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
Object of the Game
selected color and the "wild" black ring. Total of 30 points wins the game. Each ring counts 1 point except
the black which counts 5.
The Game
the group. A coin flip determines who is to go first. The first player places his white Shooting Ring on the
shooting line (the straight lines running from pocket to pocket) and finger-snaps the shooter into the group
of rings. If any one or more of his colored rings is pocketed, he continues to shoot. Failure to pocket any
of his rings allows his opponent the opportunity to shoot and pocket the rings of his selection. Each player
shoots every shot from the shooting line and not from where the shooting ring lies after a shot.
If the white or Shooting ring should be pocketed, the shooter loses his turn whether he pocketed a colored
ring or not. Any colored ring which may have been pocketed must be placed at the center of the board, and
the shooter must forfeit on the board one ring previously pocketed. No forfeit of a ring is required if a
player has none to offer. If a player has to forfeit a ring and has none but the black ring, he must forfeit the
black ring but retains the 5 point count. If a Shooting Ring and the black ring are both pocketed, the black
ring is centered on the board, and no additional ring is forfeited.
A player pocketing an opponent's ring as well as his own continues to shoot. He loses his turn, however, if
he only pockets an opponent's ring. Opponent's rings when pocketed are not replaced on the board but are
credited to the opponent.
A player whose Shooting Ring jumps the board loses his turn, forfeits a ring, and any ring pocketed is
placed on the board. A colored ring jumping off the board is replaced as close to the center of the board as
possible.
An "inning" shall be concluded when the black ring has been pocketed by any player, and when all of the
colored rings of one player have been pocketed.
SCORE
ring scores 5 points. Player who pockets all of his rings, thereby concluding the inning, scores one point
for each opponent’s rings remaining on the board. Total of 30 points or any other agreed upon score
determines the winner.
: 12 red rings, 12 green rings, 1 black ring, 2 white Shooting Rings.
: To hit into any pocket, by means of your Shooting Ring, all of the rings of your
: Mix 12 red and green rings in the center of the board and place the black ring in the center of
: Each player scores one point for each of his colored rings pocketed. Player pocketing the black
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. Shots cannot be made directly in the player's own pockets (the pockets behind his line). Only
bank shots are allowed.
3. At the start of each turn, you may have your opponent place a ring of your color, providing it is at least
halfway behind your line, in the center of the table; or, if the center is occupied by another ring, as close to
the center as possible so long as the other rings are not moved. You may have the black ring moved to the
center if it is halfway behind your line after you have pocketed all of your rings. The black ring may be
moved only at the start of your turn.
4. Combination shots using the opponent's ring are allowed as long as the white ring hits a ring of your
color first. Combination shots hitting your opponents ring first are allowed but your turn ends. The black
ring is neutral and can be used in combinations.
5. The black ring must be the last ring pocketed after pocketing all rings of your color. However, you must
pocket the black ring in the pocket you declare before shooting it. Failure to do so represents a scratch
shot. If the black ring is made out of sequence, pocketed in the wrong pocket, or a player scratches while
shooting at it, the black Carrom ring is placed as near the center of the table as possible and all rings
previously made of your color are bunched around the black ring (opponent's rings should never be moved
or disturbed). The rings are placed in the center by the player who made the error.
6. The player pocketing all of his rings and the black ring wins the game.
TRAVELLING CARROMS
Played on the checker board side of the game board.
Equipment
Object of the Game
1. Only one Shooting Ring is used by both players.
2. Each player shoots the Shooting Ring from wherever it rests after his opponent has lost his
turn.
3. A Shooting Ring which is pocketed or jumps off the board is set into play by his opponent
anywhere on the shooting line.
A player shooting from the shooting line cannot shoot directly at any of his rings that are on the
same side of the board if the rings are on or outside his shooting line.
4. A player forfeits a ring each time he fails to hit either his own or his opponent’s rings.
SCORE
: Same as for Carroms except only one Shooting Ring.
: Same as Carroms except:
: Same as Carroms.
CALL CARROMS
Played on the checker board side of the game board.
Equipment
Object of the Game
The Game
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.
Played on the checker side of the board.
Equipment
Object of the Game
beginning with ring number 1.
The Game
triangle. The first player shoots at the No. 1 ring from any position on the shooting line. Any ring
pocketed is good providing the lowest numbered ring on the board is first hit by the Shooting Ring. A ring
pocketed without a player first hitting the low numbered ring is respotted, centered on the straight line and
the shooter loses his turn. Each player must shoot the Shooting Ring from wherever it lies after his
opponent has missed.
Each player must shoot for the lowest numbered ring on the board, and continues shooting whenever he
pockets the lowest numbered ring or some other ring scored as a result of a hit of the lowest numbered ring.
A shooter loses his turn when:
1. He fails to first hit the lowest numbered ring.
2. He fails to pocket a ring.
3. His Shooting Ring is shot off the board.
4. His Shooting Ring goes into a pocket.
The player shooting after his opponent has allowed the Shooting Ring to go off the board or into a pocket,
shoots at the lowest numbered ring from any point on the game starting line.
A ring going off the board is spotted, centered on the straight line.
Any ring pocketed at the time a Shooting Ring goes into a pocket is spotted, centered on the straight line.
SCORE
been pocketed, each player totals his ring score and the player with the highest total is the winner.
Played on the checker side of the board.
Equipment
: Same as Carroms.
: Same as Carroms.
: Same as Carroms except:
ROTATION CUE POCKET
: 15 rings of any color, paper numbered disks, one white Shooting Ring.
: To score more points than your opponent by pocketing numbered rings in rotation,
: Number any 15 rings by inserting in them the numbered paper disks. Lineup the rings in a
: As a player pockets a ring, he should remove it. At the end of the game, after all the rings have
WILD RING POOL
: 21 rings of any color, one white Shooting Ring.
Object of the Game
Ring rests.
The Game
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.
If the Shooting Ring should be pocketed or goes off the board, the shooter loses his turn and he forfeits a
ring, if he has previously scored any, by placing it in the center of the board. Any ring pocketed when a
Shooting Ring goes into a pocket is also placed in the center of the board. Play, after a Shooting Ring is
pocketed or goes off the board, is always resumed by the next player at the shooting line.
SCORE
Played on the checker side of the board.
Equipment
Object of the Game
The Game
been pocketed. The first player is selected by flipping a coin.
All the red and green rings are centered on the table except a white Shooting Ring. The first player shoots
at the rings with the white ring, and if he pockets a ring he continues to shoot using any ring as a shooter.
When he misses, it is an opponent’s turn to play.
After all the rings are pocketed, the round is played. The player finishing the first round begins the second
round.
If a Shooting Ring is pocketed, the shooter loses his turn and forfeits a ring on the center of the board.
SCORE
Played on the checker side of the board.
Equipment
Object of the Game
score for each ring pocketed is based on the number of the pocket (a ring pocketed in pocket No. 1 scores 1
point, in pocket No. 2, 2 points, etc.)
The Game
the base line and tries to pocket the playing rings. The score for a pocketed ring is based on the number of
the pocket. If a ring is pocketed the player continues to shoot. When a player misses, the next player
shoots the white Shooting Ring from where it lies.
If the white Shooting ring is pocketed the shooter forfeits his turn and any playing ring pocketed is placed
back on the board.
SCORE
made, the last ring scored becomes a “no count” and the next player takes his turn.
: Place 21 rings of any color in the center of the board. The first player shoots the Shooting
: One for each ring pocketed. Total score wins.
: 12 green and 12 red, 1 white ring.
: The game consists of two rounds, with a round being over when all the rings on the board have
: One for each ring. Highest score at the end of two rounds is the winner.
: 15 rings, 1 white Shooting Ring.
: Place 15 rings in the center of the board. The first player shoots the white Shooting Ring from
: The first player who scores 46 and exactly 46 points is the winner. If a score in excess of 46 is
: To pocket the most rings of any color, shooting at any ring from where the Shooter
SHOOTER IS WILD
: To pocket the most rings by using any ring as the Shooting Ring.
GAME OF FORTY-SIX
: To score an exact total of 46 points by pocketing rings in the numbered pockets. The
MIXER
Played on the checker side of the board.
Equipment
Object of the Game
the numbered disks. The black ring counts 25.
The Game
The numbered rings as well as the balance of unnumbered rings together with the black ring are centered
on the board.
When a Shooting Ring goes into a pocket the player must forfeit the highest numbered ring in his
possession. The black ring is never forfeited.
SCORE
Equipment
Object of the Game
selected color and the “wild” black ring. Shooting must start at Position No. 1 and if a ring is pocketed the
next shot is taken from Position No. 2. With each successful shot the player advances to the next higher
numbered spot for his next shot.
The Game
game is played exactly as Carroms.
Played on the checker side of the board.
Equipment
Object of the Game
any numbered position spot. Pocket must be called for score to count.
The Game
of his rings in the center of the board and attempts to pocket it with his Shooting Ring which is shot from
any numbered position spot (1, 2, etc.). If he pockets the ring he keeps it, if he fails, he forfeits it to his
opponent. Each player has one shot and passes his turn whether the ring is pocketed or not.
The game ends when one player has all the rings.
Played on the checker side of the board.
Equipment
Object of the Game
he misses.
: All the rings, 15 of which use the numbered paper disks.
: To score the highest number of points playing with all the rings, only 15 of which use
: The same as Carroms except:
: Each ring as numbered; unnumbered rings one, black ring 25. Highest score wins the game.
SPOT SHOTS
: Same as Carroms.
: To hit into any pocket, by means of your Shooting Ring, all of the rings of your
: In all respects other than the rotation of the spot for shooting after each successful shot, the
SINGLE RINGS
: 12 green rings, 12 red rings, 2 white Shooting Rings.
: To pocket each ring that you place in the center of the board by shooting at it from
: Each player starts with 12 rings of one color and a Shooting Ring. The first player places one
SINGLE RINGS VARIATION
: Same as Single Rings.
: Same as Single Rings except that a player who pockets a ring continues to shoot until
FOUR TRIES
Played on the checker side of the board.
Equipment
Object of the Game
The Game
player misses a shot, not when rings are pocketed.
SCORE
Played on the checker side of the board.
Equipment
Object of the Game
The Game
line but must bank his Shooting Ring, that is, his Shooting Ring must hit the rim board before hitting a ring.
There are no forfeits for pocketing the Shooting Ring or going off the board.
SCORE
Played on the checker side of the board.
Equipment
Object of the Game
Total score of 30 points wins.
The Game
square. The first player shoots a white Shooting Ring from any point on the base line in an attempt to
strike two rings and thus score a billiard point. If the Shooting Ring strikes more than two rings a point is
added for each additional ring struck.
When a billiard shot is made the player continues to shoot. When a player misses, his opponent shoots
from where the Shooting Ring lies.
If a ring is pocketed it is placed at the center of the board.
If the Shooting Ring is pocketed, the player loses his turn and forfeits one of the points. No forfeit of a
point occurs if the Shooting Ring is pocketed on a billiard shot, but the player does lose his turn.
SCORE
: 12 red rings, 12 green rings, 2 white Shooting Rings.
: To score more rings than your opponent, each player having four successive plays.
: Same as Carroms except a player has four successive plays. A play is counted only when a
: Player with the highest number of rings pocketed after four successive plays is the winner.
BANK THEM ALL
(For the Experts)
: 15 rings with numbered paper disks, 2 white Shooting Rings.
: To score the highest number of points by banking every shot at the numbered disks.
: Center the numbered disk rings on the board. Each player takes every shot from the Shooting
: Player with highest total based on a total of the numbered rings scored is the winner.
BILLIARDETTE
: 4 green rings, 1 white Shooting Ring.
: To score a billiard by hitting two or more playing rings with your Shooting Ring.
: Four green rings are placed in the center of the board approximately six inches apart to form a
: The player who first scores 30 points is the winner.
EASY BILLIARDETTE
Played on the checker side of the board.
Equipment
Object of the Game
The Game
ring in the center.
Played on the checker side of the board.
Equipment
Object of the Game
The Game
1 with the base of the triangle closest to the pocket, and without the rings touching each other.
The players shoot from the numbered spot diagonally opposite the rings, and each player has five shots per
turn. One point is earned for each ring pocketed.
If the Shooting Ring is pocketed, any rings pocketed by the shot are set up in front of the pocket and a shot
is counted.
SCORE
end of three innings wins the game.
Played on the checker side of the board.
Equipment
Object of the Game
required to call the ring he expects to pocket and to continue to shoot at no other ring until the called ring is
pocketed.
The Game
on the side opposite from where he is playing. One Shooting ring is used and the first player shoots from
any point on his base line at one ring which he selects to pocket. A player must continue play on the
selected ring before he can play another ring. He continues to shoot from his base line until he pockets the
selected ring or he misses. A missed shot permits the opposing player to shoot at one of his colored rings
which he selects to pocket.
The player who first pockets his three rings is the winner.
If the Shooting Ring is pocketed the player loses his turn.
If a ring other than the selected ring is pocketed, it is placed on a backgammon spot. Rings moved from
their spots during play remain where they lie.
Played on the checker side of the board.
: 5 green rings, 1 white Shooting Ring.
: Same as Billiardette.
: Same as Billiardette except 5 rings are placed in the center of the board to form a square with a
ALL IN ONE
: 10 rings of one color, 1 white Shooting Ring.
: To score all of the 10 rings set up in front of a pocket in that pocket with 5 shots.
: Set up a triangle of 10 rings of one color directly in front of a pocket. Line up the rings 4, 3, 2,
: When both players have had a turn, an inning is counted. The player with the highest score at the
PURSUIT
: 3 green rings, 3 red rings, 1 white shooting Ring.
: To pocket three rings placed on the backgammon (triangle) spots, the player being
: Each player places three rings of a color on alternating tips of the backgammon (triangle) spots
SIXTY-SIX
Equipment
Object of the Game
pocketed is in accordance with the number of that pocket, 1, 2, 3, or 4.
The Game
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. A player continues to shoot from where the
Shooting Ring lies after any score. He loses his turn when he fails to pocket a ring, when he pockets his
Shooting Ring, or when any ring is shot off the board.
When a player loses his turn he totals his score and all pocketed rings are centered on the board without
disturbing those still in play. The next player then shoots from the base line on his side of the board.
If a Shooting Ring is pocketed, the player loses his turn and forfeits any ring scored on the shot. If no ring
is scored on the shot, the player forfeits points in accordance with the number of the pocket.
Played on the checker side of the board.
Equipment
Object of the Game
and your opponent’s ring for two point score. Total score after all rings are pocketed wins.
The Game
Ring from the base line in an attempt to score any ring in any pocket. When a ring is pocketed it is
removed and placed in the shooter’s winnings pile. He continues to shoot from where the Shooting Ring
lies.
When a player misses, his Shooting Ring must stay in play on the board where it lies. The next player has
the opportunity to pocket his opponent’s Shooting Ring and, if successful, collects two rings from the
opponent’s winnings pile. The opponent pays off only if he has rings which he has pocketed.
The game ends when all the rings are pocketed. The player with the most points wins.
A player loses his turn when he fails to pocket a ring, when a ring is shot or hit off the board, and when the
Shooting Ring is self pocketed. A pocketed Shooting Ring is placed in the center of the board.
Played on the checker side of the board.
Equipment
Object of the Game
shooter hit both playing rings in one shot. A total of 30 points wins.
The Game
opposite on pocket spot No. 3. Place a green playing ring on the base line midway between pocket spots 3
and 4. The player then shoots at one of the rings and attempts to carrom the Shooting Ring so that it hits
both playing rings for a billiard score. If successful, the player continues shooting from any point on the
base line.
: 24 red and green rings, 1 White Shooting Ring.
: To pocket any ring in any pocket to accumulate a score of 66. The score for a ring
: Bunch all of the green and red rings (24) in the center of the game board. Placing a Shooting
PENALTY
: 12 green and 12 red rings, 2 white Shooting Rings.
: To score more points than your opponent by pocketing any ring for one point scores,
: Place all red and green rings in the center of the board. The first player shoots his Shooting
BILLIARDS
: One green ring, one red ring, one white Shooting Ring.
: Using two playing rings and the Shooting Ring, a player tries to score by having his
: To start the game place the Shooting Ring on pocket spot No. 1 and a red playing ring directly
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. If both playing rings are
pocketed, one should be placed in the center and the other on the base line at any point midway between
any two pockets.
FOUR RING BILLIARD
Same as Billiard except made simpler to score by adding an additional playing ring which is placed in the
center of the board to start the game.
WILD BILLIARD
Same game as Billiard except that any ring can be selected by the player to be the Shooting Ring after each
shot.
OPTION BILLIARD
Played on the checker side of the board.
Equipment
Object of the Game
score a total of 25 points either by direct pocketing of a green ring or making a billiard shot - hitting two or
more rings with the Shooting Ring.
The Game
approximately six inches between each other.
The first player shoots his Shooting Ring from anywhere on the base line and attempts to score a billiard
point by hitting two rings with his Shooting Ring, or a point by direct pocketing of any ring.
When the first player loses his turn, his Shooting Ring remains on the board. The next player then places
his Shooting Ring anywhere on the base line and shoots for a billiard or to pocket a ring. He can shoot at
his opponent’s Shooting Ring either to pocket it, or for a billiard shot.
A playing ring when pocketed is placed in the center of the board for further play. An opponent’s Shooting
Ring when pocketed is out of play, and is put back into play by the opponent when the player loses his turn.
The Shooting Ring is played from any point on the base line. A player who pockets his own Shooting Ring
or causes a ring to go off the board forfeits any points scored with the shot and loses his turn.
Played on the checker side of the board.
Equipment
Object of the Game
only at all times. Each ring scored counts one point. Total of 10 points wins.
: 4 green rings, 2 white Shooting Rings.
: Using 4 green rings, and a Shooting Ring for each player, the object of the game is to
: Space the 4 green rings in the form of a square in the center of the board, with the rings spaced
LINE-UP
: 6 green rings, 1 white Shooting Ring.
: To pocket, one at a time, a line of six rings by shooting at the end rings of the line
The Game
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.
If the line of rings should be knocked apart, either by shots directed at the end rings or at a loose ring when
in play, the line is reformed and play starts over again.
The player shoots the Shooting Ring from wherever it lies, and when a ring is pocketed the shooting Ring
is placed in play again from the base line.
Played on the checker side of the board.
Equipment:
Object of the Game
The Game
point on pocket spot No. 2 and headed toward pocket No. 3. The player at the opposite side of the board
lines up his six rings in the same manner from the pocket No. 4 at his right.
The first player banks his Shooting Ring from the rim opposite him and tries to pocket the rings in his
column. The Shooting Ring is picked up after each shot. When a ring is pocketed the player continues to
shoot.
If a Shooting Ring is pocketed, the player loses his turn and places a ring in the column as a forfeit.
The player who first pockets his rings wins a round. The winner of two rounds wins the game.
Played on the checker side of the board.
Equipment
Object of the Game
The Game
station. The first player shoots his Shooting Ring to pocket his rings in any pocket. If he pockets a ring, he
continues shooting until he misses. The Shooting Ring is played from where it lies.
The second player uses his own Shooting Ring and plays to pocket his rings. If a Shooting ring goes into a
pocket a ring is placed on the Backgammon tip and the player loses his turn.
SCORE
Played on the checker side of the board.
Equipment
Object of the Game
: Place six rings in a line at the center of the board. The first player shoots the Shooting Ring
DOUBLE LINE-UP
6 red rings, 6 green rings, 1 white Shooting Ring.
: To pocket your column of six rings by bank shots only.
: Player sitting at station between pockets 1 and 2 places six rings in a column, starting from a
SIX AT WAR
: 6 green rings, 6 red rings, 2 white Shooting Rings.
: To pocket six of your rings before your opponent pockets his.
: Each player places six rings of a color on the Backgammon tips on the side opposite his
: The player first pocketing all his rings wins a round. Winner of two rounds wins the game.
RING STACKS
: 12 green and 12 red rings, 1 black ring, 2 white Shooting Rings.
: To shoot 4 green rings off a straight line without touching 3 red rings placed in
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