Skip to content
Judging guide

How to Organise a Carrom Tournament

Formats, board maths, equipment checks and scoring — from a club evening to a national qualifier

Last updated: August 25, 2026
Quick answer

Start from the number of boards and the hours you have: a carrom match is best of three games, each game up to eight boards, so budget roughly 45 to 60 minutes per match per board. Choose round robin for small fields, a Swiss-style league for medium ones and groups into a knockout for large ones. Check every board against the ICF speed test before play, and decide before the first match whether you are running singles, doubles or both.

Start From Boards and Hours, Not From the Format

The single most common planning mistake is picking a format first and discovering afterwards that it does not fit the room.

Work the other way. Count the boards you have and the hours the venue is yours. A carrom match is the best of three games (Law 57), and each game runs to 25 points or eight boards (Law 56a). In practice that lands most matches somewhere between 45 and 60 minutes, allowing for the change of seats between games and the walk-up time between matches.

So four boards over a six-hour evening gives you roughly 24 to 32 completed matches. That number is your budget, and every format decision has to fit inside it. A 16-player single knockout needs 15 matches and fits comfortably. A 16-player round robin needs 120 and does not.

If the arithmetic does not work, the honest fixes are fewer entrants, more boards, or shortening the format — and shortening means fewer games per match rather than fewer points per game, because the point target is what makes the sport recognisable.

Choosing a Format

Round robin suits small fields, up to about eight entrants per group. Everyone plays everyone, the table is unambiguous, and nobody travels to play one match and go home. Above eight it stops fitting into an evening.

Groups into a knockout is the workhorse for medium and large fields. Split into groups of four or five, play the group round robin, take the top one or two from each into a bracket. Everyone gets three or four matches guaranteed and the event still finishes on time.

Straight knockout is the right answer only when time is genuinely short. Half the field plays a single match, which is a poor return for a day's travel — worth pairing with a consolation draw where you can.

Swiss-style league is what federation events tend to use: pair players by running score rather than a fixed bracket, so strong players meet late and one bad board does not end anyone's day. It needs a director doing the pairings between rounds, but it produces the fairest ranking per hour spent of any of these.

HOME2
Live12:34
AWAY1
Live
Carrom · live scoreboard

Free live scoreboard.

Score and clock on the big screen, controlled from your phone.

Singles, Doubles, or Both

Decide this before you open entries, because it changes the arithmetic completely.

Singles is one entrant per side. Doubles is four players per board, partners seated opposite each other (Law 28), and the scoring is identical to singles — the same board values, the same 25-point game, the same best of three. Running both means running two separate draws, and if players enter both you need to schedule around them, because nobody can be on two boards at once.

The common club pattern is doubles for the club evening and singles for the ranking event. Doubles gets more people playing per board and is more forgiving for beginners, since a partner covers the gaps. Singles is what produces a defensible ranking.

In JudgeMate this is a single switch on the category: the same draw formats and the same scoreboard serve both, with the entry mode set to individuals or pairs.

Check the Boards Before Anyone Plays

Carrom is unusually sensitive to equipment, and a board that plays slow makes some shots impossible. Checking is not a formality.

The ICF test is practical: a board must let a normally smooth 15 g striker travel at least three and a half lengths from a base line to the opposite frame when struck at full force. Boards that fail should not be used for competitive play.

Also confirm the surface is between 73.50 cm and 74 cm square and at least 8 mm thick, that the sets are complete — nine white, nine black, one red — and that the men in each set match: 3.02 to 3.18 cm across, 5.25 to 5.50 g each. A set assembled from two boxes usually gives itself away by feel, and it is the sort of thing that produces a protest at exactly the wrong moment.

Set boards level, light them evenly, and have boric powder at each one. Number the boards physically, because your schedule is going to refer to them by number all day.

Officials, Pace and the Fifteen-Second Rule

Carrom rewards deliberation, which is why Law 50 caps a stroke at 15 seconds and Law 46 requires the break within 15 seconds of the umpire calling play. Without that, a tight board between two careful players runs indefinitely.

That limit is umpire-enforced. There is no clock on a carrom board, so if you are running to a schedule you need someone empowered to apply it — otherwise the schedule is a suggestion.

For a club evening one floating umpire across four boards is usually enough. For a ranking event, put an umpire on each board for the closing rounds at minimum: that is where the queen-covering disputes and the due-counting arguments happen, and they are much easier to settle live than afterwards.

Setting Up the Scoring

Paper works, and it fails in predictable places: the queen threshold at 22 points, the eighth-board finish, and the running total late in a long evening. All three are arithmetic rather than judgement, which is exactly the sort of thing worth handing to software.

If you are scoring digitally, what you want is a system that treats the board as the unit. A generic counter with a plus button will be wrong from the first round, because carrom points arrive in blocks of one to twelve.

The JudgeMate board asks for the winner of the board, the number of the opponent's men still on the surface and whether the queen was covered, then applies the queen rule, the twelve-point cap and both game-ending conditions itself. The running score goes to a spectator link and a venue screen at the same time, and confirming the match result pushes it into the draw and the standings table.

One practical note for the scorer: the lost-board rule (Laws 107-109), where a player pockets the queen with their last man, produces a fixed award of three points to the opponent — one point if that opponent is already on 22 or more. Enter it as the board's value in the usual way.

Running a Season Instead of a Day

Outside South Asia most carrom happens at weekly club evenings rather than at big annual tournaments, and that changes what players follow: the standing table, not a bracket.

A season is easier to run than a tournament in one respect — you never have to fit everything into one day — and harder in another, because you are maintaining records over months. Fixtures get rearranged, players join mid-season, and results arrive out of order.

Set the rules before the first match: how many points a win is worth, what separates two players level on wins, and whether there are promotion or relegation places. In carrom the natural separator is board points, the running total of points scored across the season, because that is a real measure of margin in this sport rather than a borrowed one.

One thing you will not need is a draws column. A carrom match cannot be drawn: a game level after eight boards goes to an extra board (Law 56b), and the winner of a board always scores at least one point.

Worked Example: A 20-Player Club Ranking Event

What you have. Five boards, from 10:00 to 18:00 with an hour for lunch — seven playing hours.

Capacity. Seven hours across five boards, at roughly 50 minutes a match, is about 42 matches. That is the budget.

Format. Four groups of five, round robin inside each group: 10 matches per group, 40 matches in total — already over budget on its own, with nothing left for a knockout.

So adjust. Five groups of four instead: 6 matches per group, 30 matches, leaving 12 in hand. Take the top two from each group into a knockout of ten — three preliminary matches, then quarters, semis and a final: 10 matches. Total 40, inside the budget with two matches of slack for overruns.

Schedule. Five boards, so a round of five group matches runs concurrently. Six rounds of group play take roughly five hours with changeovers. The knockout fills the remaining two.

What each player gets. Three group matches guaranteed, so nobody travels for a single match. Ten of the twenty go through to the afternoon.

Scoring setup. One scoreboard per board, one operator per board during group play, a dedicated umpire on the final two boards for the knockout. Confirmed results feed the group tables automatically, so the qualifiers are known the moment the last group match is confirmed — no interval spent adding up sheets.

Carrom · live scoreboard

Free live scoreboard — control it from your phone.

Show the score and clock on the big screen. Control it from your phone and share the link with fans. No sign-up, no install.

Your phone
Controls
HOME
2+
AWAY
1+
HOME2
Live12:34
AWAY1
Live
No sign-upFreePhone → big screen
Reviewed by

JudgeMate Editorial Team

Editorial standards
Against

ICF Laws of Carrom

Last reviewed 2026-08-25 · next 2027-02-25

Frequently Asked Questions

Sources

  1. Laws of CarromIndian Carrom Federation
  2. About CarromInternational Carrom Federation
  3. Laws of Carrom (ICF)Malaysian Carrom Association

Related Guides

Ready to run your event?

Create a free event and let the scoring take care of itself.