Paddle Picnic Tour
Play an original 3D picnic table-tennis tour: eight friendly rivals, four outdoor courts, six teaching rallies, equal paddle finishes and three keepsakes.
Your goal
Bring a paddle to an original picnic table-tennis tour. Meet Pip the fox, Miso the rabbit, Dot the picnic robot, Nori the stoat, Bea the bear, Sol the otter, Kite the crane and Rue the raccoon across Orchard Green, Dune Terrace, Lake Lookout and Moonlight Camp. A fixed 3D camera, a white ball with a ground shadow, finite paddles and real table and net contacts keep the rallies readable. Original faceted characters, warm picnic artwork and the synthesized Napkin Rally mallet, bass and brush accompaniment set the scene. There are no purchases, wagering, energy timers, random rarity, trading, chat or real-world rewards.
Start your first session
Beat eight rivals in order, one game to eleven with a two-point lead. Each player serves twice, then once each from ten-all. The visible assisted toss and strike must bounce on both halves; an otherwise legal net serve repeats. Receive after one bounce. Volleys, double hits, two bounces and out balls lose the point. Move sideways for spin and meet a high ball with a downward stroke for a drive. Six short teaching rallies observe genuine receive, serve, wide placement, spin, high drive and point-winning contacts. Tour retains the best verified win per rival, completes four stops and unlocks six equal-physics paddle finishes, three keepsakes and the picnic ending. Practice and lessons give no Tour score; a technical stop or abandoned match gives none.
A useful decision to practice
Guide the near paddle with mouse, one finger or arrows/WASD. Touch aims above the finger, including near the bottom edge. Space readies a point; P/Escape pauses. Every point waits for Ready. Menus, hidden pages, lost focus, resize, ads, interrupted drawing and graphics loss pause play; Resume is manual. Exact saved inputs restore a moving match. Earlier progress and neighboring data survive lower wins, Practice and save failures. Only a live Tour improvement saved and read back can post a score. Unknown or changed saves remain protected, with explicit Retry, Reload or RAM Practice. Reset removes only this game after confirmation. Thirteen whole languages, all four 3D courts, original art and synthesized audio work locally. Optional portal leaderboards, sign-in and ads require connectivity. Three.js0.180.0 and Rapier0.12.0 retain their MIT and Apache2.0 notices.
How to play: controls
Guide the near paddle with mouse, a single finger or arrows/WASD. Touch aims above your finger. Space readies a point; P/Escape pauses. Move sideways for spin; meet a high ball with a downward stroke for a drive. Beat eight rivals in order. Tour saves best wins; Practice and lessons earn no Tour score. Six paddle finishes share identical physics. Menus, lost focus, hidden pages, ads and render interruptions pause play; Resume is manual. Music: Napkin Rally.
Wide playfield · landscape recommended
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