Match Clock, Turn Clock, Yellow & Red Cards — and a Vintage Scoreboard

Free Flick Football matches used to last as long as it took to score five goals. Sometimes that was 90 seconds. Sometimes a stalemate stretched into eight minutes of careful poking. The clock was the missing tension. Today's release adds two of them, plus a card system that finally makes tactics mode feel like soccer, all sitting underneath an old-school dot-bulb scoreboard inspired by gymnasium scoreboards from the 70s.

The match clock is three minutes from kickoff. It runs continuously, including through ball physics. Goals reaching five still ends the game the same way it always did — but if neither side gets there in time, whoever's ahead at 0:00 wins, and 2-2 endings are now possible draws. The clock turns red in the last 30 seconds and pulses in the last ten so that comeback urgency is impossible to miss. It applies to every multi-turn mode (vs AI, Local 2P, Solo Season, Online, Ranked) and skips Daily Challenge and Replay since those have their own pacing.

On top of that there's a per-turn 10-second clock. It's a single budget per turn that covers shooting AND, if you're in tactics mode, repositioning a defender. The clock pauses while the ball is in motion — you don't get punished for a slow-settling shot eating into your reposition window. Aiming doesn't pause it though, so holding the drag indefinitely while you scout angles will pass your turn. The display goes red and pulses at three seconds. Online keeps its existing 20-second forfeit clock unchanged.

Tactics mode picked up real soccer cards. Drop a defender pin onto the ball during the reposition phase and you've earned a yellow card — your peg snaps back, the ball stays put, and a yellow card pops onto the screen. Two yellows automatically becomes a red card, and a random outfield defender (goalie spared) is sent off the field for the rest of the match. Each subsequent red removes another player. The HUD shows your current yellow slot count plus a small red badge with a `×N` total once you've earned any.

Visually the whole HUD got the vintage treatment. The score numbers are now amber LED with a soft bloom — `00` to `05` — sitting in a dark navy panel framed by a white double-bezel, with `HOME` / `GUEST` micro-labels above and `PERIOD` below the match clock. It's the same information density as before, just rendered in a way that feels like the kind of scoreboard you'd see hanging in a small-town high school gym. Mobile got its own scaled-down version of the LED look so the score, both clocks, and any earned cards all fit in the compact center bar.

Everything is gated behind feature flags so we could ship the code without flipping the experience all at once, but they're all on by default starting today. If you ever want the old plain look back, `localStorage.setItem('binho_feature_retroScoreboard', '0')` and reload — same pattern works for `matchClock`, `turnShotClock`, and `tacticsYellowCards`.

Net effect: matches end faster, mistakes in tactics mode have real consequences, and the screen looks like a soccer telecast for the first time. Go play one and tell us what feels wrong.

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