How to Play
StarKicks is a daily penalty shootout: your completed tasks become kicks, and each day pits you against a goalie (when you kick) and a striker (when you defend). One shootout per day, the same matchup for everyone, and a result that's always explained — after every round the game shows you exactly why the ball went where it went.
Earning Kicks
Complete tasks on your Daily Card to earn kicks — one kick per completed task, up to five per day. Each completed task also pays one startoken, the currency you spend on Gear.
Your kick count locks in the moment you start the shootout. Tasks you complete after kickoff still earn startokens, but they won't add kicks to a shootout already in progress — so if you want the full five, finish your tasks first.
The Shape of a Day
Every shootout also includes five kicks against you, no matter how many you earned. You kick first, then rounds alternate between kicking and defending while your kicks last; once they're spent, the striker's remaining kicks come in a row and you hold the wall.
Even on a day with zero completed tasks you can still play a defense-only shootout — five saves for a hard-earned 0–0 draw.
The day ends in a Win, Draw, or Loss based on goals for and against, worth 3, 1, or 0 points. A short day counts fully — a 1–0 win off a single earned kick is a real win.

Taking a Kick
You're at the Spot, facing today's goalie:
- Read the tell. The goalie shifts posture and says a line, hinting where he'll dive. Whether that hint is honest depends on who's in goal — see Goalies & Strikers.
- Tap the goal mouth to aim. A gold crosshair marks your target; re-tap to adjust.
- Start the run-up and time your strike. A marker sweeps a timing track at the goalie's bar speed — tap (or press space) to strike. Landing inside the gold window is a Pure Strike; the further out you stop, the more your shot scatters off your aim.
- Watch it resolve. The ball flies, the keeper commits, and a stamp lands — anything from TOP BINS! to SAVED — FINGERTIPS to WIDE.
After every kick a Breakdown panel decodes the round: how close your timing was, whether the tell was honest, where the keeper actually went, and how near a miss came — in centimeters.
Defending
When the striker steps up, the roles flip. You read their tell, then choose where to defend: High Left, High Right, Low Left, Low Right, or Stay Big in the center. There's no clock — choose in cold blood.
The reveal plays out in stages — the striker opens up, commits, and either you're already there or you're not. The decode line tells you how close your read was.
The Decider
When the final round arrives with the day still undecided, the Spot knows it: the chrome goes quiet, the scoreboard grows, and a stakes banner spells out exactly what a goal or a save means — "Score, and you cannot lose the day." No mental math required.
The Day Result
The shootout closes with your result — the W/D/L chip, the score line, points earned, and a five-glyph share strip (one glyph per round) you can compare with friends who faced the same fixture. Special days earn flags: a Clean Sheet for conceding nothing, a Perfect Day for scoring every kick, an Immaculate Day for both.
Days finalize at your local midnight. There's no makeup window and no penalty either — a day you don't play simply isn't recorded. It never counts as a loss, and result streaks pause rather than reset.
More
- Goalies & Strikers — who you'll face each day of the week, and how to learn their tells
- Gear — spend startokens on boots, balls, gloves, and Legendary items
- Records & the Grid — where your results accumulate