How to play Footroll 90'
Updated 6 November 2026
Footroll 90' is a dice football (soccer) game. A match is three rolls, at 20', 45' and 90'. Before each roll both sides secretly call Attack, Possession or Defend, then each club rolls its own die. The bigger the gap between the two rolls, the more goals the higher roll scores.
How does a match work?
The home club rolls first, then the away club. Compare the two rolls, after any +1s, and the higher roll scores by the size of the gap:
| Gap between the rolls | Goals for the higher roll |
|---|---|
| 0 or 1 | None |
| 2 or 3 | 1 goal |
| 4 or more | 2 goals |
Example: the home club rolls 5 and the away club rolls 3. The gap is 2, so the home club scores one goal.
What do the calls do?
Before every roll both sides secretly call Attack, Possession or Defend. The winning call adds +1 to its roll; the same call adds nothing.
| Call | Beats |
|---|---|
| Attack | Possession |
| Possession | Defend |
| Defend | Attack |
What is a club die?
Every club rolls its own six-sided die, set by its stars. More stars means bigger faces, never a sure win.
| Stars | Faces of the die |
|---|---|
| 1 star | 1, 2, 3, 3, 4, 5 |
| 2 stars | 1, 2, 3, 4, 4, 6 |
| 3 stars | 1, 2, 3, 4, 5, 6 |
| 4 stars | 1, 3, 3, 4, 5, 6 |
| 5 stars | 2, 3, 4, 4, 5, 6 |
A 1-star die with +1 on every face is exactly a 5-star die, which is why winning your calls matters so much.
Can an underdog beat an elite club?
Yes. A 1-star club beats a 5-star club 8.8% of the time and draws 22.9%. At home with the Home Fortress the win rises to 15.8%. Win all three calls and it is 34.7%, an even game.
| Match-up | Win | Draw | Loss |
|---|---|---|---|
| 1 star v 5 stars | 8.8% | 22.9% | 68.3% |
| 1 star at home with the Home Fortress v 5 stars | 15.8% | 27.1% | 57.1% |
| 1 star winning all three calls v 5 stars | 34.7% | 30.6% | 34.7% |
| 2 stars v 5 stars | 20.3% | 23.2% | 56.5% |
| 3 stars v 5 stars | 24.2% | 24.2% | 51.6% |
| 4 stars v 5 stars | 27.6% | 27.8% | 44.6% |
| 3 stars v 3 stars | 38.7% | 22.6% | 38.7% |
Worked out by counting every possible roll under the game's own rules, for a three-roll match with no tokens. Calls and the Home Fortress count only where the row says so.
What is the Home Fortress?
A secret +1 on the 90' roll when your club plays at home. You choose which clubs get it before the draw: 3 in every 8 of your clubs, rounded down, and at least 1. The final is on neutral ground, so there is no Fortress there.
What are tokens?
A Substitution rerolls your die, and Ultras silence the other club's Home Fortress. You only get a few, so save them for the rolls that matter.
How do knockouts work?
Knockout ties are two legs, home and away. If the aggregate is level you can use away goals, an option at setup, then extra time: one roll each, and the higher roll scores 1. Then penalties: 5 kicks each, a 3 to 6 scores, then sudden death. The final is one match on neutral ground.
What are the simple roll and real dice?
In simple roll each club rolls once per match, and the roll decides its goals. Real dice use the same table: roll on the table and type in what the dice show.
| Final roll | Goals |
|---|---|
| 1 or 2 | 0 |
| 3 or 4 | 1 |
| 5 | 2 |
| 6 | 3 |
| 7 or more | 4 |
What can I play?
- Cups: 8, 16 or 32 clubs, with two-legged knockouts.
- Groups: 2, 4 or 8 groups, then knockouts.
- Leagues: 12 or 16 clubs home and away, or a league phase of 16, 24 or 36 clubs.
- Career: run a club for seasons in 12 countries.
- Cup run: one club, six matches, a boost after every win.
- Footroll Daily: the same cup for everyone, every day.
- With friends: up to 6 on one phone, or up to 8 in a friend league (in beta), each on their own phone.
- Free: 78 clubs, the 16-club cup, 4 groups of 4 and the Daily. The Club Pass adds the rest, and each of its formats can be tried once for free.