The ITSF sport — the game commonly called foosball in the United States
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You0 - 0Opponent
Game 1 of 5to 5
· games 0 - 0
Ready to start
Active rod
5-rod (midfield)
5 figures, 124 mm of travel
Possession
loose
Possession clock
5-rod walls
walls 0 / 2
Rotation
wind-up 0.00 turns / 1.00
Time-outs
2 / 2
How to play
You control the four red rods. Every figure on a rod is rigidly fixed
to it: you cannot move a figure to the ball, you move a rod and all of its figures go
together. That is the whole game, and it is why the sport's skills are passing between your
own figures, pinning the ball and the pull shot.
Controls
Slide — move the pointer across the table. The slide is
positional: your hand is on the rod, so the rod goes where your hand is.
Rotate — move the pointer away from you or toward you. The
rotation is rate-based and unbounded, which is deliberate: an absolute mapping
could never exceed a full turn and the spinning rule below would stop existing.
Kick — click, tap, or press Space. A little under a full
turn, so the kick button alone can never break the spinning rule.
Choose a rod — 1 keeper, 2 2-rod,
3 5-rod, 4 3-rod; Tab cycles; Shift+wheel
cycles. Auto-follow hands you whichever of your rods has the ball.
Keyboard alternative — ←→ slide,
↑↓ rotate, Space kick or restart,
T time-out, P pause, H this panel,
[] camera tilt.
Restart — press Space. The opening sequence (three
contacts, in order) is then played for you on the restart rod; you can still break it by
rotating and knocking the ball out of the rod's reach, and the rules will say so.
The rules that are actually enforced
From the ITSF Standard Matchplay Rules, version 2.0 (December 2023). That
document names its rules rather than numbering them, so each is cited by name and section.
Spinning (SMR 10, Illegal Spin) — it is illegal to
transition the ball by rotating the rod more than 360° either before
or after making contact. Three separate conditions, all required: more than a full turn in
one of the two windows (never their sum), by the rod that has the ball, and the
contact must actually move the ball off that rod. A spin that does not transition the ball
is legal, and so is a rod spun by the ball while you are not holding it. Penalty: a 5-rod
possession award. Classic Matchplay instead forbids reaching 360° at all.
Possession clocks (SMR 6) — goalie rods
15 s, 5-rod 10 s, 3-rod
15 s. These are three rules, not one: the 3-rod's expiry gives a
goalie rod possession award and the other two give a 5-rod award. Classic
Matchplay uses 10 s on every rod.
Three Walls (SMR 12) — on the 5-rod the wall contact count must not
exceed 2 in a single possession, counted separately on each side
of the table, and the first contact on one side resets the other side's count.
Restricted pass (SMR 11) — a stopped, pinned or adjusted
ball cannot be passed from the 5-rod to the 3-rod at all, and cannot be passed
directly from a goalie rod to the 5-rod. A transfer between figures on the same rod
clears the restriction. Backward passes are unrestricted.
Dead ball (SMR 7.2) — a ball that is stationary and not reachable by
any rod. Between the 5-rods it restarts with a kick-off; behind a 5-rod, at the nearest
goalie rod.
Ball off table (SMR 7.3) — restarts at the goalie rod of the team
that did not play it off. A ball off a post or a crossbar stays in play.
Time-outs (SMR 7.1.2) — 2 per team per
game, 30 s each, and during active play only with
possession. Pauses: 5 s between points,
90 s between games.
Penalty shot (SMR 17) — a single 3-rod possession against one
defender. 3 penalty shots charged against a team in one game
forfeits the game.
Continue (SMR 18) — for any infraction during active play whose
penalty is not a warning, the non-offending team may instead play on from where the ball is.
This game takes that option when the ball is already going the right way.
The dead bands, and why the ball goes dead
A figure can only reach the strip of table its rod sweeps. With the reconstructed figure
geometry that strip is 52.9 mm either side of the rod, against a rod
pitch of 150 mm — so between every pair of rods there is a
band 44.3 mm wide that no figure on either side can reach at
any lateral position. There are 9 such bands in all,
29.5% of the table's length, and they are drawn faintly on the
field. This is not a simplification: the reach limit follows from the ball being small and
low, and the ITSF rulebook confirms the bands exist by giving a dedicated restart location for
a “dead ball between the 5-rods” — which is exactly the widest of them.
The table
Playing surface 120 x 70 cm, goals
20 x 8 cm, figures 70 mm tall, ball
34.5 mm and 18.75 g. Figure counts per
rod: 1, 2, 5 and 3. Rod travel is derived, not chosen: a
rod slides until an outer figure would leave the playfield, so a 5-rod has only
124 mm of travel and a goalkeeper rod has
684 mm. Physics runs at a fixed
480 Hz substep regardless of your display.
The format
5 points a game, 3 of 5 games a match,
and the deciding game needs a margin of 2 points, capped at 8. The
current ITSF ruleset deliberately leaves both numbers to the tournament director; these are
the defaults from the superseded 2016 rulebook, which is the only place they are written down.
The opponent
Difficulty here is a reaction time, not an aim error. The opponent reads the ball as
it was some milliseconds ago and plans from that: rookie
380 ms, club 230 ms, pro
110 ms. Its commands go through the same rate-limited rods and
the same input path yours do.
About, and what is faithful
This is an independent reimplementation of a sport, not of a product. Table
football has no single author: the earliest patent is Harold Searles Thornton's British patent
GB 205,991, filed in 1921 and granted in 1923; Lucien Rosengart popularised it
in France in the 1930s, and Alejandro Finisterre patented a version in Spain in 1937. The sport
is governed by the International Table Soccer Federation (ITSF), founded in
2002, whose Standard Matchplay Rules this game follows.
On the name. In the United States this game is usually called
foosball. That word is a live United States trademark, so it is not used as this
app's name — but it is what you are looking for, and this is it.
What is faithful
Eight rods, four a side, in the order goalkeeper / 2 / opposing 3 / 5 / opposing 5 / 3 /
opposing 2 / opposing goalkeeper, with 1, 2, 5 and 3 figures — the configuration
common to ITSF competition tables.
Every figure is rigidly fixed to its rod. Each rod has exactly two degrees of freedom,
both rate-limited, and its travel is limited by its own figures reaching the playfield edge.
The rules listed in How to play, cited by name and section from the ITSF Standard
Matchplay Rules v2.0 (December 2023), with Classic Matchplay v1.0 (December 2025) as an
option. Rules and penalties are cited by name because that document does not
number them — it says so itself in section 1.3.
The ITSF-B competition ball's diameter and mass.
What is reconstructed, and why it had to be
The ITSF publishes no table or equipment dimension standard. Its rulebook
contains no length, no mass and no dimension of any kind; the superseded 2016 rulebook says
only that “the Official tables are voted by ITSF General Assembly”. The ITSF
approves table models — Bonzini, Roberto Sport, Garlando, Tornado, Leonhart
— and those models genuinely differ. So the geometry here is a documented nominal table,
and these items are reconstructed:
Rod positions along the table — eight evenly spaced rods with a
half-step margin at each end wall, a pitch of 150 mm.
Figure spacing along a rod — the width divided by the figure count,
chosen so that every rod can cover the full width. Rod travel then follows from it.
Figure thickness and playfield clearance, wall height, rod radius.
Every coefficient: restitution and friction at the figures, the walls and
the playfield; the rod's top slide and rotation rates; the speed below which the ball counts
as stationary; and how long “immediately” is, which the rulebook uses for
stopped, pinned and adjusted and never quantifies.
The opponent's reaction times.
What differs from a real table
No curve. A ball spinning about the vertical axis on a flat surface
experiences no lateral force, so this game has no “banana” shot. The real effect
comes from surface and aerodynamic behaviour that is not modelled.
Singles only, against one opponent. The doubles-specific rules (switching
positions, a partner's distraction) are not implemented.
No referee judgement. Jarring, resets, distraction and playing the ball
dead all turn on a human's reading of intent and impairment. Their penalty machinery is
implemented and tested, but nothing in the game declares them, because nothing here can
honestly judge intent.
The opening sequence is played for you after a restart, rather than being
three contacts you must perform by hand.
The figures are simple capsules — the same capsule the physics collides against,
rather than a moulded figure drawn over a different collision shape.
No account, no network, no tracking. The only thing stored on your device is your chosen
opponent level, ruleset and camera tilt.
Full sourcing, every reconstructed constant and every documented difference are in
CREDITS.txt. llms.txt describes the app for
machine readers.