// THE RULEBOOK
The Rules
Two rulesets. One game.
// ORIGIN
Born in the squares of Amsterdam & Rotterdam, 2001.
Inspired by technical pros and the AND1 mix tapes, street players in the late '90s carved out a new artform on concrete. Led by Edgar Davids and Nike's Edwin van Zanen, Panna Knock Out was born. A platform for street players. On their terms. First tournament: 2001. The scene has grown ever since.
These rules exist for one reason. Protect the entertainment, fair play and raw beauty of the game.
Be inspired.
Play the game.
. Official Panna Knock Out Rulebook
Core Values
Every panna player carries these three. No exceptions.
Respect / Fair Play
- Shake hands before and after
- Respect every opponent
- No gloating. No humiliating
- Take a panna with class
Creativity / Entertainment
- Style. Footwork. Skills
- Be creative. Be unique
- Win with flair
Community / Learning
- The street family is everything
- Train together. Learn together
- Grow the scene
At A Glance
Ruleset A
Classic
Ruleset B
World Finals
// PICK YOUR RULESET
Used for all local tournaments, city championships, national championships and World Finals qualification tournaments.
// 01
Court & Ball
Group Stage
- Octagon court, 7m diameter
From Quarter-finals
- Octagon court, 7m diameter
- Goals 100 × 60 cm
- Visible scoreboard required from KO stage
The Ball
- Official Panna Knock Out ball
// 02
Officials
Group Stage
- 1 referee
Knock Out Stage
- 1 referee
- 1 assistant / table official
// 03
Start of Game
- Shake hands before kick-off. Sign of respect
- Players stand back-to-back in the middle, ball between them, looking forward
- On the whistle: turn and fight for possession
- First to conquer the ball starts; clock starts after a handshake or ball pass
- False start = penalised player loses possession
// 04
Game Format
Group Stage
- Duration: 3 minutes
- Win by Panna KO or most goals
- Goal = 1 point
- Win = 3 pts · Tie = 1 pt · Loss = 0 pts
- Ball out of court = clock stops
- Forfeit / no-show = 5–0 loss
Knock Out Stage
- Duration: 3 minutes
- Win by Panna KO or most goals
- Ties go to overtime (see 06)
- Mid-game injury forfeit: opponent picks 5–0 or current score
Tiebreaker order (group stage)
- 1. Head-to-head wins vs tied players
- 2. Pannas given / received
- 3. Goal difference (games without pannas)
- 4. Most goals scored (games without pannas)
// 05
Goals
- 1 point per goal (own goals included)
- Ball cannot hit boarding as last touch before goal
- After scoring: give opponent 1 meter space
- Foul/strike in a clear scoring chance → ref can award the goal
// 06
Panna
// THE PANNA RULE
Ball through the legs
= PANNA = Instant Win.
- · Must have possession first
- · Must be intentional. Ref has final call
- · Ball cannot hit boarding before going through
- · An attempt on goal can never be a panna
- · Locked between legs → fully through = panna
- · No need to retrieve the ball after
// 07
Overtime
Max 1 Minute
- Win by Panna KO
- First to +2 goals within overtime
- Most goals after overtime ends
- Player who conquered the ball at start, starts again
Still Tied → Sudden Death
- Back-to-back restart
- Next goal or panna wins
// 08
Fouls & Strikes
The System
- Foul = game stoppage, players reset to position
- Strike = serious foul, counted by officials
- After 2 strikes, every next strike = goal for opponent
- Only limited physical contact. No force that breaks the technical game
Forbidden
- No hands · No diving
- No disrespect to ref or opponent
- No influencing the officials
- No passive defending. Must defend proactively
- No timidity. Ref calls it → 3 sec to react → strike
- Violence, spitting, repeat disrespect = disqualification
// 09
Video Review
- Officials can stop the game and review on the official feed
- Only officials review. Never the crowd, no bias
// YOUR MOVE
