Paused
New game
Locked by event: this match plays its own rules, whatever is set here.
A new game starts on these. An event (a career match) brings its own.
Official rules: each game's own (8-ball WPA, 10-ball and straight pool call every shot; 9-ball and rotation none). A missed call is not a foul: the turn ends.
Full runs both balls' paths out; short shows the ghost ball and a stub; off draws nothing.
Auto aim starts each turn pointed at the ball to play next. The cut is up to you.
Left-handed mirrors the controls: the strip under the table runs the other way, and on its side the column stands left of the table. At the edge puts the power bar under your thumb, at the end of the strip or the foot of the column.
Keyboard: the arrows aim, Alt or Ctrl for a hair. Tab to the power bar, then up and down set its mark. Accessibility can let Space drive the bar.
The cloth applies to every game (blue is carom's classic).
Follow moves in a little on the action while the balls roll, and close on replays. Aiming always shows the whole table.
Offer puts a Replay pill over the table after a shot. Never keeps the table clear after every shot.
On: no sliding sheets, swings or pulses, whatever the system says. Off: follows the system setting.
Table sounds are the balls, cushions, cue and pockets; the master volume is everything, the game's little cues too. felt has no music or ambience.
A tick for a hard contact, two for a pot, three for a win.
Ball marks put an upright badge on every ball: solids light with a dark number, stripes dark with a light one, snooker's colours their value, carom's yellow Y and red R, bumper pool's reds R. The small balls in the turn chips, the pause menu and game over wear them too. Tell them apart without colour.
Menus, sheets, banners and the call bar grow; the table keeps its size.
For keyboard and switch players. Tab to the power bar, set its mark with up and down, then Space or Enter: the bar pulls to the mark and lets go, as a finger would. Any other key stops it. Off, no key ever shoots.
felt Pool, snooker and carom in one page. Offline, no account, nothing leaves the device.
Settings, records and the career stay in this browser's storage.
Against the CPU: wins and losses. A game counts when it finishes.
Point at the cloth or click a spot. Drag to swing the cue round the ball.
← → nudge the aim, with Shift for big steps and Alt for tiny ones. The ridged wheel works too.
Pull along the power bar and let go. The further you pull, the harder the hit.
Move the blue tip on the cue ball: high for follow, low for draw. Double click it or press R to centre. Right click it, or press Page Up and Page Down on it, to raise the cue: with side spin a raised cue curves the ball (a swerve low, a masse high).
Drag the cue ball to place it. Or press M, move it with the arrows, and press M again.
Press Esc or the pause button. Esc also closes this page.
Drag anywhere on the table to swing the cue. Or tap where the cue ball should go.
Roll the ridged wheel beside the power bar for the last hair.
Pull along the power bar and let go. The further you pull, the harder the hit.
Move the blue tip on the cue ball: high for follow, low for draw. Tap the tip, or double tap the pad, to centre it. Hold it to raise the cue: with side spin a raised cue curves the ball (a swerve low, a masse high).
Drag the cue ball to place it, as often as you like. Only the shot locks it in.
Tap the pause button. The game waits.
Ball in hand behind the head string.
The table is open until the first legal pot. That player takes the group: solids (1 to 7) or stripes (9 to 15).
Hit one of yours first. Then pot a ball or send any ball to a rail.
Pot one of yours, in any pocket, and you shoot again.
The wrong ball first, no rail, or the cue ball down. Your opponent gets ball in hand anywhere.
Clear your group, then pot the 8.
Pot the 8 before your group is clear, or scratch while potting it.
Nine balls in a diamond: the 1 in front, the 9 in the middle. Break from behind the head string.
Always hit the lowest ball on the table first. Then pot a ball or hit a rail.
Whatever drops counts, so combinations and caroms are fine.
Your opponent gets ball in hand anywhere.
Three fouls in a row lose the game. You are warned after two.
Pot the 9 on a legal shot, early or last.
Red against white, five balls each, round twelve posts. There is no cue ball: you strike your own.
Pot your balls in the cup at the far end. Never your own cup.
Your ball with the spot must drop before any other of yours.
Tap one of yours to strike it. Auto aim picks one, and a line, for you.
Red, then white, shoot their marked ball. Whoever potted goes next (red if both). If neither did, the one nearer the far cup.
Pot one of yours in the far cup and you shoot again.
Striking their ball, one of yours in your own cup, an unmarked ball before your marked one, potting theirs, or a ball off the table.
Your balls that dropped go back to your marked spot. Your opponent drops one of theirs in.
The first with all five down.
Three balls and no pockets on a 10 ft table. You only ever strike your own cue ball: white for player 1, yellow for player 2.
Your cue ball hits both other balls, and three cushions before the second one.
Any order. The same cushion twice counts twice, and cushions before the first ball count too.
Score and you shoot again. Otherwise the turn passes.
Hit the red first.
A ball off the table, or not the red first on the break. No point, and the turn passes.
The first to the race: 5, 10 or 15 points, chosen when you start.
Fifteen reds and six colours. Pot a red, then a colour, then a red again.
A red is 1 point. While reds remain, potted colours come back on their spots.
After a red, the first colour the cue ball hits is the one you are on.
With the reds gone, pot the colours in order.
234567 Yellow 2, green 3, brown 4, blue 5, pink 6, black 7.Place the cue ball anywhere in the D, the half circle on the baulk line. Hit a red first.
Missing every ball, hitting or potting a ball you are not on, or going in-off. Your opponent scores 4 to 7.
The other player chooses: play from where the balls lie (from the D after an in-off), or make the offender play again from there.
Snookered after a foul? Nominate any colour as the ball on. It counts as a red, or as the colour you are on, and it comes back on its spot.
Miss the ball on when you could have hit it, and they may have the balls put back for you to play again. Three such misses with a ball on in full view lose the frame.
Most points wins. You can concede from the pause menu.
Ten balls in a triangle: the 1 in front, the 10 in the middle. Break from behind the head string.
Hit the 1 first, then pot a ball or drive four to the cushions.
Always hit the lowest ball first. Then pot a ball or hit a rail.
Every shot: tap the ball, then the pocket. Obvious shots too.
The shot after the break may be a push out. Your opponent shoots it or hands it back.
Pot the 10 as a called shot.
Fifteen balls, any ball first. Call ball and pocket: each one made is a point.
Call a ball and pocket it, or send two balls and the cue ball to the cushions.
Make your call and you shoot again. Other balls that drop with it count too.
With one ball left the other fourteen are racked again. Break the rack open with the last one.
A point off. Your opponent plays from where the cue ball stopped.
The first to the race: 25, 50, 100 or 150, chosen when you start.
Fifteen balls: the 1 in front, the 2 and 3 in the back corners, the 15 in the middle.
Always hit the lowest ball first. Then pot a ball or hit a rail.
Every ball you pot on a legal shot scores its number.
Pot a ball and you shoot again.
No score. Balls potted come back on the foot spot; your opponent gets ball in hand.
The first to 61 of the 120 points on the table.
Settings, Gameplay: off, 8-ball only, each game's official rules, or every shot. A career event sets its own.
Tap the ball, then the pocket. The table marks both until the shot.
Where the rules allow, your aim calls it for you: "Calling: 6 in corner". Tap the pill to change it.
Tap Safety to play one. Your turn ends whatever drops.
The power bar shoots as always. With a call missing it says Call your shot and waits.
Not a foul: your turn ends. 14.1 spots what dropped; 10-ball lets your opponent choose.
No opponent and no fouls, always your shot. Undo takes back the last one.
The tools button holds ball in hand and reset rack. On a free table it adds and removes balls.
In Practice: a few shots each, scored out of 100 from where the balls really went. Bronze, silver and gold by score; a career's practice is played here too.
One layout, one goal. Show me plays one way to make it.
Three for a make on the first try, two within three tries, one for any make. Tries add up across visits.
One trick shot a day, the same for everyone. Your first try counts.
Play on consecutive days and it grows. Miss a day and it starts again.
Your own player among 300 others: enter events from the calendar, climb twelve tiers, season after season.
Played on the table, on the event's own rules and race. Leaving one before its end forfeits it.
The cue raised above the bed, from level up to 60 degrees. Every shot starts level.
Hold the english pad (the cue ball by the power bar) still for half a second. The elevation slider opens beside it.
Right click the english pad (the cue ball by the power bar). The elevation slider opens beside it.
Drag the slider up to raise the cue, down to lower it. Level puts it back down. A tap anywhere else closes it.
A little elevation with side spin: the ball sets off straight, then bends late towards the side you hit.
A steep cue with side spin: the ball curves hard and early, round a ball in the way.
A raised cue then only drives the ball into the cloth: no curve.
A bracket of 4, 8 or 16 against named CPU players, single or double elimination, on the game you pick.
Played on the table to the race you chose: racks, snooker's frames, or points in one game at 14.1 and three-cushion.
Settled by the career's match model from the players' strengths, and marked simulated.
Quit, another game or closing the app forfeits it: a loss.
Watch two CPU players, each with a style you pick, on any table. The bar under the table pauses and sets 1x, 2x or 4x.
Two to four people on one device: 9-ball, rotation or straight pool. When the turn passes, the screen asks for the next player.
With three or four players, each has a chip by the power bar. The lit one is to shoot.
Short scored exercises in Practice: long pots, cuts, power, the break, position, spin, banks, kicks, safeties, a run and a pressure 9.
Pick a drill, read its goal, then Start. Each is a few shots on its own layout.
Out of 100, measured from where the balls really stop: a pot, how close, the right zone.
Bronze, silver and gold by score. The list shows each drill's medal and best.
The career's practice is played here: three sessions a day build your mastery.
Create a player and join a tour of 300 others. Up to six careers, each in its own save.
Enter events day by day: opens, leagues, qualifiers, majors and more, across the games.
Yours are played on the table, on the event's own rules and race. The rest of the draw is simulated.
Results earn ranking points. Climb twelve tiers, season after season.
Rivals, sponsors and offers, a shop for your look, news, stats and records.
Leaving a match before its end, even by closing the app, forfeits it.
A 30 second lesson: aim, fine-tune, shoot. Three steps, no rules to learn.
Lesson complete
That is the whole stroke: aim, fine-tune, pull. The rules of each game are in How to play.
A one minute tutorial: the rules, played. Or skip it and break.
Tutorial complete
Career
Modes
Pass the device
Solo
No opponent and no fouls: it is always your shot. Undo any shot, take ball in hand when you like.
Solo
Counted as a lossYour last game against the CPU was left unfinished and counted as a loss.