How To Play Crokinole


Diagram of Board

There are many variations in the play of this traditional game - variations which are dependent upon the culture of the players. Winning is dependent upon a player's manual dexterity but some strategy is involved.

The following method of play is an edited version found in R.C. Bell's Board and Table Games from Many Civilizations, Volume II, pages 124-127, Dover Edition, 1979.

A diagram of a crokinole board is shown in Figure 100 above.The central depression of a board is 13/8" across and 1/2" deep. The radii of the three circles are 3 1/2”, 7", and 10 1/2", respectively; and the gutter is 1" beyond the outer circle.

The game is usually played by two or four persons - though three, six, or even eight may play as partners sitting opposite each other. When there are three players, one plays against the other two who are partners and shoot alternately. Six players arrange themselves as a double three, and eight players each have one face of the octagonal perimeter, and shoots his discs from the outermost circle within the angle of his 'side'. For simplicity the game for four players will be described.

Four-handed crokinole

1. Each player has six round discs of his own color made of wood, 11/4" in diameter, and 5/16" thick with the edges beveled.

2. The game begins by one of the players placing a disc on the inch wide outermost ring within his own quadrant of the board; and with a flick of the middle finger he tries to lodge it in the central recess.

3. The player on his left then places one of his discs on the outermost ring on his quadrant of the board, and shoots in the same manner, but he tries to knock his opponent's disc into the gutter.

4. Each player shoots in turn until all the discs have been used, and then the scores are counted.

5. The count is calculated thus:

(a) A disc in the central recess counts 20, and must be recorded at once, unless this score would finish the game, when it can only be counted at the end of the round; e.g. in playing a game of 100, if a player had scored 80 or more, and his disc entered the recess, it would not be counted until the end of the round, the opponents thus having an opportunity to dislodge it.

(b) At the end of the round each disc in the inner ring counts 15, the middle ring 10, and in the outer ring 5. Those outside the outer ring or in the gutter count nothing. Discs resting in the central depression which have already been counted do not score again.

(c) A disc resting on the line of any ring is counted as being outside that ring.

(d) Each side counts its points; and the difference is added to the successful team's total score. The game may be for 100, 200, or 500 points. Players must keep their discs and their hands off the board, except when it is their turn to play.

8. Neither the board, nor any player's chair may be moved during a round.

9. Any player may place his disc against any disc near the outermost ring within his quadrant, and thus send them both in any direction, and when a disc of his own color lies so near the outermost ring as to prevent the disc being placed outside it, he may place the new disc inside in contact, and then shoot with the outer piece. This rule does not apply to a piece belonging to an opponent.

10. A player is obliged to shoot at an opponent's disc in the board and try to put it in the gutter. Only if there are none on the board may he aim directly at the central recess. If an opponent's disc is not touched, the player's disc is taken off the board and placed in the gutter.

11. A disc can only be played once during a round, except under rule 9. If a disc is shot off the board it is placed in the gutter. A disc lying tilted into the gutter is lifted and placed in it. At the end of a round no discs are removed until the score has been agreed upon.

Tactics

Always try to force enemy pieces into the gutter. It may be possible to ditch two or three pieces at a single shot by clever planning. Beginners are apt to try to place as many of their discs as possible within the inner circle, but this is not wise. Do not concentrate on making high scores, but keep tan opponent's score as low as possible.


Last update March 26, 2010