Laws of Carrom — Official Rules & Regulations
Complete official rules and laws of the carrom board game including fouls, penalties, queen rules, scoring system and ICF regulations. These laws are based on the International Carrom Federation (ICF) standards.
1. Equipment
Playing Surface
Plywood or wood, minimum 8mm thick, 73.50–74cm square. Smoothness: Striker runs 3.5 times across when struck with maximum force.
Frames
Rosewood or hardwood with curved corners. Height: 1.90–2.54cm from playing surface. Breadth: 6.35–7.60cm.
Pockets
Round inwardly, 4.45cm diameter (±0.15cm). Plywood adjoining corners cut off.
Base Lines
Black lines 47cm long. Lower line 0.50–0.65cm thick, 10.15cm from frame. Upper line 3.18cm from lower.
Base Circles
3.18cm diameter at ends of base lines. Red portion 2.54cm inside. Must touch both base lines (and extended adjacent).
Arrows
Black, at 45° angle. Length max 26.70cm. Points to pocket center leaving 5cm gap. Decorative arch 6.35cm allowed.
Centre Circle
Red, 3.18cm diameter (±0.16cm) exactly in center.
Outer Circle
Black, 17.00cm diameter (±0.30cm) from center point.
Carrommen
Circular wood. Diameter 3.02–3.18cm. Thickness 0.70–0.90cm. Weight 5.25–5.50g. 9 White, 9 Black, 1 Red (Queen).
Striker
Smooth round. Diameter max 4.13cm. Weight max 15.00g. Engraving allowed.
Stand/Table
Height 63–70cm. Board must not be shaky. Padding allowed for leveling.
Stool/Chair
Height 40–50cm. Armless.
Powder
High quality, dry. Spread evenly with pouch or container.
Nets
Cover pockets from beneath. Capacity more than 10 carrommen.
Light
Hung at convenient height. 60–100W bulb (transparent white). Shade inner side snow-white.
2. Interpretation
Proper/Improper: 'Proper' means in accordance with Laws. 'Improper' means contrary to Laws.
C/B & C/m: 'C/B' means Carrom Board. 'C/m' means Carromman/Carrommen.
Board: From the commencement (after Umpire calls 'Play') till the completion on pocketing of last C/m.
Break: The first stroke of a board.
Finish: The completion of the board.
Placing: Keeping the penalty/due C/m in a flat position within the outer circle. Queen/jumped C/m are placed by Umpire in Centre Circle.
Pocketing: Putting C/m and/or Queen into the pocket by a proper or improper stroke.
Push: A jerk or sudden motion of the elbow instead of striking with the finger.
Due: Penalty for pocketing Striker (with/without C/m) or any outstanding penalty.
Penalty: Punishment for infringement of Laws.
Covering: Pocketing one of own C/m in the same or immediately subsequent stroke after pocketing Queen.
Thumbing: Taking a stroke with the thumb.
Turn: The right to strike.
White/Black Slam: Pocketing all C/m (and Queen for White) in the first turn of play.
3. Sitting Position
Position: Singles: Opposite each other. Doubles: Partners opposite each other occupying all sides.
Changes: Sitting position can be changed but chair must not be moved during turn.
Contact: Only the playing arm usually touches the board. No part of body except 'hand' shall go beyond imaginary lines of arrows.
Clothing: Clothing and accessories strictly should not touch the playing surface.
4. How to Strike
Technique: Striker shall be struck, not pushed. Use finger with or without support.
Hand Use: Any hand may be used. Hand may touch playing surface.
Elbow: Elbow shall not come within playing surface or extend beyond imaginary lines.
Support: No support from Stool or Table. Legs allowed on rim of own chair.
5. Toss
Umpire conducts toss at start. Winner chooses side or option to strike first. If winner chooses break, loser chooses side. Winner sits first. Sitting order cannot change after losers sit.
6. Trial Board
Two trial boards allowed after toss and before match start (one for each player or pair).
7. Break
Arrangement: Queen in center. White and Black alternating around it. Whites form 'Y' shape. Compact round touching each other.
Execution: Player with White C/m breaks. Considered made if Striker touches any C/m.
Failures: If no C/m touched, max 2 more chances. If still failed, turn passes to opponent (who plays Black).
Foul: Improper stroke or pocketing striker without touching C/m during break = Loss of turn (no penalty/due).
Timing: Must be made within 15 seconds of 'Play' call.
8. Turn of Play
Continuity: Turn continues as long as player pockets own C/m and/or Queen properly.
Rotation: 1st Game: White breaks. 2nd Game: Opponent breaks. 3rd: First player breaks. (Doubles: Passes to right).
Time Limit: Max 15 seconds per stroke.
Out of Turn: If played out of turn and noticed early: Lose board. If unnoticed: Turn allowed.
9. How to Score
Win Board: Pocket all own C/m first.
Points: 1 point per opponent C/m left on board. Queen = 3 points (if winner covers it).
Queen Condition: No Queen points if winner's score is 22 or above. Max points per board = 12.
Game Win: 25 points or 8 boards. Best of 3 games decides match.
10. Change of Sides
Standard: Singles: Change opposite at end of game. Doubles: Change to next right hand side.
3rd Game: Change after 4th board or when someone reaches 13 points.
Time: Max 2 minutes allowed.
11. Foul
Technical Foul: Violation before first stroke or by opponent. Penalty: One C/m brought out.
Foul: Violation during or after first stroke. Penalty: One C/m brought out + Loss of turn.
Pocketing on Foul: If C/m or Queen pocketed during foul, they are returned + one extra penalty C/m + Loss of turn.
12. C/m Overboard
Placement: Placed in Centre Circle (or covering as much as possible).
Multiple: Queen first, then C/m touching Queen in opposite direction of player.
Touching Shade/Light: If it hits light or shade and falls back, it is considered natural travel.
13. Dues & Penalties
Pocketing Striker (Proper): Loss of turn + 1 Due C/m.
Pocketing Striker (Improper): Loss of turn + 2 C/m (Due + Foul).
Pending: If no C/m available, Due remains outstanding.
Striker + Own C/m (Proper): Own C/m pocketed + Due taken out. Turn continues.
Striker + Opponent C/m (Proper): Opponent C/m pocketed. Due taken out. Lose turn.
Doubles Placing: Partner on right places the Due.
14. Queen
Placement: Always in Centre Circle by Umpire.
Pocketing: Must have pocketed one own C/m first. Must be covered by own C/m in same or next stroke.
Uncovered: If not covered, Queen returned.
Queen + Striker (Proper): Queen returned + Opponent places 1 C/m. Continue turn.
Queen + Striker (Improper): Queen returned + Opponent places 2 C/m. Lose turn.
Various Scenarios: Detailed rules exist for pocketing Queen with last C/m, Opponent C/m, etc.
15. General Rules
Equipment: Striker check before play. No change unless damaged.
Powder: Applied evenly before break. No removal or addition during play.
Distraction: No distracting opponent. No smoking or drinking. No talking to spectators.
Stroke: Striker must touch both Base Lines. If from Base Circle, must not touch arrow.
Interval: 10 minutes between 2nd and 3rd game.
16. Match Loss
The following result in immediate loss of match:
- Leaving area (3.05m) without permission.
- Refusing Umpire's decision or insulting officials.
- Smelling of alcohol, drugs, or smoking.
- Uncertified striker.
- Distracting opponent more than 2 times.
17. Protest
Must be written in English to Secretary via Umpire. Oral protest immediately + Scrutiny fee. Written within 15 minutes of board completion. Play continues. Result pending decision.
About the Laws of Carrom
These are the official laws and rules of carrom as defined by the International Carrom Federation (ICF). The rules cover all aspects of the game — equipment specifications, board dimensions, playing regulations, fouls, penalties, the queen (red coin) rules, scoring system and match procedures.
Whether you are a beginner learning how to play carrom or an experienced player preparing for tournament play, these rules provide the definitive reference for the carrom board game. Watch live carrom matches to see these rules in action, or browse carrom tournaments near you.