
A disc-flicking dexterity board game of Canadian origin in which players flick wooden discs across a circular board, aiming for the high-value center hole while knocking opponents' discs out of scoring position.
Turn timer
Keep turns moving with a per-player clock for Crokinole.
Two players, 8 discs each per round (NCA tournament standard; many casual sets use 12), alternating shots; the higher board total wins each round and round points accumulate to decide the match.
Crokinole is a dexterity board game played on a round wooden board roughly 26 inches across. Players flick small wooden discs from the edge of their quadrant toward the center, trying to land them in high-scoring rings (and the prized 20-point center hole) while knocking the opponent's discs out of scoring position or off the board entirely. It blends elements of shuffleboard, curling, and carrom into a fast, tactile, easy-to-learn but hard-to-master game.
The board is divided into four quadrants. In singles (2 players) each player sits opposite the other; in doubles (4 players) partners sit across from each other. Each side uses a set of 12 discs of a single color. A ring of eight pegs guards the inner 15-point region, and there is a recessed 20-point hole at the very center.
Players alternate flicking discs from within their own quadrant's outer ring. In National Crokinole Association (NCA) tournament play each singles player shoots 8 discs per round (16 discs total on the board) and each doubles player shoots 6 discs (12 per team). Many casual/recreational sets and some non-NCA rule summaries (e.g. UltraBoardGames, Wikipedia) instead give each singles player 12 discs; the disc counts here follow the cited NCA Official Rules. A game is 4 rounds; the round winner takes 2 round points (1 each on a tie).
If there are any opponent discs on the board, your shot must touch an opponent's disc — directly, or indirectly via one of your own discs. If you fail to make contact with an opponent disc, your shooting disc is removed, along with any of your own discs it moved. If there are no opponent discs on the board, you may shoot freely but the disc must finish inside the 15-point line (or it is removed).
Any disc knocked into the ditch (the gutter around the playing surface) is out of play for that round and removed.
A disc that drops completely into the recessed center hole scores 20. Twenties are removed and set aside as they are sunk, counted at the end of the round.
When all discs have been shot, each disc still on the board scores the value of the ring it rests in: 15, 10, or 5 (a disc touching a line scores the lower value). Add the 20s set aside. The side with the higher board total wins the round.
Center hole = 20, inner ring (inside pegs) = 15, middle ring = 10, outer ring = 5; a disc touching a line scores the lower adjacent value. In NCA competitive play the round winner receives 2 round points and a tied round awards 1 each; the match goes to the higher round-point total. In casual differential play only the point difference is awarded each round and play continues to a target (e.g. 100).
twenties_sunk is a diagnostic count metric, not a match outcome: competitive match points are 2/1/0 round awards and casual scoring is a differential, so the count of 20s never arithmetically sums to match_points - record match_points as authoritative. The scoring_mode (round-points vs differential) and points_to_win/round_count knobs are match params on this variant's ruleset, not separate per-side metrics.