RANGERS CUP / RULE LIBRARY

Fun Football rule library

24 Game Modes · 12 Power Cards · 6 Match Events. Brief the rules before kick-off, then focus on the players.

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.

42 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 ↗
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.
Suggest an improvement ↗
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 ↗
Self-use cardTrial format

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 ↗
Organizer-controlled eventTrial format

Power Minute

能量时刻

Valid goals in the final two minutes count double.

Rule version 3.1 · Active ·

  1. Organizer may confirm activation during the scheduled final two minutes.
  2. After confirmation, valid goals by either team count as two until full time.
  3. Do not backdate scoring if the organizer activates late.

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

Read the full rule

Full instructions

  1. Organizer may confirm activation during the scheduled final two minutes.
  2. After confirmation, valid goals by either team count as two until full time.
  3. Do not backdate scoring if the organizer activates late.
  4. The event does not extend match time or stack with another multiplier.
  5. Safety and referee authority always take priority. Confirm the safe restart procedure during the briefing.
Activation
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
The remaining part of the scheduled final two minutes; ends at full time.
Effect
Valid goals in the final two minutes 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 after confirmed activation in the final two minutes: 2 each.

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.
  • 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.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Organizer-controlled eventTrial formatSetup required

Golden Ball

黄金球

The next valid goal counts double.

Rule version 3.1 · Active ·

  1. Organizer confirms activation and announces it to both teams.
  2. The next valid goal by either team counts as two.
  3. End after that goal, the agreed event time limit or full time.

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

Read the full rule

Full instructions

  1. Organizer confirms activation and announces it to both teams.
  2. The next valid goal by either team counts as two.
  3. End after that goal, the agreed event time limit or full time.
  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
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
Organizer chooses the active limit before confirmation. 120 seconds is an editable demonstration starting value, not a rule specified by the owner.
Effect
The next valid goal counts 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
Next valid goal by either team: 2, then end the event.

Pre-match decisions

  • Event time limit · Required

    The source defines the next goal but not a fixed duration; set an active time limit or use the remaining period.

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.
  • 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.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Organizer-controlled eventTrial formatSetup required

Team Quest

团队任务

Complete five passes for separate challenge points.

Rule version 3.1 · Active ·

  1. After organizer confirmation, teams attempt to complete five passes.
  2. Agree what counts as a completed pass and what resets the task before activation.
  3. Record the agreed challenge-point award separately from the match score.

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

Read the full rule

Full instructions

  1. After organizer confirmation, teams attempt to complete five passes.
  2. Agree what counts as a completed pass and what resets the task before activation.
  3. Record the agreed challenge-point award separately from the match score.
  4. The specified task is five passes; the numeric award and repeat-completion policy are organizer settings.
  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
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
Organizer chooses the active limit before confirmation. 180 seconds is an editable demonstration starting value, not a rule specified by the owner.
Effect
Complete five passes 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
Separate challenge points for five completed passes; no automatic change to the match score.

Pre-match decisions

  • Challenge-point award and repeats · Required

    Confirm points, completion/reset rules, duration and whether repeats count.

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.
  • PC11 — Two challenge-point tasks would overlap; complete or cancel the current task before starting another.
Suggest an improvement ↗
Organizer-controlled eventTrial formatSetup required

Captain’s Call

队长选择

The captain chooses from organizer-approved challenges.

Rule version 3.1 · Active ·

  1. Organizer prepares a safe, compatible challenge list before the event.
  2. The designated captain selects one challenge.
  3. Organizer confirms the selection, scoring, duration and affected team before it starts.

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

Read the full rule

Full instructions

  1. Organizer prepares a safe, compatible challenge list before the event.
  2. The designated captain selects one challenge.
  3. Organizer confirms the selection, scoring, duration and affected team before it starts.
  4. The source supplies no fixed challenge list; do not generate an unreviewed rule 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
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
Organizer chooses the active limit before confirmation. 120 seconds is an editable demonstration starting value, not a rule specified by the owner.
Effect
The captain chooses from organizer-approved challenges.
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 explicitly selected and briefed challenge award applies; no automatic match-score bonus.

Pre-match decisions

  • Captain and approved challenge · Required

    Name the captain and record the selected safe challenge, target, duration and 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.

  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • 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 ↗
Organizer-controlled eventTrial formatSetup required

Junior Spotlight

小将聚光灯

Give a designated younger player an agreed scoring opportunity.

Rule version 3.1 · Active ·

  1. Coach designates a suitable younger player within the approved group.
  2. Organizer defines the scoring opportunity and exact award before confirmation.
  3. Explain the conditions to both teams before activation.

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

Read the full rule

Full instructions

  1. Coach designates a suitable younger player within the approved group.
  2. Organizer defines the scoring opportunity and exact award before confirmation.
  3. Explain the conditions to both teams before activation.
  4. Do not invent a default multiplier or force an unsafe mixed-age matchup.
  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
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
Organizer chooses the active limit before confirmation. 120 seconds is an editable demonstration starting value, not a rule specified by the owner.
Effect
Give a designated younger player an agreed scoring opportunity.
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
Age alone is not proof of a safe matchup. No forced adult-child or mismatched youth contact.
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 must define the scoring condition and award before activation; no automatic multiplier is specified.

Pre-match decisions

  • Designated player · Required

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

  • Scoring opportunity · Required

    Specify the safe task, eligible scorer, exact points and time limit.

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.
  • 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.
  • PC12 — Scoring windows or bonuses overlap. Never stack multipliers; finish the active scoring effect first.
Suggest an improvement ↗
Organizer-controlled eventTrial formatSetup required

Mystery Minute

神秘时刻

Draw and confirm a temporary rule from an approved pool.

Rule version 3.1 · Active ·

  1. Organizer configures an age-appropriate, compatible temporary-rule pool.
  2. Randomly draw a rule and obtain organizer confirmation before it takes effect.
  3. Brief the rule and its exact duration to both teams.

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

Read the full rule

Full instructions

  1. Organizer configures an age-appropriate, compatible temporary-rule pool.
  2. Randomly draw a rule and obtain organizer confirmation before it takes effect.
  3. Brief the rule and its exact duration to both teams.
  4. The source does not specify the rule pool or duration; do not silently substitute a new rule.
  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
Organizer selects the event, briefs both teams and confirms it at a safe stoppage. No automatic triggers in this release.
Duration
Organizer chooses the active limit before confirmation. 60 seconds is an editable demonstration starting value, not a rule specified by the owner.
Effect
Draw and confirm a temporary rule from an approved pool.
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
Use only the selected approved rule’s agreed scoring; no independent event bonus.

Pre-match decisions

  • Approved temporary rule · Required

    Record the approved pool, drawn rule, duration and compatibility check 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.

  • GM22 — This configurable or random challenge has no pre-approved combined effect. End other temporary effects and confirm the chosen rule 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.
  • 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.
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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 →