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Kick, save and keep your nerve: a penalty shootout against the computer.
A penalty shootout against the computer: you take a kick, then you keep goal, five rounds each and then sudden death. You pick the corner and the power, and the keeper guesses which way to dive; a hard kick is hard to save but may go wide. In goal, you choose where to dive before the kick, and every kicker has habits. Three levels, and every day a Daily match, the same for everyone.
When you kick, touch the goal to move the target, then swipe up from the ball: the faster the swipe, the harder the kick. A hard kick flies faster but may stray from the target, and the ring around the target shows how far. The keeper moves as you strike: if the keeper guesses the corner, anything not hard enough or far enough away is saved. In goal, the computer’s kicker runs up and you touch the goal where you will dive before the strike; if you choose nothing, you stay in the middle. Every kicker has a favourite side, so watch where the kicks have gone before. Five kicks each, and the shootout stops as soon as the result cannot change; level after five, it goes to sudden death. You earn 100 points for every goal, 80 for every save and 300 for a win. On a keyboard: the arrows move the target or the dive, and holding Space charges the power.
Penalty Shootout is the end of a cup final in your hand: you against the computer, from the spot, eleven metres out. You take a kick, then you go in goal for one of theirs, five rounds each, and if it is still level the shootout goes to sudden death.
Every kick is a choice between placement and power. Every keeper is a guess that has to be made before the ball is struck. There are three levels of opponent, and every day brings a Daily match, the same for everyone.
You kick first. The scoreboard above the pitch shows every kick so far.
Yes. Like every game on Play, it runs free in your browser, with no download and no account.
The harder you kick, the more the ball can stray from where you aimed. The dashed ring around the target shows how far before you let go.
It guesses, and sometimes it reads you: the harder levels react faster, dive further and remember which side you prefer.
As soon as the result cannot change any more, even before five kicks each. After five each, if the score is level, it goes to sudden death, up to fifteen rounds.
Every day everyone faces the same opponent with the same habits, so the scores compare directly on the leaderboard.
Nine holes of putting, with walls, sand, water and slopes.
Nine full holes from above: pick a club, read the wind and time the two-tap swing.
Aim, steady your hand and throw: 501 down to zero, out on a double.
Read the wind, draw, let go: twelve arrows at the gold.