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Carrom

Carrom for 2–4 players with live physics: singles, a three-player free-for-all or fixed partnerships — plus a CPU opponent. Play local pass-and-play or open an online room with an invite link.

TA
Tanbir Ahamed
Published September 2026

Interactive Tool Workspace

White 0Black 0White to play
Pass the device between turns — White shoots from bottom, Black from top.
Men left — White 9 · Black 9 Queen on the board

Drag the striker along its line, then pull away to aim.

Drag the striker along the line, then drag away to aim and set power.

First to 9 · White to play

How to Use

  1. 1Pick a mode with the seat tabs: Local 2 (singles), Local 3 (free-for-all), Local 4 (fixed partnerships) or “vs CPU”.
  2. 2Drag the striker along your base line to place it between the two red circles, then pull away from it to aim — pull length is power.
  3. 3Pocket one of your own men to keep your turn. Pocket the queen and cover her with one of your men on the same or the next strike, or she returns to the centre.
  4. 4A striker in a pocket is a foul: one of your men goes back to the centre and the turn passes. Pocketing an opponent’s man loses the turn.
  5. 5Clear all nine of your colour to win the board — the result card scores the men left and the covered queen.

Features

  • ✓Local 2, 3 and 4 player modes plus a CPU opponent on one shared board
  • ✓Singles, rotating free-for-all and fixed-partnership teams (partners opposite)
  • ✓Drag-and-place striker control with a pull-back power meter and aim guide
  • ✓Full rules: queen cover on the same or next strike, extra turns, striker fouls, opponent-last-man foul
  • ✓Host-authoritative online rooms for 2–4 players with invite links
  • ✓Sub-stepped 640px board physics — fast shots cross without tunnelling
  • ✓Lifetime stats, achievements, sound and a settings sheet
Comprehensive Guide & Reference

The Complete Guide to Online Carrom

Learn the board, master the striker, and play singles, three-player free-for-all or fixed partnerships — against friends or the CPU.

Carrom Step-by-Step Guide: Position Striker on Baseline, Aim and Pull Power, Pocket Your Coins, Cover the Red Queen

How the Board Works

This is carrom with live physics on a full-size board: every strike, rebound and collision resolves in real time, and the striker always starts from your own base line, between the two red circles.

  • 9 white vs 9 black, plus the queen: the queen waits at the centre, marked with a gold crown so she is never confused with a man.
  • Base lines and red circles: every edge has a double base line; you place the striker between the two red circles at its ends before shooting.
  • Place, pull, release: drag the striker along the line to position it, then pull away from it like a slingshot — the pull length is power and the guide line shows the shot direction.
  • Pocket your own colour to keep your turn: every coin of your colour you pocket earns you another strike.
  • First to clear their colour wins: the game ends the moment one side pockets its last man, with the queen covered if that side took her.

Seat Counts: Singles, Free-for-All and Partnerships

Use the seat tabs above the board to choose any of four modes, all on the same board.

  • Local 2 — singles: White against Black, shooting from opposite base lines.
  • Local 3 — rotating free-for-all: Player 1 takes White, Player 2 Black, and Player 3 a second set of men shown in red so every player's coins are visually distinct. Turns rotate around the table and everyone keeps their own nine-man score.
  • Local 4 — fixed partnerships: seats 1 and 3 are White, seats 2 and 4 are Black, and partners sit on opposite edges — a 2v2 with a shared colour and a shared score.
  • vs CPU: you play White against a computer opponent that simulates its candidate shots with the same physics before choosing one. Set Easy, Normal or Hard in the settings sheet.
  • Online rooms: the same seating, live — pick 2, 3 or 4 seats when you create the room and share the code or invite link. Only the host starts the match.

Striking Technique

Striking is the whole game, and two habits do most of the work.

  • Placement first: slide the striker along the base line to find the angle before you pull. Moving the striker changes every line on the board, so a well-placed striker turns a hard cut into a straight shot.
  • Pull length is power: short pulls for delicate taps near a pocket, long pulls for long-range shots and breaks. The power meter shows exactly how hard the shot will land.
  • Aim through the centre of your target coin: line the guide up to run through the middle of the coin and onward to the pocket — off-centre contact sends the coin somewhere you never planned.
  • Let rebounds work for you: bank shots off the bumpers and ricochets between coins are legitimate tools whenever a direct line does not exist.

The Queen and the Fouls

The red queen is the board's prize, but she is never yours on pocketing alone. Pocket her and you must cover her by pocketing one of your own men — either in the same strike or on the immediately following strike of the same turn. Pocketing her alone earns you that follow-up shot; if the turn ends without a cover, she returns to the centre. She can never be taken after your last man has been pocketed.

Fouls decide close games. Pocketing the striker returns one of your already-pocketed men to the centre and hands the turn over — if you have not pocketed anything yet, the penalty is owed and paid on your next pocket. Pocketing an opponent's man loses the turn even if you also sank one of your own. Pocketing an opponent's last man before the queen is settled is a foul: the man goes back on the board and the turn passes.

Defensive Play

When you cannot pocket, the next best move is making your opponent's shot worse.

  • Break clusters: tight groups of coins are easy multi-pocket opportunities for whoever shoots next — crack them open early so your colours scatter toward pockets.
  • Block the striker line: leave coins sitting on the straight lines between your opponent's remaining targets and the pockets, forcing them into low-percentage angle shots instead of clean taps.
  • Play the percentages when behind: if your opponent is one or two coins from winning, deny their easiest remaining coin rather than chasing a long shot of your own.

How Online Rooms Work

Online play is built around rooms, and the board behaves exactly as it does locally.

  • Create a room and share the invite: the host passes the code or link around, and the host starts the match once everyone is seated.
  • The host drives the physics: their device simulates every strike and collision, and everyone sees the same result — no disputes about where a coin landed.
  • Same rules as local play: pocket your colour to keep your turn, cover the queen when she falls, and first side to clear their colour wins.
  • Live seat order: the room shows each seat's colour and who is shooting next, so turn order around the table is always clear.

The Points Score

When a side clears its colour, the board is scored as well as won: the winners take 1 point for every opponent man still on the board, plus 3 points if they covered the queen. That is why experienced players chase the queen early — a covered queen is worth three coins' worth of margin in a tight finish.

Win the Small Edges

Carrom is a game of small edges: a slightly better striker placement, a line traced through the coin's centre, a queen attempt made only with a cover ready. Pocket your own colour to keep the turns rolling, slow your opponent with defensive shots, and remember that a striker in a pocket hands your turn to the other side. Pick a seat count, load the board, and start sinking coins.

Privacy & data handling

This tool runs entirely in your browser. What you enter is processed on your own device using JavaScript and WebAssembly — it is not uploaded to our servers, and there is no account, no signup and no per-use limit. Read our privacy policy.

Frequently Asked Questions

How do I move and shoot the striker?
On your turn the striker glows on your base line. Drag it left or right to place it between the two red circles, then press away from it and pull back like a slingshot: the pull length sets the power and the guide line shows the shot direction. Release to fire — a tiny tap will not fire, you need a real pull.
How do 2, 3 and 4 player games work?
Use the seat tabs above the board. Local 2 is a singles duel — White against Black. Local 3 is a rotating free-for-all: Player 1 takes White, Player 2 Black, and Player 3 a second set of men shown in red so every player's coins are distinct. Local 4 is fixed partnerships: White (seats 1 and 3) against Black (seats 2 and 4), with partners sitting opposite each other. Online rooms use the same seating.
What is the queen rule?
Pocket the red queen and you must cover her by pocketing one of your own men on the same strike or the immediately following strike of the same turn. Pocketing the queen alone earns you the follow-up shot to cover her; fail and she returns to the centre. You cannot take the queen after pocketing your last man.
What are the fouls?
Pocketing the striker returns one of your already-pocketed men to the centre and loses the turn — with nothing pocketed, the penalty is owed on your next pocket. Pocketing an opponent's man loses the turn, and pocketing an opponent's last man before the queen is covered puts that man back and passes the turn.
How do I win, and what are the points?
Pocket all nine of your colour first, with the queen covered if you took her. The result card also scores the board: the winner takes 1 point for each opponent man left on the board, plus 3 for a covered queen.
Can I play against the computer?
Yes — pick “vs CPU” in the seat tabs. You play White and the CPU plays Black. It evaluates dozens of candidate shots with the same physics before striking, so it lines up its own pockets and covers the queen rather than firing at random. Choose Easy, Normal or Hard in the settings sheet.
Can more than two people play an online room?
Yes — choose 2, 3 or 4 seats when you create the room. Three seats is a free-for-all with the red second set; four seats are fixed partnerships with partners opposite. Shooting rotates around the table, and pocketing your own man keeps you at the striker. Only the host starts the match.

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