StreetSoccer for iPhone: Rules

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A session of Streetsoccer has 25 moves per coach. Each team consists of 5 players, 4 outfielders and one goalie. A die role at the beginning of the turn decides how many fields one can move that turn. Whoever scores the most goals wins. It’s that simple... or is it?


The game starts by positioning the players. The starting Coach places one player, the opponent two, the starting player two and so on until the last player is on the field. There are a few rules:

  • The goalie has to start in one of the two fields in front of his goal and he is the only player that may start there.
  • At least one player per team has to start inside the circle and players may only stand in their own half of the circle.
  • At least one outfielder has to stand in each half of the playing field and no player may start from outside the field.

Play-by-Mail: In play-by-mail, all 5 players are set up at once to get the game going more quickly. Specify the target fields separated by dashes (e.g. "B4-D5-E3-F4-H2").


A die role decides how many movement points are available for that turn. The coach must select one of his players and move it until all points are spent or the player reaches the ball. The player can move one field in hoizontal or vertical direction per point. He can move outside the lines but may not move onto a field that is occupied by another player piece.

When a player reaches the ball, his movement stops and from now on all remaining points have to be spent on moving the ball. A player can kick the ball in any direction, even diagonally, for one point per field. However, the ball can only do a single 45 degree turn once it is away from the player and it cannot go outside the lines. If the ball reaches a player of the same team, the new player can again kick it in any direction.

Whenever a player reaches the ball or the ball reaches a player, the next movement is free. By carefully positioning the players and passing between them, the ball can travel much further than what the die indicates.

Unless a goal is scored, all movement points must be spent, including those gained by producing ball contacts!

Play-by-Mail: Specify the fields of movement, starting with the piece that is to be moved and separating with a dash (e.g. "A2-B2-C2-D3-E4"). Field which can automatically be derived can be omitted (e.g. "A2-C2-E4" instead of "A2-B2-C2-D3-E4" if the player on A2 moves to C2 and then kicks the ball to E4).


To keep things fair, there are a few additional rules that may restrict movement:

  • Only the goalie is allowed to end his movement directly in front of his own goal. If the ball lies on one of those fields, any outfielder can move there to kick the ball. However, he will be moved one field back towards the middle at the end of the turn. If that field is occupied, he will move one field towards the closer side line. If this is also occupied, he will be moved two fields towards the other side.
  • Only a single one of the outfielders is allowed in the four square zone in front of his own goal.
  • Both teams must be able to get to the ball and kick it away at all times without going outside the lines. This might require more than six points of movement.

Scoring a Goal

To score a goal, the ball has to travel from one of the two fields directly in front of a goal to one of the four fields behind it. This is the only situation in the game where a coach does not have to spent all movement points available to him.

Kick Off

If a goal is scored, the opponent has to move his goalie back to one of the two fields in front of his goal. The ball is placed on that field and a die role decides the strength of the kick off. What is special about this die role is that a 1 can never be roled, so the die will always show a value between 2 and 6. Otherwise all normal rules of a move apply.

The other situation that requires a kick off is at the beginning of the match. Both players role the die and whoever roles the higher value places the ball with his outfielder that has been setup in the kick off circle. He then substracts the value of his opponent’s role from his die and starts the first turn by kicking the ball away. He is not allowed to score a goal in this very first move, but his opponent may immediately do so. Take this into account when setting up your players!

Play-by-Mail: Just specify the target field of the goalie (e.g. "B3").

End of Game

The game ends after each coach had 25 moves and whoever scored the most goals wins. In case of a tie, an additional 10 moves each of overtime is played. If someone scores a goal, the game immediately ends and that player is declared winner. If there is still a tie at the end of overtime, the player that scored the last goal wins. If no goal was scored, it’s a draw.

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