How to play

Everything the match will do to you

Nine players a side on an enclosed metal pitch, two halves of ninety seconds, and a clock that stops every time somebody is carried off. What follows is the whole rulebook that matters.

The scoreboard

Violence pays. Literally.

Every point on this board is a real rule of the match, not a marketing figure. The pitch pays you for the ball, for the walls it hits, and for the opponent who stops getting up.

10

Goal

Through the opposing goal, the ordinary way.

10

Injury

An opponent stretchered off. Same price as a goal.

2

Wall star

Five of them. Light all five and the bonus lands.

2

Bounce dome

The ball comes back off it at an angle nobody chose.

×2

Multiplier

One shared spectrum of lights. Take it back before you light it.

90s

Per half

Two halves, and a stoppage every time a body goes down.

Controls

One stick. One button. That is the whole interface.

Built for a phone held in two hands, and it does not pretend otherwise. Arrows or WASD and the space bar on a desktop.

  • Tap to release

    A quick pass, along the ground, to the player the stick is pointing at.

  • Hold to launch

    Charge past 65% and the ball leaves in an arc. Keep steering after the throw and it curls.

  • Off the ball, it tackles

    The same button. Speed and power decide whether the opponent stumbles, falls, or leaves on a stretcher.

  • Selection follows the play

    You keep the player you are steering. A teammate who receives takes control the instant the ball lands.

The pitch fights back

Everything bolted to the arena wants a piece of the ball

Five families of fixture, and none of them are decoration.

  • Wall stars

    Five lightable targets on the side walls, two points each and a bonus for the full set. They stay lit for whoever hit them.

  • Bounce domes

    Floor bumpers worth two points a hit. They also return the ball on a line neither team asked for.

  • Multiplier ramps

    Roll the ball through and the shared spectrum shifts one light your way. Two lights doubles everything you score — including the injury you were about to cause.

  • Electro pads and warp gates

    A charged ball knocks down whoever it touches. A warp gate takes it off one wall and spits it out of the other, at speed, behind your defence.

  • Coins and tokens

    Coins are worth nothing on the scoreboard and everything in the gym. Tokens buy six seconds where the rules bend: frozen opponents, maxed ratings, a squad nobody can tackle.

The eight ratings

Every player carries the same eight ratings, from 1 to 99. They are what the gym sells and what a transfer buys.

CodeRatingWhat it decidesGym cost
AGRAggressionWhether the player goes after an opponent in his area at all.5 cr
ATTAttackHow often a tackle actually takes the ball off someone.10 cr
DEFDefenceHow hard the ball is to take off you.10 cr
POWPowerHow hard the tackle lands, and how badly the opponent is hurt.10 cr
THRThrowingRelease speed, and therefore how far across the pitch a pass reaches.10 cr
STAStaminaWhat stands between a hit and a stretcher.15 cr
SPDSpeedRunning speed, slide distance, jump distance.15 cr
INTIntelligenceHow well the player reads where the ball and everyone else will be.15 cr

How a season ends

Two ways up, and one very short way out. Save files only exist in League and Cup.

  • The table

    Win 10, draw 5, plus one bonus point for every 10 game points scored in the match. Level on points is settled on points difference. Grinding out 1-0 wins is a strategy that loses seasons.

  • Promotion

    Finish top of Division 2 and you play the seventh-placed Division 1 side over one match. Win it and you go up.

  • The cup

    Four rounds alongside the league, each a two-legged tie, aggregate decides who goes through.

  • Game over

    Promotion in season one, the Division 1 title in season two. Neither is optional, and there is no season three.

Between matches

The club is a spreadsheet with a body count

Twelve players, eight ratings each, one bank account, and two seasons to make it work.

  • The gym

    Aggression costs 5 credits a point, most ratings 10, stamina, speed and intelligence 15. Twelve players and eight ratings is a lot of points to buy.

  • The transfer market

    A star player costs a fee plus one of your own. It opens roughly one week in three, and it is usually the worse deal — building beats buying, on purpose.

  • The bank

    A league career starts on 1,100 credits. A win pays 200 in Division 2, 300 in Division 1, 500 for the championship, and the coins on the pitch pay 100 each.

  • The deadline

    Promotion out of Division 2 in the first season, the Division 1 title in the second. Miss either and the career is over — there is no third season to fix it in.

The ball is already charged.

It runs in the browser. Nothing to install, nothing to sign up for, nothing to buy.

Play slagball
  • iPhone & iPadSoon
  • AndroidSoon

Best with the phone in both hands and the sound on.