Space bar. Hit the ball off-centre to send it at an angle.
Round button at the bottom left. Hit the ball off-centre to send it at an angle.
Catching
Hold the space bar when a slow ball touches a player; release it to put the ball down.
Keep your finger on the shoot button when a slow ball touches a player; lift it to put the ball down.
Pass
Shift key: the ball goes to another player on the same rod. Keep it pressed and that player holds the ball.
Blue button: the ball goes to another player on the same rod. Keep it pressed and that player holds the ball.
Spin
Left Ctrl key: a very hard shot with all your rods. The gauge allows 4 spins and refills in 4 seconds. A spin goal is worth half a point.
Red button: a very hard shot with all your rods. The gauge allows 4 spins and refills in 4 seconds. A spin goal is worth half a point.
Points
First to 10 points (or 5: against a team you choose, online the players agree before kick-off). A match to 5 points counts for half: half the points for a win, half a point for a loss, and its card packs hold 3 cards instead of 6. A midfield goal is a demi: it puts 2 points on hold, won by whoever scores the next normal goal. An own goal gives 1 point to the opponent.
Full screen
Turn your phone to landscape, or tap ⛶ in the menu.
Playing online
A win earns 3 points, a loss costs 1. Click a waiting player to invite them, or “1 vs 1” to wait yourself: you then choose one of your player cards to put at stake (you need at least one). The bars next to a waiting player show their level, from their place on the leaderboard. In “2 vs 2”, each player holds two rods, and the computer can take an empty seat.
Against the computer
A win earns 3 points against a hard team, 2 against a medium one and 1 against an easy one. A loss costs 1 point.
Teams to challenge
On the home page, below the waiting players, teams of the computer each put one of their cards at stake (never a star or a legend): beat a team and its card is yours, on top of the card packs. A team nobody challenges leaves the list after an hour.
Cards
Every match you win earns a pack of 6 cards (2 packs against a medium team, 3 against a hard one): players, two special cards (you keep them; most add or remove half a point on the leaderboard, a few add or remove more: the card says so) and a mystery card (a power or one more player). Special cards come in 4 series: completing one earns 300 points. A few are rare, with a golden frame: each one you find earns 10 points. A free pack with a power is offered every day. A card you already own is kept as a duplicate (×2): 2 of the same card at most. Completing a team earns 300 points. When you win a match online, you take one of three of your opponent's cards, drawn at random (in 2 vs 2, each winner takes from one opponent, and each loser gives one card at most); in 1 vs 1, the player who opened the pitch has put a card at stake: if you beat them, you take that one. You can also open a pitch from “My collection”: click a card, then “Put this card at stake”.
Red and yellow cards
If you own a red or a yellow card, it shows below the pitch, next to your powers: click it during a match to play it against your opponent. The game stops while the card hops from player to player, then one opposing player (never the goalkeeper) is sent off (red) or can no longer play the ball (yellow) until the end of the match. A yellow card can be played twice in the same match: if the second one lands on a player who already has one, he is sent off. A card you play leaves your collection.
Powers
Two powers at most are drawn at random at the kick-off of each match, never two of the same kind: one that you trigger and one that works by itself. A power you trigger only works from the back: with the ball at the feet of your goalkeeper or one of your defenders, hold the spin key until the charge is full. A power stays in your collection until you use it in a match; from then on it lasts 3 matches, 3 days at most. A charged shot can be fired 5 times per match at most.