Football card game

Soker

Play

One game, one system opponent. The quickest way to a table.

Tournament

Eight games against three system opponents, one table of standings.

Create a room

Open a table for friends, share the code, start from two.

Join

One code for both — the room itself knows whether it is a game or a tournament.

Tournament with people

Eight games, four live players. Starts when every seat is taken.

Training

Four at the table, every hand face up, win chances on. Nothing is recorded.

Wins: 0 Games: 0 Win rate: 0%
You
Win chance 25%

Profile

Win rate by table

Opponents2 players3 players4 players

Tournaments against the system

Tournaments against people

Settings

Table options

Settings apply immediately and are remembered on this device.

How to play

Game rules

Match the top card, build club packages and race to empty your hand—or finish with a winning set of four.

1

Read a player card

The background shows the country. The word in the top-left corner shows the position, the crest in the bottom-right shows the club, and the face is that club's legend in that position. Hover a card to see who it is.

Country colours: Italy is green, Germany yellow, Spain red and England white.

  • GKP — Goalkeeper
  • DEF — Defender
  • MID — Midfielder
  • FRW — Forward
DEF AC Milan crest
← position ← legend ← club
2

Make a legal move

Play a card matching the top discard by country or position. Here, an Italian card or any forward is legal. A special card is always legal.

Click once to select. Double-click a legal card to play it immediately.

TOP CARD
FRW Inter crest
3

Play a same-club package

You may play several player cards from the same club in one turn if at least one card in the package is legal. A joker may join as that club’s card.

Select cards in order: the last selected card becomes the new top discard. Yellow and red cards cannot join a package.

1 DEF Liverpool crest
+
2 FRW Liverpool crest
+
3
4

Create a Link

Two or more consecutive cards from the same club create a Link, and the next player skips a turn. The previous top discard counts, so one matching club card played onto it is already a Link.

You may also add two or more matching club cards at once. A joker may represent that club and counts as one of the cards.

Cards from the same club share the same coloured outer ring. Different clubs use different ring colours.

5

Pass and draw

Click the deck to pass and draw, even when you have a legal move. Draw exactly one card, then either play any legal card in your hand or keep the card and end your turn with the End turn button.

If the deck is empty, the discard pile is shuffled into a new deck while its top card stays on the table.

Click the deck Take 1 card Play any legal card
or end turn
6

The clock

Every turn has 30 seconds, in every mode. A ring runs around the deck on your turn, and around the panel of whoever is playing otherwise: it starts green, turns amber, then red.

Drawing a card does not restart the clock — the 30 seconds cover the whole turn. The last five tick out loud, so you do not have to watch the ring.

Run out of time and the table plays for you — it draws one card and ends your turn, exactly what you would do with nothing to play. Nobody is ever removed for being slow.

System players think for about five seconds and move — the clock is not for them.

30 s per turn green · amber · red the table draws
and ends your turn
7

Use special cards

  • Yellow: all opponents skip; you play again with any card.
  • Red: the same effect, plus every opponent draws one card.
  • Joker: always legal; the next player may play anything. It also joins a club package and completes a winning set.
8

Two ways to win

Victory is checked immediately after you play, before the next turn begins.

Empty hand
0
Discard every card
One country
GKP GKP FRW DEF
Exactly 4 cards from one country; positions may repeat
Joker completes the country set
GKP DEF MID
Joker replaces one country card; yellow and red never count
9

Tournament

Eight games with the same four players. The right to move first rotates, so everyone starts exactly twice.

The tournament is won on points, not on games won — you can lose the last game and still finish first.

1every card you discard, special cards included
3winning a game by discarding your whole hand
7winning a game with four cards from one country

A country win keeps 4 cards in hand — that is 4 points you give up, so it pays 7 to stay worth choosing. Equal points are separated by games won, then country wins.

Three ways to play. Training — four at the table, three of them system players, every hand face up and win chances on; nothing is ever recorded, it is a place to learn the game. Against the system — one opponent, or the eight-game tournament against three; hands are hidden, the win chance is shown, and the result counts. These games run on the server, so they need a connection. With people — open a room, share the six-character code, start when at least two of you are in. Up to four, and no system players in that room. A tournament with people is the same room, except it waits for all four and runs eight games.
Leaving a game counts as a loss. The points you have already earned stay with you, your seat plays itself out, and if you were the last opponent standing the other player takes the win.
Deadlock: if everyone passes in a row, the deck is empty and there is nothing left to reshuffle, the hand ends with no winner.
Deck and deal: 2–4 people take part. The 68-card deck contains 64 players (4 countries × 4 clubs × 4 positions), 1 joker, 2 yellow cards and 1 red card. Everyone receives 7 cards; the starting player receives 8 and moves first. The first discard is always a regular player card. In bot games, the starting seat rotates between games.

Private online room

Room

Waiting for players…