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Carrom

Carrom on First Games is a strike board: you place a striker on your baseline, flick it into coins, and pocket your colour or the queen under the rule that room prints. Dice are not involved. Tokens do not walk a Ludo track. This hub is the full how-to for the Carrom tile, including 2-seat and 4-seat rooms that differ by who shoots which pocket. Doubles, cover-queen, queen-first, and timed rooms have their own pages for the rule they flip.

What this play is

This play is a carrom board inside First Games. Nine white coins, nine black coins, and a red queen sit in the centre ring at the open. Each player or side claims a colour as the card assigns. You place the striker, strike, and try to put your coins into a pocket. The job of a round is to clear your coins under the queen rule that room uses, then finish before the other side does, or to reach the printed point target. It is not Ludo. A six does nothing here. It is not Doubles unless you opened that sibling card. It is not cover-queen or queen-first until those rooms say so; the hub still explains ordinary pocketing so those pages can stay on their flip. If you see tokens and a die, you opened UONO Ludo, not this tile.

What the table shows

The board is a square with four corner pockets, two baselines per side, a centre circle of coins, and a striker. The room card prints entry, seats, and think time or the lack of it. Seats are the split you must read: a 2-seat room puts you on one side and the opponent on the opposite side, and you generally may aim at any of the four pockets from your baseline. A 4-seat room puts a player on each side of the square; you shoot from your own baseline, and the pockets that count as yours or as shared are the ones that card assigns — often the two corners on your left and right, not the far corners that belong to the people sitting there. 2-seat and 4-seat are not separate files. They are two room lists on this hub. If the card also says doubles pairing, leave this ordinary hub walk and sit the Doubles page. First Games prints fee, seat count, and pocket rule on the card; this page will not invent a house point for black versus white.

How you win this round

You win the board when you have pocketed your coins under the queen rule the card prints, and the other side has not, or when your point total hits the target first. On a simple hub room that still uses a cover, the queen must be covered as that sibling rule says; if this particular hub seat is a plain colour-clear, clearing your nine coins is enough. Read the queen line. Do not assume cover-queen. Do not assume queen-first. The legal finish is the state the card names, not the first pretty pocket. The app ends the board when that state hits, then pays the strip.

How a round starts

Coins are packed in the centre. The queen sits in the middle of that pack unless the card reprints a break layout. First strike is assigned by the card, often the player who sits after a random draw. That player places the striker on their baseline groove, not overlapping the centre line the board forbids, then strikes into the pack. After the break, turns rotate by seat: in 2-seat, back and forth; in 4-seat, around the table in the printed direction. You do not roll. You do not wait for a six. A coin that barely moved on the break still counts as a started board.

Legal moves — and one that is not

A legal strike is a striker placed fully in the legal groove, flicked once, with at least one coin or the queen contacted as the card requires for a non-foul break. Pocketing your colour and leaving the striker on the board is legal and usually grants another strike. Pocketing the queen is legal when the queen rule of this seat allows it. Placing the striker left or right along the baseline to change angle is legal inside the printed marks. In a 4-seat room, shooting toward the pockets assigned to you is legal. Passing the turn without a strike is not a thing; you either strike or the clock, if any, fouls you.

A foul is a strike that pockets the striker, pockets an opponent coin without the printed allowance, pockets your coin together with the striker, or jumps the striker off the board, as that card lists. It is not legal to place the striker beyond the baseline marks to get a snooker angle the groove does not give. It is not legal to shoot from another player’s baseline in a 4-seat room. It is not legal to pick up a coin with a finger. It is not legal to strike twice without a legal extra-turn pocket. Playing Ludo habits, such as waiting for a six before you may place the striker, is wasted time; the groove is already yours.

How this round ends

The board ends when a player or side has met the printed clear or point target, including queen handling. The finish is that last legal pocket, not a declare and not a cash-out tap. Fouls can still happen on a supposed winning strike; if that strike was a foul, the win does not count and the card’s foul restore happens instead. In 4-seat mix (not doubles), one seat winning is that seat, not a partner. Timed rooms finish on the clock sibling page. Here, finish is the coins.

How the money is counted

Points are pocketed coins at the value the room card prints, minus foul penalties the same card prints, plus queen value if the queen rule of this seat awards it. Example only: sit ₹30, two seats, you pocket your coins legally, strip pays ₹54 after the printed charge. Do not copy a club board that awards 20 for a queen if this card shows another figure. Do not copy a Ludo pot logic that ignores fouls. The result strip is the wallet line. Practice seats, if listed, score without cash.

If you leave early or miss the tap

A foul returns coins as the card prints, skips your extra strike, and may deduct points. Leave Seat mid-board loses the entry as a folded board. Miss the think window on an untimed hub seat and there may be no clock; on a hub seat that still shows a lazy timer, a miss is a foul or a passed strike as printed. Disconnect leaves your coins on the board for the opponent to finish against. There is no rummy drop ladder. The penalty is the foul restore plus the lost board if you left.

Buttons on this screen

  • Place striker — Slide the striker along your baseline groove inside the legal marks before you flick.
  • Strike — Flick once. Direction and speed are this turn’s only shot.
  • Pocket light — Shows which corner just counted, and whether it was your colour, queen, or a foul.
  • Seat map — 2-seat shows opposite baselines. 4-seat shows four baselines and which pockets belong to which seat.
  • Leave Seat — Folds the board. Remaining coins are not played out for you.

How to open it in First Games

  1. Open the Telegram channel t.me/cocorummy and download the APK posted there. Do not use a random file from search.
  2. Install on Android and finish mobile OTP.
  3. Tap the Skill tab, then open the Carrom tile. 2-seat and 4-seat rooms both sit on that tile; read who shoots which pocket on the room card.

Do not mix this up with dice Ludo

Dice Ludo, including the UONO Ludo hub, moves tokens by a rolled number. Carrom moves coins by a flicked striker. There is no yard, no six, and no home column. Pockets are corners, not a coloured inner lane. If you sat Carrom and waited to roll, you are in the wrong family. If you sat Ludo and looked for a striker groove, leave and open this tile.

One round, start to finish

You open the Carrom tile and sit a 2-seat room at ₹30 as printed. White is yours, black is theirs, queen uses the card’s ordinary cover line. You place the striker on the centre of your baseline, break the pack, pocket nothing, striker stays on the board, turn passes. Opponent pockets one black, shoots again, misses. You adjust the striker right along the groove, pocket two whites in one strike without pocketing the striker, take the extra strikes, then miss. Later you pocket the queen and cover it with a white on the following strike, as this seat required. You clear remaining whites. Opponent still has three blacks. The strip pays. You then sit a 4-seat room on the same tile: you only shoot from the south baseline, and the south-east and south-west pockets are the corners the card assigns to you, while the north pockets belong to the player opposite. A coin you slam into a north pocket may score for them, not for you. That seat difference is why 2-seat and 4-seat stay on this hub as two rooms, not two files.

How to place the striker

Place the striker only in the baseline groove your seat owns, fully inside the printed end marks, not overlapping the centre circle, not on top of a coin, and not on the opponent’s line. In a 2-seat room that groove is the long south or north line; you may slide left or right to change the angle into any of the four pockets. In a 4-seat room the groove is the shorter side in front of you; sliding still works, but the legal length is the length of your side, and aiming at a far pocket may send a coin into a corner that scores for another seat. Placement is a separate control from the flick. People mash Strike with the striker still in the last shot’s parking spot, which is often slightly over a mark, and the app calls a place foul before the coins even move. Re-place every turn. Thumb the striker until the highlight says legal, then flick. There is no dice equivalent. A six will not appear. If the striker cannot sit because a coin is blocking the groove, the card says whether you get a courtesy shift or a foul; read that, do not invent a finger move of the blocking coin.

Pocket vs foul on one strike

One strike can be a pocket, a foul, both, or neither. A clean pocket is your colour (or the queen, if allowed) falling into a legal pocket while the striker stays on the board; that usually grants another strike. A foul is the striker falling in, your coin falling with the striker, an opponent coin falling when you had no right to it, a coin leaving the board, or a place violation. If the same flick pockets your coin and the striker, the card’s both-lines rule decides: often the pocket is cancelled, the coin comes back, and you lose the extra strike. If you pocket an opponent coin alone, that coin usually scores for them or returns, and you do not get another strike. If you pocket nothing and commit no foul, the turn simply passes. Cover-queen and queen-first change the queen half of this story on their pages. On this hub, judge each flick as pocket, foul, or pass before you celebrate an extra turn. The light on the pocket is not enough; read whether a foul flag sat next to it. That flag is why a ‘winning’ last coin can bounce back onto the board.

What wins a Carrom board on this hub?

Clearing your coins under the queen rule the room card prints, or hitting the printed point target first. The last legal pocket is the finish.

How is the board paid?

Entry on the card, result strip after any printed charge, minus foul effects already applied on the board. Queen value is whatever that card prints.

Is this dice Ludo?

No. Ludo rolls a die and walks tokens. Carrom places a striker and flicks coins into pockets.

Do 2-seat and 4-seat need two different pages?

No. Both rooms live on this Carrom tile. They differ by who shoots which pocket: opposite baselines and any corner in 2-seat, per-side baselines and assigned corners in 4-seat.

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