Ninety Season one

Ninety

A tactical card-match game

Ninetyv0.9

How to Play

Ninety is a tactical card game where you control one half of every minute of play

The Pitch

The match is played on a 9 × 7 grid. Your team attacks one goal and defends the other. Each side lines up in formation — goalkeeper, defenders, midfielders and forwards. To score you must get the ball to the player in front of your opponents' goal and shoot past their keeper.

Turns & Action Points

A match lasts 10 turns (two halves of 5). Each turn you and the opponent both act. Every turn every team receives 3 action points (AP) and draws a fresh hand of 3 cards to spend them on.

Each card has a cost in AP. You can play cards until you've spent your AP or used your cards, then end your turn. At half time (after turn 5) you can make substitutions.

The Cards

Cards are the engine of the game. Every action is a card you play on a player on the ball. The core cards are:

  • Move (0 AP) — shift a player one cell in any direction.
  • Sprint (1 AP) — move a player two cells away in a straight line.
  • Pass (1 AP) — pass the ball to a player in the same column or up to two columns away.
  • Shoot (0 AP) — fire at goal from the last three columns.
  • Tackle (1 AP) — win the ball back from an opponent one cell away.
  • Mark, Press, Cross, Finish and more — unlock further tactical options.

Some cards are powerful but rare or one-time use. Watch your hand and your opponent's.

Moving the Ball

Click any card in your hand, then click the destination on the pitch to play it. The ball follows the player in possession. A marked player holding the ball cannot move forward or sprint.

Shooting & Scoring

From the last three columns you can shoot. Your shooting value (plus the card bonus, minus distance and the box crowding) must beat the goalkeeper's goalkeeping value for the shot to go in. Defenders in the ball's path make it harder — attackers in the box make it easier.

Defending

Use Tackle to challenge the carrier, Mark to shadow them, and Press to close them down. Position your goalkeeper well — an off-line keeper is easier to beat.

Fouls, Cards & Effects

Reckless challenges can draw fouls and yellow cards, which weaken a player for the rest of the match. Injuries, cramps, weather and crowd effects can all swing a game. Good managers plan around them.

Winning

Score more goals than your opponent to win. In knockout tournaments a draw leads to extra time, and if it stays level the match is decided on a penalty shootout — every team's best shooters take it in turns against the opposing keeper.

Simulate Match

Both teams play automatically, no pitch view

Tournament

Pick 4 teams to play a round-robin tournament

Tournament

# Team P W D L GF GA GD Pts

Schedule

Friendly Match

Esc · Menu
New run · setup

Who's playing?

Claim the teams you want to manage. Everything unclaimed is run by the AI — if you only want one team, click one team.

0 /48
claimed

Human players

Nobody claimed yet

Starting anyway means watching 48 AI teams play a World Cup without you.

Spectator run — 48 AI teams Esc · Back
Staff picks · before matchday 1

One coach joins your staff

Five candidates. One hire. Choose wisely — the rest walk away.

Domains Attack Defense Tempo Squad
Esc · Decide later
Pick a coach to continue
Already on your staff.
Team sheet
vs
Esc · Back
In effect
Hover or focus a chip to see its real effect
Your shape
Use the team's natural formation
Squad
Belgium Scouted

Esc · Skip training