榄球模式

Pass backwards or sideways with your feet; dribble forwards.

Rule version 3.1 · Active ·

  1. Only backward and lateral passes are allowed.
  2. Forward dribbling is allowed; this is football, so normal handball rules still apply.
  3. No rugby-style contact, carrying the ball or tackling a ball-holder with the hands.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Only backward and lateral passes are allowed.
  2. Forward dribbling is allowed; this is football, so normal handball rules still apply.
  3. No rugby-style contact, carrying the ball or tackling a ball-holder with the hands.
  4. Referee demonstrates attacking direction and the difference between a forward pass and forward dribble.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Pass backwards or sideways with your feet; dribble forwards.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
No rugby tackles, wrestling, charging or grabbing. The name describes passing direction only.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Spatial constraintsTrial format

Walking Football

步行足球

Walk only and find space with passing.

Rule version 3.1 · Active ·

  1. Players may only walk throughout the active period.
  2. Running and sprinting are prohibited; keep at least one foot on the ground.
  3. Referee stops running and restarts safely after a reminder.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Players may only walk throughout the active period.
  2. Running and sprinting are prohibited; keep at least one foot on the ground.
  3. Referee stops running and restarts safely after a reminder.
  4. Passing and shooting follow the agreed youth football rules; walking never grants extra contact rights.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Walk only and find space with passing.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Spatial constraintsTrial formatSetup required

Zone Breaker

区域突破

Progress through the designated zone before shooting.

Rule version 3.1 · Active ·

  1. Teams must progress through the designated zone before shooting.
  2. Referee explains what counts as completing the zone requirement before play.
  3. Reset the zone requirement when possession changes; announce whether the attack has qualified.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Teams must progress through the designated zone before shooting.
  2. Referee explains what counts as completing the zone requirement before play.
  3. Reset the zone requirement when possession changes; announce whether the attack has qualified.
  4. The reset convention is an operating default to confirm before the session, not an extra scoring multiplier.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Progress through the designated zone before shooting.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Zone and completion rule · Required

    Mark the zone and agree whether controlled dribbling or a completed pass through it qualifies.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Player rolesTrial formatSetup required

Super Assassin

超级刺客

Your designated Assassin scores double.

Rule version 3.1 · Active ·

  1. Each team names one Assassin before the period.
  2. Valid goals by the Assassin count as two; other valid goals count as one.
  3. Make the role visible to both teams and the referee.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Each team names one Assassin before the period.
  2. Valid goals by the Assassin count as two; other valid goals count as one.
  3. Make the role visible to both teams and the referee.
  4. The role grants no contact, obstruction or tackle privileges.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Your designated Assassin scores double.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Assassin goals count as two; other valid goals count as one. Never stack multipliers.

Pre-match decisions

  • Designated player · Required

    Name the Assassin before play; announce changes only at an agreed stoppage.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Player rolesTrial formatSetup required

Super Ninja

超级忍者

A legal Ninja ball win opens a ten-second double-goal chance.

Rule version 3.1 · Active ·

  1. Each team designates one Ninja.
  2. After the Ninja makes a legal interception or tackle, a team goal within ten seconds counts as two.
  3. Referee starts and signals the ten-second window from the legal ball win.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Each team designates one Ninja.
  2. After the Ninja makes a legal interception or tackle, a team goal within ten seconds counts as two.
  3. Referee starts and signals the ten-second window from the legal ball win.
  4. The Ninja has no special contact rights; decide possession-loss and repeat-win handling in the briefing.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
A legal Ninja ball win opens a ten-second double-goal chance.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
A valid team goal within ten seconds of the Ninja’s legal ball win counts as two; otherwise one.

Pre-match decisions

  • Designated player · Required

    Name the Ninja before play; announce changes only at an agreed stoppage.

  • Window reset · Required

    Agree whether loss of possession closes the opportunity and how a new legal win restarts it.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Player rolesTrial formatSetup required

Legend Striker

传奇射手

Only your designated striker can score a valid goal.

Rule version 3.1 · Active ·

  1. Each team designates its eligible striker before the period.
  2. Only goals scored by that striker are valid.
  3. Other players pass, defend and support under normal football rules.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Each team designates its eligible striker before the period.
  2. Only goals scored by that striker are valid.
  3. Other players pass, defend and support under normal football rules.
  4. The referee announces role changes at a stoppage; agree the restart after an ineligible scorer’s goal.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Only your designated striker can score a valid goal.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Only the designated striker’s valid goals count, normally one each.

Pre-match decisions

  • Designated player · Required

    Name the striker before play; announce changes only at an agreed stoppage.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME05 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC02 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC03 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC08 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
Suggest an improvement ↗
Player rolesTrial formatSetup required

Junior Hero

小将英雄

Celebrate a designated younger player with double goals.

Rule version 3.1 · Active ·

  1. Coach selects a suitable younger player already in the approved group.
  2. That player’s valid goals count as two; other valid goals count as one.
  3. Do not add younger children to an unsuitable competitive group just to use this mode.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Coach selects a suitable younger player already in the approved group.
  2. That player’s valid goals count as two; other valid goals count as one.
  3. Do not add younger children to an unsuitable competitive group just to use this mode.
  4. Brief both teams and stop if matchups become unsafe.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Celebrate a designated younger player with double goals.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Never force mixed-age contact. Coach confirms physical and technical suitability, not age alone.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
The designated younger player’s valid goals count as two; other goals count as one.

Pre-match decisions

  • Designated player · Required

    Name the younger player before play; announce changes only at an agreed stoppage.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Player rolesTrial formatSetup required

Captain’s Mission

队长任务

Bring the captain into the agreed combination for a double goal.

Rule version 3.1 · Active ·

  1. Name each captain and define the required attacking combination before play.
  2. The captain must participate in that combination for a double-point goal.
  3. Referee confirms whether the combination was completed in the scoring attack.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Name each captain and define the required attacking combination before play.
  2. The captain must participate in that combination for a double-point goal.
  3. Referee confirms whether the combination was completed in the scoring attack.
  4. A goal that does not meet the agreed bonus condition retains normal validity and scoring.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Bring the captain into the agreed combination for a double goal.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
A valid goal completing the agreed captain combination counts as two; otherwise normal scoring.

Pre-match decisions

  • Designated player · Required

    Name the captain before play; announce changes only at an agreed stoppage.

  • Attacking combination · Required

    Define the captain’s required involvement; the supplied rules do not prescribe a particular passing pattern.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Technical constraintsTrial formatSetup required

One Touch

一脚出球

Use one touch in the designated area.

Rule version 3.1 · Active ·

  1. Players may take only one touch inside the designated area.
  2. Show the area and explain how the touch restriction applies when entering or leaving it.
  3. Outside the area, normal touch rules apply.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Players may take only one touch inside the designated area.
  2. Show the area and explain how the touch restriction applies when entering or leaving it.
  3. Outside the area, normal touch rules apply.
  4. Choose a safe area size; do not require players to stretch into dangerous challenges.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Use one touch in the designated area.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • One-touch area · Required

    Set a visible area and brief touch counting at its boundary.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Technical constraintsTrial format

Three Touch

三脚限制

Take at most three consecutive touches.

Rule version 3.1 · Active ·

  1. Each player may take no more than three consecutive touches.
  2. Pass or shoot within those three touches.
  3. Referee demonstrates how touches are counted and agrees a safe restart for excess touches.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Each player may take no more than three consecutive touches.
  2. Pass or shoot within those three touches.
  3. Referee demonstrates how touches are counted and agrees a safe restart for excess touches.
  4. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Take at most three consecutive touches.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Technical constraintsTrial formatSetup required

Weak Foot Only

非惯用脚挑战

Score using the designated non-dominant foot.

Rule version 3.1 · Active ·

  1. Agree each player’s non-dominant shooting foot before play.
  2. Only goals scored with that designated foot are valid.
  3. Normal passing remains available; do not force an unsafe body position to attempt a shot.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Agree each player’s non-dominant shooting foot before play.
  2. Only goals scored with that designated foot are valid.
  3. Normal passing remains available; do not force an unsafe body position to attempt a shot.
  4. Referee confirms the scoring foot and agrees how to restart after an ineligible goal.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Score using the designated non-dominant foot.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Only valid goals with the designated non-dominant foot count, normally one each.

Pre-match decisions

  • Non-dominant foot · Required

    Confirm the designated foot with each player; adapt for ability or physical limitations.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME05 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC02 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC03 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • PC08 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
Suggest an improvement ↗
Technical constraintsTrial format

Everyone Touches

全员触球

Bring every on-field teammate into one possession for a double goal.

Rule version 3.1 · Active ·

  1. All on-field teammates must touch the ball in the same possession sequence for the bonus.
  2. A qualifying valid goal counts as two.
  3. The referee tracks participation and resets the sequence when possession changes.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. All on-field teammates must touch the ball in the same possession sequence for the bonus.
  2. A qualifying valid goal counts as two.
  3. The referee tracks participation and resets the sequence when possession changes.
  4. Confirm how substitutions affect the participant list before the period starts.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Bring every on-field teammate into one possession for a double goal.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
All-on-field participation in one possession earns a double valid goal; otherwise normal scoring.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Technical constraintsTrial format

Teamwork Challenge

团队连线

Three different players must combine before a goal can count.

Rule version 3.1 · Active ·

  1. At least three different players must touch the ball during the same attacking possession.
  2. Only a goal after that requirement is met can count.
  3. Reset the count when possession changes.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. At least three different players must touch the ball during the same attacking possession.
  2. Only a goal after that requirement is met can count.
  3. Reset the count when possession changes.
  4. Referee signals when the team has met the three-player requirement.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Three different players must combine before a goal can count.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
A valid goal requires three different players in the same attacking possession; normally one point.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • PC07 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
Suggest an improvement ↗
Competitive modes

Classic Match

经典比赛

Play standard age-appropriate football.

Rule version 3.1 · Active ·

  1. Use standard football rules adapted to the agreed youth age group and competition format.
  2. Confirm pitch size, number of players, restarts and period length before kick-off.
  3. No creative rule is active unless explicitly approved as a compatible extra.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Use standard football rules adapted to the agreed youth age group and competition format.
  2. Confirm pitch size, number of players, restarts and period length before kick-off.
  3. No creative rule is active unless explicitly approved as a compatible extra.
  4. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Play standard age-appropriate football.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Competitive modesTrial formatSetup required

Speed Match

极速比赛

A short match lasting five to eight minutes.

Rule version 3.1 · Active ·

  1. Set the match length between five and eight minutes.
  2. Use normal age-appropriate football rules.
  3. Short duration never means more physical intensity or reduced safety checks.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Set the match length between five and eight minutes.
  2. Use normal age-appropriate football rules.
  3. Short duration never means more physical intensity or reduced safety checks.
  4. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
5–8 minutes, selected by the organizer; the editable starting value is 5 minutes.
Effect
A short match lasting five to eight minutes.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Match length · Required

    Choose a value from 300 to 480 seconds.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Competitive modesTrial formatSetup required

Golden Goal

黄金进球

The first valid goal wins, within a fixed time cap.

Rule version 3.1 · Active ·

  1. The first valid goal wins and ends the match.
  2. Set a maximum match time before kick-off.
  3. Agree the outcome if the cap expires without a valid goal.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. The first valid goal wins and ends the match.
  2. Set a maximum match time before kick-off.
  3. Agree the outcome if the cap expires without a valid goal.
  4. Never continue indefinitely or use unsafe sudden-death challenges.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
The first valid goal wins, within a fixed time cap.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
The first valid goal decides the winner; referee confirms and ends the match immediately.

Pre-match decisions

  • Maximum time and no-goal outcome · Required

    The source requires a time cap but gives no fixed cap or tie procedure; organizer must confirm both.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Competitive modesTrial formatSetup required

Double Goal

双倍进球

Valid goals in the designated period count double.

Rule version 3.1 · Active ·

  1. Announce the exact start and end of the double-goal period.
  2. Valid goals during that period count as two.
  3. Outside it, normal scoring applies.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Announce the exact start and end of the double-goal period.
  2. Valid goals during that period count as two.
  3. Outside it, normal scoring applies.
  4. Referee decides the time of a goal and prevents multiplier stacking.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Valid goals in the designated period count double.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals within the designated window count as two, never four through stacking.

Pre-match decisions

  • Double-goal window · Required

    Set the start and end of the scoring window before kick-off.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Competitive modesTrial formatSetup required

Final Showdown

终极决战

An agreed special scoring rule activates in the final stage.

Rule version 3.1 · Active ·

  1. Organizer defines the final-stage scoring rule before kick-off.
  2. Announce when the final stage starts and ends.
  3. Referee confirms activation and awards the agreed score only.

U8 / U10 / U12 · Difficulty 2/3 · Enabled

Read the full rule

Full instructions

  1. Organizer defines the final-stage scoring rule before kick-off.
  2. Announce when the final stage starts and ends.
  3. Referee confirms activation and awards the agreed score only.
  4. The supplied specification does not define a multiplier or scoring task; this mode cannot invent one automatically.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
An agreed special scoring rule activates in the final stage.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Organizer-configured scoring; no numeric bonus is defined until a rule is explicitly agreed.

Pre-match decisions

  • Final stage window · Required

    Set a start and end time.

  • Special scoring rule · Required

    Write and brief the exact scoring rule; no automatic default is supplied.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC01 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC02 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC03 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Festival modesTrial formatSetup required

King of the Pitch

三队擂台

Three teams rotate; the winner stays for at most two games.

Rule version 3.1 · Active ·

  1. Three teams take turns, with two playing and one resting.
  2. The winning team stays on, but may play no more than two consecutive matches.
  3. After two consecutive matches, the staying team rotates off regardless of the result.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Three teams take turns, with two playing and one resting.
  2. The winning team stays on, but may play no more than two consecutive matches.
  3. After two consecutive matches, the staying team rotates off regardless of the result.
  4. Agree the rotation after a draw and match length before the festival starts.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Three teams rotate; the winner stays for at most two games.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Three-team rotation · Required

    Register three balanced teams and agree tie rotation, with at most two consecutive games per team.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Festival modesTrial formatSetup required

Mystery Match

神秘比赛

The organizer introduces random approved rules at agreed intervals.

Rule version 3.1 · Active ·

  1. Agree an enabled, compatible rule pool and change intervals before kick-off.
  2. At each agreed interval, the organizer draws and confirms the next approved rule.
  3. Brief both teams before the new rule takes effect; do not switch automatically mid-action.

U8 / U10 / U12 · Difficulty 3/3 · Enabled

Read the full rule

Full instructions

  1. Agree an enabled, compatible rule pool and change intervals before kick-off.
  2. At each agreed interval, the organizer draws and confirms the next approved rule.
  3. Brief both teams before the new rule takes effect; do not switch automatically mid-action.
  4. The organizer ends the previous temporary rule before an incompatible replacement.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
The organizer introduces random approved rules at agreed intervals.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Approved rule pool · Required

    Choose age-appropriate rules and approve every combination before use.

  • Change interval · Required

    Set the interval and a safe confirmation stoppage; the source specifies no fixed interval.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • ME01 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME02 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME03 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC01 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC02 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC03 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC05 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC07 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC08 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC09 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC10 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC11 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC12 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
Suggest an improvement ↗
Festival modesTrial formatSetup required

Random Teams

随机组队

Randomize teams, then let the coach balance them.

Rule version 3.1 · Active ·

  1. Randomize the proposed team allocation before play.
  2. Coach reviews and balances teams for ability, size and suitable player matchups.
  3. Only start once the coach approves both teams.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Randomize the proposed team allocation before play.
  2. Coach reviews and balances teams for ability, size and suitable player matchups.
  3. Only start once the coach approves both teams.
  4. Random allocation never overrides age-group separation for competitive matches.
  5. Before selecting or activating this rule, the organizer must record the required match-specific settings shown below. They are not automatically supplied official rules.
  6. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Randomize teams, then let the coach balance them.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Stop for injury or distress. Use age-appropriate football rules; no dangerous contact, slide tackles or forced age mismatches. The referee may stop or cancel any effect.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Pre-match decisions

  • Coach-approved teams · Required

    Review the randomized allocation and record any balancing changes before kick-off.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM24 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Festival modesTrial format

Silent Football

无声足球

Communicate with movement and gestures; safety speech is always allowed.

Rule version 3.1 · Active ·

  1. Players do not use verbal communication during active play.
  2. Safety-related communication is always permitted and never penalized.
  3. Use agreed gestures and normal referee signals.

U8 / U10 / U12 · Difficulty 1/3 · Enabled

Read the full rule

Full instructions

  1. Players do not use verbal communication during active play.
  2. Safety-related communication is always permitted and never penalized.
  3. Use agreed gestures and normal referee signals.
  4. Pause to explain or resolve confusion; do not pressure a child to stay silent when uncomfortable.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Agree the mode and all required settings before the period starts; brief both teams.
Duration
Organizer chooses the period length; 5 minutes is a suggested editable console starting point, not a mandated rule.
Effect
Communicate with movement and gestures; safety speech is always allowed.
Limits
Safety and referee decisions take priority, then core football rules, the Game Mode, Power Cards and Match Events. Scoring multipliers never stack.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Injury, distress, danger and safeguarding concerns must be spoken immediately. Referee and safety instructions remain audible.
Target
Both teams
Age and grouping guidance
U8, U10 and U12 are suggested coaching groups, not safety certification. Simplify for younger players; the coach confirms suitability and keeps competitive age groups separate.
Scoring
Valid goals count as one unless an explicitly approved compatible scoring effect applies. The referee confirms every award.

Compatibility & conflicts

Only one Game Mode operates at a time. Check the compatibility list before activating another effect; effects never override safety or multiply an already doubled goal.

  • GM01 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM02 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM03 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM04 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM05 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM06 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM07 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM08 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM09 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM10 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM11 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM12 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM13 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM14 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM15 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM16 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM17 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM18 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM19 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM20 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM21 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM22 — Only one Game Mode may be active at a time; end or replace the current mode first.
  • GM23 — Only one Game Mode may be active at a time; end or replace the current mode first.
Suggest an improvement ↗
Legacy trial rules archive — original links preserved

These original rules belong to the legacy standalone generator and are separate from the V3.1 rules above. Similar names do not indicate the same rule.

Experimental · referee briefing required

Walking Football

Slow your feet. Speed up your thinking.

Read the full rule
  1. Everyone walks; at least one foot stays on the ground.
  2. Play short passes along the ground. No running, slide tackles or shoulder challenges.
  3. Running gives the opponents an indirect free kick from the spot. Defenders retreat 3 metres.
Activation
Agree the mode before kick-off; apply to both teams.
Duration
One 5-minute trial round.
Effect
A complete walking-only round.
Limits
Keep age groups separate. Normal goalkeeping applies, with no rushing into players.
Referee instructions
Brief walking and non-contact rules; whistle for running and restart safely.
Safety first
Walking does not permit contact. Use a flat, clear pitch and stop for any discomfort.
Experimental · referee briefing required

Rugby Pass

Carry the idea of a pass, not a tackle.

Read the full rule
  1. A player may pick up the ball, stand still and pass sideways or backwards by hand within 3 seconds.
  2. No running with the ball, forward throws, interceptions from hands or tackling the holder.
  3. After two hand passes, place the ball on the ground and complete a foot pass before shooting.
Activation
Before a round, both teams hear the hand-to-foot transition rule.
Duration
One 4-minute trial round.
Effect
Hand passing creates space; goals are scored with feet.
Limits
Hand-thrown goals do not count. A breach gives the other team a grounded restart.
Referee instructions
Count passes and 3 seconds aloud; stop encroachment and reset on the ground.
Safety first
No rugby tackles. Keep 2 metres from a player holding the ball. No throws at heads.
Experimental · referee briefing required

Ninja Zone

Find the space. Unlock the goal.

Read the full rule
  1. Mark a 2-metre-deep passing zone across midfield with flat markers.
  2. Before shooting, complete a foot pass to a teammate inside the zone.
  3. The zone is non-contact. Intercept passing lanes, never challenge a player inside it.
  4. Each change of possession resets the requirement.
Activation
Referee shows the zone before kick-off.
Duration
One 5-minute trial round.
Effect
A zone pass unlocks one possession’s scoring opportunity.
Limits
An early shot cannot score; restart with the defending team.
Referee instructions
Signal “unlocked” after the pass and “reset” on a turnover.
Safety first
No jumping obstacles or physical ninja moves. Space the zone away from goals and obstacles.
Experimental · referee briefing required

No Return

Pass forward through your team.

Read the full rule
  1. You cannot pass directly back to the teammate who just passed to you.
  2. Find a different teammate or dribble into space.
  3. A touch by a third player or a change of possession resets the restriction.
Activation
Explain the restriction to both teams before the round.
Duration
One 5-minute trial round.
Effect
Encourages a third-player passing option.
Limits
A direct return gives the opposition an indirect free kick. Goalkeeper safety overrides the game rule.
Referee instructions
Track only the last passer; use a clear whistle and explain any restart.
Safety first
Do not force a risky pass. The referee may stop play when players are crowded.
Open legacy generator →

How to use the library

Each card starts with up to three pitch-side instructions. Expand it for full rules, timing, targets and referee guidance. Rule IDs identify compatibility; configurable rules require an agreed task or scoring condition first. The referee decides every outcome. Trial formats are not official laws of football.

Choose a mode & draw cards → · Advanced console → · See scheduled sessions and statuses →