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Carrom black and white game rules
Carrom black and white game rules









carrom black and white game rules

  • Break is considered to have been made, if the Striker touches any of the C/m even slightly.
  • The player who is to break shall have the white C/m during that board leaving the black C/m to his opponent.
  • Break is taken by a player, who has chosen to strike first.
  • A player may use his fingers or striker to keep the C/m intact.ī) The C/m should be arranged for the break with least possible loss of time after each board. All c/m so arranged, should be in compact round, touching each other, within the Outer Circle. The remaining space is filled up by placing black and white C/m alternately. In the second row, three white C/m willįorm the shape “Y,’ with the white C/m in the first row.
  • a) Before the break, the C/m are so arranged, in a flat position, that the Queen shall occupy the Centre Circle and the rest of the C/mĪre placed around the Queen in the first row keeping the Black and White C/m alternately.
  • carrom black and white game rules

    NOTE: Words implying singular shall include plural and words implying masculine shall refer to the feminine also. It may also be called ‘Break to Finish’.ī) ‘Black Slam’ shall mean pocketing all the remaining black C/m with or without Queen as per the Laws in the first turn of play.

  • a) ‘White Slam’ shall mean pocketing all the nine white C/m and the Queen as per the Laws in the first turn of play.
  • ‘Stroke’ shall mean hitting the C/m by the Striker directly or indirectly.
  • ‘Imaginary Lines’ shall mean the lines drawn in extension of the arrows between the Base Circles.
  • ‘Finger’ shall mean the portion of the nail side of a finger up to the second joint.
  • carrom black and white game rules

  • ‘Hand’ shall mean the portion of the playing hand from the fingers up to the wrist.
  • a) ‘Opponent’ in singles shall mean the player presently not having his turn to play.ī) ‘Opponent’ in doubles shall mean the player sitting on the left and/or right side of the player presently having his turn to play.
  • ‘Umpire’ shall mean an official appointed to supervise and/or control a match.
  • ‘Chief Referee’ shall mean an official appointed to administrate, supervise, control and give decisions on all matters referred to him in the course of a match.
  • ‘Thumbing’ shall mean taking a stroke with the thumb.
  • ‘Covering’ shall mean pocketing one of his own C/m by a player in the same or immediate subsequent stroke, when or after Queen is pocketed.Ī) ‘Pair’ shall mean two C/m or one C/m and Queen facing the general direction of the pocket with a space in between them.ī) ‘Cannon’ shall mean two C/m or one C/m and Queen facing the general direction of the pocket without any space in between.
  • ‘Penalty’ shall mean punishment for infringement or violation of the Laws.
  • ‘Due’ shall mean pocketing the Striker with or without C/m and/or Queen, and/or any outstanding penalty and/or due c/m against the player as the case may be.
  • ‘Push’ shall mean a jerk or sudden motion of the elbow of the playing ‘hand’ instead of striking the Striker with the finger.
  • ‘Pocketing’ shall mean putting C/m and/or Queen into the pocket by a proper/improper stroke.
  • The Queen and/or the jumped c/m shall always be placed by the Umpire in the Centre Circle as per the Laws.
  • ‘Placing’ shall mean keeping the penalty and/or due C/m in a flat position on the playing surface within the outer circle only by the player permitted to do so as per the Laws.
  • ‘Finish’ shall mean the completion of the board.
  • ‘Break’ shall mean the first stroke of a board.
  • ‘Board’ shall mean from the commencement of a board, after Umpire calls ‘Play’ till its completion on pocketing of last C/m of any player.
  • a) ‘Proper’ shall mean in accordance with the Laws.ī) ‘Improper’ shall mean contrary to the Laws.
  • In these Laws, unless there is anything repugnant to the subject or context, the terms given below shall have the following interpretations:











    Carrom black and white game rules