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FUT 25 - Rush Mode Guide
#### Introduction to Rush Mode
Rush Mode is an exciting new addition to FUT 25, offering a unique blend of fast-paced gameplay, strategic flexibility, and team-oriented action. Here’s a comprehensive guide on the basics, gameplay mechanics, and rules to help you master this mode.
#### Team Composition and Goalkeepers
**Little Man and UT Modes:**
- Each Rush team consists of 5 players: 4 player-controlled and 1 AI goalkeeper.
- If a player disconnects, the AI takes over to ensure continuity.
- The AI goalkeeper can be controlled by the captain for attacking (Y/Triangle) or positioning (RS/R3).
- Goalkeepers on both sides have identical height, attributes, and skills for fairness.
**Kick-off and Manager Career Modes:**
- Players can control the entire team in these modes.
#### Gameplay Mechanics
**Ball Fight:**
- At the start of each game, ball launchers at the halfway line launch the ball randomly with varying power and height, adding unpredictability.
**Flexible Positioning:**
- Traditional fixed roles are abandoned, promoting flexible and strategic gameplay.
- Players return to their recent positions when the game stops.
- Emphasis on teamwork, allowing for strategic switches and coordination.
#### Modes Overview
**Little Man Club Mode and UT Mode:**
- Team up with club members or individual players to climb rankings.
- In UT mode, play with up to three friends and participate in special events, building chemistry and earning rewards.
**Career Mode and Kick-off:**
- Choose any team from the kick-off.
- Career mode includes interactions with youth training through 5v5 Rush matches, influencing player development.
#### Rules and Regulations
**Field Dimensions and Lines:**
- Field size: approximately 63.7m x 46.6m (41.5% of a traditional field).
- The penalty area and center circle are large to retain core football experiences.
- Two dotted lines mark the offside rule area.
- Goal size matches traditional 11v11.
**Game Time and Winning Rules:**
- Continuous 7-minute countdown with no half-time.
- Clock stops when the ball is out of bounds.
- If tied at the end of regular time, a 2:20 goal shootout or penalty shootout decides the winner.
- The final whistle rule allows continuation of play until the attack is resolved if a shot is in flight at 0:00.
- Penalties in the final seconds grant a short extension for the fouled player to shoot.
**Offside:**
- Determined by new dotted lines, located one-third of the field length on each side.
- Normal offside rules apply once players cross these lines.
- Aims to enhance game flow and reduce stoppages.
**Blue Cards and Offensive Advantage:**
- No red cards; serious fouls earn blue cards, resulting in a 1-minute send-off.
- Blue card timer pauses when the ball is out and reduces by 15 seconds for each conceded goal.
- Teams must have at least two players on the field; a third blue card results in a loss.
- Two yellow cards lead to a blue card; yellow card count resets after issuing a blue card.
- Goalkeepers are exempt from receiving yellow or blue cards.
- Delayed carding is based on offensive advantage.
**Substitutions, Stamina, and Injuries:**
- No substitutions; players don't worry about injuries or long-term stamina.
**Set-pieces:**
- Streamlined for efficiency: quick throw-ins, corner kicks, and free kicks.
- Closest player takes throw-ins and corners; fouled player takes free kicks and penalties.
- Set-piece positions based on the last field position before the stoppage.
**Indirect Free Kicks:**
- Always indirect; passes must be made to a teammate.
- Taken from the regular game view for quick resumption.
**Corner Kicks:**
- Takers adjust passes using the aiming cursor.
- Different strengths affect trajectory.
- Ground passes are an option.
**1-on-1 Penalty Kicks and Penalty Shootouts:**
- Regular time penalties offer 1-on-1 opportunities with the goalkeeper.
- Tied games after overtime go to penalty shootouts with alternating shots.
- Each penalty taker has 10 seconds to complete the shot, with only the penalty taker and goalkeeper on the field.
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