N.B.
AI assisted with drafting the final text.
The topic is written here in two styles of writing:
The first writing style uses simple, easy-to-understand language (for lay people—the usual blog readers).
It is then rewritten in a professional or technical style, which better suits bodies or parties that are in real executive concern, as FIFA, unions and Football Experts.
1. Easy English Writing:
(For Ordinary READERS - by ChatGPT)
FOOTBALL 7 - (FOOTBALL HARD)
Why do we modify traditional football rules or create new versions?
The reason is that modern football, because of its high randomness and many unexpected or surprising results, has become a source of frustration and disappointment — especially for fans — instead of being a source of satisfaction, excitement, and enjoyment.
This happens because match results are frequently not fair.
When designing any game, the game design should allow the better performing team to be the winner most often.
Therefore, our main aim of this game version is fairness, meaning that the better performing team should win.
The second aim is excitement and enjoyment.
We should not accept a game system that produces matches with very few goals, where excellent teams are treated unfairly with results like (0–0), or where a weak team wins due to randomness, coincidence, or luck.
Also, it is not acceptable for a game system to produce boring matches (for example, too many easy goals), even if it achieves high fairness.
The game design must therefore, include both:
Fairness — by allowing more goals, so that the better team wins.
Excitement and enjoyment — by making the game depend on skill performance, not easy scoring.
We noticed in traditional football that the large number of players on the field (22 players) reduces space and increases randomness, which leads to frustrating and reversed results.
Therefore, this new game design reduces the number of players to create more space, highlight skills, and reduce randomness.
Through testing and experiments, we will evaluate how suitable this new design is, in achieving the two main aims: fairness and enjoyment.
We introduce here an initial version of the game, followed by an appendix with many ideas for possible future modifications to create sub-versions of the game, if any problem would appear during testing. This would make the game design more integrated, and closer to achieving fairness and enjoyment.
THE INITIAL VERSION
GAME SYSTEM:
The game is played on standard football fields and according to football laws, with the following modifications:
First:
Each team plays with 7 players only, including the goalkeeper.
Second:
To encourage skillful play, goals are counted using a points system:
1 point for a goal scored from inside the penalty area.
2 points for a goal scored from outside the penalty area.
3 points for a goal scored from behind the halfway line.
Third:
To encourage more goal scoring or critical assists, all free kicks are taken without a defensive wall, and defending players must stay at least 5 meters away from the kick point. This also would help save the time wasted in setting defensive walls.
Fourth:
To prevent negative play, and time wasting as well, each team is allowed a maximum of 5 passes in their own half, starting from a goal kick or gaining possession.
The 6th pass must cross the midline into the opponent’s half.
Also, the 8-second rule applies to the goalkeeper when holding the ball.
If either rule is violated, an indirect free kick is awarded to the opponent team from their half, which is taken from a point at the back edge of the center circle.
Fifth:
Applying the Real-Playing-Time-Clock: The clock stops whenever play stops, to compensate for time used in substitutions, cooling breaks, timeouts, ball out of field and any other play stoppage.
Sixth:
Because playing with 7 players on a full-size field is physically demanding, unlimited substitutions are allowed, and a substituted player may return again as a new substitute in place of another teammate.
Unless the player is injured, the substitution must be completed within 20 seconds, at which the clock stops.
If the player delays leaving the field beyond this time limit, the substitution is cancelled for the next 3 minutes.
Seventh:
Play stops twice in each half (every 15 minutes) for 2–3 minutes, with the clock stopped, for cooling, some rest and quick coaching instructions.
Eighth:
Each coach is also allowed one timeout of 2 minutes per half, at which the clock is stopped.
Ninth:
Because the number of players is small, a blue card means 2-yellow cards. The player then, is suspended for 15 minutes only, after which he may return or be substituted. In case they repeat violation, they would get a red card & dismissed out totally.
Tenth: [Update : April 3rd, 2026]
This is only (Cosmetic):
Execution of corner and near free kicks would be as follows:
The defenders are positioned inside the 6-yard area with the goalkeeper, while the attackers are waiting for the ball outside the 6-yard area. This is to avoid the ugly phenomenon of both teams' players pushing each other before kicking the ball.
Appendix – Possible Future Modifications
Based on real-life testing and experimentation, additional sub-versions of the game may be developed to ensure our two main aims:
Fairness (the better team wins)
Excitement and enjoyment
For example: [Update : April 3rd, 2026]
If scoring becomes too difficult (which reduces fairness), new versions may include:
Replacing throw-ins with free kicks (by foot), which would encourage quicker attacks, critical assists, or even direct goal scoring. This would also eliminate the time that was wasted in traditional throw-ins.
Cancelling or modifying the offside law,
Or applying the offside law only to the scorer player,
Or reducing the allowed number of defenders inside the penalty area or the 6-yard box.
On the other hand, if the game becomes like basketball or handball, where every possession ends with a goal (too many easy goals), then new rules can be introduced to reduce 'boring' easy goals, such as:
Reducing match playing time to 60 minutes instead of 90 minutes.
Prohibiting shots on goal from inside the 6-yard box or even from inside the penalty area,
Preventing long passes sent directly by the goalkeeper to an advanced forward player to attempt to score. For example: at least 2 passes before shooting on goal, etc.
Restoration of the defensive wall again for near free kicks,
Or indirect execution of all near (30-yard or less) free kicks (the ball must be passed first before scoring).
There are many possibilities and ideas. Real-world testing will determine the best sub-version derived from this initial version to achieve a much fairer and more enjoyable game.
2. PROFESSIONAL WRITTING:
(For Football Experts - by ChatGPT)
FOOTBALL 7 - (FOOTBALL HARD)
A Proposal for a Modified Football Game System
A Framework to Enhance Fairness, Skill Expression, and Spectator Engagement
1. Rationale and Objectives
Modern football, despite its global popularity, exhibits a relatively high degree of outcome variability and randomness. Match results may not consistently reflect relative team performance, which can lead to frustration among stakeholders—particularly supporters—when outcomes appear unjust or disproportionately influenced by chance.
From a game design perspective, an optimal competitive system should ensure that the better-performing team wins with high probability. Accordingly, this proposal is guided by two primary objectives:
1.1 Fairness
To increase the likelihood that match outcomes accurately reflect team performance by reducing randomness and increasing scoring resolution.
1.2 Excitement and Spectator Engagement
To ensure that matches remain entertaining, dynamic, and skill-driven, avoiding both:
Low-scoring matches (e.g., frequent 0–0 outcomes), which may reduce fairness, and
Excessively high or “easy” scoring scenarios, which may reduce competitive quality and viewer interest.
A balanced system must therefore:
Increase meaningful scoring opportunities to improve fairness, while
Preserving technical difficulty and tactical depth to maintain excitement.
2. Design Principle
Analysis of traditional 11-a-side football suggests that the high player density (22 players) reduces effective playing space, constrains technical expression, and increases stochastic elements.
To address this, the proposed model reduces the number of players to:
Increase available space
Enhance individual skill expression
Reduce randomness
Improve the correlation between performance and outcome
3. Initial Game Model Basics
The game is played on a standard football pitch under the Laws of the Game, with the following modifications:
3.1 Team Composition
Each team consists of 7 players, including the goalkeeper.
3.2 Scoring System (Weighted Goals)
To incentivize technical difficulty and attacking diversity, goals are valued as follows:
1 point: Goal scored from inside the penalty area
2 points: Goal scored from outside the penalty area
3 points: Goal scored from behind the halfway line
3.3 Free Kick Regulations
All free kicks are taken without a defensive wall
Defending players must remain at least 5 meters from the ball
All free kicks are taken without a defensive wall
Defending players must remain at least 5 meters from the ball
Rationale:
Encourages rapid attacking play
Increases probability of decisive passes and direct scoring
Reduces time lost in organizing defensive walls
3.4 Possession and Anti-Time-Wasting Rule
To discourage passive play:
A team may complete a maximum of 5 passes within its own half following:
A goal kick, or
Regaining possession
The 6th pass must enter the opponent’s half
The goalkeeper is subject to an 8-second possession limit
Sanction for violations:
Indirect free kick awarded to the opposing team
Taken from the back edge of the center circle in the opponent’s half
3.5 Real Playing Time System
The match clock stops whenever play is interrupted, including:
Substitutions
Ball out of play
Injuries
Timeouts and cooling breaks
The match clock stops whenever play is interrupted, including:
Substitutions
Ball out of play
Injuries
Timeouts and cooling breaks
3.6 Substitution System
Unlimited substitutions are permitted
Substituted players may re-enter the match
Unlimited substitutions are permitted
Substituted players may re-enter the match
Operational conditions:
Unless the player is injured, substitutions must be completed within 20 seconds (clock stopped)
Delay beyond this limit results in:
Cancellation of the substitution
A 3-minute restriction before the next substitution opportunity
3.7 Scheduled Breaks
Two mandatory stoppages per half (every 15 minutes)
Duration: 2–3 minutes
Purpose:
Hydration and recovery
Tactical instructions
Two mandatory stoppages per half (every 15 minutes)
Duration: 2–3 minutes
Purpose:
Hydration and recovery
Tactical instructions
3.8 Timeouts
Each team is permitted one timeout per half
Duration: 2 minutes
Match clock is stopped
Each team is permitted one timeout per half
Duration: 2 minutes
Match clock is stopped
3.9 Disciplinary System
Introduction of a blue card:
Equivalent to two yellow cards
Results in temporary suspension (15 minutes)
After suspension:
Player may return or be substituted
Repeated misconduct:
Results in a red card (permanent dismissal)
Introduction of a blue card:
Equivalent to two yellow cards
Results in temporary suspension (15 minutes)
After suspension:
Player may return or be substituted
Repeated misconduct:
Results in a red card (permanent dismissal)
3.10 Set-Piece Positioning (Cosmetic Adjustment)
-[Update : April 3rd, 2026]-
For corner kicks and near free kicks:
Defenders (including the goalkeeper) must remain inside the 6-yard box
Attackers must remain outside the 6-yard box until the ball is played
Objective:
Eliminate pre-kick physical congestion and pushing
Improve visual clarity and fairness
4. Experimental Validation
This model is intended as an initial prototype. Its effectiveness in achieving fairness and engagement should be evaluated through:
Controlled trials
Match simulations
Empirical performance analysis
5. Appendix: Potential Future Modifications
Based on experimental outcomes, additional rule adjustments may be introduced to maintain balance between fairness and entertainment.
5.1 If Scoring is Insufficient (Low Fairness)
Possible interventions include:
Replacing throw-ins with kick-ins (free kicks by foot)
Modifying or removing the offside rule
Applying offside restrictions only to the goal scorer
Limiting the number of defenders in:
The penalty area, or
The 6-yard box
5.2 If Scoring Becomes Excessive (Reduced Challenge)
If matches resemble high-frequency scoring sports (e.g., basketball or handball), corrective measures may include:
Reducing match duration to 60 minutes
Prohibiting shots from:
Inside the 6-yard box
Or the entire penalty area
Restricting direct long passes from the goalkeeper to attacking players
Example: minimum two passes required before a shot
Reintroducing defensive walls for free kicks
Making all free kicks within 30 yards indirect
6. Conclusion
This proposal introduces a structured framework for a modified football format designed to:
Improve fairness of outcomes
Enhance technical quality and tactical diversity
Increase spectator enjoyment
Final optimization of the system should be guided by real-world testing and iterative refinement, leading to the most effective sub-version that balances competitive integrity with entertainment value.
7. ChatGPT AI Analysis & Evaluation**
7.1 Expected Average Number of Goals**
Reducing the number of players from 11 to 7 on a full-size pitch will significantly increase available space per player, which is expected to:
* Increase attacking opportunities
* Increase shots on goal
* Increase successful dribbles and through passes
* Reduce defensive congestion inside the penalty area
Additionally, the following rule changes will further increase scoring probability:
* No defensive wall in free kicks
* Limited passes in own half
* Weighted goal scoring system
* Real playing time (no time wasting)
* Unlimited substitutions (higher physical intensity)
**Estimated outcome:**
The average total scoring value per match is expected to be approximately equivalent to **4–7 traditional goals per match**, though expressed in points rather than goals due to the weighted scoring system.
This scoring level is considered optimal because:
* It reduces the probability of unfair 0–0 or 1–0 results
* It still keeps goals valuable and meaningful
* It avoids excessive scoring that reduces excitement
---
7.2 Expected Degree of Fairness**
Fairness in sports can be defined as:
> The probability that the better-performing team wins the match.
In traditional football, low scoring leads to high randomness because:
* A single random goal may decide the match
* A weaker team can defend and rely on one counterattack
* Goalkeeper performance alone can decide results
In this proposed system, fairness is expected to improve due to:
* More scoring opportunities
* Larger sample size of scoring events
* More space → more skill expression
* Reduced time wasting
* Reduced defensive overcrowding
* Weighted goals rewarding higher skill attempts
**Expected result:**
The better-performing team is expected to win **more frequently than in traditional football**, meaning a **higher fairness index**.
7.3 Excitement and Enjoyment**
Excitement in sports generally depends on:
* Number of attacks
* Number of shots
* Number of goals
* Comebacks and score changes
* Speed of play
* Individual skill actions
* Reduced stoppages and time wasting
This system is expected to increase excitement because:
* More space → more dribbling and creative play
* No defensive wall → dangerous free kicks
* Pass limit in own half → faster attacking transitions
* Real playing time → continuous action
* Weighted goals → long shots become meaningful
* Unlimited substitutions → high tempo game
Therefore, matches are expected to be:
* Faster
* More attacking
* More skill-based
* Less defensive and negative
* More enjoyable for spectators
7.4 Acceptability and Probability of Success**
**From Teams and Coaches**
Teams may initially resist changes because football traditions are very strong. However, acceptance may increase if the system proves that:
* Matches are fairer
* Better teams win more often
* Players have more space to show skills
* Coaches can use more tactical creativity
* Player fatigue is reduced due to substitutions and breaks
This format may be especially attractive for:
* Youth football
* Friendly tournaments
* Experimental competitions
* Television tournaments
* Summer competitions
* Development leagues
**From Fans and Spectators**
Fans generally prefer matches that include:
* More goals
* More attacking play
* Less time wasting
* More skill actions
* More dramatic score changes
If this system produces:
* More goals
* Faster matches
* Fairer results
* More exciting moments
Then fan acceptance could be **high**, especially among younger audiences and television viewers.
7.5 Overall Expected Evaluation**
| Factor | Expected Result |
| ----------------------------------------------- | -------------------------------- |
| Average scoring | Medium–High |
| Fairness | Higher than traditional football |
| Excitement | Higher |
| Skill expression | Much higher |
| Randomness | Lower |
| Time wasting | Much lower |
| Fan enjoyment | Higher |
| Acceptance by players | Moderate to High |
| Acceptance by traditional football institutions | Slow but possible |
| Success probability (experimental competitions) | High |
---
7.6 Final Analytical Conclusion**
From a game design perspective, this proposed system has strong potential to:
1. Increase fairness of match results
2. Increase scoring without making scoring too easy
3. Increase excitement and spectator enjoyment
4. Reduce negative play and time wasting
5. Increase technical and tactical expression
6. Create a faster and more dynamic version of football
However, the true evaluation of the system can only be determined through:
* Experimental matches
* Statistical analysis
* Player feedback
* Coach feedback
* Spectator feedback
**Therefore, real-world testing is essential before any final conclusions can be made.**

