LEVEL 1 / 3 SHOTS 0
POWER
SPIN

BILLIARD ROOMS

A QUIET EVENING · SIX SALONS · ONE TABLE
MODE
TABLE
The Gilded Club
Dark green paneling, brass lamps, a mahogany floor and a deep green felt. Old money, low light.
Neon Diner
Checkerboard floor, buzzing neon, a jukebox in the corner and midnight-blue felt.
The Royal Salon
Candlelit chandelier, gold pilasters, a crimson carpet and burgundy felt beneath the crystal.
The Desert Saloon
Plank walls, horseshoes, a LUCKY 8 sign, lantern light, cacti and olive felt out in the dust.
Synthwave Arcade
A pixel starfield, a striped sunset, a glowing grid floor, arcade cabinets and electric green felt.
The Garden Pavilion
Open sky, drifting clouds, potted palms, hanging ferns and teal felt under the afternoon sun.
SAVED SESSIONS — AUTOMATICALLY KEPT IN THIS BROWSER
Controls — Move the mouse to aim. Press and pull back to charge the shot — the further you drag, the harder the strike — then release. The dashed line shows your predicted path and the bright ghost ring marks where the cue ball meets the next ball. For cue-ball control, drag the dot on the SPIN pad (bottom-right): strike high on the ball for follow, low for draw, or off to a side to swerve it off the cushions — the chalk dot drawn on the cue ball shows where the tip will land. On a phone you can press in the empty space around the table and drag from there, keeping your finger off the balls; strength comes from how far you drag, not from where your finger sits. Hold SPACE (or the ↵ HURRY button) to hurry slow balls to a stop.
Pool — Clear all 15 object balls to finish a level. Scratch the cue ball and you’ll get ball-in-hand (click to place it). Each room has 3 levels. From level 2 on, the room fights back: a mole may burst out of the felt and snatch a ball, the felt may crack (rest a ball on a crack at your peril), and a snake may slither across the table to swallow one. Lost balls are gone for good.
Snooker (you vs the CPU) — 15 reds (1 pt) and six colours: yellow 2, green 3, brown 4, blue 5, pink 6, black 7. While reds remain you must hit a red first; pot one and you continue to pot a colour, which is re-spotted. When the reds are gone, pot the colours in order — they stay down. Fouls (wrong ball first, wrong ball potted, cue ball potted, nothing contacted) score at least 4 (or the value of the ball involved) for your opponent, who then places the cue ball in the D. Highest score when the table is bare wins the frame.
Carom (you vs the CPU, pocketless table) — three balls: your white cue, the CPU’s yellow cue and the red. Strike your cue ball so it touches both object balls in one stroke — that’s a carom, worth 1 point, and you keep the table. If it kisses three cushions before the first ball and still caroms, it’s worth 3. Miss and the CPU steps up. First to 15 wins the frame. The second dashed line shows where your cue ball will go after the first contact.
Russian pyramid (you vs the CPU, free pyramid) — 15 white numbered balls racked in a tight pyramid, and a coloured cue ball in the house (дом). Any ball is a legal first hit. A shot is correct only if, after the first contact, a ball is potted, an object ball reaches a rail, or an object ball crosses the centre line and then meets a rail or another ball. The break is legal if it pots a ball or sends 3 balls to a rail (or 2 to a rail plus one over the centre line) — an illegal break is re-racked and the opponent breaks. Every potted ball is worth 1 and stays down; pot one and you continue. A foul (no contact, incorrect shot, scratch) removes one penalty ball from the table and gives your opponent ball-in-hand anywhere. First to pot 8 balls wins the frame.
Dom-Jot (you vs the CPU, the Star Trek bar game) — an electronic table with a single centre sink, the Gral’korr, and ten glowing bumpers. There is no cue ball: hover over a ball, press and pull back to strike it straight. Ten object balls scatter on the felt — eight standard (red, green, yellow, purple), one blue bonus, and one clear penalty ball. Bumpers light up at the start of each turn. Scoring: a standard ball potted is +1, or +3 if a lit bumper was struck on the shot; the blue ball is +5 off a bumper (else +1); touching the clear ball is a −3 foul. Pot a ball and keep the table; a miss or a clear-ball foul hands it over. First to 15 wins — and when you do, you shout “DOM-JOT!”
Tables — pool, carom and Dom-Jot can be played on ten bed shapes: the five classic beds (the rectangular table, an octagon, a hexagon, a diamond and an oval), four filled letter beds — B, D, N and A, each the solid interior of the letter — and the infinity bed, two lobes pinched by a wide centre basin. Pockets sit where the shape allows — corners for the polygons, six around the oval, four at the tips of a letter or lobe. Snooker and Russian pyramid keep the classic bed, because their baulk line and D are rectangular things; Dom-Jot keeps the classic beds and the infinity, because its bumper ring only fits those wide enough to hold it.

ROOM CONQUERED