One mallet per player
Each player controls one mallet and is responsible for the goal behind it.
Air Hockey rules
Two players, one mallet on each half, one point per goal, and a first-to-7 finish. The table does most of the explaining once you know where each player is allowed to move.
You defend the goal behind your mallet and attack the goal at the opposite end. The puck can cross the whole table; your mallet stays on your own half.
Each player controls one mallet and is responsible for the goal behind it.
Your mallet cannot cross the centre line, even though the puck can.
The point counts when the puck travels through the opponent's goal opening.
A rebound off the side wall still counts if the puck eventually enters the goal.
Play pauses briefly and the table returns to the next faceoff position.
There is no fixed match timer. The game ends when one player reaches seven goals.
The rally can be chaotic, but the scoring sequence is simple: protect your end, create the opening, then reset for the next faceoff.
The safest default is a central defensive position with room to react left or right.
Straight shots and rail rebounds both count. The puck only needs to enter the goal.
After the score changes, the table resets and the next faceoff begins.
No. Your mallet stays on your half. Read the rebound early and prepare the next contact before the puck crosses away from you.
Yes. The rails are part of the live table. A banked puck scores normally if it enters the goal.
No. Six is still match point territory. The match ends only when a player reaches seven.
Usually not. Recover toward the middle so the return shot does not find an empty goal.
Once the boundaries feel natural, positioning and angle selection become the real game.
The quickest way to understand the centre line, rebounds, and goal reset is to play a short solo match.