RANGERS CUP / POWER CARDS

Power Cards

A Power Card temporarily changes a rule after the referee approves activation. Its effect ends at the stated time or condition.

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.
Private until activation

Normally one draw per team per match. A team may view its card privately; only an activated effect appears on the public display. Each card activates once and may be cancelled by the referee.

12 rules

Self-use cardTrial format

Double Goal

全队双倍进球

All valid goals by the activating team count as 2 points for 2 minutes.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Drawing team

Rule version 4.0-experimental.1 · Experimental ·

  1. At a referee-approved stoppage, activate for your own team.
  2. Every valid goal by your team during the 2-minute activation window counts as 2 points.
  3. Scoring a goal does not consume the card. End after 2 minutes, the period ends or referee cancellation.

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

Read the full rule

Full instructions

  1. At a referee-approved stoppage, activate for your own team.
  2. Every valid goal by your team during the 2-minute activation window counts as 2 points.
  3. Scoring a goal does not consume the card. End after 2 minutes, the period ends or referee cancellation.
  4. Do not combine this with another scoring multiplier. Safety and referee decisions always take priority.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
All valid goals by the activating team count as 2 points for 2 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
Announce activation and the 2-minute window. Confirm every valid goal and award 2 points to the activating team. Goals do not end the effect. Pause its countdown with match time; end at period end or cancellation.
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
Drawing team
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
Activating team: 2 points per valid goal throughout the window; opponents: 1 point. Multipliers never stack.

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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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 ↗
Self-use cardTrial formatSetup required

Star Striker

传奇射手

For 3 minutes, the designated player’s valid goals count as 3 points; teammates’ goals count as 1.

Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
One designated player on the drawing team

Rule version 4.0-experimental.1 · Experimental ·

  1. Designate one player before activation using a shirt number or on-pitch role, not a real name.
  2. For 3 minutes, each valid goal by that player counts as 3 points; all other teammates score 1 point per valid goal.
  3. Goals do not consume the card. End after 3 minutes, the period ends or referee cancellation.

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

Read the full rule

Full instructions

  1. Designate one player before activation using a shirt number or on-pitch role, not a real name.
  2. For 3 minutes, each valid goal by that player counts as 3 points; all other teammates score 1 point per valid goal.
  3. Goals do not consume the card. End after 3 minutes, the period ends or referee cancellation.
  4. Do not combine this with another scoring multiplier. Safety and referee decisions always take priority.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
For 3 minutes, the designated player’s valid goals count as 3 points; teammates’ goals count as 1.
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
Record the designated shirt number or role, announce activation and the 3-minute window. Confirm who scored: designated-player goals count as 3; teammates score 1. Keep the effect active after goals.
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
One designated player on the drawing team
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
Designated player: 3 points per valid goal during the window; teammates and opponents: 1 point. Referee confirms the scorer. Multipliers never stack.

Pre-match decisions

  • Designated player · Required

    Record the shirt number or role before activation and brief both teams. Do not enter the child’s real name. Any change requires a referee-approved 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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM08 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM13 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC01 — 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.
  • PC08 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • 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.
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Self-use cardTrial formatSetup required

Rising Star

新星小将

The designated younger player’s valid goals count as two.

Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Drawing team

Rule version 3.1 · Active ·

  1. Choose a suitable younger player from the already approved group.
  2. That player’s valid goals during the three-minute effect count as two.
  3. Other valid goals retain normal scoring.

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

Read the full rule

Full instructions

  1. Choose a suitable younger player from the already approved group.
  2. That player’s valid goals during the three-minute effect count as two.
  3. Other valid goals retain normal scoring.
  4. Never introduce an unsafe age or size mismatch to qualify for the card.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
The designated younger player’s valid goals count as two.
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
Coach confirms ability and physical suitability. This card is not permission for unsafe mixed-age competitive contact.
Target
Drawing team
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
Designated younger player’s valid goals during the effect: 2 each.

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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM08 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM13 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • 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.
  • PC08 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • 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 ↗
Self-use cardTrial formatSetup required

Coach Assist

教练助攻

A coach offers passing support from a protected non-contact station.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Drawing team

Rule version 3.1 · Active ·

  1. Before activation, mark a protected support station outside the player contest area.
  2. For two minutes, the coach may receive and return support passes from that station.
  3. The coach does not defend, tackle, dribble into play or compete physically with children.

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

Read the full rule

Full instructions

  1. Before activation, mark a protected support station outside the player contest area.
  2. For two minutes, the coach may receive and return support passes from that station.
  3. The coach does not defend, tackle, dribble into play or compete physically with children.
  4. Referee sets the station access and passing procedure; stop immediately if players enter the buffer or contact risk develops.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
A coach offers passing support from a protected non-contact station.
Limits
Passing support only. No adult goals or adult-child contact. The coach does not count as an on-field child for participation requirements.
Referee instructions
Demonstrate the rule, confirm the required settings and announce infringements. Agree safe restarts before play; keep an explicit score record.
Safety first
Adults and children must not compete for the ball or make contact. Coach remains at the protected station; cancel if separation cannot be maintained.
Target
Drawing team
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

  • Protected coach station · Required

    Agree the location, clear buffer and pass-return procedure. Coach remains outside competitive contact and cannot score.

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.

  • GM22 — 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.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
Suggest an improvement ↗
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Team Link

团队连线

A three-player attacking combination earns a double goal.

Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Drawing team

Rule version 3.1 · Active ·

  1. Three different teammates must participate in the same attacking possession.
  2. A valid goal completing that combination within three minutes counts as two.
  3. Reset combination tracking when possession changes.

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

Read the full rule

Full instructions

  1. Three different teammates must participate in the same attacking possession.
  2. A valid goal completing that combination within three minutes counts as two.
  3. Reset combination tracking when possession changes.
  4. Referee confirms the three participants before awarding the bonus.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
A three-player attacking combination earns 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
Drawing team
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 three-player combination goal during the effect counts as two; other valid goals remain normal.

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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • 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 ↗
Self-use cardTrial formatSetup required

Super Assist

超级助攻

A designated player’s assist creates a double goal.

Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Drawing team

Rule version 3.1 · Active ·

  1. Name the assisting player before activation.
  2. A valid goal assisted by that player during three minutes counts as two.
  3. Referee and teams agree the assist definition before activation.

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

Read the full rule

Full instructions

  1. Name the assisting player before activation.
  2. A valid goal assisted by that player during three minutes counts as two.
  3. Referee and teams agree the assist definition before activation.
  4. A disputed assist is resolved by the referee; ordinary valid goals remain valid.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
A designated player’s assist creates 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
Drawing team
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 with the designated player’s approved assist counts as two.

Pre-match decisions

  • Designated player · Required

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

  • Assist definition · Required

    Confirm the qualifying final pass and how deflections or a loss of possession affect 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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • PC08 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • 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 ↗
Opponent-effect cardTrial format

Passing Challenge

传球挑战

The opponent must involve three different players before scoring.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Opponent team

Rule version 3.1 · Active ·

  1. Select the opposing team affected by the card.
  2. For two minutes, three different opponents must touch the ball in the same attacking possession before a goal counts.
  3. Reset the count after a change of possession.

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

Read the full rule

Full instructions

  1. Select the opposing team affected by the card.
  2. For two minutes, three different opponents must touch the ball in the same attacking possession before a goal counts.
  3. Reset the count after a change of possession.
  4. The activating team retains its normal scoring requirements.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
The opponent must involve three different players before scoring.
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
Opponent team
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
Affected opponent goals require three different participants; this card adds no bonus points.

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.

  • GM15 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • GM22 — 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.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
Suggest an improvement ↗
Opponent-effect cardTrial formatSetup required

Target Striker

指定射手

The opponent selects its only eligible goalscorer.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Opponent team

Rule version 3.1 · Active ·

  1. The affected opposing team chooses one eligible goalscorer.
  2. For two minutes, only that player may score valid goals for that team.
  3. Announce the chosen player to both teams and the referee.

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

Read the full rule

Full instructions

  1. The affected opposing team chooses one eligible goalscorer.
  2. For two minutes, only that player may score valid goals for that team.
  3. Announce the chosen player to both teams and the referee.
  4. The activating team cannot impose an unsuitable or absent opponent as the scorer.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
The opponent selects its only eligible goalscorer.
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
Opponent team
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 opponent-selected eligible striker’s goals count for the affected team during the effect.

Pre-match decisions

  • Opponent-selected striker · Required

    Affected team chooses its own eligible on-field scorer before activation.

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.

  • GM08 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM13 — The eligible scorer or scoring condition could conflict. Use one scoring-eligibility rule at a time.
  • GM22 — 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.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • PC02 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • PC03 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
  • PC06 — Player participation or eligible-scorer requirements overlap; end the current restriction before activating another.
Suggest an improvement ↗
Opponent-effect cardTrial formatSetup required

Position Shuffle

位置互换

The opponent safely swaps two on-field positions.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Opponent team

Rule version 3.1 · Active ·

  1. At a safe stoppage, the affected opponent selects two on-field players to swap roles.
  2. Keep the swap for two minutes unless the referee stops it for safety.
  3. Confirm the players understand their new positions before restarting.

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

Read the full rule

Full instructions

  1. At a safe stoppage, the affected opponent selects two on-field players to swap roles.
  2. Keep the swap for two minutes unless the referee stops it for safety.
  3. Confirm the players understand their new positions before restarting.
  4. Do not force an unprepared goalkeeper change; any keeper change requires normal checks and suitable equipment.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
The opponent safely swaps two on-field positions.
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 immediate swap during a live challenge. Stop, explain, check suitable positions and restart together.
Target
Opponent team
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

  • Two-player position swap · Required

    Affected team confirms two appropriate players; avoid keeper changes unless separately approved and prepared.

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.

  • GM22 — 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.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
Suggest an improvement ↗
Both-team cardTrial format

Wild Goal

狂野进球

The next valid goal by either team counts as two.

Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Both teams

Rule version 3.1 · Active ·

  1. Announce that the effect applies equally to both teams.
  2. The next valid goal by either team within two minutes counts as two.
  3. End immediately after that goal or at the time limit.

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

Read the full rule

Full instructions

  1. Announce that the effect applies equally to both teams.
  2. The next valid goal by either team within two minutes counts as two.
  3. End immediately after that goal or at the time limit.
  4. Referee prevents double-counting with other bonus effects.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
2 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
The next valid goal by either team counts as two.
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
Next valid goal by either team: 2, then the effect ends.

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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Both-team cardTrial formatSetup required

Team Quest

团队任务

Complete the agreed passing task for separate challenge points.

Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Applies to
Both teams

Rule version 3.1 · Active ·

  1. Organizer defines the passing task and challenge-point award before activation.
  2. Both teams may complete the task during the three-minute effect.
  3. Record challenge points separately from the match score.

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

Read the full rule

Full instructions

  1. Organizer defines the passing task and challenge-point award before activation.
  2. Both teams may complete the task during the three-minute effect.
  3. Record challenge points separately from the match score.
  4. The source does not set a pass count or numeric award for this card; the organizer must specify them.
  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
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
3 minutes of match time after activation, ending earlier at full time or referee cancellation.
Effect
Complete the agreed passing task for separate challenge points.
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
Challenge points only; do not alter the match score unless an explicit separate event rule was agreed beforehand.

Pre-match decisions

  • Passing task · Required

    Specify the pass count, completion definition, resets and whether repeated completions qualify.

  • Challenge-point award · Required

    Set a separate challenge-point value; no default match-score bonus is defined.

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.

  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME03 — Two challenge-point tasks would overlap; complete or cancel the current task before starting another.
  • ME04 — 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.
Suggest an improvement ↗
Both-team cardTrial format

Final Rush

最后冲刺

Valid goals in the final minute count as two.

Duration
The remaining part of the scheduled final minute, never beyond full time.
Applies to
Both teams

Rule version 3.1 · Active ·

  1. Activate only when the scheduled match clock is in its final minute.
  2. Valid goals by either team until full time count as two.
  3. If activation is delayed, only the remaining portion of that final minute is covered.

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

Read the full rule

Full instructions

  1. Activate only when the scheduled match clock is in its final minute.
  2. Valid goals by either team until full time count as two.
  3. If activation is delayed, only the remaining portion of that final minute is covered.
  4. A late activation never extends the scheduled match.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
At an agreed safe stoppage, the referee confirms the card, eligible target and compatibility. A private reveal does not activate it or publish it. Each drawn card may activate once.
Duration
The remaining part of the scheduled final minute, never beyond full time.
Effect
Valid goals in the final minute count as two.
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
Both teams’ valid goals during the activated final-minute window count as two.

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.

  • GM06 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM07 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM09 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM10 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM14 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM19 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM20 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • ME04 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule first.
  • ME05 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
  • ME06 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
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

Double Goal

One window. Twice the reward.

Read the full rule
  1. The activating team’s next valid goal counts as two.
  2. The card ends after that goal or after 60 seconds, whichever comes first.
Activation
Captain requests activation at a stoppage; referee announces it to both teams.
Duration
60 seconds or one valid goal.
Effect
Next valid goal by the activating team scores two.
Limits
No stacking. Shoot-outs and own goals are excluded.
Referee instructions
Announce start/end and record the two-point goal explicitly.
Safety first
No change to contact, eligibility or goalkeeper protection rules.
Experimental · referee briefing required

Walking Card

A shared pause in pace.

Read the full rule
  1. Both teams walk with one foot on the ground.
  2. Running gives the opposition an indirect free kick.
Activation
A captain asks at a stoppage; both teams must hear the referee.
Duration
60 seconds of match time.
Effect
The walking rule temporarily applies to everyone.
Limits
Cannot run alongside Rugby Card or another whole-pitch modifier.
Referee instructions
Signal walking, time the interval, then clearly restore ordinary play.
Safety first
Non-contact throughout; do not penalise an emergency movement to avoid a collision.
Experimental · referee briefing required

Rugby Card

Hand-pass a new possibility.

Read the full rule
  1. Both teams may stand still holding the ball for up to 3 seconds and pass sideways or backwards.
  2. After two hand passes, place the ball down and make a foot pass before a shot.
Activation
At a stoppage after a demonstration; referee confirms both teams understand.
Duration
60 seconds of match time.
Effect
Temporary hand-passing rules apply to both teams.
Limits
No hand-thrown goals. Never combine with another whole-pitch modifier.
Referee instructions
Count hand passes, enforce spacing, then resume with the ball on the ground.
Safety first
No contact, ball snatching or running with the ball; stay 2 metres from the holder.
Experimental · referee briefing required

Silent Coach

Let the players find the answer.

Read the full rule
  1. Both touchlines pause tactical instructions; players communicate and decide.
  2. Encouragement without tactical directions is allowed.
Activation
At a stoppage, both coaches acknowledge the card.
Duration
2 minutes of match time.
Effect
Coaches temporarily stop tactical coaching.
Limits
Never silence a child, referee or a person reporting a safety concern.
Referee instructions
Explain the safety exception; remind coaches and end the interval clearly.
Safety first
Safety, welfare and emergency instructions are always allowed.
Experimental · referee briefing required

Coach Play

A coach takes a precision challenge.

Read the full rule
  1. Pause the match. One consenting adult coach from the activating team takes three stationary passes at a marked target.
  2. Children wait outside the challenge lane. No goalkeeper or opponent stands in the target.
  3. Count target hits separately; they never change the children’s match score.
Activation
At a stoppage with adult consent and a safe, separate lane.
Duration
Three attempts, maximum 60 seconds; match clock paused.
Effect
A non-contact adult accuracy challenge.
Limits
No adult-child contest, no hard shots, no forced participation and no match-score bonus.
Referee instructions
Stop the match clock, clear the lane, count hits, remove the adult and restart the youth match.
Safety first
Adults never play contact football against children. Clear the lane and retrieve balls only on the referee’s signal.
Experimental · referee briefing required

Parents Play

A parent or guardian takes a precision challenge.

Read the full rule
  1. Pause the match. One consenting adult parent or guardian from the activating team takes three stationary passes at a marked target.
  2. Children wait outside the challenge lane. No goalkeeper or opponent stands in the target.
  3. Count target hits separately; they never change the children’s match score.
Activation
At a stoppage with adult consent and a safe, separate lane.
Duration
Three attempts, maximum 60 seconds; match clock paused.
Effect
A non-contact adult accuracy challenge.
Limits
No adult-child contest, no hard shots, no forced participation and no match-score bonus.
Referee instructions
Stop the match clock, clear the lane, count hits, remove the adult and restart the youth match.
Safety first
Adults never play contact football against children. Clear the lane and retrieve balls only on the referee’s signal.
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 →