How to play
Goal Kick
Pick a spot with the stick and shoot past the keeper. Most goals wins.

At a glance
- Players
- 1–4 at once
- Ages
- 5 and up
- Round
- About thirty seconds
- In the packs
- Core, Party, Little Kids, Big Kids
Controls
This one uses the stick and the big button, nothing else.
| What you press | What it does |
|---|---|
| Stick | aim at one of nine spots; in a duel, also walk the keeper along his line |
| Button 1 — the big button | hold to fill the power bar, let go to shoot; in a duel, dive |
How a round goes
Five penalties each, then one more each for whoever is level at the top, with a thirty-second cap. The stick picks one of nine spots in the goal — left, middle or right, high, middle or low — and it is read at the strike, after the run-up, not when you let go. Hold the button to fill the power bar: too soft and the keeper gets there, too hard and the ball climbs and drifts wide. The keeper sometimes guesses a side at the strike, mostly a corner; otherwise he reacts and goes for the ball.
Duel, for two to four players, chosen with ▲▼ on the pre-game card: one child kicks and the other keeps goal, swapping after every kick. In goal the stick walks you along your line and the button dives the way the stick is pushed, once per kick — go early and the kicker can see it. Five kicks each, sudden death while level; a kicker who has not started within eight seconds misses that kick, and the duel has a two-and-a-half-minute cap.
Four players split the screen into two duels, 1 against 2 and 3 against 4. Three share one goal in a ring: 1 kicks at 2, 2 at 3, 3 at 1.
Scoring and winning
One point per goal. Most goals wins; ties share.
In a duel, each pairing reports its own result.
Tips
- The corners are the safest place to put it.
- A keeper who did not go to the corner cannot save the corner — and a dive spends him, so there is no second dive at the same ball.
- A ball that hits the post or the bar is a miss, whatever the keeper did — one more reason not to blast it into a corner at full power.