Walkers
Lead the little walkers home: give each one a job to build a bridge, dig a way down or turn the others back, in twenty-five levels.
- Solo
Pick your nation and play the one nearest the ball: pass, shoot with power, curl it as it flies, slide in for it. A friendly, or a cup of sixteen, against the computer at three levels or a friend on a link.
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Teams
The cup
Stats
Goals
Score more than the other side in ninety minutes, played in the length you pick. In a Cup, win four in a row: a draw there goes to a golden goal, then penalties.
You play the one ringed in Amber: whoever has the ball for you, else the one nearest it (it changes as the play moves). ← → ↑ ↓ run with him.
A passes to the teammate most the way you’re facing (held a moment, a ball in the air). S shoots: hold it to build the power round the ring and let go; ↑ or ↓ aim it, and as it flies, the arrows across its path curl it. Too much power and it flies high.
D changes to the player nearest the ball; with one of theirs close on the ball, it slides in for it. Your teammates press and keep their shape by themselves, and so do the keepers.
Out over a touchline, the other side throws it in; over a goal line, it’s a corner or a goal kick. After a goal the side that let it in kicks off. The radar in the corner shows the whole pitch.
In a Friendly pick both teams. In a Cup the draw gives you four opponents, one round after another; lose one and the cup is over, win all four and it’s yours.
Pick A friend in Play against and send the link (Copy link). Each of you picks your own team and plays the one ringed in your colour; the length is yours to choose. Either of you can start, pause and play again; Leave the game ends it for both of you.
← → ↑ ↓ run, A pass, S shoot, D change or slide. P or Esc pauses; Enter plays. On a touch screen use the buttons under the pitch. Pitch turns the camera: Left to right, or Up and down. The speaker turns the sound on or off.
Your teams, the settings and how far you are in a Cup are kept in this browser, and so are your wins; a match in play isn’t, so a refresh starts it again. A match with a friend goes through a small server that passes each side’s keys and what the pitch looks like to the other, keeping none of it; it forgets the room a day after the last match, or as soon as one of you leaves.
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Lead the little walkers home: give each one a job to build a bridge, dig a way down or turn the others back, in twenty-five levels.
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