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Football Kick World Tour guide: 30 levels, six keepers, three stars

A level-by-level guide to the Football Kick World Tour, with the kick, wall, wind and keeper on all 30 levels and what each star needs.

Key takeaways

  • The World Tour has 30 levels on six grounds, five to a ground, each ground with its own keeper.
  • One star means meeting the objective. Two and three need points totals the level card doesn’t show.
  • One star on a level opens the next, so one star a level takes you to the World Final.
  • Goals in a row count up to double, so three stars usually needs every kick in, plus bonuses.
  • Keepers never guess behind a wall, so Kenji’s and Idris’s memory of your kicks can’t help them there.

The Football Kick World Tour is 30 levels on six grounds, five to a ground, with a different keeper at each. Meeting a level’s objective, such as three goals from five penalties, earns the first star and opens the next level. The second and third stars need a points total too, which the level card doesn’t show. This guide lists all 30 levels as version 1.0 of the free app sets them, with what each star needs, then takes the six grounds one at a time.

Football Kick is our one-finger football game for iPhone and iPad, made for iPhone Duo. It’s free on the App Store as Football Kick Live: Soccer, with no ads or in-app purchases, and the World Tour is only in the app. To try the swipe first, the free browser game at footballkicks.9io.ai has Just Kick, Penalties and Streak for five minutes of play a day. Our post on Football Kick’s goalkeeper AI explains how the keepers think.

How stars work and how the next level opens

Twenty-three levels ask for goals, six ask for ring hits, which the game calls targets, and Curl It In asks for goals that bend. Meeting the objective gives one star. Two and three stars need the objective plus the points totals in the table below. Five more rules come from the game’s code.

  • A level opens once the level before it has a star. Level 1-1 is always open, so one star a level reaches the World Final.
  • Only your best result counts, so playing a level again never costs a star.
  • A level stops once its objective is out of reach. On Cup Tie, four goals from five, the second miss ends it.
  • Each attempt is seeded from the clock, so the wind, the wall and the keeper’s guesses differ every time.
  • The World Tour screen counts your stars out of 90, and each ground’s card out of 15.

The point lines came from simulation. The command-line tool in KickKit, the game’s engine, has two balance commands that play every level with simulated players at three skill levels. They suggest a two-star line near a good player’s median score and a three-star line at an expert’s 80th percentile. We haven’t compared the lines with real players’ scores.

How Football Kick scores a kick, and why three stars takes a run

A goal is worth 100, each ring the ball goes through 150, and goals pick up bonuses on top.

Score line Points What earns it
Goal 100 Any goal
Target 150 Each ring the ball passes through as it crosses the line
Panenka 150 A chip under 17 m/s that goes in within 1.3 m of the middle and above 0.5 m, after the keeper dives to a side and ends up more than 1.4 m away
Top bins 50 In within 1.31 m of a post and at least 1.5 m up
Off the woodwork 50 In off a post or the bar
Curler 40 A swipe with at least 45% of full bend, and 0.55 m of swerve by the line
Rocket 30 30 m/s or more off the foot
Bottom corner 25 In within 1.06 m of a post and no higher than 0.6 m
Beat the wall 25 A free kick that goes in without touching the wall
Beat the gloves 20 In after the keeper got a touch
Wind 1 per km/h A goal in wind of 15 km/h or more

A run of goals then multiplies everything the kick earned, rings included. The second goal in a row counts 1.25 times, the third 1.5 times, the fourth 1.75 times, and the fifth and every one after it twice. Anything but a goal starts the run again.

So plain goals in a row are worth 375 for three, 550 for four, 750 for five, 950 for six and 1,350 for eight. Measured against the star lines in the level table below, two stars usually means scoring with most kicks, and three stars means scoring with every kick, in a row, with a bonus on most. On First Touch, five plain goals make 750 against 830 for two stars, and five top-bins goals make 1,126, past 1,070 for three.

Only three levels that ask for goals give three stars for scoring with every kick and nothing more. On Set Piece and The Free Kick each goal that misses the wall earns 25, and on Thunder Road the wind adds at least 15 to every goal. On ring levels, a ring goal is worth 250 before the multiplier, and often takes a corner bonus as well.

All 30 Football Kick World Tour levels

Of the 30 Football Kick levels in the tour, 17 are penalties only, seven are free kicks, three are shots from open play or long range, and three mix kick types. Penalties are from the mark, 11 m out.1 Other distances are from the middle of the goal, with the angle off the straight line out from it. Wind blows from any direction unless the table says across, and each kick draws its own speed from the range. Wall players each have a 70% chance of jumping as you strike unless the table says otherwise. Keeper ratings run from 0, a rookie, to 1, world class.

Level Ground Kicks Wall Wind, km/h Keeper, rating One star Two stars Three stars
1-1 First Touch Training Ground 5 penalties None Calm Empty net Score 3 of 5 830 1,070
1-2 Lift Off Training Ground 6 penalties, rings in both top corners None Calm Empty net Hit 2 targets 2,050 3,000
1-3 Bend It Training Ground 6 free kicks, 19 m, straight on 3 mannequins, never jump Calm Empty net Score 3 of 6 1,030 1,400
1-4 Feel the Breeze Training Ground 6 penalties, rings in both bottom corners None 12 to 18, across Empty net Hit 2 targets 2,020 2,750
1-5 Meet the Keeper Training Ground 5 penalties None Calm Theo Lund, 0.12 Score 3 of 5 840 1,100
2-1 Spot Kick Sunday League 5 penalties None 4 to 10 Gus Pemberton, 0.26 Score 3 of 5 780 1,110
2-2 Tight Angle Sunday League 6 open-play shots, 14 m, 28° right None 4 to 12 Gus, 0.26 Score 3 of 6 970 1,420
2-3 Corner Flags Sunday League 6 penalties, rings top left and bottom right None 3 to 8 Gus, 0.26 Hit 2 targets 2,020 2,850
2-4 Windy Common Sunday League 6: penalties and open play from 17 m, 8° left, in turn None 18 to 26, across Gus, 0.30 Score 3 of 6 1,070 1,530
2-5 Cup Tie Sunday League 5 penalties None 5 to 14 Gus, 0.34 Score 4 of 5 800 1,080
3-1 The Wall City Derby 5 free kicks, 20 m, straight on 3 Calm Rafa Ortega, 0.46 Score 2 of 5 570 940
3-2 Edge of the Box City Derby 5 free kicks, 18.5 m, 15° left 3 5 to 12 Rafa, 0.46 Score 2 of 5 800 1,250
3-3 Curl It In City Derby 6 free kicks, 22 m, 18° right 3 Calm Rafa, 0.42 Bend 2 in 1,080 1,860
3-4 Gusty Derby City Derby 5 penalties None 12 to 28, gusting Rafa, 0.50 Score 3 of 5 880 1,220
3-5 Derby Decider City Derby 5: penalty, free kick from 20 m, open play from 14 m at 22° left, free kick from 24 m at 8° right, penalty 3, on the free kicks 5 to 15 Rafa, 0.54 Score 3 of 5 600 1,140
4-1 Rain Check Storm Cup 5 penalties None 15 to 22 Viktor Hale, 0.57 Score 3 of 5 890 1,220
4-2 Skidders Storm Cup 6 penalties, rings in both bottom corners None 10 to 18 Viktor, 0.57 Hit 2 targets 1,930 2,710
4-3 Crosswind Corner Storm Cup 5 free kicks, 21 m, 18° right 3 20 to 30, across Viktor, 0.55 Score 2 of 5 750 1,360
4-4 Thunder Road Storm Cup 6 long-range shots, 25 m, 6° left None 15 to 35, gusting Viktor, 0.55 Score 2 of 6 680 1,060
4-5 Eye of the Storm Storm Cup 6 penalties None 15 to 30, gusting and swinging Viktor, 0.62 Score 4 of 6 1,100 1,560
5-1 Big Night Continental Nights 5 penalties None 0 to 10 Kenji Arata, 0.72 Score 3 of 5 760 1,100
5-2 Set Piece Continental Nights 6 free kicks, 22.5 m, straight on 4, each with an 80% chance of jumping Calm Kenji, 0.72 Score 2 of 6 540 1,000
5-3 Moving Targets Continental Nights 8 penalties, two sliding rings None 0 to 8 Kenji, 0.60 Hit 3 targets 1,760 3,210
5-4 Long Ranger Continental Nights 6 long-range shots, 28 m, 10° right None 10 to 20 Kenji, 0.72 Score 2 of 6 610 1,080
5-5 Semi-Final Continental Nights 5 penalties None 0 to 10 Kenji, 0.80 Score 4 of 5 780 1,090
6-1 Walk Out World Final 5 penalties None 0 to 10 Idris Okafor, 0.86 Score 3 of 5 600 1,010
6-2 The Free Kick World Final 6 free kicks, 22 m, 10° left 4 8 to 18, gusting Idris, 0.90 Score 2 of 6 570 900
6-3 Swirling Final World Final 6: penalty, open play from 18 m at 14° right, free kick from 21 m at 12° left, open play from 23 m at 4° left, then the first two again 3, on the free kick 18 to 32, gusting and swinging Idris, 0.90 Score 3 of 6 680 1,360
6-4 Golden Targets World Final 6 penalties, two rising and falling rings None 0 to 10 Idris, 0.88 Hit 2 targets 1,480 2,500
6-5 The Final World Final 5 penalties None 0 to 12 Idris, 0.90 Score 4 of 5 680 1,100

Where these numbers come from

The level, keeper, wall and scoring numbers come from KickKit’s source and the app’s progress code as submitted for version 1.0 on 29 October 2026, and the parts used here haven’t changed since. Run totals, guess shares, ring timings and swipe speeds are our arithmetic from that code. We haven’t measured how often real players pass each level.

Training Ground: four empty nets, then Theo Lund, The Apprentice

The first four levels have nobody in goal. Lift Off’s tip, that a longer swipe lifts the ball higher, is for iPhone Duo’s flat half. On a phone the ball goes where your finger lifts off over the goal.

Lift Off and Feel the Breeze count ring hits, so one ring twice will do. A ring counts when the ball crosses the line within 0.59 m of its centre. Lift Off’s rings sit in the top-bins zone, so a ring goal there is normally worth 300 before the multiplier. Six in a row make 2,850, short of 3,000, so a few also need curl or a rocket, and a rocket from the spot takes about 80% of full swipe speed. Bend It’s mannequins never jump, but with the ball central they cover a post picked at random each kick, so look before you bend it round them. Feel the Breeze is the first level with wind, which KickKit makes count 1.8 times what it would on a real ball, so even a penalty drifts, and soft shots drift most.

Theo Lund arrives for Meet the Keeper. He’s 1.84 m and rated 0.12, the lowest in the tour, and his scouting line reads “Still learning the job”. He reacts 0.37 s after the strike and guesses on 13% of kicks. His launch, 0.46 m past his stretched body, is the shortest of the six, which is why the tip says he can’t reach the corners. Five top-bins goals in a row make 1,126, enough for three stars at 1,100.

Sunday League: Gus Pemberton, Big Gus

The mud is only for show. The code counts only rain and storms as wet, so this overcast park plays dry. Gus Pemberton is 1.90 m, rated 0.26 rising to 0.34, and his card says “Likes to dive left, slow getting down”. He guesses on 19% to 22% of kicks, sending 61% of those guesses to your left and 28% to your right, and his dives below 0.6 m take 15% longer. Low and to your right plays on both habits.

On Tight Angle the ball sits 6.6 m right of the middle. Keepers stand on the line that halves the angle between the ball and the posts, which puts Gus 0.43 m right of centre, 4.1 m from the far post and 3.2 m from the near one. Hence the tip “The far post is bigger than it looks”. On Corner Flags, take the bottom-right ring twice. It’s low, and on the side Gus guesses least. Windy Common’s crosswind adds 18 to 26 points to every goal, and its tip is to hit it harder so the wind has less time to move the ball. Cup Tie needs four from five, so a second miss ends it.

City Derby: Rafa Ortega, El Gato, and the first walls

Rafa Ortega is 1.86 m, rated 0.42 to 0.54, and his card says “Slow to high balls, dances on his line”. He waves his arms and shuffles about a quarter of a metre each way along his line before the kick, and his dives above 1.6 m take 10.5% longer. He reads neither spin nor wind, which keepers do only from ratings of 0.75 and 0.55 unless a trait says otherwise, so shoot high and curl it.

Walls start here. Three players, 1.78 to 1.93 m tall, stand 9.15 m from the ball, the minimum Law 13 sets for opponents at a free kick.2 The wall covers the post on the ball’s side and the keeper moves 0.9 m towards the other. It screens him too, so he reacts 0.18 s later, reads the ball less precisely and never guesses. When the ball is central, as on The Wall, the wall picks its post at random each kick.

A City Derby free kick against Rafa Ortega on iPhone Duo, folded like a laptop

On The Wall itself, five goals in a row that miss the wall make 938, two short of three stars, so one of them needs another bonus. On Edge of the Box the wall covers the left post and Rafa shifts right, leaving the corner behind the wall furthest from him. Curl It In counts a goal only if the swipe has at least 45% of full bend, a bow of about 11% of its length, and the ball swerves at least 0.55 m by the line. With all six in, its three-star line needs about 196 points a kick before the multiplier, the most of any level without rings, so most curlers need a corner too. In Gusty Derby, Rafa reads each flight as if the air were still, so wind-blown shots fool him.

Storm Cup: Viktor Hale, The Lighthouse, on wet grass

The Storm Cup is the only wet ground in the tour. A bouncing ball keeps 50% of its vertical speed instead of 62%, and the grass grips it less than half as hard, so it stays low and skids on. Keepers there hold only shots slower than 70% of their dry catch speed. The tips on Rain Check are “Keepers spill wet shots” and “Low ones skid on the wet grass”.

Viktor Hale is 1.98 m, the tallest of the six, rated 0.55 to 0.62, and his card says “Likes to dive right, slow getting down”. He guesses on 31% to 34% of kicks, 55% of the time to your right and 34% to your left, and his low dives take 13.5% longer. He allows for wind but not spin. At 0.57 in the wet he holds only shots slower than 11.3 m/s, against 16.1 m/s on a dry pitch. Low and to your left is his weak side, so on Skidders take the bottom-left ring.

Every goal on Rain Check, Crosswind Corner, Thunder Road and Eye of the Storm earns a wind bonus, since none of them blows under 15 km/h. Thunder Road’s gusts reach 35 km/h, the strongest wind in the tour, and six goals from six there make at least 1,093, enough for three stars at 1,060. On Eye of the Storm the wind’s direction wanders up to 60° either way, the most of any level, so watch the wind badge until you strike.

Continental Nights: Kenji Arata, The Reader

Kenji Arata is 1.87 m, rated 0.6 to 0.8, and his card says “Remembers where you shoot, reads curve”. He records where your last eight kicks crossed the line, in six zones, with the latest three counting double. His guesses lean towards your habits, and once he’s seen two kicks he guesses 12 percentage points more often. He reads spin and wind. The record starts empty on every attempt, and it only steers his guesses, so it can’t help him behind Set Piece’s wall, where no keeper guesses.

On Big Night, at 0.72, he reacts 0.21 s after the strike and guesses on 38% of kicks, 50% once he’s seen two. Set Piece’s blurb says the wall of four all jump. In the code each one does with an 80% chance, the jumpiest wall in the tour, and Kenji shifts 1.2 m towards the open post. Five goals in a row that miss the wall make 938, so three stars at 1,000 needs all six, or five with a couple of corner bonuses.

Moving Targets has eight kicks, the most in the tour, and two rings of 0.5 m radius. The high ring, 1.7 m up, slides between the middle and 0.5 m inside the left post every 2.8 s, and the low one, 0.55 m up, does the same on the right every 3.4 s. Aim at a ring’s outer end, where it slows to turn, away from Kenji. The high ring spends about 0.8 s of each loop within reach of that end and the low ring about 1 s, and a hard penalty takes about 0.4 s to arrive. Three stars needs a ring with almost every kick. Eight plain ring goals in a row make 3,376 against the line of 3,210, and seven make 2,876. On Long Ranger, from 28 m, a rocket takes only about two thirds of full swipe speed, against 80% from the spot.

World Final: Idris Okafor, The Octopus

Idris Okafor is 1.93 m and rated 0.86 to 0.9, with Kenji’s habits and sharper numbers. At 0.9 he reacts 0.16 s after the strike and guesses on 46% of kicks, 58% once he’s seen two. Walk Out’s tip is “Idris reads everything. Pace and the corners”. The keeper table in our goalkeeper post shows why pace counts. A generic keeper rated 0.9 keeps out 62% of soft shots into a bottom corner and 18% of firm ones, and 60% against 7% for the top corner. Our post on where to aim a penalty kick sets those numbers against research on real penalties.

On The Free Kick the wall stops Idris guessing, and five goals in a row that miss the wall make 938, past three stars at 900. Swirling Final runs six kicks in a fixed order in 18 to 32 km/h of wind that gusts and wanders up to 45°, so every goal earns at least 18 for it. Only its free kick stops Idris guessing, so vary your corners on the other five. Golden Targets’ rings sit 0.86 m inside the posts and rise and fall between 0.7 and 2.1 m, every 2.6 s on the left and 3.1 s on the right. Catch one near the top for top bins as well. Six ring goals in a row with a corner bonus each make at least 2,613, past 2,500, while six plain ones make 2,376. Pass The Final and the results add World Champion.

A three-star checklist for the World Tour

  • Take one star first. It opens the next level, and the points can wait.
  • Keep the run going. From the fifth goal in a row every goal counts double.
  • Put a bonus on most kicks. Top bins is worth 50, a curler 40, a rocket 30 and a bottom corner 25.
  • On ring levels, find the easier ring and hit it again.
  • Shoot low and to your right against Gus, low and to your left against Viktor, and high against Rafa.
  • Change zones against Kenji and Idris, except behind a wall, where a spot that works can be used again.
  • Rehearse in Practice, which can put Gus, Rafa, Kenji or Idris in goal on any of the six grounds, with your choice of wind and corner rings.

For how a swipe is read and what earns each bonus in every mode, see our Football Kick tips. For how the engine replays a kick exactly, see our post on its fixed-timestep physics.


  1. The IFAB, “Law 1: The Field of Play”, Laws of the Game, https://www.theifab.com/laws/latest/the-field-of-play/ ↩

  2. The IFAB, “Law 13: Free Kicks”, Laws of the Game, https://www.theifab.com/laws/latest/free-kicks/ ↩

Frequently asked questions

How many levels are in Football Kick?

The World Tour has 30, on six grounds of five levels each, from the Training Ground to the World Final. Each ground has its own keeper, and every level has three stars to earn, 90 in all.

How do you get three stars in Football Kick?

Meet the level’s objective and reach its three-star points total. A goal is worth 100, with bonuses for corners, pace, curl and wind, and a run of goals counts each one up to twice, so three stars usually needs every kick in, in a row, with a bonus on most.

How do you open the next level in Football Kick?

Earn one star on the level before it by meeting its objective. Level 1-1 is always open, and you never need two or three stars to move on.

Who are the goalkeepers in Football Kick?

Theo Lund, The Apprentice, keeps goal at the Training Ground. Then come Gus Pemberton (Big Gus), Rafa Ortega (El Gato), Viktor Hale (The Lighthouse) and Kenji Arata (The Reader), and Idris Okafor (The Octopus) waits at the World Final.

Can you play the Football Kick World Tour in a browser?

No. The World Tour is only in the app, Football Kick Live: Soccer, free on the App Store for iPhone and iPad. The browser game at footballkicks.9io.ai has Just Kick, Penalties and Streak, free for five minutes of play a day.

Which Football Kick keeper is the hardest to beat?

Idris Okafor, The Octopus, at the World Final. He’s rated 0.86 to 0.9 in the tour, and at 0.9 he reacts 0.16 s after the strike, guesses on 46% of kicks, remembers where you shoot and reads curve. The game’s advice is pace and the corners.

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