Carrom Game Basics – How to Play and Rules

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Carrom Game Basics – How to Play and Rules Carrom is a game of two, three, or four people with 'Flicking' and 'Striker' a coin in the corner pocket. No need to prepare for a carom board game. The carom board can be rotated 180 degrees on the carom stand, ground, table, etc. so that it will not vibrate or move i.e. stable. Rub carom powder (boric powder) on your board before playing fast games. Two players can sit in front of each other and start singles. In doubles, two teams of four people sit face to face on each side of a carom board. The game of carom begins with nine white counters (known as men or pieces), nine black counters, one red counter (The Queen), and one large and weighty striker. The layout of the caramel should be flat, with the queen in the center circle and the rest of the caramel around the queen alternating between white and black caramel. And three white caramels will form a 'Y' shape with the option. By touching each other in the outer circle, all the caramel should be arranged in a compact circle. The coin toss decides who will go first in the coin game. The carom striker should stroke parallel to the frame, touching both lines of the baseline of the board, except the red circle design at the end of the base line, and with or without the other fingers. The carrom striker must be flicked, which is commonly taken with the index, middle, or thumb. The carrom striker must not be pushed because moving the hand is prohibited. Carrommen should be diverted with the help of the striker in such a way that they drop in any of the four corner pockets on the carrom board. White carrom men will be collected by the opener, while black carrom men will be collected by their opponent. Pocketing of the queen is permitted only if the player pockets his carrom men on the same or the next stroke after the queen is pocketed. If a player pockets a queen and then fails to pocket his carrom men in the same or next stroke, the player's pocketed queen will return to the center of the circle, and he will lose his turn.


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