Carrom Game Rules Eng
Carrom Game Rules Eng
Carrom Game Rules Eng
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1. INTRODUCTION
Carrom is a strike-and-pocket table game originating A
from India, for 2 or 4 players. The objective of play is
to use a larger disc – the so-called striker – to pocket
the lighter objective discs, or carrom-men into one of B
four corner pockets. The game has many variants, some
of them providing easier rules suitable for families or
group of friends, while other game modes require more
advanced skills. The most common game variants –
including the official tournament rules – are explained C
in this rulebook.
3. THE GAME
In this section, we explain the simple carrom rules.
Other game variants are explained in the next section.
This game variant is suitable for 2 players. The aim is to
pocket your carrom-men before your opponent, while
also pocketing and covering the queen for bonus points.
SET-UP
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CHOOSING FIRST PLAYER the same or subsequent strike. If you fail to do so, the
queen is returned to the center of the table.
The players now have to choose the first player, who will
be the white player. The official way to choose is called After the queen is covered, whoever clears their pieces
the „toss”: an umpire hides a carrom-men in one of his first wins the board.
hands, and the players have to guess which hand he’s
hidden it. The player who guesses correctly becomes the If you sink your opponent’s piece, you lose your turn. If
first player, or now has the opportunity to change sides you sink their last piece, you lose the board and three
from white to black and give up the opening shot. points.
GAMEPLAY If you sink your last piece before the queen, you lose
the board, three points and one point for each of your
q Shooting: opponent’s pieces left.
The players have to use their striker – the larger disc – to Sinking the striker costs you one piece and your turn.
shoot their carrom-men into the pockets. But, if you sink a piece in the same shot, then two come
up and you shoot again.
When placing the striker on the board to shoot, the
striker must touch both shooting lines, either covering After sinking the striker, your opponent places the due
the circle at the end of the lines completely, or not piece(s) within the center circle. If you haven’t sunk one
touching it at all. The striker may not touch the diagonal yet, you owe one.
arrow line.
q Scoring:
The winner of the board scores one point for each of the
opponent’s carrom-men still left on the board.
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4. GAME VARIANTS
TEAM CARROM (4 PLAYERS) POINT CARROM (2-3-4 PLAYERS)
The rules are the same as above, with the 4 players A variant of family point carrom, gameplay is mostly the
forming two teams. Teammates sit opposite of eachother, same with a few exceptions:
and turn goes around in clockwise order.
• Both black and white carrom men are worth
FAMILY POINT CARROM (2-3-4 PLAYERS) 1 points.
• The queen is worth 3 points.
Family-Point Carrom is a variant that is very popular with
• The queen has to be covered int he same or
the young and old, or when playing with an odd number
subsequent strike.
of players. Players are allowed to pocket carrom men of
any colour. The rules are as follows: • The first player to reach 21 points is declared the
winner.
• Players can shoot carrom men of any colour. • If no player reaches 21 points, the player with the
• The rules of shooting are the same as the base highest points is declared the winner. If the scores
game. are tied, a tie-breaker must be played. Players
who are tied select a colour. They are allowed to
• Black is worth 5 points, White is worth 10, and the pocket carrom men of an alternate colour only on
queen is worth 25 points. rebound.
• The queen has to be covered in the same strike.
• When the board is cleared, the player/team with
the most points wins.