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Flick the striker, pocket your men, cover the queen.
Carrom, the board game of India and its neighbours, played against the computer on a full-size board: nine white men, nine black and the red queen in the centre, four corner holes. You flick the heavy striker from your baseline to pocket your own colour, and every man you pocket earns you another stroke. The queen is worth three points to whoever covers her. A match runs to 12 points over at most three boards, with three levels of opponent, and every day a Daily game with the same break for everyone.
You play white from the bottom baseline. First slide the striker along your baseline: drag it, or tap the line where you want it. Then pull back from the striker like a sling and let go: the guide shows which way it will go and how hard, over a short stretch only, so the angle is yours to judge. A pull that starts anywhere else on the board works the same way. Pocket a man of your colour and you strike again. The rules are the International Carrom Federation's, kept to the essentials: the striker may go any way, backward shots too. The queen may only go down once you have pocketed a man of your own, and you must cover her with a man of yours in the same stroke or the next, or she returns to the centre. Pocketing the striker is a foul: the men of yours that fell with it come back to the centre with one more as a penalty (owed until you have one). Your last man cannot go down before the queen is covered. A board ends when one side has pocketed all nine: it scores a point for each man the other side still has, plus three for the queen if it covered her. First to 12 points wins, after at most three boards. On a keyboard: the left and right arrows slide the striker, up and down turn the aim, and holding Space charges the stroke.
Carrom is the tabletop game of India, Pakistan, Sri Lanka and Nepal, played in homes, clubs and street corners for generations. It sits somewhere between pool and shuffleboard: instead of a cue you flick a heavy disc, the striker, with your finger, and it sends the lighter carrom men gliding across a smooth, powdered board into the four corner holes.
Here you play it against the computer on a full-size board: nine white men, nine black and the red queen in the centre. You play white from the bottom of the board, the computer black from the top. Three levels of opponent are on offer, from a relaxed one to one that rarely misses, and every day brings a Daily game with the same break for everyone.
You break the first board, the computer the second, you the third.
Yes. Like every game on Play, it runs free in your browser, with no download and no account.
The International Carrom Federation's rules, kept to the essentials for a quick match: no thumbing or three-try breaks, any direction allowed for the striker, the queen covered in the same stroke or the next, and a penalty man for a pocketed striker. The board's points work as in club play: one per man the loser still has, plus three for a covered queen.
You owe a penalty man. The next time one of yours drops, it comes straight back to the centre.
100 for every point you take on the boards, 10 for each man of yours pocketed when a board ends, and 500 for winning the match (200 for a draw).
Every day everyone gets the same breaks against the same computer, so the scores compare directly on the leaderboard.
Nine holes of putting, with walls, sand, water and slopes.
Nine full holes from above: pick a club, read the wind and time the two-tap swing.
Aim, steady your hand and throw: 501 down to zero, out on a double.
Read the wind, draw, let go: twelve arrows at the gold.