KickMIO Rules
Create a match
Every player on Miomi Game has the opportunity to create their own KICK MIO match or accept a challenge to those already created by other players, posted on the “Matches” page.
To create your own KICK MIO match, you need to go to the “Matches” page and click on the “Create your match” button. A window will open in front of you, in which you need to select the following parameters:
- Free or Paid match
- Currency for the game (if the match is paid)
- Amount of contribution
- Make the match private or not (set a password)
The “Private match” option allows you to set a password that will be required from everyone who wants to join your match. This can be useful if a game with a specific opponent is planned.
After all the information is filled in, the final step is simply to click on the “Create match” button. After that, your match will be created and displayed in the general list. Now you just have to wait for your opponent.
Deleting a match
If you decide to give up on a game, you can always delete the match you created, but only until your opponent joins it. To do this, find your match in the list and click the “Delete match” button on the card.
Accepting a challenge
To join an existing match and start the game, simply find the one you like in the list and click the “Join” button.
A window with the match conditions will open in front of you so that you can read more about it. Click “Start match” to join.
Match chat and start of the game
After 2 players have joined the match, a match chat is created. This is a private chat that only its participants have access to. Here you can agree on any issues, often the start time of the game.
Both players have a “Go to game” button in the chat. Its purpose is to ensure that the game does not start until one or both players are ready. To eliminate this scenario, both players must click the “Go to game” button, thereby confirming their presence and readiness to play.
Match History
There is a button on the top panel that, when clicked, will open the history of your selected matches, with detailed information on each.
Timer
After the start of the match, each player decides where to hit or where to jump to parry the hit. 10 seconds are given for this. If after this time the player has not made a decision for the action, the system makes it randomly and automatically.
Technical defeat
If a player is absent, the system makes a decision for him 4 times in a row, after which the match ends with a technical defeat for the absent player. If the player manages to return before the system makes 4 decisions, the counter is reset, and in the second case the countdown starts again from zero.
Strike force
After the goal area for the strike (role of the striker) or the ball to parry (role of the goalkeeper) has been selected, an indicator will appear on the left side of the screen that determines the force of the action. The force level you select determines the variability of the further outcome.
Role of the attacker
When you are in the role of the attacker, the power indicator has 4 levels:
Strong hit (90%–100%)
Perfect (80%–90%)
Average (30%–80%)
Minimum (up to 30%)
Percentages indicate the size of the segment of the indicator scale from bottom to top, where the very bottom is 0%, and the absolute top is 100%.
Each level determines the potential outcome of your hit. The calculation is based not only on your level, but also on what action will be taken by your opponent (the goalkeeper), who also has several levels of power.
The development of events occurs based on 2 scenarios – your strike zone and the opponent’s parry zone coincided, and accordingly, when the zones chosen by you and your opponent did not coincide.
Zones do not match
If the zone you have chosen for a shot is different from the one your opponent has chosen, then a goal will be scored if you have chosen any of the following strength levels:
Perfect (80%–90%)
Average (30%–80%)
Minimal (up to 30%)
Strong shot (90%–100%) Absolutely always leads to a shot past the goal.
Percentages indicate the size of the indicator scale segment from bottom to top, where the very bottom is 0%, and the absolute top is 100%.
Each level determines the potential outcome of your shot. The calculation is based not only on your level, but also on the action that your opponent (the goalkeeper) will take, who also has several strength levels.
The development of events occurs based on 2 scenarios – your shot zone and the opponent’s parry zone coincided, and, accordingly, when the zones chosen by you and your opponent did not coincide.
Zones matched
Perfect (80%–90%)
The best option for you, with the highest chance of success. Your opponent will only be able to parry your shot if he/she also hits the ideal jump power level.
Average (30%–80%)
You will only be able to score a goal if your opponent chooses the lowest jump power level as a goalkeeper.
Minimum level (up to 30%)
Always leads to your opponent parrying the shot.
Strong shot (90%–100%)
Absolutely all always leads to a shot past the goal.
The role of the goalkeeper
Unlike the striker, the goalkeeper role has a power indicator with 3 levels:
Ideal jump (80%–100%)
Average (30%–80%)
Minimum (up to 30%)
Percentages indicate the size of the segment of the indicator scale from bottom to top, where the very bottom is 0%, and the absolute top is 100%.
Each level determines the potential outcome of the goalkeeper’s jump. The calculation is based not only on your level, but also on what action will be taken by your opponent (the striker), who also has several levels of power.
The development of events occurs based on 2 scenarios – your zone where the goalkeeper will jump, and the zone of the strike on your goal by the opponent coincide, and accordingly, when the zones chosen by you and your opponent do not coincide.
Zones do not match
If the zone you have chosen to block is different from the one your opponent has chosen to hit, you will miss the ball into your goal if any of the following power levels were selected:
Perfect Jump (80%–100%)
Average (30%–80%)
Minimum (up to 30%)
Zones matched
Perfect Jump (80%–100%)
At this level, your goalkeeper will block absolutely any level of your opponent’s shot, even the most Ideal one.
Average (30%–80%)
The chances of blocking the shot are also very high. The only exception is the Ideal level of your opponent’s shot.
Minimum level (up to 30%)
The only chance to block the shot is the Minimum level of your opponent’s shot. All other balls will be missed by you.
Match Result
At the end of the game, the system automatically calculates and determines the winner of the match. Then the amount of the match prize fund is immediately transferred to the winner’s account (whether it is an internal wallet or a connected WEB 3 wallet).