MISCELLANEOUS RULES OF CARROM
Posted: Mon Jun 14, 2010 11:24 am
* Sinking the striker costs you one piece and your turn. But, if you sink a piece in the same shot, then two come up and you shoot again.
* After sinking the striker, your opponent places the due piece(s) within the center circle. If you haven't sunk one yet, you owe one.
* If while shooting for the queen you also sink one of your pieces, the queen is automatically covered, no matter which went first.
* If a piece jumps off the board, it is placed on the center spot. If pieces land on end or are overlapping, they are left that way.
* If the center spot is partially covered when replacing the queen or a jumped piece, the piece should cover as much red as possible. If totally covered, the piece is placed opposite the next player behind the red spot.
* If you sink your opponent's piece, you lose your turn. If you sink their last piece, you lose the board and three points.
* If you sink your last piece before the queen, you lose the board, three points and one point for each of your opponent's pieces left.
* If the striker does not leave both lines, go again. You get three tries to break before losing your turn.
* After sinking the striker, your opponent places the due piece(s) within the center circle. If you haven't sunk one yet, you owe one.
* If while shooting for the queen you also sink one of your pieces, the queen is automatically covered, no matter which went first.
* If a piece jumps off the board, it is placed on the center spot. If pieces land on end or are overlapping, they are left that way.
* If the center spot is partially covered when replacing the queen or a jumped piece, the piece should cover as much red as possible. If totally covered, the piece is placed opposite the next player behind the red spot.
* If you sink your opponent's piece, you lose your turn. If you sink their last piece, you lose the board and three points.
* If you sink your last piece before the queen, you lose the board, three points and one point for each of your opponent's pieces left.
* If the striker does not leave both lines, go again. You get three tries to break before losing your turn.