Classic Carroms
Equipment: 12 red rings, 12 green rings, 1 black ring, 2 strikers
Objective: Pocket all rings of your selected color and the wild black ring. The first player to reach 30 points (or any agreed score) wins.
How to Play:
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Mix red and green rings in the center with the black ring in the middle.
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Flip a coin to decide who starts.
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Place your striker on the shooting line and flick it toward the rings.
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If you pocket your rings, you continue your turn. Missing ends your turn.
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Pocketing the striker ends your turn and requires forfeiting a ring you had pocketed earlier.

End of Round:
The round ends when the black ring is pocketed and one player clears all their colored rings.
Win Condition:
Reach the target score first.
Scottville Carroms
Key Differences:
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Players may choose to break or defer after winning the coin toss.
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Direct shots are only allowed if the ring crosses halfway over the shooter’s line; otherwise, only bank shots are permitted.
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The black ring must be pocketed last and into a declared pocket. If pocketed incorrectly, it’s re-centered with other rings.
Win Condition:
Pocket all your rings and then the black ring.
Travelling Carroms
Equipment: One shared striker for both players.
How to Play:
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Players shoot using the same striker from wherever it stops.
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If the striker is pocketed, the opponent repositions it on the shooting line.
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Failing to hit any ring results in losing one previously pocketed ring.
Win Condition:
Same as Classic Carroms — clear your rings and the black ring.
Call Carroms
Objective: Same as Classic Carroms.
How to Play:
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Players must call their shot by naming the ring and pocket before striking.
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If a ring is pocketed without being called, it’s returned to the center unless a correctly called ring was pocketed in the same shot.
Win Condition:
Clear all your rings and the black ring.
Mixer
Equipment: All rings; 15 are numbered, and the black ring counts as 25 points.
Objective: Score the highest total using all rings.
How to Play:
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Same rules as Classic.
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If the striker is pocketed, the player forfeits their highest-value ring (except the black ring).
Win Condition:
Highest score wins.
Four Tries
Equipment: 12 red rings, 12 green rings, 2 strikers.
Objective: Pocket more rings than your opponent in four consecutive turns.
How to Play:
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Each player takes four shots in a row.
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Turns end after four shots or when a miss occurs.
Win Condition:
After both players have taken four plays, the one with the most rings pocketed wins.
Bank Carroms
Equipment: 12 red rings, 1 striker.
Objective: Use only bank shots (off the rim) to pocket rings from numbered shooting positions.
How to Play:
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The striker is placed on one of four numbered spots.
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Rings must be hit by first bouncing the striker off the board’s rim.
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Pocketing the striker results in losing two rings from the center.
Win Condition:
Player with the most rings pocketed when the board is cleared wins.
Bank It
Objective: Same as Classic Carroms.
How to Play:
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Any ring positioned between the shooting line and the rim must be hit via a bank shot (off the rim). Direct hits are not allowed.
Win Condition:
Same as Classic Carroms.
Spot Shots
Objective: Pocket all of your selected color and the wild black ring.
How to Play:
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Players start shooting from Position 1 and move up to the next numbered spot after each successful shot.
Win Condition:
Same as Classic Carroms.
FAQs
What are the pieces in the game?
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12 White Rings – Your pieces
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12 Black Rings – Computer’s pieces
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1 Red Queen – Special ring worth 5 points
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Striker – Used to shoot and pocket rings
What’s the objective of the game?
Pocket all of your white rings and the red queen before your opponent.
You must cover the Queen, by pocketing one of your white rings immediately after pocketing it, before you can win.
The player who pockets all of their pieces first, after successfully covering the Queen, wins the match.
How do I play?
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All rings are arranged in the center of the board, with the red queen in the middle.
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Position your striker on the shooting line, aim, use the slider on the left to flick at a specific power.
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If you pocket one or more of your white rings, you keep your turn.
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If you miss, your turn ends, and the computer takes a shot.
What is the Red Queen?
The Red Queen is a special ring worth 5 points and must be covered before the game can end.
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You can pocket the Queen anytime during your turn.
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To cover the Queen, you must pocket one of your white rings on your next shot.
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If you fail to cover the Queen, it is returned to the center of the board.
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You cannot win until the Queen is covered.
What happens if I pocket the striker?
If your striker goes into a pocket:
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You lose your turn.
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One of your previously pocketed white rings is returned to the center
What if I pocket the computer’s rings?
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If you pocket both your white and black rings in the same shot, your turn continues.
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If you pocket only a black ring, your turn ends, and the computer gets credit for that ring.
How do I win?
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Pocket all 12 of your white rings and the red queen.
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You must have covered the Queen before pocketing your last ring.
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The first player to clear all their rings (after covering the Queen) wins the match.