Push two lockers together until the gap between them is barely wider than the ball. That gap is the goal. You take turns kicking a small ball at it from a few strides away, and there is no keeper, because the gap does not need one.
You take one kick, then your opponent takes one, and so on until you have each had the same number. Every kick counts as one of yours whether it goes in or not.
You choose where to aim first. Then you choose how hard (1 to 100), how much curl to put on it, and how to strike the ball. Curl bends the ball left or right in flight. At full curl the path bends by roughly 35 to 40 degrees, so you aim at a post and wrap the ball inside it.
Low keeps the ball on the floor. Driven lifts it a little. A chip sends it up at a steeper angle, and a scoop steeper still. The higher you go, the less of the kick goes forward. Nothing else puts the ball in the air.
It is a goal when the ball crosses the goal line inside the gap and below the top of the goal. Through the gap but too high is over. Across the line anywhere else is wide. The lockers are solid, so a ball that catches the edge of one bounces back into the corridor.
If your kick stops on the floor without crossing the line, it stays where it is, and your opponent takes their next kick from that spot. That includes every rebound off a locker, the bag or a wall. Leave it short in front of the gap and you have set them up. A ball that stops hard against the lockers is brought back a step first.
After a goal, or a kick that went over or wide, the next kick is taken from one of five marks. Kicks one and two use the first mark, kicks three and four the second, and so on round the five, so both players get the same restarts. A live ball always takes priority over the mark.
There is a bag lying across the middle of the corridor. It is low. A firm chip or a scoop goes over it, and a low or driven ball hits it. The two side walls and the wall behind you bounce, so you can play the ball off them.
When both players have taken all their kicks, more goals wins. The game stops sooner if one player is further ahead than the other has kicks left. If it is level, you go to sudden death: one kick each, and the first pair that leaves someone ahead decides it. After five level pairs the game is a draw.
It is the first kick of the game, on lockers. The ball is on the first mark, straight in front of the gap, with the bag lying between you and it.
A low ball would run straight into the bag. So you aim at the gap, choose a chip, and give it most of your power. The ball goes up, clears the bag and comes down towards the lockers. The goal is tall on this kit, so arriving in the air is fine. What matters is whether it is straight: the gap is only a little wider than the ball.
It is a fraction off. The ball clips the inside edge of one locker, comes back off it and rolls to a stop a couple of steps from the gap. No goal, and that was one of your five. Worse, the ball is live, so your opponent takes their first kick from right there.
This is a school corridor game. You dragged two lockers together, left a sliver between them for a goal, and kicked a small paper ball at it. When there were no lockers you used shoes, and everybody knew the shoes were a different game: you can't score high in the shoes, but you can in the lockers.
The ball on these tables is still a paper one, so each kick has a small wobble of its own. It is small enough that a true strike down the middle still goes in. The rules above are the ones these tables play.
Accro is one of the games in the Arcade.