6-7 Hoops: How to Play the 67 Basketball Game
The full rules of 6-7 Hoops. Flick to shoot, swish for 3, rim for 2, land on exactly 67 before the clock hits zero.
· 3 min read · by the 67 team
Six seven! Don't just read it: Play 67 Join the chat
6-7 Hoops looks simple for about four seconds. Ball in your hand, hoop across the screen, a clock ticking down from 67. Then your first shot clips the rim, the hoop slides somewhere else, and you realize this game actually wants something specific from you: land on exactly 67 points before time runs out.
That is the whole hook. Not just score, not just survive. Land on the number.
The setup
You get one ball and one hoop, and you have 67 seconds to work with. The hoop is not fixed in place. Every time you shoot, whether you score or clank it, the game repositions the hoop somewhere new and rerolls the wind. So this is not a game where you find a groove and repeat the same shot forever. Every attempt is a fresh read.
Flicking the ball
Forget tapping. To shoot in 6-7 Hoops you flick. Press down on the ball, drag upward, and release. The direction and length of that drag becomes the direction and power of the shot. A short lazy flick barely reaches half court. A long, sharp upward flick sends the ball rocketing toward the rim.
Two things matter here that new players miss:
- The flick has to go up. A sideways or downward drag does nothing, the game ignores it.
- Length matters more than speed. A longer drag means more power, so judge your flicks by distance, not by how fast your thumb moves.
Scoring: swish versus rim
Every made basket counts, but not equally.
- A swish, meaning the ball drops through clean without touching the rim, is worth 3 points.
- A shot that clips the rim before falling through is worth 2 points.
Both count toward your total, so a scrappy rim-in is never wasted. But if you are trying to land exactly on 67, the gap between a 2 and a 3 becomes the whole game, more on that below.
The moving hoop and the wind
Two variables keep every shot honest. The hoop drifts to a new horizontal and vertical position after each attempt, so you are constantly re-aiming rather than repeating muscle memory. At the same time, a wind meter at the top of the screen pushes the ball left or right mid-flight. Strong wind bends your shot noticeably, so check the meter before you pull back for a big flick.
The number that matters most: 67
Here is the twist that separates 6-7 Hoops from a normal arcade shooter. You are not just racking up points, you are trying to land your total on exactly 67. Go over 67 and it is an instant bust, your run ends right there regardless of how much time is left. Land exactly on 67 and you get a "SIX SEVEN!" celebration plus a time bonus added to your final score based on however many seconds you had left.
That means the last few shots of a good run are the most stressful part of the game. Sitting on 64 points with a hoop that only rewards clean 3s in range? You need a swish, not a rim shot, or you overshoot.
Common first mistakes
- Chasing threes when you are close to 67 and a safer 2 would land you exactly on target.
- Ignoring the wind indicator and watching the ball sail wide.
- Flicking too short and watching the ball die well before the rim.
- Panicking when the clock gets low and forcing shots instead of resetting your aim.
Once you internalize that every shot rearranges the board, the game clicks. You start planning two shots ahead instead of one.
Ready to feel the flick for yourself? Play 6-7 Hoops now, and if you want to talk strategy with other players chasing the exact 67, drop into the chat on the home page. Want to know exactly how the physics of that flick works? Read our breakdown of the flick mechanics next.

