🎯 Carrom Clash
The flick game from the schoolyard, on our Board & Strategy shelf. A polished wooden board, brass-rimmed pockets, your striker on the baseline. Pull back and let go to shoot. In Race to Ten every man you sink climbs your count — one, two, three … to ten — and the red Queen in the middle is a bonus you have to cover. Play the computer, or pass-and-play with a friend on this very phone: the board turns around for each of you, just like leaning across the table.
At the table —
Ivory 0
Ebony 0
Mode —
Best 0
Games 0
How to play — the house rules on this table
- The flick: your striker waits on your baseline. Drag on the board — sliding sideways first positions the striker along the baseline; keep pulling back toward you and the gold guide line shows the shot, with the power meter beside the striker. Let go to shoot. The guide is honest: it draws the striker's true path to its first contact, exactly like the pool table down the hall. Keyboard: ← → slide the striker, ↑ ↓ nudge the aim, hold Space to charge and release to flick.
- Race to Ten (the headline): sink your men — Ivory shoots ivory, Ebony shoots ebony — and every one you pot climbs your count: 1, 2, 3 … to 10. First to ten wins the table. Pot one of yours and you shoot again; pot only your opponent's and it still counts — for them — and the turn passes. Clear as a bell, just like the schoolyard.
- The Queen: the red lady in the centre is a bonus step. Pot her and you must cover her by potting one of your own men with your very next shot — cover her and she counts (+1, so that pair is worth two steps); fail and she comes back to the centre, no hard feelings.
- Gentle fouls: this table doesn't lecture. If your striker falls in a pocket (scratch) or touches nothing at all (whiff), one of your potted men simply comes back to the centre and the turn passes. That's the whole punishment.
- Classic Carrom: for the purists. Clear your colour to end the board. Ivory men 10 points, Ebony men 20, the Queen 50 — and the Queen only pays if you cover her. First to 100 points takes the match; boards re-rack until someone gets there.
- Pass & play: two players, one phone. When the turn changes, the phone asks to be passed and the board turns around so the next player shoots from their own side — the way you'd lean across a real table.
- The computer: three tempers. Schoolyard is learning like you did. Club plays a proper game. Champion has been potting since before you were born — beatable, but you'll earn it.
Pull up a chair — pick a game below.
Ebony — your table!
Pass the phone over. The board has turned around for you.