Overview
Crokinole is a dexterity board game dating back to 1876. Players flick wooden discs across a round board, aiming to land in high-scoring zones while knocking opponent discs into the ditch. The game is played over multiple rounds, with the first player or team to reach 100 points winning.
Components
- 1 Crokinole board (round, with concentric scoring zones, pegs, and a central 20 Hole)
- 24 wooden discs (12 per color for 2-player; 6 per player for 4-player partnerships)
Setup
- Place the board on a table with equal access for all players.
- With 2 players: each receives 12 discs of a distinct color.
- With 4 players: partnerships of 2; each partnership gets 12 discs (6 per player). Partners sit opposite each other.
- Choose the start player randomly. Play proceeds clockwise.
Turn Structure
Players alternate turns, each flicking one disc per turn. A round ends when all discs have been played.
Actions
Shooting a Disc:
- Place one disc on the Starting Line, with at least 50% within your quadrant.
- Flick the disc (pushing is not legal).
When NO opponent discs are on the board:
- You must try to shoot into the 20 Hole.
- If the disc lands completely in the 20 Hole, remove it and set aside for scoring (20 points).
- If the disc stays on the board in the 15 Zone (or touching the 15 Zone line), it remains.
- If the disc ends up in the 10 Zone or 5 Zone with no opponent discs present, it is removed to the ditch.
When opponent discs ARE on the board:
- You must hit at least one opponent’s disc (directly, via ricochet off a post, or by knocking your own disc into theirs).
- If you fail to hit an opponent’s disc, your shot disc goes to the ditch. Any of your own discs (or partner’s) that you hit also go to the ditch.
Scoring / Victory Conditions
At the end of each round:
| Zone |
Points |
| 20 Hole |
20 per disc |
| 15 Zone (inside pegs) |
15 per disc |
| 10 Zone |
10 per disc |
| 5 Zone |
5 per disc |
- A disc touching a scoring line counts as the lesser value.
- Subtract the smaller total from the larger. The player/team with more points earns the difference.
- First to reach 100 cumulative points wins.
- Next round starts with the person to the left of the previous lead shooter.
Special Rules & Edge Cases
- One-cheek rule: Players may not move their chairs or lift themselves out of their chair while shooting.
- Board may not be moved once the game starts.
- No player may touch the board unless it is their turn.
- A disc leaning into or balanced partly above the 20 Hole stays where it is unless knocked in.
- A disc that leaves the board and bounces back on is placed in the ditch; any discs it touched remain where they ended up.
- Discs touching the Starting Line after any shot are placed in the ditch.
Player Reference
| Scoring Zone |
Value |
| 20 Hole |
20 |
| 15 Zone |
15 |
| 10 Zone |
10 |
| 5 Zone |
5 |
- Must flick (not push) discs
- Must hit opponent disc if any are on the board
- Disc on a line = lesser zone value
- First to 100 points wins
- Difference scoring between opponents each round