HEX
PITCH
Five a side on a hexagon. One player moves per turn, then the ball ticks once. Coverage is fixed by role — position them, don't aim them. Name one player captain: every role gains something from the armband.
Match settings grid, match length
Grid
Hexagon with flat goal rows. Two neighbours ahead, three each side — a run at goal has to zigzag.
Match length
Line-ups roles and captains
Amber · you
Goalie
Slate · AI
Goalie
Role guide what each player does
Goalie
Within one hex of its own goal it covers all six hexes around it, reaches one hex into the net, is the only thing that stops a shot, and kicks half the pitch. Stray further and it is just a sweeper with none of that. Never enters the goal.
★ Captain — At home its cover reaches two hexes deep all round (still one hex into the net).
Left back
Covers its left flank.
★ Captain — That cover reaches two hexes deep.
Right back
Covers its right flank.
★ Captain — That cover reaches two hexes deep.
Front stopper
Covers the hexes ahead of it, toward the opponent's goal.
★ Captain — That cover reaches two hexes deep.
Sweeper
Covers the hexes behind it, toward its own goal. The goal-side block.
★ Captain — That cover reaches two hexes deep.
Midfielder
Moves 2 hexes on its turn instead of 1. Covers the two lanes past its shoulders.
★ Captain — Moves 3 hexes on its turn.
Attacker
Its shots leave the foot at 3 hexes a tick rather than 2. Covers nothing.
★ Captain — Shots fly at 4 a tick.
Passer
A pass aimed at a team-mate travels 3 hexes a tick rather than 1. Into open grass it is an ordinary 1. Covers nothing.
★ Captain — Those passes travel at 4 a tick.
The dots on a symbol are the hexes that player covers. A dribble or a pass entering a covered hex is intercepted (a sky ball only where it lands) — but a shot is struck too hard to be read, and only a body in the lane or the keeper stops one. Only a keeper's cover reaches into the goal, and only one hex deep, so the goal can be defended but never sealed.
Shots are strikes at goal: they can only be aimed at a goal hex. Everywhere else on the pitch you pass or you sky it.
The captain wears the cream armband. One per side, any position — and every position gets something from it, so pick where you want the extra.
Substitutions: two a match, and only when play stops — a goal, a corner, a goal kick, a pass-in, an offside, a repetition. Any outfield player can become any other role.
Closing down: finish a run with the carrier in a hex you cover and you take the ball off him on the spot — cover means the ball cannot be there, not just that it cannot enter.
No going straight back in: a player who has just lost the ball — tackled, closed down, or dribbled into cover — can't challenge for it on their side's next turn. They wear a dashed grey ring until then.
No straight return: when a team-mate kicks you the ball, you can't kick it straight back to them.
The tackle: step into the ball-carrier. If they are standing in a hex you cover, you win it cleanly and may play it at once. If they are not, you have gone through the back of them — yellow card, no ball, turn gone. Two yellows and you're off. Since a carrier can never dribble into cover, the only way to tackle is to work a defender around them first, which gives them one turn to get rid of it.