Feint Bonus
CreativityA goal that comes after a feint or a good dribble counts three.
Trains: Trying the trick in a real game, because it pays.
Where You Win It Counts
DecidingSplit the pitch into thirds. The further up you win the ball back, the more the next goal is worth: 3 if you won it in the attacking third, 2 in the middle, 1 in your own third.
Trains: When to press up together and when to drop back.
Not the Same Goal Twice
ScanningWith several goals or gates on the pitch, you may not score twice in a row in the same one: after a goal, find another.
Trains: Looking up for the next open goal instead of going back to the last one.
Quick Counter Bonus
TimingA goal scored within 5 seconds of winning the ball back counts 3.
Trains: Looking forward first, the moment you win the ball.
Points for the Defender
TimingIn a one against one, the defender scores a point each time they touch the ball, win it or force the attacker out of the area; after each point they run out of the area and come back in.
Trains: When to step in and when to wait, with something to win as a defender.
Finishing Bingo
CreativityList a few ways to score: left foot, right foot, header, volley, nutmeg. Each counts once and is crossed off; the first team to cross them all off wins.
Trains: Daring to finish in ways you rarely use.
Pick Your Channel
DecidingThree dribbling channels side by side: getting through the empty one scores 1, the one with a defender who can only steal tails 3, and the fully contested one 5. Each player picks a channel every time.
Trains: Weighing the risk against the reward on every attempt.
Through Two Channels
SpaceSplit the pitch lengthways into three channels. A goal only counts once the ball has passed through at least two of them.
Trains: Switching play when one side is closed.
Everyone Over Halfway
SpaceA goal only counts if the whole team is in the opponents' half when it goes in.
Trains: Moving up together in attack, with nobody left watching.
Everyone Touches First
TalkingA team may only score once every one of its players has touched the ball in that attack.
Trains: Bringing everyone into the attack instead of leaving it to the best player.
First Touch Away Scores
ScanningA team scores a point every time a player receives the ball and takes it off in a new direction with the same touch.
Trains: Looking before the ball arrives, so the first touch already goes where the space is.
Nobody Scores Twice Yet
TalkingOnce you have scored, you may not score again until every teammate has scored one.
Trains: Setting up the teammate who has not scored yet, instead of finishing every chance yourself.
Three Passes, Then Score
TalkingA goal that comes after three passes in a row by the scoring team is worth 3; any other goal is worth 1.
Trains: Choosing between a quick shot and a few passes that set up a goal worth more.
Give and Go Bonus
TimingBeating a player with a give and go earns a point, and a goal that comes from a give and go earns an extra one.
Trains: Playing the ball off a teammate and going straight for the return at the moment the defender commits.
Bet Your Points
DecidingBefore each one against one, the attacker says how many points they bet: score and win them, lose the ball and the defender takes them.
Trains: Judging your own chances before a duel, and taking a risk you can stand behind.
Clean Sheet Bonus
TalkingKeep a clean sheet for the whole game and your team gets 3 extra goals.
Trains: How to protect a lead, and who goes back to cover.
Golden Player
ScanningEach team names a golden player whose goals count 3; everyone else's count 1. Change the golden player every game.
Trains: Attackers find that player; defenders mark them.
Each Goal Worth Less
DecidingA player's first goal counts 3, their second 2 and their third 1.
Trains: Giving the chance to a teammate who has not scored yet.
Wide Areas Score
SpaceGetting the ball into a wide area, by dribble or pass, earns 1 point; a goal from a cross or pass out of a wide area earns 3.
Trains: Using the full width of the pitch.
First-Time Finishes Only
TimingOnly goals scored with a first-time shot count.
Trains: Looking before the ball arrives and getting the body ready early.
Beat a Player, Score a Goal
CreativityA goal is scored by beating an opponent on the dribble, not by shooting; a defender who is attacked may only back off three steps before having to tackle.
Trains: Taking on a defender at the right moment, and defending without backing off.
Goals by Zone
DecidingThe pitch is split into zones, and a goal is worth 1, 2 or 3 points depending on where the shot was taken.
Trains: Choosing between a closer, surer shot and a harder one that is worth more.
Cutbacks Only
ScanningA goal only counts if it follows a pass played back out of the penalty area; a shot from inside the area does not count.
Trains: Looking up in the box for the teammate arriving behind the play.
Five Passes Score Too
SpaceA team scores a point with a goal, and also with every five passes in a row it completes.
Trains: Keeping the ball when the way to goal is shut, and going for goal when it opens.
One Foot, Then the Other
CreativityA goal where the scorer controls the ball with one foot and shoots with the other counts double.
Trains: Using both feet, and choosing the touch that sets up a shot with the other one.
The Guarded Goal Counts Double
DecidingEach end has a goal with a keeper and two small goals without one: a goal past the keeper counts 2, a goal in a small goal counts 1.
Trains: Choosing between the harder goal worth more and the open goal worth less.
Streak Goals
DecidingIf the same team scores again before the other team does, its second goal counts double and a third counts three.
Trains: Pushing for the next one while you are on top, knowing the run ends with their next goal.
Power Play Music
TimingMusic plays at random moments during the game; while it plays, every goal counts as two.
Trains: Spotting the moment the game changes, and taking it.
Agree What a Goal Is Worth
DecidingBefore the game, the teams agree how many points a goal is worth in each situation: the harder the numbers, the more it is worth.
Trains: Weighing how hard a situation is, together, before you play it.