Strikers Club Wiki
Basics · The rulebook

The real rules are in, and they decide matches

No walls, no bumper-car tackling, no goal-hanging. Strikers Club implements actual football law, which means players who know the rulebook get free advantages every match. This is that rulebook, as verified in the current build.

Based on the July 17 Early Access build. Most multiplayer football games sand the sport’s rules off for pace: Rematch famously replaces touchlines with walls. Strikers Club went the other way, and the store page treats it as a headline feature:

Strikers Club implements all of the game rules. Throw-ins, corners, penalties, fouls, and numerous other elements that make the game loyal to the sport.
Strikers Club Steam store page, About This Game

If you grew up on football you can skim this page for the game-specific wrinkles. If you came from Rocket League or shooters, this is the systems knowledge your lobby probably does not have. Either way, every claim below is checked against official patch notes, with the version that confirmed it.

Offside: the rule that deletes goal-hangers

The short version of the law as it works here: when a pass is played forward, the receiver must not be beyond the second-last defender (the last outfielder, usually) at the moment the ball is struck. Camping beside the enemy goalkeeper is therefore illegal, which is why a defense that holds a line beats a striker who cherry-picks.

OffsideDDGKAP
Your teamOpponentsBallRunPassOffside is judged when the pass is played, not when it arrives. The attacker starts level with the second-last defender (outside the shaded zone), and the run and the pass meet beyond the line afterwards. Start beyond the line at the moment of the pass and the flag comes up.

The build-specific details we can verify from patch notes: you cannot be offside when you are behind the ball, even if you are past every defender (clarified in the June 15 demo patch); a goalkeeper catch resets offside states; being hit by the ball does not reset yours (v0.78.0 closed that loophole); and the game even refuses to start your auto dribble while you stand offside. Timing runs to beat the line is a core striker skill, covered from the attacking side in the team play guide.

Fouls, cards, and the advantage rule

A referee watches every match, fouls are called, and cards are real: reckless challenges can end with you sent off, and since v0.80.2 a red card cannot be dodged by swapping positions or rejoining the server (v0.82.0 closed a further loophole during advantage checks). Fouls in your own box concede penalties. The upshot for how you actually play is covered in the defending guide: contain first, tackle when the ball is loose, never lunge from behind.

The subtle one is advantage, added in v0.78.0 and expanded since. When a foul happens but stopping play would punish the fouled team, the referee lets play continue. Three current-build behaviors matter:

  • Advantage is considered for every foul since v0.79.0, beyond just clear goalscoring chances, so hacking someone mid-counter rarely stops the counter.
  • It resolves quickly. The advantage window closes as soon as a new dribble starts; if the move genuinely broke down and nobody touched the ball, play is pulled back to the free kick or penalty (v0.80.2).
  • Cards survive advantage. A carded foul during a played advantage is still carded once the moment passes, now without a play-stopping whistle (v0.79.0).

Restarts: corners, throw-ins, and the rest

Ball goes...RestartBuild notes
Over the touchlineThrow-inAn interference barrier holds opponents off, and it grows quickly so throws release fast (v0.75.0)
Over the byline, last touched by an attackerGoal kickConfirmed in patch notes alongside corner logic
Over the byline, last touched by a defenderCorner kickInterference blocking extends outside the pitch around the corner arc (v0.75.0)
Foul outside the boxFree kickSubject to the advantage rule above
Foul inside the boxPenalty kickCharge, aim, then run-up system; see the penalties guide
Into the net (legally)KickoffThe taker is placed directly at the ball to keep restarts fast (v0.78.0)

Set pieces are where organized teams collect free goals, because most public lobbies defend them with vibes. Agree who takes corners, who attacks the near post, and who screens the cutback before kickoff; the tactics board exists precisely so you can draw those routines once and share the link.

Match flow: extra time, mercy rule, and the double touch

  • Extra time with golden goal (v0.78.0). A drawn match after regulation goes to sudden death: next goal wins. No penalty shootout is documented in any official note, so golden goal is, as far as we can verify, the decider.
  • Mercy rule (v0.79.0). A five-goal difference ends the match automatically in matchmaking. Custom matches have it disabled by default since v0.82.0 until a lobby setting arrives.
  • Double touch rule. The June 15 patch confirms a double touch rule is enforced in formats with three or more players per side. Our reading, consistent with real football law, is that it stops a restart taker playing the ball twice in a row; the notes do not spell the mechanics out, so treat the exact scope as unverified until we document it in build.
  • Goalkeeper handling limits. Patch notes reference passback handling, and goalies cannot pick up a ball they just dropped (v0.78.0). How strictly full back-pass law is modeled is another one we are still testing rather than guessing.

Rules knowledge converts directly into wins here: offside gives your defense a free weapon, advantage changes when fouling is ever worth it, and restart routines are rehearsable goals. Start with the defending guide to apply the foul law, then the rest of the guides for everything the whistle does not touch.

Keep going

Sources: Strikers Club on Steam (rules feature list) · Patch notes hub (v0.74.1-v0.82.0) · Official site