Football on a school desk. Each side has a few folded paper squares, there is one ball and two goals, and you take turns flicking one piece at a time. Flick a square through the middle and it goes straight. Catch it on the corner and it spins.
Before kickoff each player chooses how their outfield pieces line up. Five a side offers 2-2, 3-1 and 1-3. Four a side offers 1-2, 2-1 and 3-0. Three a side offers 1-1, 2-0 and 0-2. The keeper always starts in front of your own goal.
On your turn you flick one of your own pieces, once. Everything runs until it stops, and then it is the other player's turn. There are no second touches for hitting the ball, and a flick that misses everything still uses your turn.
You choose the direction, how hard (1 to 100), and where on the piece your finger lands, from the left edge through the centre to the right edge. Through the centre, the piece slides straight. Off centre, it spins as it goes, and it travels slower, because part of the flick went into the spin. With paper you can also pin one point of a square and flick another, so it swings round the pin. Corks cannot be pinned.
A spinning square drags the ball sideways when it arrives and puts spin on it. The pieces themselves always travel in a straight line. The ball does not: a spinning ball curves. The ball is also a wad of paper with a lump on one side, which you can see, and it comes off a little crooked when the lump is to one side of the hit.
You may flick a piece into an opponent's piece on purpose, to clear a lane or to knock the keeper out of the goal. The keeper is an ordinary piece. You can flick your own keeper too. He is just not in the goal afterwards.
The long sides are walls. The ball and the pieces come back off them and play goes on. Pieces cannot leave the pitch at the ends either. Only the ball can.
If the ball crosses an end line outside the goal, look at which side touched it last. Off a defender, the attackers get a corner from the corner spot on that side. Off an attacker, the defenders get a goal kick from the dashed line, level with where the ball went out.
At a kickoff, corner or goal kick the ball is placed for you. You choose which of your pieces takes it and which way it goes, and that piece is put down touching the ball, directly behind it. Then you flick it with whatever power and spin you like. Opposing pieces too close to the ball are moved back first. Before a corner, the defending player may also rearrange their own pieces, as long as they stay clear of the corner.
The ball crossing a goal line between the posts is a goal for the side attacking that end, whoever knocked it in. Every piece goes back to its formation, the ball goes to the centre and the side that conceded kicks off. The first player to reach the target wins at once. Any game that reaches 500 flicks stops there: the higher score wins, and level is a draw.
The ball has stopped a little way outside their goal area, and one of your squares is behind it and off to one side. You pick that square.
A straight flick through the centre would push the ball wide of the far post. So you aim at the ball and land your finger towards one edge of the square. It leaves slower than a clean flick would, turning as it goes. When it reaches the ball its face is sweeping sideways, and the ball comes away across the goal, not along the line you flicked.
Everything rolls to a stop. If the ball crossed the line between the posts, that is a goal, the pieces are reset and your opponent kicks off. If it stopped short, it stays where it is and your opponent flicks next, probably with their keeper still in the way.
This is a children's game, played on a desk with squares of folded paper and a wad of paper for a ball. Some played it with corks, weighted with candle wax and sanded on the floor so they would glide. Eleven a side was played too. These tables stop at five because twenty-two pieces do not fit under a thumb on a phone.
It did not have one name, and the next town did not play it quite the same way. Paperball is what these tables call it, and the rules above are the ones these tables play, so that two people from different schools can sit down and agree.
Paperball is one of the games in the Arcade.