Before screens, this was the evening: a rubber ball, seven flat stones balanced into a wobbly tower, and two teams shouting across a dusty yard. One side throws to knock the pile down, then scrambles to stack it back while the other side fires the ball at them.
It goes by many names: Boy-boyan in Indonesia, Lagori in Karnataka and Maharashtra, Pitthu across North India and Pakistan, Satoliya in Rajasthan, Ezhu Kallu in Tamil Nadu, Yedu Penkulu in Telugu homes, and Sat Chara in Bangladesh. Children around the world know some version of knock-the-pile-and-rebuild-it, and this little backyard is a tribute to that memory.
How to Play
Aim: slide near the launcher to aim; tap to lock the arc (it keeps a small breath).
Fire: the power bar swings; keep aiming left/right, then tap or release at the right power. 3 throws per round.
Knock all 7: six stones must fall; the bottom stone counts if the ball touches it or the collapse shoves it off its spot.
Restack: drag any stone into the square and rebuild the tower of 7 before time runs out. Stones land where you drop them, so center each one: the ring under a held stone turns red where it would tip. It locks at seven.
Look around: drag the upper screen to orbit, pinch to zoom, ⌖ resets the view.
The defender: once you lock your arc it may run into the lane to block. Slide to aim around it, or bonk it for +10.
Tips: every sandy dust patch always holds a usable stone.
The Buttons
⚙ Settings: five dials for the square, the defender, the ball, how many loose stones litter the yard, and the level time (one clock per level, however many rounds it takes). Changes take hold at the next round. Tap anywhere outside the panel to close it.
⌖ Reset view: snaps the camera back to the home framing behind the launcher whenever you get lost looking around.
How to Win
Down all seven with your throws, then rebuild seven in the square before the timer ends. That clears the level (SEVEN STONES!) and the next one begins. If the clock hits zero, the round is lost.
Levels
Clear a level and the backyard raises the stakes:
The square grows every level, so knocked stones must fly farther to land outside it and earn the double.
Stones get rougher and smaller: craggier every level, with wobbly seats from level 2 and worn faces that hold less, and shrinking a little each level down to about three-quarter size, so the tower is a smaller target and a fiddlier build.
The defender gets bolder: it blocks your lane more often each level, and from level 3 it may charge your half-built stack twice in one rebuild.
Bigger level bonus: clearing pays +20 per level on top of your banked seconds.
Points
Stone knocked down
+10
Doubled if the ball leaves it resting outside the square