Minigames
Between two matchdays, off to the sports studio: in three skill minigames you compete with your own players – against your records and against every manager in your world. Pure skill, real season prizes.
The three games
| Game | How it works |
|---|---|
| Juggling | Keep the ball in the air as long as possible – with head, knee and foot at the right moment, and chase the ball when it drifts. |
| Bucket Chip | Chip the balls into the buckets across 5 levels. The aiming line swings, the wind shifts – bounces count double, double bounces triple. |
| Goal Wall | Classic goal-wall shooting: 6 shots, 2 holes – three at the bottom right first, then three at the top left. Aim the crosshair, hit the power gauge; quick shots and bounce goals earn extra points. |


Your players are the stars
You always play with a player from your own squad – and his attributes truly matter:
- Juggling: technique (plus the special ability Flair) calms the ball and widens the timing window.
- Bucket Chip: shot accuracy (plus Free kick) steadies the swinging aiming line.
- Goal Wall: shot accuracy & shot power (plus Penalty and Finishing) tame the crosshair and the gauge.
The better the player, the easier it plays – but the fewer points you get per touch or hit. A technician carries you far, a "clogger" yields more per trick. So managers without a star ensemble have a real shot at the top too.
Leaderboards
Each game has its own leaderboard per world – as a season and an all-time ranking, plus your personal records per player. What's ranked is the combination manager + player, in two disciplines:
- High score – the most points in a single run.
- Touches/Hits – the longest or most accurate streak.

Season prizes
After every season two top-10 rankings are paid out automatically per game (each manager's best entry counts): the high score pays into your club account, the touches/hits ranking into the slush fund.
| Rank | High score → club account | Touches/hits → slush fund |
|---|---|---|
| 1 | 1,000,000 | 80,000 |
| 2 | 700,000 | 60,000 |
| 3 | 500,000 | 50,000 |
| 4 | 450,000 | 45,000 |
| 5 | 400,000 | 40,000 |
| 6 | 350,000 | 35,000 |
| 7 | 300,000 | 30,000 |
| 8 | 250,000 | 25,000 |
| 9 | 200,000 | 20,000 |
| 10 | 150,000 | 15,000 |
Three games × two rankings = six chances per season. The club-account prize requires you to be managing a club at payout time; the slush-fund prize always arrives.
Minigame prizes can't be bought, only earned – they're the one shortcut into the slush fund, and it runs through practice. In line with KoF's fair-play promise.
Getting the most out of it
- Run two player strategies: long streaks with your technician for the touches ranking, point hunting with a weaker foot for the high score.
- Start early in the season: you can improve your records as often as you like until the season ends – whoever posts early plays relaxed.
- Keep both rankings in view: the slush-fund prizes of the touches ranking in particular are often less contested.
3 games (Juggling · Bucket Chip · Goal Wall) · played with your own players, their attributes count · better skill = easier, but fewer points per action · leaderboards per world (season + all-time) · after each season, per game: top 10 high score → club account (up to 1 million) and top 10 touches/hits → slush fund (up to 80,000).