Play against the AI
Compete against Magnus Bot: your first 5 completed matches every 24 hours count toward the leaderboard.
Play solo →Every move matters. Make yours.
Simultaneous turn-based football. Read your opponent, find the pass and score. Start against the AI or challenge a friend.
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A quick attempt? Play Rondo
Train against the AI, open an online match, or return to the one you left mid-play.
Compete against Magnus Bot: your first 5 completed matches every 24 hours count toward the leaderboard.
Play solo →Create a match, share the code, and play in real time against another person.
Play online →Complete as many passes as possible before the AI wins the ball and enter the leaderboard.
Play Rondo ->A real match with a step-by-step coach for selection, movement, passing, order, and resolution.
Learn by playing ->Open the editor to adjust what the game actually uses: team name, crest, goalkeeper and players.
Changes are saved in this browser and applied to your matches.
Each turn you plan your team, decide the action on the ball, and then everything resolves. Learn the essentials at a glance.
Set destinations for your players. Spreading out creates space and new passing lanes.
Move → Pass lets the receiver get open. Pass → Move lets them receive and then carry the ball forward.
If you start in the shooting zone, reposition without leaving it and shoot from a better angle.
You must start and finish inside the shooting zone.
When the opponent shoots, place the goalkeeper in one of the 5 positions to try to make the save.
You have 10 seconds to choose and confirm.
Stealing is the most important tactical tool in the game. There are three different situations where a defender can take the ball.
The key: only defenders that do not move can steal on a path. If the defender also moves that turn, they do not interfere with the crossing.
If the ball carrier passes through a tile occupied by a defender that is static, that defender steals the ball. The attacker still reaches the destination, but without the ball.
If the ball carrier overlaps with a defender on a tile, possession changes teams .
A pass whose path crosses an opposing defender's tile is intercepted. The defender keeps the ball in their position.
The match is decided in two ways: score 3 goals or have more goals when time runs out.
The first team to score 3 goals wins the match instantly, without waiting for time to run out. Tactical pressure is high from the first turn.
If no team reaches 3 goals, the team with more goals when the match time expires wins. Defending a lead matters as much as attacking.
What did you think? What would you change? What's missing? Your feedback reaches us directly.