Penalty Cup.

Swipe penalties and curling free kicks with real ball physics, then keep goal. Lifelike players and a 32-nation cup in wind, rain and floodlights.

Sports games
Free to play. No sign-up.How to play

How to play Penalty Cup

  1. Pick a mode from the menu. Practice and the Academy challenges are a good place to learn the swipe.
  2. Press on the ball and swipe toward the goal. Let go where you want the ball to go.
  3. Swipe smoothly for about a quarter of a second for perfect pace. Quicker is harder and higher; slower is softer.
  4. Bow the swipe to curl the ball round a wall or away from the keeper, and snap it at the end to make the ball dip.
  5. Check the wind compass and the flags, and aim into the breeze. Rain makes low shots skid.
  6. In goal, wait for the kick. Click or tap where the ball is going, inside the dashed reach arc, to dive once.
  7. Score more than the other side over five kicks each, then in sudden death. Win your group and three knockout rounds to lift the cup.

Make your move

On your computer

  • Press on the ball, drag toward the goal and let go to shoot: the release point aims, the speed of the drag is the power, a bowed drag curls and a late flick dips.
  • Keyboard: arrows or WASD aim, Q and E curl, C switches between dip and chip, hold Space and release in the gold band. As keeper, click the goal, steer with the arrows and press Space, or press 1 to 9 to dive to a zone.
  • Enter or Space skips to the next kick, V shows a replay, P or Escape pauses, R restarts and M mutes. Menus work with Tab and Enter. Aim and hold with the mouse is in the locker room.

On your phone or tablet

  • Portrait and landscape both work. Swipe from the ball toward the goal and lift your finger where you want the ball to go; bend the swipe to curl it.
  • As keeper, tap where the ball is going once the taker strikes it. The dashed arc shows your reach.
  • Pause, sound and the full-screen button sit at the top. Replay and Next appear after each kick. Prefer a button? Choose Aim and hold in the locker room.

About Penalty Cup

Penalty Cup is an original browser football game about set pieces. You take penalties and free kicks, then switch roles and keep goal against the other side. The stadiums, players, kits, flags and sounds are all made in code for this game, and the nations are invented. Everything loads only after you press Play, with no account, download or advert between kicks.

The players are original 3D athletes, modelled from a script in Blender with a 22-bone skeleton and drawn through the same camera as the ball, so a taker seen from behind on the spot is the same body you see from behind the goal or side-on in a replay. Their motion is computed live rather than played from canned clips, so it fits every run-up, aim and dive. Kit patterns, numbers and badges are painted onto the shirt for each nation, and every surface is shaded by the low sun, the cloud or the floodlights. Each player has his own build, skin tone, hair and boots. After placing the ball the taker walks backwards to his mark, settles, and runs in with every foot planted on the turf and his arms swinging against his legs. His standing foot lands beside the ball about a tenth of a second before contact while the kicking leg draws back from the hip with the knee bent, and the boot meets the back of the ball on the frame it leaves the spot. A power drive carries him onto his kicking foot, a placed shot is side-footed, a curler wraps round the ball and a chip scoops under it, and then he celebrates or holds his head.

Shooting is drawn. Press on the ball, swipe toward the goal and let go. The point where the swipe ends is where you aim, and a short flick is carried on in the direction you swiped. How quickly the swipe covers the way to the goal sets the power, so the same gesture works on a phone or a large monitor. A smooth swipe of about a quarter of a second lands in the gold band, and its bright middle is a perfect strike with extra pace. Quicker swipes blaze high and wide, and slower ones roll gently at the keeper. A meter beside the ball shows where you landed, and a card after the strike gives the speed off the boot and the type of shot.

Spin comes from the shape of the swipe. Bow it to one side and the ball takes on sidespin, setting off along your bow and bending back in, which is how you curl a free kick round the end of a wall or away from the keeper. Speed up at the very end of the swipe and the ball carries topspin, so it rises over the wall and dips under the bar. A soft swipe to the top of the goal is a chip with backspin. A hard, perfectly straight swipe hits the ball with almost no spin, and it knuckles, wobbling a little in the air in a way nobody can predict exactly. If you prefer a meter, the locker room switches to Aim and hold, and the keyboard always works that way: aim with the arrows, curl with Q and E, dip or chip with C, then hold and release Space.

Under the hood the ball is simulated at a fixed rate. It feels gravity, air drag that grows with speed and rises sharply once a slow ball drops below about 50 km/h, as a real match ball's does, a Magnus force from its spin and the wind blowing past it. In still air, a clean strike still lands exactly where you drew it, so the aim is fair, and the wind and any knuckle then carry it away from that line. On the turf the ball bounces and skids until its spin catches up, and it rolls further on a wet pitch. The posts and crossbar are round, so a ball that clips the inside edge can go in, one that hits square comes back out, and one that grazes the top of the bar flies over. The net is an elastic pocket that soaks up the ball and bulges where it went in, and a wide shot can ripple the outside of the side netting.

Computer keepers never see your marker. They react after a human reaction time and read the flight, better at higher levels, although curl and a knuckleball can fool the first read. Others gamble before contact on their style, on the corners you used before and on what your run-up shows. A placed side-foot shot opens the body, while a driven one hides it. Every keeper has a limited dive reach and speed, so a well-struck top corner is out of reach. You can see it in his body: he crouches with his arms spread and his palms to the taker, takes a small hop as the taker plants, accelerates off his near foot and reaches for the ball on an arc with the top hand coming over to join the bottom one. He times the dive to meet the ball, and at full stretch he falls to the turf rather than hanging in the air. His body is the hitbox, so a visible miss is a real miss, and a ball he catches stays in his gloves as he gets up over his knees. When the ball arrives the result depends on where it meets the body: a soft ball at the chest is held, a hard one is parried, a glancing touch on the fingertips only bends its path, and wet gloves can spill it.

In goal you see the taker wait at his mark for the whistle, then run up and strike. On Amateur a gold ring shows the intended corner during the run-up, on Pro it appears at contact, and on Legend it only marks the rough area. A dashed arc shows how far your dive can reach, and you get one dive toward the point you click or tap. Dive too early and good takers pass the ball the other way, and a dive that starts too soon lands before a slow ball arrives. Computer free kicks come in at real pace, so watch the curl over the wall and go as it dips. You can also watch the taker's run-up for a hint, the same one the computer keepers read. Keyboard players can steer a marker with the arrow keys and press Space, or dive straight to a zone with the number keys laid out like a keypad.

Every ground has its own weather. Harbor Park has a sea breeze that shifts between kicks and passing showers. Sunset Terrace fades into night, and its floodlights switch on in the middle of a shootout. Millbrook Lane gets wetter as the match goes on, Alpine Ground plays in falling snow, and two floodlit bowls host the late rounds. Roof pennants, corner flags and an on-screen wind compass show the breeze, and rain makes the pitch slick. The light changes the shadows, from a long evening sun to four soft floodlight shadows. The crowd fills up as the tournament goes on: a half-empty afternoon group game gives way to a packed final with flags, flashes and fireworks. Each half of the stands jumps when its own side scores or saves. On low quality settings, and with reduced motion, the weather, flags and flashes are scaled down or switched off.

The World Tournament draws the nations into eight groups of four by strength. Every group match is a shootout with five kicks each, an early finish when a lead cannot be caught, and paired sudden death after that. A win earns three points, and the top two of each group reach the round of sixteen, then the quarterfinals, semifinals and final. Only your matches are played, and an unfinished tournament waits for you on the menu. Quick shootout lets you pick any two nations, a stadium and a level, or hand the device to a friend. The Training ground holds thirty challenges in three sets, every one checked by a test pilot to confirm that three stars are possible. The Daily Five gives everyone the same set pieces for the day, and Practice has five spots with an optional keeper and wall. After any kick you can watch a replay from three angles with the flight traced through the air. Progress, bests, settings and any tournament in progress stay in this browser, and earlier Penalty Cup cups and bests carry over.

Draw the shot

Swipe from the ball and the gesture becomes the strike. Where it ends is the target, how quickly it travels is the power, a bend in it becomes sidespin, and a late snap adds topspin that dips the ball under the bar. A soft swipe to the top is a chip, and a hard, straight one knuckles.

Real ball physics

The ball flies with air drag, spin that curls it, wind that carries it, and a wobble when it has no spin at all. It skids on wet grass, rings off round posts and drops in off the bar, and the net bulges where it lands. Keeper gloves catch it, parry it, fingertip it away or spill it.

A ground that changes

Flags, roof pennants and a wind compass show the breeze, and it shifts between kicks. Showers sweep through and make the pitch slick and the gloves slippery. Late kick-offs fade into floodlit night, and the crowd jumps, waves its flags and fires camera flashes when it matters.

Players who move like players

Every footballer is a skinned 3D athlete lit by the sun or the floodlights, so the same body reads right from the spot, from behind the goal and in every replay. The taker walks back to his mark, runs in with his arms swinging against his legs, plants his standing foot beside the ball and whips the laces or the inside of the boot through the back of it. Keepers spread their arms with palms to the taker, push off the near foot, reach on an arc for the ball, land on their side and get up with it. The wall jumps and flinches.

A real world tournament

Thirty-two invented nations with original flags and kits, eight groups of four, then knockouts to a packed final under the lights. Every match is a full shootout in which you take your side's kicks and keep goal too, against keepers who read your run-up and remember your corners.

A little help for your next high score

  • A perfect-pace swipe ignores the nerves ring that appears in big moments. Practise the quarter-second rhythm.
  • Aim a little inside the post. The posts are round, so a ball that clips the inside edge goes in, but a square hit comes back out.
  • Against a wall, a slower swipe lifts the ball over it, a bowed swipe bends it round the end, and a late snap brings it down in time.
  • Read the scouting note before a match. A keeper who guesses early is beaten by a chip; a keeper who studies you punishes the same corner twice; a driven shot gives less away in the run-up.
  • In the rain, low shots skid off the turf and keepers spill more. In goal, wait for the strike: good takers watch for an early dive.

Good questions

Is Penalty Cup free and do I need to download anything?

Yes, it is free and runs in your browser with no account or installation. Every mode, including the World Tournament, the thirty challenges and the Daily Five, is available to everyone, and nothing is sold.

How do I curl or dip the ball?

Bow your swipe to one side and the ball takes sidespin, starting along your bow and bending back in. Speed up at the very end of the swipe for topspin that makes the ball dip. A soft swipe to the top of the goal is a chip, and a hard, straight swipe knuckles. On the keyboard, Q and E set curl and C switches between dip and chip.

Does the wind or the weather really change the kick?

Yes. The wind is part of the ball's physics and it shifts between kicks: the compass, roof pennants and corner flags show it. Rain makes the pitch slick, so bouncing shots skid on, and it makes keepers more likely to spill. Snow slows the roll. The dotted aim guide ignores the wind, so allowing for it is up to you.

Does the keeper cheat or read my aim?

No. Computer keepers never see your marker. They either react after a human reaction time and read the ball's flight, or gamble before contact on their style, your earlier kicks and what your run-up shows. A save only happens when the keeper's visible body reaches the ball, and whether it is held, parried or spilled depends on where and how hard it hits him.

How does the tournament work?

Thirty-two nations are drawn into eight groups of four. Every match is a shootout, a win is worth three points, and the top two in each group go through to the round of sixteen, then the quarterfinals, semifinals and final. The grounds fill up and the matches move later into the evening as you go. You can leave and continue later.

Can I play on a phone in portrait?

Yes. On a phone held upright the pitch and camera reframe into a tall view and you swipe with your thumb. Landscape and full screen work too, and mouse, keyboard and touch are all supported.

What is saved?

Trophies, challenge stars and bests, the Daily Five best and streak, your career stats, chosen ball, kit, shooting controls and settings, and any tournament in progress are saved on this device. Cups and bests from earlier versions of Penalty Cup carry over.