Crokinole
1876
Flick disks across a circular wooden board, hit opposing pieces, and aim for the 20-point centre in this traditional dexterity game.
30
minutes
2 - 4
player(s)
8+
Light
About this board game
Crokinole is a traditional two- to four-player dexterity game played on a circular wooden board, with an approximate play time of 30 minutes. First released in 1876, it challenges players to flick wooden disks into scoring rings and a recessed central bullseye.
The board features three scoring rings, valued at 5, 10, and 15 points from the outside in. A ring of posts surrounds the inner circle, creating an obstacle on the way to the centre, while the recessed bullseye awards the highest score: 20 points.
- Place each disk on the outer boundary within the shooting player’s quadrant.
- If no opponent’s disks are on the board, the shot must land in the inner ring or the disk is removed.
- If an opponent’s disk is present, the shot must hit it directly or bump another disk into it.
- Disks in the centre hole are removed and scored at the end of the round.
- Disks outside or touching the outer boundary after a shot are removed for the round.
Players take turns shooting until the round is complete, then compare their scores. The player with the highest score earns 2 points for the round; in a tie, each player earns 1 point. A game is usually played over four rounds, while the number of games in a match is set by the tournament.
Alternatively, Crokinole can be played to a set score, commonly 100 points, with each round scored by cancellation. This simple scoring option, combined with precise flicking and tactical bumping, gives every shot an important role.
Board Game Rules for
Crokinole
Rules of Crokinole – For Competitive Play
Getting Ready
A player or team’s initial order of play, colour of discs, and seating position, shall be determined by chance or by the organizer(s) of a club or tournament.
Game Formats
Singles
- Opponents shall sit on opposite sides of the board and each have a different colour of discs. Players shall each begin with 8 discs, and shall alternate turns.
- In each of the rounds in a game, players shall alternate starting. In each of the games in a multi-game match between 2 players, players shall alternate starting.
- A singles player is not allowed to be coached during play.
Doubles
- Partners shall sit on opposite sides of the board and play the same colour of discs, which shall be different from the colour of their opponents’ discs. If a team is chosen to play first, the partners may decide which of them shall start. Players shall each begin with 6 discs.
- In each subsequent round in a game, the obligation to start shall move one player clockwise around the board. In each of the games in a multi-game match between 2 teams, the teams shall alternate starting.
- A doubles player may be coached only by his partner during play.
Match Structure
- A “round” consists of all players taking their shots in turn (proceeding clockwise around the board) until all discs have been played.
- A “game” shall consist of 4 rounds.
- The number of games in a “match” shall be determined by the tournament rules.
- If time runs out in a timed match, one additional shot will be allowed, if necessary, to equalize the number of shots.
Shooting Procedure
- A disc must start from a flat, stationary position, and be touching some part of the outer boundary line of the player’s quadrant, or touching both the outer boundary line and a player’s quadrant dividing line.
- A disc must be struck by one or more fingers. No aids, such as finger guards, are permitted.
- Once a player has his finger and disc in a set position in preparation for a shot, and the disc leaves his/her finger, a shot is judged to have taken place.
- Before shooting, a player must wait until all motion of the discs from the previous turn has ceased.
Player Posture & Board Contact
- During a shot, only the player’s shooting hand, and associated wrist, and forearm may touch the board or table.
- When a player is shooting, at least one portion of his/her posterior must be in contact with the seat of his/her chair.
- Each leg of a player’s chair must be in contact with the floor (no leaning of the chair).
- No part of a player’s body except the feet may touch the floor. No other means of support may be utilized.
- Neither the board, nor the chair, of any player may be moved while the game is in progress, except that a player may move his chair, if necessary, to pick up a disc that has fallen out of reach.
- Intentional or excessive shaking of the board with the shooting hand, or by any other means, is not permitted.
- During an opponent’s turn, a player may not touch the board, or table, or place a disc in position, or make any unusual noise or motion designed to distract that player.
Lubricants
Granular shuffleboard wax shall be placed in the ditch so that players may rub their disc in the wax prior to shooting. It may be applied to the playing surface by tournament officials (and only by tournament officials), if in their opinion, conditions warrant it. No other lubricant is allowed.
Valid Shot Definition
Each player, in turn, proceeding clockwise around the board, shall attempt to make a “valid shot”:
- If any opposing discs are in play: At least one of the shooter’s discs must strike an opposing disc either directly, or by bumping one of his/her discs already in play into an opposing disc.
- If there are no opposing discs in play: The shooting disc or at least one disc struck during the shot must end up touching or within the 15 line (The No Hiding Rule). A 20 is considered within the 15 line.
Penalty for an Invalid Shot
If on any turn, a valid shot is not made, then the shooting disc and all of the other discs that were struck, including any 20’s made, shall be removed, considered out-of-play, and shall not score.
Discs Out of Play
- If a disc touches or crosses the outer boundary line it is out-of-play (subject to the special rules below).
- If a disc is out-of-play, it shall be placed in the ditch before the next player’s turn, and must remain there until the end of the round.
Special Boundary Situations
- The Spinning Disc Rule: If a disc touches or crosses the outer boundary line and does not strike anything other than the playing surface while touching or across the outer boundary line, and returns under its own momentum to end up within the outer boundary line, it will be considered still in play.
- The Damage Stays Rule: If a disc touches or crosses the outer boundary line, strikes the backboard and/or out-of-play discs, then re-enters the playing surface, this disc is out-of-play, but the altered position of any discs struck shall remain and any 20’s made shall count (except for an out-of-play disc).
Point Values of the Board
- The centre hole shall count 20.
- The region around the centre hole counts 15.
- The next region (outside the pegs) counts 10.
- The outer region counts 5.
Determining Disc Position & Line Touches
- In order to score 20, a disc must be completely in the centre hole and lying flat.
- A disc shall score the lowest value of any region of the board that it is touching.
- If a disc is touching a line, it scores the lower value of the two regions adjacent to the line.
- If a disc is lying flat on the board, the determining factor in deciding whether it is touching a line is whether the bottom edge of the disc is over any part of the line (not by where the edge of the disc appears to be when viewed from above).
End of Round & Game Points
- After each turn, any 20’s sunk shall be removed and placed in a designated area visible to all players and must remain there until the end of the round.
- At the end of the round, the score on the board shall be counted along with the 20’s, before any discs may be moved.
- The player or team with the higher score shall receive 2 points. If the round is tied, each player or team shall receive 1 point.
Approved by the National Crokinole Association
Revised February 9, 2011
Setup & Formats of Play
Rules of Crokinole – For Competitive Play
Getting Ready
A player or team’s initial order of play, colour of discs, and seating position, shall be determined by chance or by the organizer(s) of a club or tournament.
Game Formats
Singles
- Opponents shall sit on opposite sides of the board and each have a different colour of discs. Players shall each begin with 8 discs, and shall alternate turns.
- In each of the rounds in a game, players shall alternate starting. In each of the games in a multi-game match between 2 players, players shall alternate starting.
- A singles player is not allowed to be coached during play.
Doubles
- Partners shall sit on opposite sides of the board and play the same colour of discs, which shall be different from the colour of their opponents’ discs. If a team is chosen to play first, the partners may decide which of them shall start. Players shall each begin with 6 discs.
- In each subsequent round in a game, the obligation to start shall move one player clockwise around the board. In each of the games in a multi-game match between 2 teams, the teams shall alternate starting.
- A doubles player may be coached only by his partner during play.
Match Structure
- A “round” consists of all players taking their shots in turn (proceeding clockwise around the board) until all discs have been played.
- A “game” shall consist of 4 rounds.
- The number of games in a “match” shall be determined by the tournament rules.
- If time runs out in a timed match, one additional shot will be allowed, if necessary, to equalize the number of shots.
Shooting Rules & Regulations
Shooting Procedure
- A disc must start from a flat, stationary position, and be touching some part of the outer boundary line of the player’s quadrant, or touching both the outer boundary line and a player’s quadrant dividing line.
- A disc must be struck by one or more fingers. No aids, such as finger guards, are permitted.
- Once a player has his finger and disc in a set position in preparation for a shot, and the disc leaves his/her finger, a shot is judged to have taken place.
- Before shooting, a player must wait until all motion of the discs from the previous turn has ceased.
Player Posture & Board Contact
- During a shot, only the player’s shooting hand, and associated wrist, and forearm may touch the board or table.
- When a player is shooting, at least one portion of his/her posterior must be in contact with the seat of his/her chair.
- Each leg of a player’s chair must be in contact with the floor (no leaning of the chair).
- No part of a player’s body except the feet may touch the floor. No other means of support may be utilized.
- Neither the board, nor the chair, of any player may be moved while the game is in progress, except that a player may move his chair, if necessary, to pick up a disc that has fallen out of reach.
- Intentional or excessive shaking of the board with the shooting hand, or by any other means, is not permitted.
- During an opponent’s turn, a player may not touch the board, or table, or place a disc in position, or make any unusual noise or motion designed to distract that player.
Lubricants
Granular shuffleboard wax shall be placed in the ditch so that players may rub their disc in the wax prior to shooting. It may be applied to the playing surface by tournament officials (and only by tournament officials), if in their opinion, conditions warrant it. No other lubricant is allowed.
Valid Shots & Board Play
Valid Shot Definition
Each player, in turn, proceeding clockwise around the board, shall attempt to make a “valid shot”:
- If any opposing discs are in play: At least one of the shooter’s discs must strike an opposing disc either directly, or by bumping one of his/her discs already in play into an opposing disc.
- If there are no opposing discs in play: The shooting disc or at least one disc struck during the shot must end up touching or within the 15 line (The No Hiding Rule). A 20 is considered within the 15 line.
Penalty for an Invalid Shot
If on any turn, a valid shot is not made, then the shooting disc and all of the other discs that were struck, including any 20’s made, shall be removed, considered out-of-play, and shall not score.
Discs Out of Play
- If a disc touches or crosses the outer boundary line it is out-of-play (subject to the special rules below).
- If a disc is out-of-play, it shall be placed in the ditch before the next player’s turn, and must remain there until the end of the round.
Special Boundary Situations
- The Spinning Disc Rule: If a disc touches or crosses the outer boundary line and does not strike anything other than the playing surface while touching or across the outer boundary line, and returns under its own momentum to end up within the outer boundary line, it will be considered still in play.
- The Damage Stays Rule: If a disc touches or crosses the outer boundary line, strikes the backboard and/or out-of-play discs, then re-enters the playing surface, this disc is out-of-play, but the altered position of any discs struck shall remain and any 20’s made shall count (except for an out-of-play disc).
Scoring & Round Resolution
Point Values of the Board
- The centre hole shall count 20.
- The region around the centre hole counts 15.
- The next region (outside the pegs) counts 10.
- The outer region counts 5.
Determining Disc Position & Line Touches
- In order to score 20, a disc must be completely in the centre hole and lying flat.
- A disc shall score the lowest value of any region of the board that it is touching.
- If a disc is touching a line, it scores the lower value of the two regions adjacent to the line.
- If a disc is lying flat on the board, the determining factor in deciding whether it is touching a line is whether the bottom edge of the disc is over any part of the line (not by where the edge of the disc appears to be when viewed from above).
End of Round & Game Points
- After each turn, any 20’s sunk shall be removed and placed in a designated area visible to all players and must remain there until the end of the round.
- At the end of the round, the score on the board shall be counted along with the 20’s, before any discs may be moved.
- The player or team with the higher score shall receive 2 points. If the round is tied, each player or team shall receive 1 point.
Approved by the National Crokinole Association
Revised February 9, 2011