HOW TO PLAY
Objective of the Game
In Kickoff Tactics, the field is divided into three distinct zones, each representing a key area of play. Your goal is to score more goals than your opponent by controlling these zones.
Matches are decided in Round 4 and Round 8:
At these key moments, each player scores 1 goal for every zone they control. The player with the most goals at the end of the match wins!
Cards & Deck Structure
Each player has a 15-card deck: 11 starting players + 4 substitutes.
Substitutes are added into the deck progressively during Rounds 3 to 6 — one card per round. These include 1 Forward, 1 Midfielder, 1 Defender, and 1 wildcard (excluding Goalkeepers).
Cards represent real-world footballers and include a position (GK, DF, MF, FW) and energy cost (1–8).
Some cards have special Skills that can dramatically shift the match when used at the right moment:
Card Types and Skills
Kickoff Tactics has 4 different card types which are:
1- On Appear: The effect activates instantly the moment the card is revealed after being played.
2- Active: The effect stays in play as long as the card remains on the field.
3- Non Specified: Abilities trigger exactly as written in the description, often under certain circumstances.
4- Base Card: No special abilities — only raw stats.
In addition to card types there are other “skills” in the game:
Move: Changes the card’s current zone to a different one, often strategically.
Marking: Prevents the marked player card from gaining power-ups. The effect
ends if the marked card and the marker are no longer in the same zone.
Booking: Receiving two yellow cards results in a red card, causing the player to
lose their in-game abilities and power.
Tactics System
At the end of Round 4, right before the second half begins, both players are presented with a Tactic — a special mid-match decision.
Each player selects one effect from a random set of three options. The selected tactic is then applied during the second half (Rounds 5 to 8).
Tactic effects vary in nature: Some provide continuous passive bonuses.
Others trigger only once under specific conditions.
Certain effects may require an activation, such as playing a card of a specific type or meeting an in-game condition.
Players can use a one-time reroll to draw three new tactic options. However, rerolling comes at a cost: You’ll start the next round (Round 5) with 1 less energy than usual.
Game Rounds
Each match has 8 rounds. In every round:
1. 2. 3. 4. You draw a card from your deck.
You play cards into one of the three zones.
Played cards are revealed and their effects are triggered.
Power is calculated — but zone control only leads to goals in Round 4 and Round 8.
Energy System
At the start of each round, you gain energy (e.g., Round 1 = 1 energy, Round 2 = 2 energy, etc.).
Playing cards consumes energy, so choose wisely as your unspent energy will not be transferred to upcoming turn!
Rush & Concede Mechanics
RUSH: Confident in your win? Press the Rush button to double the number of trophies you’ll earn — but beware: losing means double the loss!
Concede: Think you’ll lose? Concede to minimize your trophy loss and fight another day.
How to Win the Match
The player who scores the most goals (based on zone control in Round 4 and Round 8) wins the match.
If the score is tied, the game initiates the “Tie-Breaker” sequence in which the most zone controlling player will be victorious.
Card Upgrades & Collection
Earn rewards from matches to upgrade your cards and unlock new cards. As you upgrade cards, your Collection Level increases — unlocking even more rewards and players.
Upgrade output is just visual, there is no effect on the cost or power of the upgraded card but the visuals of it.
Support
For more tips, strategies, and details, don’t forget to check out our Support page.

