Start a new match whenever you are ready.
Browser edition · first TypeScript port
Tap Test sound to check phone audio.
A quick guide
- Warm-up: use Next and Confirm (or the mouse buttons) to cycle passing, ball position, kicking dice, NO KICK and GO. Each side rolls its warm-up dice only once.
- Running: select a die, select an unused runner, and confirm. Move the black steering square with your mouse or direction pad. Repeated taps on the selected arrow also step. Confirm takes a step; Next stops early. Diagonals count as two inside the die envelope.
- Passing and kicking: do not spend the kicking die. Position the ball first, then choose the die, NO KICK, or RUN. Used runners can still pass and kick. ComboKickPass searches for a goal with up to three players.
- Recovery: collect a friendly ball from an adjacent square. To capture an opponent’s ball, land exactly on it. Interceptions transfer unused dice to the other team.
- Interceptions: at a qualifying checkpoint, a defender within six horizontal-plus-vertical squares rolls. The roll must equal the distance. On a goal shot, outfield defenders must be in their own goalkeeper rectangle. A straight goal shot gives the keeper its usual attempt.
- End of a turn: possession beside a player after the last die allows two final passes. End turn can decline the remaining dice or passes.
- Save and resume: play pauses while you use another app. This browser keeps a local save when available. Export a .soc copy for backup; current Delphi .soc files can be imported and browser .soc exports can be opened in Delphi.
A match ends after five total goals, following the current Delphi rule. Keyboard shortcuts: Tab = Next, Enter/Space = Confirm, arrows = running steps, Escape = cancel, P = pause.