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SLOT 15 // LIVE

CARROM//STRIKE

PLACE // PULL BACK // RELEASE
BOARD01 / 10
SCORE0
BEST0
STRIKES3 LEFT
STREAK×0
POWER55%
FIRST POCKET Pocket any coin. Line it up. One clean pocket is enough.
CARTRIDGE READY // TEN LITTLE CARROM CHALLENGES
LIVING ROOM BOARD // TEN CHALLENGES

PLACE. PULL BACK. RELEASE.

Tap the bottom baseline to place the striker. Then drag backward from the striker: the direction sets your aim and the pull distance sets power. Release to strike.

Each board is a tiny arcade challenge: simple pockets first, then queen shots, cushion banks, clean whites, doubles, a queen cover and a final little table clear.

Keyboard: A/D moves the striker · ←/→ adjusts aim · hold Space/J/K for power · release to strike.

PLACETap the bottom baseline to move the striker
PULL BACKDrag away from the shot direction for power
RELEASECoins use real rebounds and cushion physics
01First Pocket 02Two for Three 03The Queen 04Bank Call 05Keep It Clean 06Double Pocket 07Queen + Cover 08Marked Coin 09Three Down 10Final Frame

Play CARROM//STRIKE — a nostalgic top-down carrom arcade game

CARROM//STRIKE turns the familiar living-room carrom board into ten short physics challenges. You place the striker along the baseline, pull backward to choose direction and power, then release and watch coins collide, rebound off cushions and fall into the four corner pockets.

Ten small challenges instead of one long match

The opening boards teach clean pocketing with generous strike limits. Later challenges ask you to sink the queen, score after a cushion touch, avoid a black coin, pocket two coins in one strike, cover the queen and finish with a compact table-clear challenge. Failed boards reset so the run keeps moving instead of ending abruptly.

Arcade scoring with real carrom-inspired feel

Regular pockets score points, queen shots are worth more, cushion banks add a bonus and marked targets reward precision. Pocketing the striker is a foul, while clearing challenges with strikes remaining adds a completion bonus and keeps your clear streak alive.

The board is deliberately simple and readable: no pseudo-3D camera, no character animation and no tiny management UI — just a polished top-down board, chunky coins, four pockets and satisfying collision physics.