KiCKeT!
KiCKeT! Rulebook
Table of Contents
Table of Contents
Getting Started
First put together all the components of the game and follow the instructions on the training pitch to learn the basic elements of KiCKeT!: pushing figures, controlling the ball, passing, shooting and blocking shots at goal.
After you have played and practiced on the training pitch, you will have all the movements and distances (using your foot) in mind. Place the goals, corner flags, ball and figures on the carpet, grass, sand or any other suitable surface.
Now the real KiCKeT! game can begin!
Set up the field
The printed set-up diagram labels 3-4 m between the corner flags along the goal line and 2-3 m along the side. Playing surfaces: carpet, grass, sand, or similar.
How to play the FIGURE
Put the tip of your foot against the pushing ring and push the figures over the surface.
The printed examples show a correct push (the tip of the foot against the pushing ring) and three incorrect pushes.
Ball Control
Your figure "controls" the ball if the ball is within a foot's width of your figure.
If the ball is not within a foot's width of your figure, it is a "free ball".
How to play the BALL
When your figure controls the ball, you may play the ball with your own foot.
Turn Order
In a KiCKeT! match the teams take it in turns to play. Each team has 2 actions per turn.
For example you can push a figure and then play the ball (if your team "controls" it) or vice versa, or you can push two different figures, or play the ball twice as long as your figures control it.
Scoring and Winning
You can play KiCKeT! by "time" or "turns":
- Time: A game lasts 30 minutes and each team has one minute per turn.
- Turns: A game lasts 30 game turns. Count each turn of a team as one turn.
If you score a goal, both teams are set up again, and your opponent takes the kick-off. (Find the set-up and kick-off rules in the sections "Kick-off Set-up" and "Kick-off" below.)
The team that scores the most goals wins.
Figure actions
The printed diagram shows the figure actions numbered 1 to 7, illustrating the possible results of pushing a figure. The diagram has no written text.
Ball actions
The printed diagram shows the ball actions numbered 1 to 5, illustrating the possible results of playing the ball. The diagram has no written text.
Always announce a shot at goal by asking: "Are you ready?" You can only shoot after the goal keeper has said: "I'm ready!"
Mistakes
If you make a mistake, set the situation up as it was before your action. Your turn now ends.
The printed diagrams show Figure mistakes (A to D) and Ball mistakes (E to G). They have no written text.
Kick-off Set-up
The printed set-up sequence is numbered 1 to 3.
- Push for the kick-off: The closest to the ball wins the kick-off. But if your figure touches the ball, your opponent wins.
- Line-up Team 1: The team kicking off sets up its figures in its half of the pitch first. One figure controls the ball.
- Line-up Team 2: Then the opposing team sets up its figures on its half of the pitch. All figures stand at least 2 foot lengths away from the ball.
Kick-off
Open the game with your two actions. With one of your two actions you must play the ball away from your figure. During a kick-off turn you cannot shoot at the goal.
The printed example (labelled "Beispiel", German for "Example") shows Action 1 as a pass and Action 2 as a push of a figure.
Throw-in
Place one of your figures on the line where the ball went out of bounce and begin your turn. With one of your two actions you have to throw the ball with your hand over the figure into the field.
Goalie kick-off
Place the ball in the goal area and one of your figures in control of it. Now begin your turn. With one of your two actions you have to play the ball away from your figure.
Corner kick
Place the ball in the corner and one figure in control of it. Now begin your turn. With one of your two actions you have to play the ball away from your figure.
Goalie
You are only allowed to block goal shots with one leg. Stand with your other leg behind the goal.
The printed diagram marks the goal area as "1 foot length" (Torraum = 1 Fußlänge in the German original).
If the blocking foot leaves the goal area, repeat the goal shot.