Paper soccer path
A attacks ↑. B attacks ↓. Only horizontal/vertical guide edges; no reuse.
Extend a shared ball path along unused grid edges, bouncing at previously visited junctions.
Follow the complete ending rule below; a guest may stop or pass without elimination.
Two players share a pitch of six columns by eight rows of square cells. Dots at the intersections are possible ball positions. Each short side has a goal mouth two cells wide, with one goal dot beyond the center. A attacks the top goal and B the bottom goal. Start at the marked center dot. Choose a first mover, swapping the first move in the next game. Up to eight guests can form separate pairs or equal teams. The complete ball path stays visible to both sides; there are no hidden pieces.
From the current ball dot, draw a straight segment to a neighboring dot connected by a printed guide edge. This starter pitch uses only horizontal and vertical guide edges; diagonal moves are not part of this version. A segment cannot reuse an already drawn ball segment or cross the heavy boundary. The only exit from the rectangular pitch is the printed goal connection at each end. Keep pencil marks dark enough to distinguish used edges from the light guide lines. Moving through a drawn segment backward is also forbidden.
Before adding a segment, inspect the destination. If that destination is on the pitch boundary or has already been visited by the ball, the same player must continue with another legal segment. Otherwise the turn ends and the opponent plays from the new dot. The starting center counts as previously visited from the beginning. A goal dot ends the game immediately and has no bounce. Mark each reached dot with a small ring if its history is difficult to see. Consecutive bounces are allowed, but they cannot permit a used edge or a trip outside the boundary.
Suppose A moves one step upward from the center into a new interior dot. That ends A’s turn. B might move left into another new interior dot, ending B’s turn. Later, reaching one of those old dots gives the current player an extra segment, provided an unused guide edge remains. If the ball reaches a dot with no legal unused outgoing edge and no goal has been scored, the player who just moved it there loses. At the beginning of a turn, a fully blocked position therefore means the previous mover has already lost, not that a pass is available.
Reaching the opponent’s goal dot wins, while entering your own goal loses. Announce a fifteen-minute stop if needed; an unfinished match at that time is a draw, not a guess about which side was closer. The material includes a coordinate-free pitch and a separate host explanation of the start and goal connections. Explain the orthogonal-only starter rule even if guests know a diagonal paper-soccer version. A partner may announce directions while another draws. The web page supplies a board for human play, not an animated ball, referee, or computer opponent.
Point to the two goal connections and trace an unused boundary edge with a finger before the first game. Moving along that boundary between neighboring dots is allowed and causes a bounce; crossing it into unprinted space is not. The center goal connection is the only edge that leads outside at each end. Demonstrate that distinction without adding a permanent pencil move to the real match.
Original starter materials below. Print at 100% scale; turn off browser headers and footers. Select Letter or A4. Review the preview before making a batch.
A attacks ↑. B attacks ↓. Only horizontal/vertical guide edges; no reuse.
S starts visited. Boundary or old dot: same player continues. New interior dot: pass. Goal: stop. Own goal loses. Moving into a fully blocked non-goal dot loses.
The two goal dots are outside the short sides at their centers. No diagonal edges exist in this starter pitch.
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Invite guests to take a turn or pass. Explain the rules before starting, choose materials that suit your group, and offer a seated or read-aloud option when helpful.