Arcade · Rules

How to play Accro

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.

Players
2
Kicks each
5
Keeper
None
Strikes
4
The corridor

A short corridor, a bag, and a gap.

1 2 3 4 5
  • Lockers and the bag
  • The gap
  • Restart marks
  • The ball
Lockers, seen from above, to scale. The ball is on the first mark. The marks are used in number order: straight on, off the left, off the right, tight and close, long and wide.
The rules

Eight things. The fifth is the one that makes it Accro.

  1. Kicks alternate

    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.

  2. A kick is a swing

    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.

  3. Four ways to strike 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.

  4. Through the gap and under the bar

    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.

  5. The ball is live

    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.

  6. A dead ball goes back to a mark

    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.

  7. The bag, and the walls

    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.

  8. How it ends

    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.

One turn

A kick, start to finish.

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.

Table options

What whoever opens the table decides.

Goal
Lockers, desks or shoes. Lockers unless you change it. Lockers are chest-high with the narrowest gap. Desks are waist-high. Shoes are ankle-high with the widest gap, and the ball has to arrive on the floor.
Kicks each
5, or 3. Five unless you change it. On a table played for a stake it is always 5.
The bag
On the floor unless you take it away.
People ask

The arguments this page is meant to settle.

How do you win Accro?
Score more goals than the other player. You take the same number of kicks each, 5 unless the table is set to 3, and the game stops early once one player is too far ahead to be caught.
Is there a goalkeeper in Accro?
No. The goal is a gap only a little wider than the ball, and nobody stands in it. Your kick either goes through the gap, under the bar, or it does not.
What happens when a kick misses?
It depends where the ball ends up. If it stops on the floor, the other player kicks next from where it lies. If it crosses the goal line wide of the gap or over the bar, it is gone, and the next kick is taken from one of five set marks.
What is the difference between lockers, desks and shoes?
The height of the goal. Lockers are the tallest and have the narrowest gap, so the ball can arrive in the air but has to be straight. Shoes are ankle-high with the widest gap, so the ball has to arrive on the floor. Desks are in between.
What happens if the scores are level?
You go to sudden death, one kick each at a time. The first pair of kicks that leaves one player ahead ends it. If five pairs go by and it is still level, the game is a draw.
Is it free to play?
Yes. Tables against other people are free.
Where it comes from

A corridor, two lockers and a paper ball.

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.

Now a person

The rules are the short part. The swing takes practice.

Free tables
Open one, send the link, play. No stake needed to sit down, and no download for whoever you invited.
Ninety seconds a kick
Each of you has up to a minute and a half for every kick. Go past it and your opponent can claim the game.
Talk while you play
Voice at the table, for everything that gets said when it comes back off the locker.
Open an Accro table

Accro is one of the games in the Arcade.