Archive for May 2016

Turn of play

Turn of play:

As long as a player pockets his own c/m and/or queen in accordance with the laws, his turn shall continue. Otherwise it shall pass on to the opponent.

In the first game the player who chooses to break the first board shall have the white c/m. The turn ot break shall pass alter neatly during the game.

In the second game the player who did not have the first turn to break shall have this turn first.

In the third game, the turn to break passes on to the first player.

In doubles, however, the turn passes on to the player sitting to the right hand side of the player who had his turn.

A player shall not take more than 15 seconds for making a stroke from the moment the c/m /queen/striker has come to rest and picked up by the opponent and/or after observing the time limit for placing the c/m and /or queen and/or foregoing due/penalty c/m, if any.

If the turn is availed by a player who plays out of turn, before the umpire could control, the offending player shall lose the board by the number of c/m and queen as are on the c/b. If the above remains unnoticed, till the next stroke is taken, the turn shall be allowed and the. next turn shall be as per laws.

How to score

The player who completes pocketing all his c/m first wins the board.

The value/ points are as follows:

Queen : 3 points up to and including 21 points.
c/m : 1 point each.

The number of c/m of the opponent on the c/b shall be the points gained by that player in that board.

The player is entitled to be credited with the value of the queen, only if he wins the board.

The player who loses the board is not credited with the value of the Queen, even if he has pocketed.
and covered the queen.

The player loses the advantage of getting the credit of an additional 3 points for covering the queen,once he has reached the score of 22.

The maximum number of points that can be scored in a board is 12 only. Any due and/or. Penalty c/m shall automatically be written off.

A game shall be of 25 points or eight boards. The player who reaches 25 points first or leads at the conclusion of the eight board shall be the winner of the game.

Up to and including the pre-quarter final rounds, each game shall be decided on the basis of eight boards. In case the score is equal at the end of the eighth board, an extra board shall be played to decide the winner. Before the extra board, there shall be a toss to choose break only.

All matches shall be decided by the best of three games only Change of side

In singles, the change of . by the players shall be made in the opposite direction at the conclusion of each game.

In doubles the change of sides by the players shall be made to the next right hand side, at the conclusion of each game .

In the third game for matches up to and including pre-quarter finals, the change of sides shall be made after the fourth board or after any player/pair has scored 13 points, whichever is earlier.

From quarter-finals on wards the change of sides shall be made only after 13 points have been scored by any player/pair. 

The change of sides, remaining unnoticed by the umpire or any player, shall take place as and when noticed, but after completion of that particular board.

The players shall not take more than two minutes to change sides.

Toss

Toss:

There shall be a toss by the umpire at the commencement of each match. The toss shall be by spin of coin or by means of calling the c/m. The player/pair winning the toss, shall have the choice of side or the option to strike first. Should the winner decide to have the choice of side, he shall indicate.

Same to the umpire, who shall instruct the loser to sit first. 

In doubles, the pair winning the toss shall have the option as above.

If, however break is chosen by the winner of the toss the choice of side shall lie with the losers, and the winner shall have to sit first.

Once the losers have sat down, they cannot interchange. This order of sitting shall continue throughout the match.

Trial board

There shall be two trial boards only after the toss and before the start of the match, one for each player or pain.

Break

Before the break, the c/m are so arranged, in a flat position, that the queen shall occupy the center circle and the rest of the c/m are placed around the queen in the first row keeping the black and white c/m alternately. In the second row, three white c/m will form the shape Y  with the white c/m in the first row. The remaining space is filled up by placing black and white c/m alternately all c/m so arranged, should be in compact round, touching each other, within the outer circle. A  player may use his fingers or strike to keep the c/m intact.

The c/m should be arranged for the break with least possible loss of time after each board.

Break is taken by a player who has chosen to strike first.

The player who is to break shall have the white c/m during that board leaving the black c/m to his opponent. The queen shall be the common c/m.

Break is considered to have been made if the striker touches any of the c/m even slightly.

Break is not considered to have been made if no c/m is touched by the striker in its usual run or jumping out. In that case, a maximum of two more chances shall be allowed.

If after permissible number of chances, no c/m is touched, the right to break shall be lost and the turn to play shall pass to the opponent who shall have black c/m for play but no re-arrange-merit of c/m already arranged,shall be permitted. The above condition will prevail till the break is effected.

If a player in his attempt to break, plays an improper stroke or pockets his striker without touching any of the c/m, he shall lose his turn. However, due/penalty shall not be applicable.

The break shall be taken only after the umpire calls play and the stroke shall be made within 15 seconds of such call. The play shall be deemed to have begun from the moment the umpire calls play.

If the break is made before the umpire calls play all the c/m and or queen pocketed shall be taken out for placing and an additional c/m penalty or due shall be declared. Player shall lose his turn.

How to strike

How to strike:

The striker shall be struck and not pushed.

The stroke shall be made with the finger with or without the support of other fingers.

Any hand may be used in play.

While taking the stroke, the hand may touch the playing surface.

The elbow of the playing hand shall not come within the playing surface nor shall extend beyond the imaginary lines of the arrow.

The hand may,however, cross the arrow.

While making a stroke, taking support of the stool of chair, stand or table of the c/b and /or keeping the legs on the rim of the stand/table, by the player, is not permissible.

However, hands may rest on his body and legs may rest on the rim of the stool or chair, on which he sits.

Sitting position

Sitting position:

In singles, the players shall sit opposite site to each other.

In doubles, the partners shall sit opposite to each other, occupying all four sides.

Position adopted for sitting by a player before taking his turn to strike may be changed at any time provided the chair or stool on which he is sitting is not lifted, moved and or disturbed during his turn of play.

during the board no part of the body of a player, except the playing arm shall touch the carrom board, stand or table on which the c/b is placed.

However, wearings/clothing, ring, bangles and/or watch worn by a player are exempted during his turn of play, but these should no touch the playing surface.

Use of any material to raise and/or adjust the height of the seat is permissible after the completion of the board only.

No part of the body, except the hand of the player shall go beyond the imaginary lines of the arrows.

Interpretation

Interpretation:

In these laws, unless there is anything repugnant to the subject or context, the terms given below shall have the following interpretations.

1) Laws shall mean the laws of carrom.

2)  a) Proper shall mean in accordance with the laws.
     b) Improper shall mean contrary to the laws.

3) c/b shall mean carrom board

4) c/m shall mean carrom man / carrom men.

5) Board shall mean break to completion of pocketing the last c/m of any player.

6) Break shall mean the first stroke of a board.

7) finish shall mean the completion of the board.

8) player shall mean a carrom player

9) Placing shall mean keeping the penalty and /or due c/m in a fiat position within the outer circle only by the player permitted to do so as per laws. The queen and/or jumped c/m shall always be placed by the umpire in the center circle.

10) Pocketing shall mean putting c/m and or queen into the pocket by a proper/improper stroke.

11) Push shall mean a jerk or sudden motion of the elbow of the playing hand instead of striking the striker with the tip of the finger.

12) Queen shall mean the red c/m

13) Due shall mean pocketing the striker with or without c/m

14) Penalty shall mean punishment for infringement or violation of laws.

15) 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.

16) Shot shall mean a pair or cannon.

a) Pair shall mean placing a c/m within the outer circle near another. c/m and /or queen in such a way that there is space and the existing c/m faces the general direction of a pocket.

b) Cannon shall mean placing a c/m within the outer circle near another c/m and/or queen in such a way that there is no space and the existing c/m faces the general direction of a pocket.

17) Thumbing shall mean taking a stroke with the thumb.

18) Turn shall mean the right to strike.

19) Cheir 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.

20)Umpire shall mean on official appointed to supervise and/or control a match.

21) a) Opponent in singles shall mean the player presently not having hit turn to play.

b) Opponent in doubles shall mean the player sitting on the left and/or right side of the player presently having his turn to play.

22) Hand shall mean the portion of the playing hand from the fingers up to the wrist.

23) Finger shall mean the portion of the nail side of a finger up to the second joint.

24) Imaginary lines shall mean the lines drawn in extension of the arrows between the base circles.

25) a) White slam shall mean pocketing all the nine white c/m and the queen as per laws in the first turn of play. It may also be called break to finish.

b) Black slam shall mean pocketing all the remaining black c/m with or without queen as per laws in the first turn of play.

Note: Words implying singular shall include plural and words implying masculine shall refer to the feminine also.

How to play carrom

How to play carrom:

From the operational angle, carrom does not call elaborate preparation. A game of singles can straightaway start with two players, sitting opposite to each other. A spin of coin settles as to who should have the first break. The carrom man alternately. All the carrom man, so placed, as above shall be arranged in a compact round, touching one another within the outer circle. The opener shall have white carrom man to strike, while his opponent black to dispense with. In doubles four persons comprising two teams, sit opposite to each other, occupying all the four sides. At the end of each board, when a player reckoned on the basis of one point for each opponent left on the board & 3 points for the queen if already pocketed by him, the player who thus reaches 25 points first wins the game.

Laws of carrom:

Approved by the international carrom federation & Adopted by the all India carrom federation

1. Standard equipment

The term standard equipment shall mean and include the following: 

A. Carrom board

B. Carrom men

C. Striker

D. Table or stand

E. Stool or chair 

F. Powder

G. Nets 

H. Light

Carrom board:

1 Playing surface

The playing surface of the carrom board should be of plywood or of any other wood equally smooth and be of not less than 8 mm in thickness and of a minimum of 73.50 cm and a maximum of 74 cm square with its surface completely smooth. A carrom board shall be able to have at least three and a half runs of a normally smooth striker of 15 gms weight, when struck with the maximum force, from one of the base lines, to the opposite frame of the carrom board.

2 Frames

Adjoining the playing surface of the carrom board there shall be wooden frames with inside curved corners made of rosewood or any other hard wood with good resistance, with a minimum height of 1.90 cm and a maximum of 2.54 cm from the playing surface. The breadth of the frame shall be not less than 6.35 cm and not more than 7.60 cm. Suitable bracing. Shall be provided underneath the playing surface and fastened with the frame.

3 Pocket

The pockets of the four corners of the carrom board shall be round inwardly and not outwardly and be of 4.45 cm in diameter with admissible variation  of not more than 0.15 cm. The piece of plywood adjoining the corners of the frame shall be cut off.

4 Base lines

a) Two straight lines of 47 cm in length with admissible variation of 0.30 cm equally  distributed on all sides, black in color, shall be drawn on each of the four sides of the playing surface, parallel to the frame on each side. The lower of these two lines, which shall be between 0.50 cm and 0.65 cm thickness, shall be 10.15 cm away from the frame and the other one 3.18 cm away from the lower part of the base line.

b) The base lines shall be closed by circles of 3.18 cm in diameter at either end. Within this circle a portion 2.54 cm in diameter shall be colored in red. These circles shall be called base circles. These shall be drawn so as to touch both the base lines and also the upper base lines of the adjacent side when imaginably extended. The distance between the base circle on one side and that of the other may be 1.27 cm approximately.

c) Degrees to any of the adjacent sides and each of them shall pass through the gap between the two base circles and point to wards the center of the pocket leaving a clear distance of 5.00 cm from the edge of the pocket. The length of the arrow shall not exceed  26.70 cm. A decorative arch of 6.35 cm in diameter with a pointer at both the ends, drawn at the starting point of the arrows leading towards the pocket, is permissible.

6 Center circle

Exactly in the center of the carrom board there shall be a circle of 3.18 cm in diameter drawn black in color with admissible variation of 0.16 cm. It shall be called the center circle and shall be colored in red.

7 Outer circle 

A circle of 17.00 cm in diameter with the center point of the carrom board as its center shall be drawn black in color with admissible variation of 0.30 cm. It shall be called the outer circle. Any decorative design in this circle is permissible.

B. Carrommen

The carrom men used in play shall be of good quality wood and circular in shape. The diameter of a carrom man shall not be more than 3.18 cm and not less than 3.02 cm. It shall be of not less than 0.70cm and not more than 0.90 cm in thickness. The edge shall be round and plain. The weight shall be not less than 5.00 grams and not more than 5.50 grams. Thus there shall be nine whites, nine blacks and one red carrom men, and they be uniform. The carrom men shall have a smooth movement in a flat position on the surface of the carrom & board when struck by a striker of standard specifications.

Striker

The striker shall be smooth and round with a diameter of not more than 4.13 cm and weighing not more than 15.00 gms. A striker made of any material other than metal, with the specifications prescribed above,may be used. A striker, with metal fixed and visible to the eye shall not be allowed. Engraved decent designs on the striker are permissible.

Table or stand

The table or stand on which the carrom board is placed for play shall be not less than 63.00 cm and not more than 70.00 cm in height. The carrom board, when placed on it, shall not be uneven or shake. However, padding below the carrom board and/or the table or stand on which the carrom board is placed, may be used to make the playing surface of the carrom board level and firm as far as possible.

Stool or chair

The still or chair on which the player sits for playing shall be not less than 40.00 cm and not more than 50.00 cm in height. The chair, if used, shall be arm less.

Powder

The powder used shall be of high quality to keep the playing surface smooth and dry.

The powder shall not be wet. Pouches/containers filled with powder should be used to spread the powder evenly over the playing surface.

Nets

The pockets shall be fully covered from beneath by nets fixed at the bottom of the carrom board. Each net shall have the capacity of holding at least 10/cm.

Light

The light shall be hung/fitted at a convenient height above the carrom board so that when a conical or square shade, preferably of metal, is used, the light shall fall only on the carrom board including the frame. The shade shall be one with the inner side completely snow-white. The bulb used, preferably transparent white, shall be between 60 and 100 watts however, the height of  the light can be altered at the request of a player in such manner that the naked light does not strike the eyes of the player/s.

Standard equipment

Standard equipment:

Carromboard : The playing surface of the carrom board shall be of smooth plywood of not less than 8 mm thickness measuring not less than 73.50 cm & not more than 74 cm square. Adjoining the playing surface , there shall be wooden frames of good resistance with height not less than 1.90 cm & not more than 2.54 cm with inside curved corners. The breadth of the frame shall be 6.35 cm & not more than 7.60 cm. The carrom board shall have pockets at the four comers which shall be round inwardly and be of 4.45 cm diameter, with nets underneath.

Carromman: The carrom man, circular in shape shall be of good quality wood. The diameter of a carrom man shall be 3.02 cm & not more than 3.18 cm with thickness of a 0.70 cm and not more than 0.90 cm and weight shall not be less than 5.25 grams and not more than 5.50grams. There shall be nine whites, nine blacks and one red of carrom man of uniform prescriptions.

Striker: The striker, shall be smooth and round with a diameter of not more than 4.13 cm and not exceeding 15 grams in weight.

Stool or charid: The stool or arm less chair on which players sits shall be between 40.00 cm & 50.00 cms in height.

Stand: The stand on which the carrom board the carrom board is placed for the play shall be at a height of 63.00 cm & not more than 70.00 cm. 

Light: The light ( transparent, white bulb of 100 watts) shall be hung at a convenient height above the center position of the carrom boards so that when conical or square shade is used the light shall fall only on the carrom board including the frames.

Carrom-men

Carrom-men:

A carrom-man (also carrom man, carromman, carroman; plural men ; sometimes abbreviated c/m; and known by colloquial terms such as seed, coin, puck, or ti) is a usually wooden (sometimes plastic), uniform small disk used in playing carrom. The carrom men have a smooth movement in a flat position on the surface of the carrom board when hit by a striker of standard specification.

The carrom-men come in two colors denoting the two players (or,in doubles play, teams). Traditionally, these colors are white (or unstained) and black. The breaker always plays white. An additional, special carrom-man is colored red and called the queen"

ICF-sanctioned pieces must have a diameter of no more than 3.18 cm and no less than 3.02 cm, and must be between 7 mm and 9 mm thick, with an edge that is round and plain, and a weight of 5-5.5 g.

The queen

The red (or sometimes pink) queen or match -taker coin/seed, is the most powerful carrom piece. It is placed at the center of the circle. Under ICF rules, if a player wins the board with the queen, this adds three 3 queen points to the player's total score. A player has the right to pocket the queen and to cover it provided a carrom man of the player's own has already been pocketed.

Under ICF rules, the dimensions of the queen must be the same as those of the other carrom-men.

The striker

The striker is a larger, heavier piece, flicked with the finger to hit the carrom-men and knock them into the corner pockets or into each other. According to the laws by ICF, the striker shall be smooth and round, with a diameter not more than 4.13 cm. Its weight should not be more than 15 grams. Ivory and metal strikers are not allowed in tournaments.

Powder

High quality powder is used on the board to enable the pieces to slide easily. Boric acid powder is the most commonly used for this purpose.

In the UK, many players use a version of anti-set-off spray powder from the printing industry which has specific electrostatic properties with particles of 50 micrometers in diameter. The powder is made from pure, food-grade vegetable starch.

Basic play

International rules (sometimes hyperbolic ally called the laws of carrom) are promulgated by the India-based international carrom federation, the governing body of carrom. The organisation also ranks players, sanctions tournaments and presents awards, and has many national affiliates such as the all-India carron federation, Australian carrom federation, UK carrom association and us carrom association. There is a penalty a person has to pay if his striker goes in the hole. This term is referred to as deuce. The penalty is usually 10.

The toss

Order  of play is determined by the process of calling the carrom-men or, simply, the toss". Before the commencement of each match, in formal play, an umpire hides one black and one white carrom-men in his hands and the players have to guess which carrommen  in his hands and the players have to guess which carrommen are being held in each hand. The player who wins the toss must either choose to strike first or to change sides ( from white to black) and give up the opening break. NO option to pass this decision to the and give up the opening break. No option to pass this decision to the other player is available. If the player chooses to strike, the loser can change sides, but if the winner chooses to change sides the loser must strike first.

In a doubles event, the team winning the toss has the choice, as above. Once the toss-losers have sat down, they may not interchange. This order of sitting continues throughout the match. whoever plays first or breaks gets white.

Shooting

The aim of the game is to pot one's own nine carrom men before one's opponent pots his/hers. However, before sinking one's final carrom man, the queen must be pocketed and then covered by pocketing one of one's own carrom men on the same or subsequent strike. Fouls, such as crossing the diagonal lines on the board with any part of one's body, or potting the striker, lead to carrom men being returned to the board . The players is allowed to shoot with any finger, including the thumbed (know as thumbing or a thumb shot). The players can shoot c/m on his/her base line while playing back shot (thumbing). At any point of time the player should not strike any of the coins on the diagonal line closer to the player.

Point carrom

A variant often popular with children or an odd number of players. play is as above except that all players try to sink all carrom men, regardless of color. The nine carrom men of the other color are worth one point each and the nine carrom men of the other color are worth tow points each. The red queen is worth five points and may only be captured by pocketing another carrom man on the same or subsequent strike. A player reaching 17 or more points is the winner, otherwise the winner is the player with the most points after all carrom men have been pocketed.

Carrom fundamental rules

Carrom fundamental rules:

Generally speaking, two or four people can play carrom. If two, the players sit opposite each other, while with four, the opposite two are partners. As an exception, though, you can play with three players against each other for points.

Arrange the carrom men on the center circle of the carrom board as shown in the following illustration, with the red queen at the center. The whites should be lined up to form a Y shape, with two sides aiming directly towards the corner pockets.

Each player sits on his side of the board and can only strike from that side. The contestant playing white breaks or plays first, which can be decided by the toss of coin. The object of the game of carrom is to sink all of your carrom men, using the heavier striker in any of the pockets before your opponent. Your turn continues as long as you keep sinking your carrom men-luck shots count and all combinations are permitted.

When placing the striker on the board to shoot, it must touch both base lines either covering the end circle completely,or not touching it at all. The striker may not touch the diagonal arrow line.

Shooting styles are very personal whichever grip works for you is fine as long as you flick the striker and don't push it. Generally, it's best to orient your body in order to see the line of your aim while shooting comfortably; you may not move or leave your chair.

For forward shots, you can use your index finger, middle finger, or even the scissors shot. Before shooting, try touching the striker with your  fingernail, to be sure that its really on line. This will improve your accuracy and prevent you from hurting your finger.

Index finger           Middle finger            Scissors shot

For back-shots you may only use your thumb or the scissors technique.

No part of your body, except your hand, may cross the imaginary diagonal line nor may your elbow protrude over the frame in front of you. Even your feet of knees my not leave your quadrant.

Points to remember in carroms

Points to remember in carroms:

1.Dimension of the carrom board       : 75 into 75 cm

2.Width of the side battens           : 8 to 10 cm

3. Diameter of the pockets of the carrom board  : 4.5 cm

4. Colour of the carrom droughts       : 2 (Black & White )

5. NO.of white droughts in the carrom board  : 18

6. NO.of white droughts in the carrom board   ; 9

7. NO. of black droughts in the carrom board : 9

8. Name of the red drought                     : Queen

9. Diameter of Queen                           : 3 cm

10. Diameter of striker                       : 4 cm

Equipment

Equipment:

The game is played on a board of lacquered plywood, normally with a 29 inch (74cm) square playing surface. The edges of the playing surface are bounded by bumpers of wood, and the bottom of the board is covered by a net with a 10 cm square of larger capacity. Instead of the balls of billiards games, carrom uses disks. The object of the game is to strike or flick with a finger a comparatively heavy of the game is to strike or flick with a finger a comparatively heavy disk called a striker such that it contacts lighter object disks called carrom-men and propels them into one of four corner pockets.

A square plywood board with a wooden board with a wooden border frame on all sides and netted pockets in each corner.

The different features of a carrom board are as follows

Plywood board the playing surface comprises of a square plywood board with screen printed lines and patterns, polished for a smooth low friction and hard wearing finish. The standard playing area is 74 cm into 74 cm i.e. 29 square. However, smaller sizes are suitable for children while larger ones are great if you are already familiar with the game and want a little bit more a large board is as exciting as a large 21 computer monitor.

Wooden frame boards come with different border frame widths, ranging from 1.25 (about 32 mm) to 3.00 (about 75 mm), with the thicker and heavier ones being more expensive and far better to  play on due to better rebound or cannon effect generated.

Corner pockets four pockets or holes, one in each corner of the board, with nets secured underneath to hold the pocketed carrom men or striker.

Bracing's wooden supports underneath the board'd surface, secured to both the plywood board and the border frame, to reinforce the playing surface and avoid any warping.

Origin and development carrom board game

Origin and development carrom board game:

The origins of carrom as we know it are quite obscure. Believed to have originated hundreds of years ago, some believe it originated in India, while others link its origins to Portugal and even Burma. irrespective, carrom today is among the world's favorite indoor games, enjoyed among friends and families worldwide. Similar to billiards, marbles and air hockey in different ways, it is easy to understand, fun to play, and suitable for children and adults alike.

Despite being classified an indoor board game it is quite unique in itself-neither like dice games such as monopoly, nor like strategy games such as chess. In fact, it is much more, involving a combination of both physical and mental elements.

The advent of professional carrom tournaments over the past few decades and the formation of federations all over the western world has given rise to thousands of serious carrom players, thereby spreading its popularity even further.

Nevertheless, there is no doubt a long way to go before carrom becomes a household name, with millions of people worldwide who haven't even heard the name

Carrom or carom?

Well, while the origin of the game of carrom itself might be obscure, the origin of this uncertainty is certainly thanks to our great american cousins, who prefer to simply spell words conveniently

The answer to this simple question is the same as that to color or color? jewellery or jewelry cheque or check? and many more. Thankfully, most dictionaries do acknowledge this fact, and show the two spellings as variants of each other.

Carrom or carroms is a family of tabletop games sharing a similarity in that their mechanics lie somewhere between billiards and table shuffleboard. The game has various other names around the world, including carrum, carum, carrum, karam, karom, karum, and Indian (or nepalese) finger billiards. It is also called fatta in Punjabi.

Nevertheless carrom is certainly the well accepted international spelling for the game, as adopted by the international carrom federation as well.

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