
Make the play
Free sports games
The current entries use ten canvas selections and a six-hit threshold. Choose a field theme, check whether a keeper or moving ball can block you, and read the attempt counter.
Ten target selections, at least six accurate
The seven current entries are sports-themed target challenges. Select the highlighted ring with a mouse click or a tap on the canvas. Each canvas selection spends one of ten attempts. A successful selection adds an accurate hit and moves the target; a miss spends the attempt without moving the target.
The result is evaluated after the tenth attempt: at least six accurate hits complete the round. Six hits with attempts still available is not yet the finish. Spend the remaining attempts before the default 120-second timer expires; a timeout can end an unfinished round even if you already have six hits.
Remaining counts available attempts here, not goals still needed. The board separately shows accurate hits and decisions used. Score rewards accepted selections near the target centre, but score alone does not establish the six-hit condition.
The target ring matters more than the field decoration
- A moving keeper can block the selection
- Futsal Courtyard, Touchline Tactics, Penalty Atelier.Wait for the keeper to clear the target's blocking area, then select the ring. A visually close selection can still fail when the keeper blocks that position. These versions do not give you formation, passing or player-movement controls.
- A moving cue ball can block a point
- Pocket Cue Club. Select the highlighted ring while the moving ball is clear of the point you choose. This implemented task does not use a cue-angle or power-drag step; selecting the target is the attempt.
- The field is a theme for target selection
- Football Chalkboard, Draftboard Weekend, Sixty Second Dugout.These current variants do not apply the moving-blocker test. Locate and select the highlighted ring; the drawn players and field do not provide a separate tactical or batting interface. The name Sixty Second Dugout does not change its current 120-second default timer.
For a first practice, choose one of the unblocked variants to learn the ten-attempt feedback. Add a keeper or cue-ball condition when you want to practise waiting for a clear selection.
Read the last attempt before spending another
- Start, find the highlighted ring and inspect the moving blocker if that variant has one.
- Select near the ring's centre once. Check accurate hits and Remaining together, rather than treating a screen flash as success.
- After a hit, locate the new target before selecting again. After a miss, inspect the same target and blocker position.
- After the tenth attempt, read the actual result. For example, six accurate out of ten completes the challenge; five out of ten does not.
Remaining fell but accurate hits did not rise
The selection missed the accepted target area or was blocked. It still consumed an attempt. Repeated clicks at an old target position can use up the remaining decisions without adding hits.
I selected the ring but the keeper stopped it
The blocking test concerns the point you selected. Wait for the moving keeper to clear that position before the next attempt. A nearby point is not automatically safe just because the ring is visible.
Arrow keys or the field artwork do not move a player
These versions use target selection on the canvas. The platform now omits their unused direction/action controls. Use a click or touch on the target, rather than waiting for a steering or formation interface.
I reached six hits, then the clock ended with a failed result
The six-hit threshold is checked when all ten attempts are spent. Use the remaining decisions within the timer; do not leave an incomplete round running after the sixth hit.
Checked 13 October 2026 against the active 1.1.4 archives for all seven entries, including each variant's blocking rule. The shared target rule does not make these full football, baseball or pool simulations. Individual descriptions and language versions remain separate review items.
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