REDSYOU · 1-2-5-3
0:0
1ST HALF
BLUESCPU · 1-2-5-3

Tabletop Football

A turn-based table-football manager on a real foosball layout — eight bars, classic 1-2-5-3 formation. You are the Reds (handles on the left); the CPU is the Blues (handles on the right). Walls and corners are cushions — the ball rebounds like the real toy. Only the goal mouth scores, and the posts are solid: they clang.

When you attack

  • Drag from the ball in the direction you want it to go, release to kick. A longer drag = more power (watch the meter). Aim at the goal to shoot, at a teammate to pass.
  • Drag any of your bars sideways first to set up the play — the ball dribbles along with its owner, so sliding the owner's bar changes your shooting angle, exactly like walking the ball on a real 3-bar.
  • Your aim gently snaps to a teammate when you're pointing almost exactly at them — passes feel fair on a phone.
  • The Blues only start reacting after you release, and their bars take real time to slide — so pace beats them, but a blasted ball is harder for your receiver to trap.

When you defend

  • The Blues walk the ball, then show their aim (the arrow sways — you know the lane, not the exact line). Drag your bars to block, then hit Kick or let the timer run out.

Match rules

  • Coin toss picks who kicks off. 16 plays per half; the other team kicks off the second half. Conceding team restarts after a goal.
  • Level at full time? Golden goal — next goal wins.

Stick or bounce — the math

Every contact rolls dice on two things: how centred the hit is and how fast the ball moves. Dead-centre and slow is easy to trap; a graze or a rocket bounces off. The chip that pops at each contact shows the exact chance rolled.

So power beats sliding defenders but punishes your own receiver — that trade-off is the whole game. All tuning constants live in the CFG block at the top of the file.

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