TOP BATTLE VOL. 1
Skill Card Rules


1. General Rules
-
Before the tournament, each team captain draws 5 Skill Cards. These 5 cards are the team's shared card pool for all 5 group-stage games.
-
Each team can use a maximum of 3 Skill Cards per game. Once a card is used, it must be handed to the referee and is permanently discarded. It cannot be used again in the current or any future game.
-
The same Skill Card cannot be used more than once in a single game.
-
Skill Cards can only be activated when your team has possession of the ball and the ball is out of play. The captain must signal the referee to activate a card. Cards cannot be activated during live play or when the other team has possession during a stoppage.
-
A Skill Card takes effect as soon as the referee announces it.
-
Only one Skill Card can be active at a time. Neither team can activate a new card while another card is still active. Wait until the current card's effect has completely ended, then activate your next card during a stoppage when your team has possession.
-
The team captain makes the final decision on when to use a Skill Card. Once the captain announces the card, the decision cannot be taken back or canceled.
-
Skill Cards are only available during the group stage. No Skill Cards can be used in the semifinals, finals, or any other knockout-stage games.
2. Skill Cards
SSS-Rank Cards
1. Mega Penalty
Get one special Mega Penalty attack!
- Your team gets one Mega Penalty opportunity.
- The attack starts with a kickoff from the halfway line.
- Your team must finish the attack within 10 seconds.
- All other players must stay behind the halfway line until the attack begins.
2. Goalie Heel Strike
Your goalie gets a special long-range heel shot!
- Your goalie must take the shot from inside your own goal area, using only their heel.
- As soon as the card is activated, all players from both teams must leave the playing field. Only your goalie stays on the field.
- The skill ends when a goal is scored, the ball goes out of bounds, or the ball comes to a complete stop.
- Once the skill ends, all players return and normal play resumes.
3. Card Steal
Steal a card from your opponent's hand!
- Take any one unused Skill Card from the other team, including an SSS-Rank Card.
- The stolen card is removed from the opponent's hand.
- Your team can use the stolen card immediately.
- Using the stolen card does not count toward your team's 3-card limit for that game.
- Your original cards stay in your hand.
- However, activating Card Steal itself counts as one of your team's 3 Skill Card activation for that game.
S-Rank Cards
1. Freeze Defender (30 Seconds)
Freeze one of your opponent's players!
- Choose any opponent except the goalie.
- For 30 seconds, that player cannot move their feet, run, or slide.
- They can still turn on the spot and move their arms slightly.
- If the frozen player moves, it is a foul. Your team gets a free kick in the attacking half.
- Goalies cannot be frozen.
2. Half-Court 2 vs. 1 (30 Seconds)
It's a two-player attack against one defender!
- Send 2 of your players into the opponent's half to attack.
- The opponent can defend with only 1 field player and their goalie.
- All other opposing players must return to their own half.
- Your team has 30 seconds to finish the attack.
- The skill ends immediately when a goal is scored, the ball goes out of bounds, or the 30-second timer runs out.
- Normal 3v3 play then resumes.
3. Goalie Hands Off (30 Seconds)
No hands allowed for the opponent's goalie!
- For 30 seconds, the opposing goalie cannot touch the ball with their hands or arms.
- If the goalie handles the ball illegally, your team gets one Mega Penalty.
- If your team scores during the 30-second window, the skill ends immediately and the goalie gets their normal hand privileges back.
- If the timer runs out, the goalie also returns to normal.
A-Rank Cards
1. Double Attack, Half Defense (60 Seconds)
Make your goals count more and their goals count less!
- For 60 seconds, every goal scored by your team counts as 1.5 goals.
- Every goal scored by the opponent counts as only 0.5 goals.
- The effect ends when the 60-second timer runs out.
2. Half-Court Lockdown (60 Seconds)
Lock your half and keep the opponents out!
- For 60 seconds, all opposing players are forbidden from crossing the halfway line into your half.
- If an opponent crosses the line, play stops immediately.
- Your goalie gets the ball and restarts play with a ground pass.
- The skill ends when the 60-second timer runs out.
3. Player Cool-down (60 Seconds)
Send an opponent to the bench!
- Choose any opposing field player (not the goalie).
- That player must immediately leave the field and be replaced by a substitute.
- The substituted player enters a 60-second cool-down.
- They cannot return to the field until the 60-second timer runs out.

