CARROM GAMEBOARD OFFICIAL RULE BOOK Since 1890 Ludington, Michigan, U.S.A. Quality Games for the whole family PLAY SUGGESTIONS Games of Carrom and Crokinole are described in the rules as being played by finger snapping the rings. However, all such games can be played with cue sticks as well. Two cue sticks are included as part of the playing equipment CARROMS This game is played on the checker side of the game board. Equipment: 12 red rings, 12 green rings, 1 black ring, 2 white Shooting Rings.
A Shooting Ring is considered played if the player's finger hits and moves it to the slightest degree. SCOTTVILLE CARROMS This game is played like Carroms with the following exceptions: 1. A coin flip determines who is to shoot first with the winner of the coin flip given the choice whether to break or not. 2. Object Carrom rings (red, green, or black) cannot be directly shot at unless halfway over the shooting player's line.
CALL CARROMS Played on the checker board side of the game board. Equipment: Same as Carroms. Object of the Game: Same as Carroms. The Game: Same as Carroms except: The player must call his shot . . . indicating the ring as well as the pocket he will be shooting for. A player’s ring uncalled but pocketed is placed near the center of the board, unless it should be pocketed at the same time as a called ring is scored. ROTATION CUE POCKET Played on the checker side of the board.
Object of the Game: To pocket the most rings of any color, shooting at any ring from where the Shooter Ring rests. The Game: Place 21 rings of any color in the center of the board. The first player shoots the Shooting Ring from any point on the shooting line. Any ring pocketed is a score for the shooter. Failure to pocket a ring gives the next player the opportunity to shoot at any ring from where the Shooting Ring lies.
MIXER Played on the checker side of the board. Equipment: All the rings, 15 of which use the numbered paper disks. Object of the Game: To score the highest number of points playing with all the rings, only 15 of which use the numbered disks. The black ring counts 25. The Game: The same as Carroms except: The numbered rings as well as the balance of unnumbered rings together with the black ring are centered on the board.
FOUR TRIES Played on the checker side of the board. Equipment: 12 red rings, 12 green rings, 2 white Shooting Rings. Object of the Game: To score more rings than your opponent, each player having four successive plays. The Game: Same as Carroms except a player has four successive plays. A play is counted only when a player misses a shot, not when rings are pocketed. SCORE: Player with the highest number of rings pocketed after four successive plays is the winner.
Played on the checker side of the board. Equipment: 5 green rings, 1 white Shooting Ring. Object of the Game: Same as Billiardette. The Game: Same as Billiardette except 5 rings are placed in the center of the board to form a square with a ring in the center. ALL IN ONE Played on the checker side of the board. Equipment: 10 rings of one color, 1 white Shooting Ring. Object of the Game: To score all of the 10 rings set up in front of a pocket in that pocket with 5 shots.
Equipment: 24 red and green rings, 1 White Shooting Ring. Object of the Game: To pocket any ring in any pocket to accumulate a score of 66. The score for a ring pocketed is in accordance with the number of that pocket, 1, 2, 3, or 4. The Game: Bunch all of the green and red rings (24) in the center of the game board. Placing a Shooting Ring at any point on the base line, a player shoots to pocket any ring in any of the pockets. A ring pocketed is scored in accordance with the number of that pocket.
When a player fails to score, his opponent places the Shooting Ring at any point on the base line and proceeds to shoot for a billiard. Any playing ring pocketed during a billiard score counts an additional point. If both playing rings should be pocketed during a billiard shot, two additional points are counted. Should the Shooting Ring be pocketed or shot off the board the player loses his turn. Playing rings when pocketed should be placed in the center of the board.
The Game: Place six rings in a line at the center of the board. The first player shoots the Shooting Ring from the base line at either of the end rings in the column attempting to pocket the line of rings one at a time. When an end ring is knocked out of the line but not pocketed, and the line of rings not otherwise disturbed, the next player can shoot at the loose ring wherever it lies. Play on the loose ring is continued until pocketed.
between the green. The Game: Place 4 green and 3 red rings alternately and evenly spaced on the straight line running between the No. 1 and No. 2 pockets. From any point on the line 3 - 4, on the opposite side of the board, a player shoots the Shooting Ring in an attempt to move the green rings off the line without touching or moving the red rings. Each shot is made from the base or shooting line. A player loses his turn when he hits or disturbs a red ring or fails to move a green.
Object of the Game: Each player to pocket his playing rings, green or white rings as selected. The Game: Place the 7 “wild” red rings in the center of the board and place the 4 green and 4 white playing rings around them. The first player places the black Shooting Ring on the base line and shoots it into the group of playing rings, trying to pocket a ring of his color. If he succeeds in pocketing one of his playing rings, he next tries to pocket a red ring.
is completed and the score totaled. Scoring is as follows: a ring in the center hole counts 10; a ring in the smallest circle counts 5; in the next size circle 3; and in the largest area circle, 2. A ring touching the line is considered in the area outside the line. Rings outside the outer circle are “ditched” and are removed from the board. Total of 100 points wins the game. A ring shot into the center hole is scored 10 points immediately and this count is not lost if the ring is later dislodged.
If a top ring is dislodged, the player scores ten points. A dislodged ring can only be replaced on a peg if it is in the “Ditch” - the area outside the outside circle. If a dislodged ring falls into the circle area, the player can shoot to force it into the “Ditch” and thereby have it replaced on the peg. He may, if he chooses, shoot at any other top ring still on a peg.
Object of the Game: To shoot your ring so that it will bank off two rims and land in the center or pegged circle of the board for a score. The Game: Each player plays with 3 rings of a color. The first player shoots each of his 3 rings from his side of the board, outside the large outer circle, toward a corner on the opposite side so that it will bank off the two rims and land in the center of the pegged circle. Each ring when shot is left on the board.
A player must shoot at any opponent’s ring in the circle area before attempting to dislodge an opponent’s ring from a peg. If a player dislodges one of his own rings from a peg, he loses his turn and the ring remains where it lies. A ring landing in the center hole scores 10 points for its owner and must be forced out of the hole by the opponent before the opponent can shoot at a pegged ring. If a player’s Shooting Ring lands in the center hole, he loses his turn and removes it for further play.
Equipment: 8 red rings, 8 green rings, 2 white Shooting Rings. Object of the Game: To force your opponent’s rings out of the scoring circle and out of play, at the same time attempting to keep your rings inside the scoring circle area. The Game: Each player places 8 rings of one color inside the small circle, with the 16 rings being mixed so that rings of one color will not be bunched.
shot from the edge of the pocket diagonally opposite from where the pins are set. SCORING: Same as Bowling - all pins knocked down with one shot scores a strike. All pins knocked down with two shots scores a spare. For playing convenience one player acts as the Pin Boy, setting up pins, while the other shoots. Use of two Shooting Rings helps speed up the game. COCKED HAT AND FEATHER Played on the checker side of the board. Equipment: 4 ten pins, 2 white Shooting Rings.
1. If he misses, the next player shoots the Shooting Ring from where it lies and attempts to pocket his No. 11 ring in pocket No. 1. A player continues shooting until he misses, proceeding from pocket No. 1 to 2, to 3 and 4. A player may shoot at any ring, his own or his opponents, and at any numbered ring, in an attempt to pocket his ring in its proper pocket. If a ring is pocketed in the wrong pocket, the player loses his turn and the ring is centered on the board.
the board. The player who scores all of his rings in their proper pockets wins. No score is counted for pins pocketed. AMERICAN NINE PINS Played on the checker side of the board. Equipment: 9 ten pins, 2 white Shooting Rings. Object of the Game: To knock down 9 ten pins with three shots. The Game: Set up 9 ten pins in the shape of a diamond, 1 - 2 - 3 - 2 - 1, in front of one of the pockets. Each player uses his Shooting Ring and shooting from the opposite pocket has three shots to knock down all the pins.
at the end of 5 innings wins the game. BLOCKADE Played on the checker side of the board. Equipment: 4 ten pins, 6 red rings, 6 green rings, 1 white Shooting Ring. Object of the Game: To pocket all of the rings of your color before your opponent can pocket his. The Game: Place a ten pin in front of each pocket. Place the six red and six green rings in the center of the board.
After each player has played his six shots, points are scored on the basis of 5 points for rings in the center circle area; 3 in mid circle area; and 1 for the outer circle. Total of 50 points wins the game. CENTER SCORES Played on the Crokinole side of the board. Equipment: 1 ten pin, 4 color rings, 1 white Shooting Ring. Object of the Game: To carrom shoot four rings from the outer circle into the inner pegged circle without knocking down the center pin.
A player continues shooting when he pockets a pin or ring. A pin or ring pocketed or knocked down on a non-called shot is set up again, pin in front of the pocket, ring in the center of the board, and the player loses his turn. If a Shooting Ring is pocketed the player forfeits a ring, if he has one, in the center of the board, and the player loses his turn. SCORING: Each pin pocketed counts 2. Each ring pocketed counts 1. 15 points wins the game.
MORE COMPETITIVE SPIN TOP GAMES SPIN TO CENTER Played on the Crokinole side of the board. Object of the Game: To spin a top from the outer circle line so that it will come to rest in the inner pegged circle in two spins. The Game: Each player spins a top from his side of the board in the area between the outer and mid circle lines. If the top comes to rest in the inside pegged circle in one spin, 3 points are scored.
The Game: A player spins three tops, one at a time, from the border line near the rim of the board. SCORE: A top coming to rest in the center hole counts 5; in the center circle area 3; in the mid circle area 2; and in the large circle area 1. No count for tops resting outside the outer circle area. Highest score at the end of three turns for each player wins the game. CENTER SPIN COUNT This is a variation of Spin Count.
Played on the checker side of the board. Object of the Game: To spin the tops so that they will hit a ten pin for a score. The Game: Place a ten pin in the center of the board. Each player in his turn spins the three tops as close to the ten pin as possible without knocking it down. A point is scored for each time a top touches the ten pin. This includes a touch by the top when it is twirling to a stop. If a pin is knocked down, the scoring ceases and the next player takes his turn.
The player scoring the most points in 10 turns is the winner. TWENTY-ONE (Dice Game) Played on the Crokinole side of the board. Equipment: One die. Object of the Game: To roll one die as many times as necessary to roll a total of 21. The Game: A player continuously rolls a die and totals the number of each throw until he reaches 21. If he exceeds 21, he has “bust.” The player may choose to approach as close to a total of 21 as he feels is safe and turn the die to his opponent.
The first player rolls the dice and moves the disk clockwise from his rendezvous point in accordance with the total minutes registered by the dice. For example, if an 8 is rolled on the dice, the player moves his ring ten minutes (to the closest five minutes). Each player has a turn rolling the dice. The player whose roll of the dice allows him to move on the spot occupied by his opponent’s ring wins the game. RING AND DICE Played on the checker side of the board.
The object of the game is to take over the positions occupied by your opponent. Movement must always be forward. A player can move by jumping over his own men as well as over his opponent’s. If play comes to a standstill, the player occupying more of his opponent’s original positions is the winner. CORNER CHECKERS This game is played with nine checkers for each player. The checkers are positioned in opposite corners, with one checker in the corner, three in the next row, toward center, and five in the next.
colored rings. No two rings of the same color will be next to each other. The first player places the Shooting Ring in the center of the board, just outside the center hole, and shoots at his opponent’s ring in an attempt to pocket his ring directly ahead. If he pockets his ring he then continues to shoot at any other of his rings but must call the pocket in which he intends to score his shot.
When shooting at rings lying between the shooting line and rim board, the shooter can not shoot directly at the ring but must bank his shot by first hitting the rim of the board. BETWEEN THE RINGS Played on the Crokinole side of the board. Equipment: 12 rings, any color; one white shooting Ring, one black Shooting Ring. Object of the Game: To make your Shooting Ring go around the circles in between the rings and land in the center hole with a higher total of points than your opponent.
Equipment: Same as Numbered Rings. The Game: Same as Numbered Rings except a stiffer penalty is exacted if the shooter fails to hit the lowest numbered ring first on any shot. The penalty is a deduction of three points. ZELTO Played on the Carrom side. This fascinating variation is played on the Carrom side of the board, and is intended to develop bank shots.