The match in one paragraph

Soccards is a two-player tactical card game that simulates a full 90 minutes of football in 6–10 real minutes. Each round, both players plan their moves privately, confirm, and reveal at the same time. Cards push points up or down in three zones (defence, midfield, attack), and the margin between sides decides who keeps the ball, advances on the pitch, or scores.

You don't roll a die or shuffle for surprises. You read your hand, read the moment, and commit. Then the football happens.

The pitch

The pitch is split into three zones from your perspective: defence, midfield, attack. Your defence is your opponent's attack and vice versa. The active zone is always one single place on the field where this round will play out.

Soccards pitch with three zones (defence, midfield, attack) and the zone-score bar above showing 5/4/5 versus 5/5/6
Zone scores above the pitch. The active zone for this round is highlighted in midfield.

The formation you picked before kickoff sets your base points in each zone. A 4-4-2 distributes 5/5/5; a 4-3-3 leans attack at 5/4/6; a 5-3-2 leans defence at 6/5/4, and so on. See the Tactical Guide for the full table.

Possession belongs to exactly one side at any moment. When you have it, you want to advance toward attack and shoot. When you don't, you want it back.

Your hand

Your hand always contains eight cards:

Five primary cards: two Recover (Pressing, Quick Break), two Build up (Through Ball, Long Ball), one Finish (Shot)
The five primary cards, the moves you play each round.
Three support cards: two Bonus (Focus, High Focus), one Event (VAR Check)
The three support cards, modifiers and special events.

After each round, the hand refills back to 5 + 3. You'll always have eight cards to work with at the start of the next round.

A round, step by step

  1. Phase 1, Discard (optional). Look at your hand and mark up to two cards you don't want. When you confirm, replacements are dealt immediately. You'll play Phase 2 with the refreshed hand. Skip the phase entirely if you like what you've got.
  2. Phase 2, Plan your play. Choose up to one primary card and up to one support card. The play list shows a live preview of how your zone points will look after the cards land.
  3. Confirm. Press the confirm button (it reads "PLAY 2 CARDS" or similar). Your plan locks in. The opponent does the same in parallel.
  4. Reveal. Both sides show their played cards simultaneously.
  5. Resolve. The game compares points in the active zone, computes the margin, rolls once, and shows the outcome with commentary. The clock advances.

Card types

Primary cards split into three roles:

Support cards come in two flavours:

How a round resolves

Each side's score in the active zone is base zone points plus their played primary card (if any) plus their bonus card (if any). The resolution then branches:

Regular resolution

When the round is anywhere except a shot on goal, the game compares the in-possession side against the not-in-possession side. The bigger the margin in your favour, the more likely you'll get the outcome you want.

If the possessor wins, the zone advances one step toward their attack (defence → midfield → attack). If the defender wins, possession flips and the zone holds. A handful of specialty cards can skip a zone on a decisive win (Long Ball, Quick Counter, Quick Break).

Attack resolution

When the in-possession side plays from the attack zone (or fires a Long Shot from midfield), it's a shot on goal. Even an evenly matched attack has a strong chance of finding the net, so getting the ball into attack is genuinely dangerous.

Misses resolve into one of four narrative outcomes: keeper save, off-target, corner (you keep the ball and stay in attack), or defence recovery.

Time and tempo

Every primary card has a time cost. The clock advances by the winner's time cost each round, or by a fallback (3 minutes on Normal tempo) if the winner didn't play a primary. Quick Tempo (−1) and Slow Tempo (+1) bonus cards nudge the cost when their side wins; Time Wasting events tack on +2 regardless of who won.

Before kickoff you pick a tempo: Normal (the tutorial), Fast (+1 to every primary time cost), or Ultra (+2). Faster tempos mean fewer rounds per match. Shorter sessions, sharper decisions.

A few starter tips

Ready to dig into formations and styles?

Tactical Guide →