PUZZLE 01 / 16EASY

The lofted finish

A crowded lane. An open sky. Find a way through.

01 / 16
FORMATION BOARD
LEFT WINGCENTERRIGHT WING
OFFENSEMIDFIELDDEFENSE
ATTACK THIS WAY ↑

Your teamDefendersGoalkeeper↗ Straight lines & 45° diagonals
QUICK REFERENCE

Common rules

Goal
Score in the fewest moves. Use any players; return passes are allowed.
Start
Use the starting area on each card. “Or” allows either named third; a whole wing spans all three. Alex starts fixed. Field at least one player with the Finisher skill. Other players can stay benched.
Pass
Straight lines or perfect diagonals. Ranges are maximum distances in squares. Forward means toward goal; backward means away from goal.
Ball
Ground is the default. High pass and High receive badges add aerial options. Headers need a high ball.
Step
Click a highlighted square to step, then choose a teammate for the ground pass. Only adjacent empty squares are eligible. Start-region limits no longer apply after stepping.
Shoot
Only players with the Finisher skill can shoot. Shoot from rows 1–2 unless the card lists a longer range; aim at L, C or R above the pitch. No shot and No pass badges are restrictions.
Moves
Pass = 1 · Shot = 1 · Step = 1.
A step-and-pass costs 2. Longer goals still count.
Offside
Receive level with or behind the last field defender. The goalkeeper is excluded.
Defenders
Read When → Then on their cards. Reactions happen before passes; check offside after movement. The goalkeeper stays still. Interceptions and sprung traps lose possession.
Field ranges & extra details

Offense: rows 1–2 · Midfield: 3–5 · Defense: 6–7.
Left wing: A–B · Center: C–E · Right wing: F–G.

Ground passes stop at the first player in the lane. High passes skip intermediate players. Teammates block ground lanes too. Select a player’s card to see available off-ball runs. A run costs one move and leaves the ball with its holder. Defender reactions cost no player moves. Rejected actions and placement cost no moves.

An already-offside pass is rejected. A trap that makes an onside receiver offside ends the attempt. A one-time reaction is marked Used after it triggers.

Select a player card or use the arrows to see their starting area and skills. On mobile, swipe the cards below the pitch; the centered card selects the player. The small skill diagram points toward goal at the top; rays from placed players show their passing directions. Defender reactions and offside still apply.