Amber Whistle Cup

Twelve ties. Three courtyards. One steady pair of hands. Win twelve knockout ties. Each cup keeps the club of its first verified win. Any club, any tie. Practice never adds Cup points or postcards.

Your goal

Play twelve knockout ties across three original poster courtyards with sixteen fictional clubs. Shoot a real ballistic ball and defend with a finite-speed keeper. Earn thirty-six stars, three postcards and four equal-physics ball covers. Each cup keeps the club of its first verified win; a club preference cannot transfer records.

Start your first session

Vary your shots: AI remembers only completed shots and reacts after ball contact. The amber cue is a broad legal hint, not a guaranteed save. Dashed body, head and glove circles are the catching shapes. The solid ball counts, not its thin tracking halo. The whole ball must cross the goal line. Frame contact ends a kick; there are no rebounds or full-regulation claims.

A useful decision to practice

Five alternating kicks use mathematical early elimination, then equal-count sudden-death pairs. Sixteen extra tied pairs or500active seconds end without a win. One star is a win. Two require a goal and a save or a clean sheet. Three require at least two-thirds shot accuracy plus two saves or a clean sheet. Cup points sum independent tie bests. Practice and explicit unranked continuation never award Cup progress. Tap/drag in the field to aim, then Kick; arrow keys and Space work with field focus. Keeper screen directions use field taps, nine labeled buttons or QWE/ASD/ZXC. Pause, settings, ads, hidden tabs and replay freeze the original match; cold continuation restores it paused.

How to play: controls

Tap or drag inside the field to aim, then use Kick. Arrow keys adjust aim; Space kicks when the field is focused. Tap inside the goal to dive. Or use the nine direction buttons; Q W E / A S D / Z X C choose screen direction and height. Aim and power choose the ball launch. Kick near the timing center for precision. Vary shots: the keeper remembers completed shots, and reacts only after ball contact. A dive travels, holds briefly, then recovers. Whole-ball crossing decides a goal; frame contact ends the kick. Five alternating kicks use early elimination, followed by equal-count sudden-death pairs. A tie stops after sixteen extra tied pairs or 500 active seconds. One star: win. Two: score a goal and make a save or concede none. Three: score at least two thirds of your attempts and make two saves or concede none. Cup points sum independent tie bests. Ball covers have equal physics.

Portrait · touch friendly

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