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SHUFFLEBOARD

THE LONG GAME
YOU0
FIRST TO 15FRAME 01VS COMPUTERCOMPUTER · HAMMER (LAST SHOT)
COMPUTER0
21 FT × 20 IN / CUSTOM TABLE
Setting the table…
WELCOME TO THE TABLE

Touch. Glide. Outplay.

You're blue. The computer is red. Hold the puck or touch anywhere on the table. Slide sideways to set your starting position, then push upward. A straight push stays straight; a deliberate diagonal during the forward stroke adds up to 3° of left or right angle. The blue line previews your direction. On phones, push distance controls weight, so you can move slowly and release when the meter shows the strength you want. With a mouse, forward speed controls weight.

Four pucks each, alternating turns. An opening coin toss chooses who goes first. The player who scores leads the next frame; if neither scores, the previous hammer player leads. The hammer is the last shot of a frame. Knock opponents away, but mind the gutters. Only the leading color scores, and only its pucks beyond the opponent's furthest puck.

1Clear the far foul line, 72″ from the end.2Completely clear the line 12″ from the end.3Completely clear the line 6″ from the end.4Hang over the far edge without falling.

Line-touching pucks receive the lower score. First to 15 wins. Practice mode lets you throw without the computer. Keyboard: ← → position, Q / E angle, hold and release Space for power. Tap the scoring inset to see the entire scoring area.

Scoring dimensions · Shuffleboard Federation ↗