Free standard shipping on orders above $50

Carrom Game Rules for Checkers & Other Variations

Carrom board set up for checkers.

This assortment of games on the carrom board push the boundaries of traditional carrom gameplay. This category includes inventive rule sets, creative objectives, and adaptations that challenge players to think outside the box. Dive in and explore the endless possibilities of carrom boards!

Download rules for all 85 games in our Carrom instruction book.

How to Play Checkers & Miscellaneous Carrom Rules

More Carrom Rule Variations

Top Spin 

Object of the Game: Spin contest - to make your top spin longer than your opponent’s. 

How to Play Top Spin: Each player selects a top, and at the signal “Spin NOW” the players spin their tops. The top spinning the longest is the winner of the inning. The player who first wins five innings is the winner of the game. 

Back to top ^

Time Top 

Object of the Game: To time the spinning of three tops by each player. 

How to Play Time Top: Use a watch with an easy to read second hand. Each player spins the three tops, one at a time. Time is taken as the first top is set to spinning. Before the first top comes to a complete stop the second must be set in motion, and likewise the third top before the second comes to a stop. Time is taken after the third top comes to rest. The player with the longest time is the winner of the inning. Whoever wins three innings wins the game. 

Back to top ^

Green Top Down 

A variation of Time Top. Played the same as Time Top except the green top only is spun with the long end down. This is difficult, but possible. 

Back to top ^

Forfeit 

Each player to be timed for the spinning of three tops. However, the player must spin the green top first for at least 15 seconds. If their time for the green top spin is less than 15 seconds, the player forfeits the privilege of spinning the other two tops. The completion of a turn by each of the players constitutes an inning. The winner of three innings wins the game. 

Back to top ^

Spin Time 

Spin three tops, one at a time for a 30 second period. The player who first scores three 30 second spins is the winner. 

Back to top ^

Spin Series 

Set a time period of 3 minutes for each player during which the player spins three tops in succession, continuing to spin them until the time period is up. The player with the least number of spins is the winner. 

Back to top ^

Pocket Pin 

Object of the Game: To spin a top into pins around a pocket so as to knock pins and top into the pocket. Played on the checker side of the board. 

How to Play Pocket Pin: Place 7 ten pins evenly spaced on the edge of the board around the pocket. Each player has a turn spinning a top from a position close to the pins in an attempt to knock pins into the pocket and have the top fall into the pocket. 

Scoring: A pin knocked in the pocket counts one. If the top goes into the pocket it counts three. The highest score after 5 tries wins the game. 

Back to top ^

Ten Pin Circle 

Object of the Game: To spin three tops inside a circle of ten pins and knock down as many pins as possible. Played on the checker side of the board. 

How to Play Ten Pin Circle: Place the 10 pins in a circle approximately 6 inches in diameter in the center of the board. Each player spins three tops in rapid succession inside the circle. The player knocking down the most pins in 5 tries wins the game. 

Back to top ^

Single K.O.

This is a variation of Ten Pin Circle. The game is the same except each player spins one top only instead of three tops in rapid succession. Scoring is the same. 

Back to top ^

Ring Spin 

Object of the Game: To outspin your opponent by spinning a top inside a carrom ring and having it jump outside. Played on the checker side of the board. 

How to Play Ring Spin: Each player places a ring opposite each other on the outside border of the checkerboard square, at midpoint to allow as much playing room as possible. Each player, together, spins a top inside the ring, trying to make the top jump out of the ring and continue spinning. This is not as difficult as it sounds. 

Scoring: The top spinning the longest is the winner of the round. The winner of three rounds wins the game. 

Back to top ^

Spinner Bumps

Object of the Game: To spin the tops so that they will hit a ten pin for a score. Played on the checker side of the board. 

How to Play Spinner Bumps

  • Place a ten pin in the center of the board. Each player in their 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 their turn. 

  • A turn by both players constitutes an inning. 

Scoring: The player with the highest score at the end of 5 innings is the winner. 

Back to top ^

Tight Spin Circle 

Object of the Game: To spin a top within a tight circle of ten pins and knock down as many pins as possible. Played on the checker side of the board. 

How to Play Tight Spin Circle: Make a tight circle in the center of the board of all ten pins. The pins are not to touch each other but should be close together to permit no top to pass through. 

Scoring: Each player has a turn spinning a top inside the circle and the player knocking down the most pins in 5 turns is the winner. 

Back to top ^

Down And Out 

This is a variation of Tight Spin Circle. The game is played the same except no pins knocked down count unless the top spins its way outside and comes to rest outside the circle. 

Back to top ^

Bump Counts 

Object of the Game: To spin a top along a line of ten pins so the top will make a maximum number of contacts with the pins. Played on the checker side of the board. 

How to Play Bump Counts: Line up all 10 pins in the middle of the board, each pin touching the next. Each player takes a turn spinning a top so that the top will bump into the line of pins. A count is made of the number of bumps made by the top before it comes to rest. 

Scoring: The highest score after three tries wins the game. 

Back to top ^

Circle Four 

Equipment: 4 ten pins, 1 spin top. Played on the checker side of the board.

Object of the Game: To knock over as many ten pins as possible with a spinning top. 

How to Play Circle Four: Place 4 ten pins in a circle approximately 4” in diameter in the center of the board. Each player in turn spins a top in the circle and counts the number of pins knocked down by the tops. 

Scoring: The player scoring the most points in 10 turns is the winner. 

Back to top ^

Ace in the Pocket 

Equipment: One die, 2 rings per player. Played on the checker side of the board. 

Object of the Game: To roll ace (1) and 6 on the die so that you can get rid of all your rings. 

How to Play Ace in the Pocket

  • Any number of players can play and each player has 2 rings. Each player has one roll at a time. If a player rolls an ace the player places one of their rings in a pocket. If the player throws a six, the player passes a ring to the player on their left. No other numbers have any value. 

  • Each player has a throw, provided the player has a ring, and play continues around until all rings except one have been placed in the pocket. The pocket is then declared closed and can accept no more rings. The player holding the last ring now has three throws and only a SIX will enable him to get rid of the ring. If the player fails to roll a SIX the player loses. If the player rolls a SIX the next player is given the ring and the player has three throws. 

  • In playing, while the pocket is open, the pocket always has the preference for receiving rings. This means that a player having only one ring and rolling an ACE, SIX, must give their ring to the pocket, unless of course, the pocket has been closed. 

How to Win: Be the first player to get rid of all of your rings. The last holder of the ring who fails to throw a SIX is the loser of the game. 

Back to top ^

Ring And Dice 

Equipment: 24 rings of any color, one Shooting Ring, one pair of dice. Played on the checker side of the board. 

Object of the Game: To pocket a ring positioned on the board on the basis of the number rolled on a pair of dice. 

How to Play Ring and Dice 

  • The first player rolls the dice. A ring is placed on the board and located in accordance with the number rolled on the dice. 

  • Starting from the corner of the checkerboard closest to pocket No. 1, numbers, in numerical order, are assigned to each of the red blocks running to the opposite corner. The red corner block closest to pocket No. 1 is 1, and the block at the opposite corner is 8. Numbers 9, 10, 11, and 12 are the white and red blocks to the right and left of block No. 8. 

  • If a player rolls a 12, for example, a ring can be placed 4 blocks either to the right or left of the No. 8. It is then the opponent’s opportunity, shooting from pocket spot No. 1 with their Shooting Ring, to pocket the ring. If the player succeeds, the player keeps the ring and takes over the dice. If the player fails, the first player confiscates the ring and rolls the dice again. 

  • When a player has rolled the dice three times without their opponent pocketing a ring, the player turns over the dice to their opponent and the player becomes the shooter. 

Scoring: The player first totaling 12 rings wins the game. If a Shooting Ring is pocketed, it is merely considered an unsuccessful shot. 

Back to top ^

Checkers 

This common household game can be played on the game board using rings in the place of checkers. If you’ve never played before, you can find instructions on WikiHow.

Back to top ^

Reverse Checkers 

The object of this game is the opposite of that of regular checkers. Instead of protecting your men against the jumps of your opponent, you play to get rid of your men to your opponent, or to set yourself up so that you are unable to move. Instead, also, of striving to have your men crowned as Kings, you avoid moves that will give you Kings. 

Back to top ^

Triangle Checkers 

  • Each player uses 10 rings and sets them up on the checkerboard in the form of a triangle, 4 at the base, 3, 2, and 1 toward the middle 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 their own men as well as over their opponent’s. 

  • If play comes to a standstill, the player occupying more of their opponent’s original positions is the winner. 

Back to top ^

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. 

  • Play is the same as in standard checkers. However, a checker can only be made King when it is able to occupy the opponent’s single corner spot. 

  • The three checkers at the base of the board on each player’s side are ineligible for crowning. 

Back to top ^

Hunters and the Hare 

  • The game is played on the checkerboard

  • One player takes the part of the hunters and plays with four checkers lined up on the base of the board. The other player takes the part of the hare and plays with one checker placed in the corner spot opposite the hunters. 

  • The object of the game is for the hunters to trap the hare so that it cannot move, or for the hare to achieve freedom by getting behind the hunters. Both hunters and hare can move diagonally only--the hunters forward only; the hare forward or backward. There is no jumping, only maneuvering. 

Back to top ^

Chess 

Chess can be played on a Carrom board, but requires separate pieces. Chess can be played on the checkerboard side of the game board. Because of the complexity of the rules and procedures for play, we recommend this chess guide for players. 

Back to top ^

Backgammon 

This ancient game can be played on the triangle spots on the checker side of the board. For a common style of Backgammon play, try this Backgammon guide from WikiHow. The Carrom Board can be set up for play as follows: 

The Inner Table for one player is the triangle spots between pockets 1 and 2; the outer table the triangle spots between pockets 2 and 3. The opponent’s outer table consists of the spots between 3 and 4; the inner table the spots between 4 and 1. The Bar or dividing line runs diagonally between pockets 2 and 4. 

Back to top ^

Previous post

Featured Posts

Carrom board set up for checkers.

Carrom Game Rules for Checkers & Other Variations

Unleash creativity with rules for checkers and other carrom variations. Inventive rule sets and fresh objectives bring new life to classic gameplay!

Read more
Family playing ring games on a carrom board.

Carrom Game Rules for Ring Games

Game rules for ring games on your carrom board! Pocket rings like a pro and master your tabletop shooting game skills.

Read more