Table Scotch

(A game for 1, 2 or 4 players)

Table Scotch is a game derived from table squash, itself a version of table tennis, which is more compact than table tennis and can be played solo.  In principle table squash allows a variety of scoring methods not possible with table tennis, but in practise the game is too fast for these to be achievable, but are now possible with table scotch due to the introduction of automatic scoring.

The two players, RED and GREEN are monitored by a red/green LED on each side of the court. The solo player can play-off red against green, creating an artificial competition, but a real competition can be set up between left court and right court serve performances. Bonus points can augment the rally scores, enabling the player to hone a variety of skills.

In match-play these options are available in various combinations, for example winning by games scores or rally scores only or in combination and with rally scores enhanced by bonus points. It is also possible to legitimise (psychologically) short games by presetting low targets.

Because each half-rally involves impacts on the wall and the table, the effects of spin are compounded compared with table tennis, so much so that it is possible, though not easy, to spin the ball such that after it impacts the striker’s away court it can jump over the net to impact the home court. Because this manoeuvre increases vulnerability to the opponent’s smash, it is proposed that such an outcome should be a match-winning shot, and based on an analogy to hop scotch is a scotch. During play the game target and the rally target  and bonus type are displayed, and the scores incremented at the end of each game. Last round scores can be nulled if there is doubt about scoring validity.

A variety of game styles are selected by the control panel buttons.

Typical displays include:-


Rally targets correspond to the atomic numbers of the precious metals. Copper (bronze), silver, gold etc.


As in table tennis, the players, here designated red and green, change serve every 5 games and change court every 10 games. The current server and serve court are indicated by  red/green LEDs above each court. Scores are indicated at the end of each game together with the preset winning targets and the type of bonus. At the end of each game the players have the option to null the last score if any discrepancy is agreed. When the target is achieved, he winner is declared together with the winning parameters.

Solo play

An element of competition can be included by commitment to red or green, or by using the solo option in which scores obtained by serving to the left court are pitted against those from the right court to reveal and to help the struggle against a natural bias. Whether or not the bonus modes are used in match play, they can be used as target incentives for practice and reveal the psychological difference between slow play and fast play.

Spin and the high wall board

The table squash games in principle add a significant third dimension to the table tennis family, but fiercely competitive play, keeping the ball low, may not take advantage of this facility. Table Scotch was developed to add incentives to avoid this route, the first approach being to adopt a serve line, making low serves illegal. Although this is still possible, the inclusion of rally-targets is a more effective incentive to keep the ball in play,

Bonus points cannot apply to game scores, only to rally scores, and the most effective incentive for exploring the height dimension was to enhance the rally score by bonus points for high wall shots, with a weighting determined by balancing the incentive against the increased vulnerability to smash. The same reasoning also applies to the slow point bonus. In both cases the creative use of spin provides one of the pleasures of the game, the undercut to induce the steepest possible descent from the wall board.

Two kinds of Scotch

A Scotch is an unexpected impact on the player’s home court. If this can be achieved the player wins the match. There are two ways in which it can happen; from the court, or from the wall. In each case the scotch is achieved if subsequent impact is at the wrong court. For a wall-scotch the wall impact must be verified as being over the opponent’s court before landing back on the player’s court. The verification is automatic and the degree of difficulty preset by the parameter edge.  For a table-scotch the ball has to jump the net from the opponent’s court to the player’s court after an impact anywhere on the wall.  The opponent can intersect either type of scotch at the price of losing the game, but not the match.

The net

The net can be programmed as on or off. If it is on, any impact on the net will  result in a fail.




Games + rallies

Games or rallies

Games before rallies

Bonus points only


















Options are:-