Inkfield Duel — how to play
A tactical duel on a paper football pitch: against the computer, locally or online.

Players: 1–2. The available modes are selected inside the game.
Objective
Get the ball over the opponent goal line on a paper pitch of 10 × 10 squares.
Rules and controls
- You start in the middle; player 1 attacks the upper goal and player 2 the lower one, each goal two squares wide.
- A move is one stroke — horizontal, vertical or diagonal — by clicking a highlighted neighbouring dot.
- Reaching a visited dot or the wall grants another move, and you may chain many in a row.
- No segment may be repeated in either direction and you never play along the wall; turns alternate.
Your first match
Start from the centre and inspect the highlighted neighbouring dots. One click draws one segment. Reaching an old dot or the boundary keeps your turn; before drawing again, look for a sequence that leads the ball towards the goal.
What to watch for
A short bounce sequence can close every route out. A player with no legal move loses, even if the ball is close to the opponent’s goal. Diagonal lines may cross, but their crossing does not create a new playable dot.
Practical tips
- An own goal hands the win to your rival, and a player with no legal move loses.
- Diagonals may cross — their intersection does not create a new dot.
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