The story
Fiction and adapted settings written by Akitsora Gaming for this title, including invented dialogue and events. This is not a historical or folklore reference. The rules and specification tables define the gameplay and math.
Spike, big cup, small cup, base cup — taking the ball once around the whole kendama is called a trip around the world.
I. Waiting in the wings
The hall lights fall across the wooden stage. The player holds his kendama at his side, the red ball resting on the spike, waiting for his turn.
Pine-and-cloud screens line both wings, and four competition kendama stand in front of the curtain.
II. Combination
When matching pieces gather they clear with a clack. The number on each painted ball is the weight of that trick (base game ×2 to ×20).
Cascade after cascade, a ball hops from cell to cell and lands neatly back on the player's spike.
III. Curtain up
Gather 4 skill medals and the curtain draws back — spotlights fall on the raised exhibition stage. Over the next 15 spins the multiplier keeps growing (×2 to ×500).
3 more medals add 5 more spins.
IV. The finishing pose
One last tomeken: the ball lands on the spike and is raised for the crowd — and four kendama line up on the stepped display.







