tipmora

Penalty Architect

Scheme 01

First Cut

Actions2
PhaseDraw
Best—
ToolPass

    • Your shirts
    • Markers
    • Keeper
    • Run
    • Strike
    How the board is read
    1. The canvas is the attacking third. White cells at the top are the net. You draw a sequence, then run it.
    2. Pass draws a lane to a teammate. A marker or keeper on that lane cuts the ball.
    3. Run relocates a shirt to an empty grass square. Dummy sends a shirt two squares toward the net and drags the nearest marker one square toward the dummy.
    4. Strike must hit a goal cell. The keeper covers his square and any square within his reach.
    5. Later schemes add a trap line, a keeper who steps toward the ball, one-touch rules, and strikes that must leave from outside the box.

    Eight frozen frames

    Schemes open in order

    Each board is a stopped attacking picture. Clear it and the next defensive shape unlocks. Marks rise when you finish with actions still in the budget.

    Overhead view of a marked football pitch

    How unlocking works

    One frame at a time

    You cannot skip a scheme. The next picture stays sealed until the current net is found. Resetting a cleared scheme never locks it again.

    Red tactical arrows painted across green grass toward a goal line

    The late arrival

    Why the third man scores

    Most attacks die on the second pass. The first shirt is watched. The second shirt is closed. The third shirt is the one the last line did not budget for.

    Striker in a red and white kit preparing to strike

    The picture

    Two are decoys

    A playmaker holds. A runner sprints toward the near post. Markers collapse on that run because it looks like the finish. The far shirt, arriving a beat later, is the one who actually receives. Tipmora treats that late shirt as an action you must draw, not a lucky bounce.

    1. 01

      Fix the first marker

      A dummy is not ornament. It is a one-square theft. The nearest marker steps toward the dummy and leaves a lane that did not exist on the freeze-frame.

    2. 02

      Play the second shirt

      The pass is the contract. If the lane still crosses a marker, the contract is void. Change the geometry with a run before you draw the lane, not after.

    3. 03

      Arrive after the turn

      The third man starts behind the trap line, receives while onside, then carries. If you station him ahead of every marker before the pass, the freeze-frame calls it dead.

    Defenders in red kits standing as a wall on the grass

    Against a packed line

    Do not punch the wall

    Four shirts in a row are not a puzzle you solve with power. You solve them by moving one body. Dummy the covering marker, then use the hole he leaves. Crowded Box is written around that single idea.

    Night stadium with red stands, floodlights, and a green pitch

    The box as a room

    Penalty geometry

    The penalty area is not a flat rectangle. It is a set of rooms with different exits. Tipmora names those rooms so a strike is a choice of door, not a hope.

    Near post

    The cell beside the keeper on the ball side. It looks close. It is also the cell he is already covering. A near-post strike is the first one the reach rule kills.

    Far post

    The far upright is the long diagonal. It asks you to drag the keeper one way, then hit the emptied cell. Wrong Foot exists to teach that drag.

    Cutback square

    The grass just outside the six-yard, wide of the keeper. A run into that square turns a blocked spine into a strike that never enters his reach.

    The D

    Strikes from deep travel more squares, so more markers can stand on the lane. Far Post forbids a finish from inside the box and forces you to open that long lane first.

    Stadium control desk with red and green pitch diagrams

    Why the board is frozen

    Architecture, not a match

    A live match hides the geometry behind speed. Tipmora stops the picture so you can spend actions like a planner: move a body, draw a lane, choose a door. The run button is only there to prove the drawing.

    Keeper reach

    The cone is a number

    Reach 0 means the keeper holds only his own square. Reach 1 means every neighbouring square is his. If your strike path steps through that neighbourhood, the net is not yours. Change the start square or move him with a prior action.

    Shirts on the freeze-frame

    What each role is for

    Numbers on the chips are not decoration. They tell you which body is allowed to do the ugly work, and which body is the finish.

    Attacking player in red and white looking toward goal

    8 · Playmaker

    Holds the first ball

    He starts most schemes with the ball. His job is to wait until the picture is legal: dummy complete, runner onside, lane clear. A playmaker who strikes too early is a blocked spine.

    Tactical arrows on grass pointing at the goal

    7 / 11 · Winger

    Builds the far square

    The overlap is his whole identity. If you pass to where he stands, the covering marker is already there. If you run him first, you pass into a square that did not exist on the freeze-frame.

    Goalkeeper in green diving across the goal

    1 · Keeper

    Owns a neighbourhood

    He does not chase the ball until a scheme says he does. On Wrong Foot he steps toward the carrier after every action. Drag him with a run, then switch. He cannot be dummy-pulled. He is not a marker.

    A defensive wall waiting on the penalty grass

    × · Markers

    Stand on lanes

    They intercept any pass or strike that visits their square. Dummy is the only tool that moves them. They never leave the grass on their own. Treat them as architecture you can shift by one brick.

    Red and white stadium tunnel opening onto the pitch

    The runner

    3 · The cheap action

    A dummy from a runner is often the cheapest way to buy a lane. He does not need the ball. Spend him first, then spend the pass. Schemes that feel impossible usually skipped this shirt.

    Glowing tactical panels in a dark control room

    Stored on this device

    The architect’s ledger

    Cleared schemes, best scores, and recent runs stay on this phone. There is no account. Clearing app data erases the ledger.

    Schemes0/8
    Marks0
    Peak0

    By scheme

      Recent nets

        No finished schema yet. Find a net on the board.

        Floodlit stadium with a red perimeter board

        Marks

        Budget is the grade

        Three marks mean you finished with at least two actions unspent. Two marks mean one left. One mark is a net found on the last available action. The ledger keeps the highest mark per scheme.