Aim. Breathe. Send it.
Mouse, touch, keyboard or controller.
Your first break is on the house.
Controls, rules & the edges of this experiment
Your hands on the table
Tap or drag the cloth to aim. Right-drag to orbit; wheel to zoom. On touch screens, use one finger to aim and two fingers to orbit and pinch. During ball in hand, tap a clear position or confirm the current cue position. The playground lets you choose any remaining ball to arrange.
Keyboard: arrows adjust direction and speed; Shift + arrows makes a finer adjustment. Hold and release Space to charge and shoot. Escape cancels a charge. Gamepad (standard mapping): left stick aims, right stick orbits; D-pad sets tip contact; A charges and releases, B centers the tip, X changes camera. Release A or Space to strike. Controls work only on your turn.
Nine-ball, with a referee
Lowest first. A legal pot continues your turn; a legal dry shot passes it. A foul gives ball in hand. A legal nine wins the rack; a nine on a foul or push-out is spotted. Three consecutive fouls lose the rack; the board warns at two. Breaks alternate. The three-ball break procedure and push-out accept/return choices are included.
Rerack only by agreement. This grounded physics model does not simulate jumps, cloth or clothing fouls, or a physical referee. It approximates throw, cushions and pockets; real equipment varies. Solo practice adapts turn passing so you can keep working. Shots wait for the balls to settle.
Our nine-ball rules → · How the physics works →
A private game, not a notebook
Local games live only in memory. Remote rooms store game state on the preview server for up to 24 hours, with separate access for each player and phone controller. No account notes are involved. If a connection drops, shooting pauses until the table resynchronizes. Physical controller and cross-device behavior still need testing on your own hardware.