Pipkin Cup Toss
Sink the ball in every cupPlay with a friend
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Game information
- Players
- Alone, or with a friend through a room link
- Category
- Arcade
- Controls
- Touch, mouse, keyboard
- Languages
- 20 languages
- Price
- Free
- Played
- 32 times
- Typical session
- 3 min
About Pipkin Cup Toss
Pipkin is played on whatever long table is free: a trestle in a workshop, a cedar bench in a backyard, a painted table on the boardwalk, a steel one on a ferry deck, walnut by a lodge fire and slate on a rooftop. Eighteen players hold those tables, and each one throws back.
Cup toss in 3D: push or pull, read the dotted arc and drop a table tennis ball into the cups. Charge a Splash Ball. Rack run, 6-venue career, online duels.
How to play Pipkin Cup Toss
Press anywhere, then push toward the cups or pull back like a sling: a push sends the ball the way you moved, a pull sends it the opposite way, and the longer the stroke, the farther it flies. While you move, dots show the start of the ball's path; on the first rack they reach almost to the cups and each rack after shows a little less, so reading the rest of the arc is up to you. Let go to throw, or slide back to where you started to cancel. A bar beside the ball shows the pace, with a mark that stays at your last throw. On a keyboard the left and right arrows aim, the up and down arrows set the pace and Space throws. A ball that drops into a cup takes that cup off the table; a ball that hits a rim can spin out or rattle into a cup next to it. Three cups in a row charge a Splash Ball: the cup it drops in takes every cup touching it with it. In the rack run a miss costs a ball, a sink keeps it and two sinks in a row win one back; a cleared rack pays a bonus and three balls and moves to the next venue. The run ends when you miss with your last ball. In the career and online duels each side has its own rack and throws two balls a turn; sink both and you throw two more. When your last cup goes you get a last chance and throw until you miss; clear the other rack in it and the game goes to overtime with three cups each. Each venue adds a rule: re-racks, wind, a sliding tray, bounce shots that take two cups and island cups that take two.
Controls
- Touch
- Press anywhere, push toward a cup or pull back away from it, and let go; a longer stroke throws farther.
- Mouse
- Press, drag toward a cup or back away from it, and release; a longer drag throws farther.
- Keyboard
- The left and right arrows aim, the up and down arrows set the pace, Space throws and R re-racks.
Features
Push or pull, read the arc
Push toward the cups or pull back to aim and set the distance while a dotted arc shows how the throw starts out; the ball flies a real arc with air drag, bounces on the table and spins out off rims or rattles into the next cup.
Splash Ball
Three cups in a row charge the next ball: the cup it drops in takes every cup touching it, up to seven at once in a full rack.
Rack run
Ten balls, a miss costs one and two sinks in a row win one back. Every cleared rack pays a bonus and three balls and moves to the next of six venues, each with its own rule.
Six venues, eighteen rivals
A career from a workshop to a rooftop: re-racks, wind, a sliding tray, bounce shots and island cups, with three rivals per venue who throw back at your cups.
Daily run and hard mode
The daily rack run has the same wind and tray for everyone that day and ranks your score; hard mode doubles the wind, starts a run with eight balls and sharpens every rival.
Play a friend online
Send a link and play a duel on any of the six tables with six or ten cups, two balls a turn, last chance and overtime.
Tips
- Aim a Splash Ball at the cup with the most cups around it, not the easiest one: in a full ten-cup rack the middle cup of the row of three takes seven cups at once.
- Save your re-rack until the rack is thin and scattered; a tight triangle of six or three leaves fewer gaps for a ball to fall through and gives a Splash Ball more neighbours.
- In the wind, aim into the arrow: the ball drifts the way it points for the whole flight, more on a long throw to the back row.
- On the sliding tray, throw when the cups are moving toward the middle; the ball takes about a second to arrive, so lead the cup instead of chasing it.
- Use the pace bar's mark: the same stroke lands in the same row, so adjust your next throw from your last one rather than starting over.
Frequently asked questions
How do I throw farther in Pipkin?
Make the stroke longer. Whether you push toward the cups or pull back, its length sets the distance and its direction sets the aim; the dots and the bar beside the ball show both before you let go.
What is a Splash Ball?
Sink three cups in a row and the next ball glows. If it drops into a cup, every cup touching that cup goes too. It is used up when you throw it, in or out.
What happens when my last cup is sunk?
In a duel you get a last chance: you throw until you miss. If you sink all of the other side's cups in that run, the game goes to overtime with three cups each.
Can I play Pipkin on a phone?
Yes. Press anywhere with your thumb and push toward the cups or pull back; the table fills a phone held upright and the cups are sized for touch.
Does Pipkin save my progress?
Yes. Career wins, missions and your best scores stay on this device with no account; the site's device sync code moves them to another device.
Can I play Pipkin with a friend?
Yes. Choose Play with a friend, pick six or ten cups and a table, and send the link. You take turns of two balls; if your friend leaves, the computer finishes the game for them.
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