Rules of the game
A minute-by-minute guide
Duration
Regulated time per match
1OF 20 MIN
1OF 16 MIN
+ Matchball Mode / ShootoutsSecret Cards
Before the game, the coaches choose a secret card at random to use between minutes 5 to 17 and from 23 to 36
Goal x2For the following four minutes, any goals scored by the team will count double.
SuspensionSuspend an opposing player for four minutes (except the goalkeeper).
Star PlayerThe first goal scored by a player selected by the coach will count double. The player must wear an identification armband.
ShootoutThe ball will be placed at the centre of the field, and the player will have 5 seconds to face the goalkeeper in a 1v1.
JokerAny of the previously mentioned cards can be used, or you can steal the opposing team's card.
Reverse PenaltyThe other team takes a penalty. Score — no goal. Miss — the goal is yours.
PenaltyA traditional penalty kick.
President Penalty
- —Must be activated before minute 35:59
- —Cannot be activated during the Scale-Up, Double Goal, Dice, Matchball Mode, or Shootouts phases
- —Only presidents physically present may initiate the penalty
- —Once activated, the opposing team has the right to reply (President Penalty or Player Shootout)

Minute by minute
Key moments of each match

- 0'
Start of the Game
The match begins with one outfield player and one goalkeeper from each team standing behind their goal line. The ball is dropped from a cage, and both players race to take control.
- 0'–5'
Scale-Up
Play begins with a 1v1 with goalkeepers. Then comes the Scale-Up: every minute, each team adds one player until both sides reach 7v7 on the pitch by minute 5.
1v1→2v2→3v3→4v4→5v5→6v6→7v7 - 5'–17'
Secret Card & President Penalty
Teams can press the green button to activate their Secret Card, or the blue button to trigger a President Penalty.
- 17'–20'
Minute 17: Double Goals
At minute 17, a ball of a different color comes into play, and goals count double until Half-Time at minute 20. There is no added time, making buzzer-beaters especially crucial.
- 20'–23'
The Dice
The second half starts with the roll of a giant dice featuring three doubled sides. If the Kings logo or a sponsor logo shows up, it's 1v1 — one outfield player per team plus goalkeepers. Roll a 2, and it's 2v2. Roll a 3, and it's 3v3.
1v1
(+ GK)2v23v3 - 23'–36'
Secret Cards & President Penalty Return
Secret Cards and the President Penalty return to play until the final turning point— minute 36 — when Matchball Mode or the Shootouts begin.
- 36'
Minute 36'
Shootouts
If the score is tied, the match goes straight to the Shootouts.
Matchball Mode
During this phase, if the leading team scores, the match ends and they win. If the trailing team equalizes, the next goal wins. The game continues with the 5v5 Scale-Down: every minute, one player from each team leaves the field until it's down to 1v1 outfield players, plus goalkeepers.
Sanctions
Yellow Card
If a player receives a yellow card, they're sent off for 2 minutes and their team plays with one less. Sanctions also affect the Scale-Down: if a team reaches that phase with a player still excluded, they'll start 4v5.
During Matchball Mode, yellow cards don't reduce players. Each yellow triggers a Shootout, and the player must be subbed out.
Red Card
If it's a red card, the player leaves the field and can't return. Their team plays with one less for 5 minutes, then may bring in a replacement.
During Matchball Mode, a red card gives the other team a traditional penalty, and the player is out for good.
Match Clock
As a general rule, the match clock runs continuously and starts when a player first touches the ball. First half lasts 20 minutes; second half lasts 16 minutes + either the Shootouts or Matchball Mode.
Scenarios in which the clock stops:
- —Medical assistance, only when called by the referee.
- —VAR or referee table reviews (when applicable).
- —Secret Card or President Penalty executions.
- —Referee's discretion in cases of time-wasting.
Sanction Clock
At all times, each team must have at least two outfield players on the pitch. If a team is down to two, sanctions are paused and resume only when more players are available.

















