
SYC League at Al Imam Mohammad Ibn Saud Islamic University
ABOUTSYC LEAGUE
SYC League is a fast-paced sport that combines head-to-head competition with tactical action cards.
It is designed to deliver a fun, unpredictable playing experience with clear control over when effects take place during the match. Matches are short, intense, and built on decisive tactical decisions.
Match Structure
1. Pre-match
Duration: 5 minutes
- Both teams enter the pitch
- Rally the crowd and build the atmosphere
2. Match start
- Players (including the goalkeeper): 6 vs 6 (excluding the coach and substitutes).
- Each team draws its cards (see the Card Selection section)
- Match duration:
- 20 minutes of effective play time
- Two halves
Match time counts effective play only. The clock stops during mandatory stoppages (such as injuries or referee intervention). Timeouts count within the 20 minutes.
3. Dice round
The match begins with a dice round:
- Duration: two minutes or until a goal is scored
- Each team rolls a die (1 to 6)
- The result sets the number of players who start playing
- The goalkeeper counts toward that number
After the dice round
- The match continues as 6 vs 6 on the pitch until time runs out
Special cases
- If a team plays a card:
- The dice round is skipped
- That team starts directly with 5 players and a goalkeeper.
- The other team starts with the number of players set by its dice result.
- The card must be used before the dice roll.
- The card becomes worthless if it is not used before the dice roll.
4. Kick-off
- The ball is placed at the center of the pitch
- Players line up at both ends of the pitch
- On the referee's whistle, both teams try to win possession
5. End of match
5 minutes reserved for:
- Team captain interviews
- Announcing the player of the match
Card Selection
Total cards per team
6 cards:
- 1 Light card
- 3 Medium cards
- 2 Heavy cards (but only one may be played)
Only 5 of the 6 cards may be used during the match.
Selection rules
- Hidden random draw (face down) from each set
- Cards are ranked by power:
- Light → Medium → Heavy
- The team that draws first is decided by rock – paper – scissors
- Draws alternate in the following order:
- 1. Light cards
- 2. Medium cards
- 3. Heavy card
Timeout System
- Each team has 2 timeouts per half
- Each timeout lasts 30 seconds
- Total per half: one minute
- Timeouts are used exclusively to:
- Stop play
- Make a tactical decision
- Play one card
No card can be played outside a timeout.
Card Usage Rules
When a card is played
- Cards are only played during a timeout
- Each timeout allows only one card to be played
- Each team may play:
- Two cards in the first half
- Two cards in the second half
Card timing
- A card takes effect as soon as the referee announces it
- The effect duration is set by what is written on the card
- Instant-effect cards end immediately
- Play resumes directly after the timeout ends
The golden rule
- Responding to or countering a card from the other team is not allowed
- There are no counter cards
- Every card is executed independently and the match continues afterwards
Purpose of the rule: keep decisions clear, reduce chaos, and preserve the pace of play.
In-play Penalties (Hockey Style)
- Attacker vs goalkeeper
- Awarded when a foul occurs inside the penalty area
- The player starts from the center of the pitch
- 10 seconds to attempt to score
- Play resumes directly after the attempt
Cards are not allowed
Shootout (SYC ONE)
If the match ends in a draw:
- Attacker vs defender and goalkeeper
- Each team takes 3 shootout attempts
- The player starts from the center of the pitch
- 15 seconds to attempt to score
The attempt is over if
- The defender intercepts it
- The ball leaves the pitch
If still tied
- Extra attempts are taken until a winner is decided
- Any player may shoot
Cards are not allowed
Referee Protocol
- Number of referees: 2
- Main referee
- Assistant referee
Assistant referee duties
- Manage timeouts
- Coordinate card activation
- Manage official time
The main referee may
- Stop the clock during mandatory stoppages
- Announce cards and timeouts to the crowd and players
Disciplinary Cards
- Yellow card:
- Player leaves for two minutes
- Red card:
- Player leaves for 5 minutes.
SOME OF THE CARDS

Examples of Light cards
| Card name | Effect | Duration |
|---|---|---|
| على خير | Turns a penalty against your team into a regular foul inside the penalty area; the referee picks the spot of the foul | Instant |
| وفرها في جيبك | Start the half with all your players without rolling the dice | Instant (before the dice) |
| اقطع عنهم النت | Prevents the opponent from playing any card | One minute |
And more...

Examples of Medium cards
| Card name | Effect | Duration |
|---|---|---|
| فك وأفك | If the opponent scores, you get a direct penalty - played right after the opponent scores | Instant |
| ريح يا حارس | Your opponent must pull their goalkeeper | Two minutes or until a goal |
| ارتقاء | Header from the center of the pitch; your opponent must pull the goalkeeper and the rest of the players | Instant |
And more...

Examples of Heavy cards
| Card name | Effect | Duration |
|---|---|---|
| بدل ياحبيبي | Swaps the score between the two teams (cannot be played in the last two minutes, or if the goal difference is more than 1) | Instant |
| دبل | Every goal you score counts double | Two minutes |
| أبي زيه | Any card the opponent plays can be reflected back at them within 5 seconds (except كوش and فار) - No Time out | Reactive |
And more...
Important notes
- The "أبي زيه" and "توكل" cards carry the No Time out label, meaning they are not time-limited; it is not a reference to how they are played.
- A more detailed explanation of the game will be given to coaches after players are registered and teams are assigned.
- A simplified explanation of every card will be given during the match.
- After attending the first matches, memorizing the cards and enjoying the game will be very easy.
Join SYC League
Ready to play? Register for SYC League at Al Imam Mohammad Ibn Saud Islamic University.
