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Pitch — neon soccer field with cyan and orange players, white ball, and power-up orbs
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Pitch — Turn-Based Tactical Soccer

Turn-based tactical soccer on a 15×10 grid. 5 action points per turn. Walk, run, shoot, pass, defend. Solo vs AI (3 difficulties) or 2-player same-device. Shrinking turn timer, per-action undo, keyboard + touch support.

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The Game

Pitch is turn-based tactical soccer on a 15×10 grid. Two teams of three — cyan vs orange — face off with 5 action points per turn. Walk, run, shoot, pass, or defend. First to 3 goals wins. Solo against AI (easy / medium / hard) or pass-the-device 2-player.

Actions & Costs

ActionCostEffect
Walk1 moveOne cell in any of 8 directions (orthogonal or diagonal). Can carry the ball.
Run2 movesTwo cells in a straight line (orthogonal or diagonal). Faster than walk but costs double. Can carry the ball.
Shoot1 moveBall flies 3–6 cells toward goal with random lateral spread. Can be intercepted by defended cells.
Kickdist movesKick ball to any cell 1-3 away. 1 cell = 1 move, 2 cells = 2 moves, 3 cells = 3 moves. Can be intercepted by opponents on the path.
Defend1 per squareProtect your cell + adjacent cells (up to 4). Intercepted enemy shots/passes deflect away.
TackleWalk/Run costWalk or run into an enemy ball carrier's cell. 50% steal, 30% miss, 20% foul (ball scatters). Commentary announces the result.

Turn Flow

  1. Select a player (click/tap or Tab)
  2. Choose an action (click/tap button or keyboard shortcut)
  3. Target a cell (click/tap on grid)
  4. Repeat until you've spent your moves
  5. Submit — actions animate in sequence
  6. Opponent takes their turn
  7. First to 3 goals wins · 30-turn limit = draw

Timer

Each turn has a countdown timer that shrinks as the match progresses:

  • Turn 1–2: 30 seconds
  • Each round: −2 seconds
  • Minimum: 15 seconds
  • Timeout: auto-submits queued actions, or skips turn if empty

A colored bar at the top of the screen shows time remaining — green → yellow → red.

Undo & Cancel

  • Undo (↶ button or Backspace): removes the last queued action and refunds its move cost
  • Clear All (↩ button or Escape): clears the entire queue and restores all moves

Actions only commit when you hit Submit. Until then, everything is reversible.

Controls

Mouse / Touch

ActionHow
Select playerTap/click your player on the grid
Choose actionTap/click action button (Walk, Run, Shoot, Pass, Defend)
Target cellTap/click destination cell on grid
Defend countAfter selecting Defend, choose 1–4 squares from inline buttons
Undo↶ button
Clear All↩ button
Submit✓ button

Keyboard

KeyAction
WASD / ArrowsWalk selected player one cell
Shift + directionRun 2 cells (no ball)
TabCycle through teammates
SpaceShoot (if player has ball)
EnterSubmit turn
BackspaceUndo last action
EscapeClear all actions
MToggle mute

Action Previews

When you select an action, valid target cells light up on the grid:

  • Walk: adjacent cells glow cyan
  • Run: 2-cell destinations glow with a directional arrow
  • Shoot: yellow cone shows the 3–6 cell landing zone
  • Pass: eligible teammates glow green with pass cost overlaid
  • Defend: cells that would be protected glow purple

After queuing actions, ghost markers show projected positions — dashed lines from origin to destination, ghost circles at landing spots, ghost ball at projected location, and a queue counter at the bottom of the field.

Modes

ModeDetails
Solo vs AIEasy / Medium / Hard. Easy walks only and shoots from close range. Medium adds run + pass. Hard adds defend, longer shoot range, and smarter positioning.
2 PlayersSame device. Players alternate turns. Turn indicator shows "PLAYER 1 TURN" / "PLAYER 2 TURN". Timer applies to both.

AI Difficulty

TierSmart %ActionsShoot Range
Easy15%Walk, Shoot2 rows from goal
Medium45%+ Run, Pass3 rows from goal
Hard70%+ Defend4 rows from goal

Match Rules

  • First to 3 goals wins
  • 30-turn limit — draw if no winner
  • Conceding team kicks off after a goal
  • Defended cells persist until that team's next turn starts
  • Ball scatters to empty cells on interception (never lands on players or in goals)
  • Walk-in goals count (dribble into the opponent's goal to score)

Visual Design

Dark neon aesthetic matching Pulse — black background, glowing green grid lines, color-coded goals (orange tint at top, cyan tint at bottom), player circles with role labels (D/M/F), ball carrier glows brighter. Interceptions trigger a red flash overlay. All audio is procedural via Web Audio API — no audio files.

Design Notes

The game is entirely self-contained — single HTML file, vanilla JavaScript + Canvas, no dependencies, no backend. The redesign from real-time drag-to-play to turn-based grid was driven by the finding that tactical decisions need deliberation, not reflexes. The action-point system creates strategic tension: do you spend all 5 moves advancing one player, or spread them across positioning, passing, and defense?

The shrinking timer prevents analysis paralysis — early turns give you 30 seconds to think, but by turn 8 you're down to 14 seconds, forcing instinctive decisions. The per-action undo lets you experiment with plans without commitment, while Clear All provides an escape hatch for bad plans.

Walk (1 cell for 1 move) and Run (2 cells for 2 moves) both allow carrying the ball — the tactical choice is precision vs speed. A tackle from an opponent strips possession, so running through traffic carries risk.


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Second release in the Apps & Games monthly series — a new game every month.

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