Crokinole
Flick discs across a circular wooden board, balancing opponent contact with central scoring; compare board points and pocketed twenties each round to win round points.
Crokinole supports 2–4 players; community best: 2, 4 players; playing time: 30 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Crokinole is a traditional tabletop dexterity game played by flicking discs with a finger. A central hole, concentric scoring regions, and pegs around the center create opportunities for direct attacks, combination shots, and defensive positioning. Singles opponents sit across from each other; in four-player doubles, partners sit opposite each other.
Every shot must first satisfy the valid-shot requirement. When opposing discs are in play, one of your discs must contact an opposing disc. With no opposing discs in play, the shooting disc or a disc struck during the shot must finish touching or inside the 15 line. Simply leaving your disc safely on the outside is insufficient.
This overview uses the NCA Tour rules ratified on May 6, 2026. Raw board points determine each round, which is then worth 2 round points to the winner or 1 each for a tie. A game consists of four rounds. Household formats that accumulate point differences toward a target are outside this scope.
Core rules & scoring
Setup: Each singles player starts with 8 discs and players alternate starting. In doubles, each player starts with 6 discs, partners use the same color and sit opposite, and the next round starts one seat clockwise.
Shooting: Wait for all previous disc motion to stop. Start the disc flat and stationary, touching the outer boundary line in your quadrant, and strike it with a finger without shooting aids. Keep some of your posterior on the seat and all chair legs on the floor.
With opposing discs in play: One of your discs must strike an opposing disc directly or by bumping another of your discs into it. Hitting only a peg or your own disc does not qualify.
Without opposing discs in play: The shooting disc or at least one disc struck during the shot must finish touching or inside the 15 line. A disc completely flat in the center hole qualifies.
Invalid shot: Remove the shooting disc and all other discs struck during the shot, including any twenties made; none score. After a valid shot, remove pocketed twenties and keep them visible until the round ends.
Scoring: The center hole is worth 20, followed outward by regions worth 15, 10, and 5. A twenty must lie completely flat in the hole. A disc touching a dividing line scores the lower region; for a flat disc, use its bottom edge to judge contact.
Outer boundary: A disc touching or crossing it is normally out. A spinning disc that touches only the playing surface and returns inside under its own momentum remains in play. A disc that hits the backboard or out-of-play discs and returns is out, but resulting changes to other discs and valid twenties stand.
Rounds and games: After all shots, count board points and removed twenties before moving discs. The higher raw total earns 2 round points; a tie earns 1 each. Four rounds make a game; tournament regulations determine games per match.
Rules & gameplay questions
May I aim straight for the center when my opponent has a disc in play?
You may choose that line, but one of your discs must still contact an opposing disc during the shot. Without that contact, even a pocketed twenty is invalid.
With no opposing discs, does touching the 15 line qualify?
Yes. Touching the 15 line satisfies the valid-shot requirement. At scoring, however, a disc touching that line receives the lower regional value of 10.
Does a pocketed disc stay in the hole and block the next shot?
No. After each turn, remove valid twenties to a designated area visible to everyone and keep them there until round scoring.
Does a 30-point lead in a round earn 30 match points?
Under the NCA rules used here, a round win is worth a fixed 2 points and a tie is worth 1 each. Four rounds make a game. Agree separately on any household point-difference format.
Rules & introduction sources
- Edition
- NCA Official Rules of Crokinole, ratified May 6, 2026, 4 pages; overview of Tour singles and doubles standards, excluding household cumulative-target formats.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #43 |
| Complexity Weight | 1.23 / 5 |
| Best player count (community) | 2, 4 |
| Player range | 2–4 |
| Playing time (minutes) | 30 |
| Core mechanisms | Flicking · Team-Based Game |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 1876 |
| Suggested age | 8+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Crokinole, and can I play online?
Crokinole supports 2–4 players; community best: 2, 4 players; playing time: 30 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Team-Based Game.
How complex is Crokinole, and which mechanisms does it use?
Weight: 1.23 / 5. Mechanisms: Flicking · Team-Based Game. Chinese publication: Unconfirmed.
Where can I learn Crokinole?
No rule guide, strategy article or WANGO trial has been confirmed for this record.