⚡ Quick Answer

In Carrom, each player (or team) pockets their own colour of coins using a flicked striker. The red queen can be taken once you’ve pocketed one of your own coins, but it must be covered by pocketing another of your coins on the next shot. The board winner scores 1 point for each opponent coin left plus 3 for the queen if they covered it. Master the straight, cut and rebound shots, and never leave easy coins for your opponent.

Few games are as closely linked to Indian homes as Carrom. The rattle of coins, a pinch of powder on the board, and arguments over whether a thumb shot counts are all part of growing up for millions of players. Carrom is also a serious competitive sport, with national and international tournaments run under rules set by the International Carrom Federation (ICF).

This guide follows the widely used ICF-style rules. Home games and apps often vary a little, so agree on house rules before you start.

The Board and Equipment

9 + 9
White & Black Coins
1
Red Queen
4
Corner Pockets
  • Board: A smooth square playing surface, about 74 cm (29 inches) per side on a tournament board, with a raised frame and a net pocket in each corner.
  • Baselines: Each side has two parallel lines with a circle at each end. You must strike from between these lines.
  • Coins (carrom men): 9 white, 9 black and 1 red queen, arranged in a tight circle at the centre at the start of every board.
  • Striker: A larger, heavier disc you flick to hit the coins.
  • Powder: Fine powder sprinkled on the board so coins and striker glide smoothly.

Complete Carrom Rules

Singles and doubles

Carrom is played by two players sitting opposite each other (singles) or four players in two teams, with partners sitting opposite (doubles).

The break

A toss decides who breaks. The player who breaks plays the white coins, and the opponent plays black. The first shot must hit the centre arrangement to scatter the coins.

Taking a shot

  • Place the striker on your baseline so it touches both lines, or fully covers the circle at either end.
  • Flick the striker with your finger. You may not push it, and your hand must stay on your side of the board.
  • You can hit your own coins directly, or bounce the striker off the frame first.

Turns

If you pocket one of your own coins (without a foul), you play again. If you pocket nothing, or foul, the turn passes to the next player. In doubles, turns go anticlockwise.

Winning a board

The first player or team to pocket all nine of their coins, with the queen pocketed and covered by someone, wins the board.

Queen and Cover Rules

The red queen is the most valuable coin and has special rules:

  1. You can pocket the queen only after you’ve pocketed at least one of your own coins. Pocketing it earlier doesn’t count; it goes back to the centre.
  2. After pocketing the queen, you must cover it by pocketing one of your own coins, either in the same shot or on your next shot.
  3. If you fail to cover it, the queen is returned to the centre of the board and is back in play.
  4. You can’t pocket your last coin before the queen has been covered. Doing so is a foul that usually costs you the board.
Queen timing: Don’t take the queen just because you can. Take it when one of your own coins sits close to a pocket, ready to cover it. Otherwise you may simply hand the queen back to the centre for your opponent to take.

Fouls and Penalties

Most fouls are penalised with a “due”: one of your already-pocketed coins is returned to the centre by your opponent. If you have no pocketed coin yet, the due is taken as soon as you pocket one. Common fouls:

FoulResult
Pocketing the strikerLose your turn and pay a due. Any coins pocketed on that shot come back out
Striker or coin leaves the boardLose your turn. A coin that leaves the board goes back to the centre
Pocketing an opponent’s coinIt counts for them, and your turn ends
Striker not placed correctly on the baselineFoul; lose your turn and pay a due
Touching coins in play by handFoul; lose your turn and pay a due
Pocketing your last coin before the queen is coveredFoul; usually loses the board

How Scoring Works

Under ICF rules, only the winner of each board scores:

  • 1 point for every coin the opponent still has on the board.
  • +3 points for the queen, if the winner pocketed and covered it. (Under ICF rules, the queen bonus stops counting once a player’s score reaches 22.)

A game is played to 25 points or 8 boards, whichever comes first.

Example: You clear your nine coins and covered the queen earlier. Your opponent still has 4 coins on the board. You score 4 + 3 = 7 points for that board.

The 6 Shots Every Player Needs

1. The straight shot

The striker, coin and pocket are all in a line. Aim through the centre of the coin, and don’t hit harder than you need to. A softer shot is more accurate.

2. The cut shot

Hit the coin off-centre to send it at an angle. A thin contact (just clipping the edge) sends the coin sharply sideways; a thick contact sends it closer to the striker’s direction. Most of the coins you pot in a game are cut shots.

3. The rebound (bank) shot

Bounce the striker off the frame to reach coins you can’t hit directly, especially ones sitting on or behind your own baseline. A useful guide: the striker leaves the frame at the same angle it hits it.

4. The thumb shot

Flicking with the thumb gives power and control for coins close to your baseline or behind the striker. Many tournaments allow it, but some local games ban it, so agree first.

5. The break

Hit the centre arrangement firmly and straight to spread the coins. A good break often pockets a coin and gives you a second shot right away. Don’t try to smash it at full power; a firm, accurate hit spreads the coins better.

6. The defensive shot

Sometimes the best shot doesn’t try to pocket anything. Push your coin in front of a pocket your opponent needs, or knock their coin away from a pocket, and leave them nothing easy.

Grip tip: Keep your wrist steady, rest your palm or other fingers lightly on the board, and let only your striking finger move. Follow through in the direction you’re aiming. Most missed shots come from a moving wrist, not bad aim.

Board Strategy: How to Win Boards

  1. Plan two shots ahead. Choose shots that leave the striker or another of your coins in a good position for the next one.
  2. Take easy coins first. Coins sitting near pockets are gifts. Pocket them before a stray shot knocks them away.
  3. Don’t open up the board for your opponent. Big scattering shots that pocket nothing often line up your opponent’s coins for them.
  4. Time the queen. Take the queen when a cover coin is ready. Leaving it too late lets your opponent take it and the 3 points.
  5. Block pockets. A coin of yours sitting in front of a pocket can block your opponent’s cut shots into it.
  6. Keep your last coins in pottable spots. Your final one or two coins are often the hardest. Don’t push them into the frame or behind other coins.
  7. Mind the score. If you’re well ahead, playing safe and defensive can protect your lead. If you’re behind, the queen’s 3 points matter more.

Tips for Online Carrom

Mobile Carrom apps use drag-to-aim and a power control instead of a real flick, which changes the skills that matter:

  • Use the aim guide, but learn the angles yourself. Guide lines are often short, so knowing how cut shots and rebounds behave is still a big advantage.
  • Less power is usually more accurate. Full-power shots fly off the coin unpredictably and can pocket the striker.
  • Learn the app’s modes. Many apps offer a classic mode with the queen rules, plus freestyle or pool-style modes where any coin can be potted and different colours are worth different points.
  • Watch the shot timer. Ranked games often limit how long you have to aim. Decide on the shot first, then line it up.

7 Common Carrom Mistakes

  1. Hitting every shot too hard. Power costs accuracy and often pockets the striker.
  2. Taking the queen without a cover coin ready. It usually ends up back in the centre.
  3. Only playing straight shots. Learn cuts and rebounds, because most coins won’t sit in a straight line.
  4. Moving the wrist when striking. A steady hand fixes more misses than better aim does.
  5. Leaving your own coins next to pockets for the opponent to knock away, or their coins lined up for them.
  6. Forgetting to pay a due. Misunderstood penalties spark most carrom arguments. Agree on the rules before you play.
  7. Pocketing your last coin before the queen is covered. An easy way to throw away a board you were winning.

More game guides

Carrom rewards planning and patience, and so do card games. Try our Call Break rules and strategy guide, our Ludo strategy guide, or our 13 card Rummy strategy guide.

Explore More Games

Looking for card and live games? Browse the Batwin games library, featuring Rummy, Teen Patti and more. Download free and start at low stakes.

Play responsibly. If you play any game for real money, set a budget first and stick to it; no strategy guarantees a win. Real-money gaming is for adults 18+ only and is restricted in Andhra Pradesh, Assam, Odisha, Telangana, Nagaland & Sikkim. Visit our responsible gaming page for support.

Frequently Asked Questions

Under standard ICF-style rules, you can pocket the queen only after you have pocketed at least one of your own coins. Once you pocket the queen, you must cover it by pocketing one of your own coins in the same shot or on your next shot. If you fail to cover it, the queen is returned to the centre of the board.
Only the winner of each board scores. They get 1 point for every coin the opponent still has on the board, plus 3 points for the queen if they pocketed and covered it. Under ICF rules the queen bonus stops counting once a player reaches 22 points, and a game is played to 25 points or 8 boards, whichever comes first.
Pocketing the striker is a foul. You lose your turn and must pay a due, meaning one of your already-pocketed coins is returned to the centre of the board. Any coins pocketed on that shot are also brought back out. If you have not pocketed a coin yet, the due is paid as soon as you do.
Thumb shots are allowed in many tournament rule sets, but some local and home games ban them. Agree on whether thumbing is allowed before you start playing, especially in friendly or informal games.
The player or team that breaks plays the white coins, and the opponent plays black. Who breaks is usually decided by a toss at the start of the game.
Use softer shots instead of full power, keep your wrist steady and move only your striking finger, follow through in the direction you are aiming, and practise cut shots and rebound shots, since most coins will not sit in a straight line to a pocket.
BatWin.io Editorial Team
Gaming Strategy Desk

The BatWin.io editorial team covers real-money gaming in India — strategy guides, game reviews, bonus breakdowns and responsible-play advice. BatWin.io is an independent affiliate site, not the official Batwin Game app.