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Crokinole

#521BGG ↗

1876 · 2-4 players · 30min · weight 1.23 · 21,035 ratings

v2 v3 fit 0.695

BGG raw

ID
521
Name
Crokinole
Year
1876
Rank
78
Min players
2
Max players
4
Playing time
30
Min playtime
30
Max playtime
30
Avg weight
1.2256
Num weights
727
Bayes avg
7.7997
Average
8.06642
Users rated
21035
Num owned
20402
Wanting
830
Wishing
6974
Num comments
3824
Fetched at
Sat Apr 25 2026 16:15:26 GMT+0000 (Coordinated Universal Time)
Mechanisms (2)
FlickingTeam-Based Game
Categories (1)
Action / Dexterity
Description (1813 chars)

Crokinole is a traditional two- or four-player dexterity game, played on a circular wooden board, with 3 rings and an inner recessed 'bullseye'. A ring of posts is set around the inner circle, which functions as an obstacle to reach this area. Playing pieces are wooden circular disks similar to checkers pieces. Players take turns shooting disks across the board by flicking them with their fingers in an effort to land them in the highest scoring ring on the board, the highest score (20 points) achieved by shooting a disk into the centre, recessed hole. From the outside in, rings are worth 5, 10, 15 points. As a traditional game, there are often many variations played, but the following method is based on the National Crokinole Association's rules which also govern the World Crokinole Championship. Each disk to be shot must be placed on the outer boundary and within the shooting player's quadrant. If there are no opponent's disks on the board, the shot disk must land in the inner ring or it is removed. If there is an opponent's disk on the board, the shot disk must hit an opponent's piece, either directly, or by bumping another disk into it. Disks landing in the centre hole are removed and scored at the end of the round. Disks that lie outside--or are touching--the outer boundary after each shot are removed from play for the round. The player to score the most points wins the round and scores 2 points, and if a tie, each player scores 1 point. A "game" is usually played to four rounds. The number of "games" in a match is set by the tournament. Alternatively, play is to a set score, usually the first player or team to 100, and each round is scored by cancellation. For example if Player One scores 250, and Player Two scores 225, then Player One will add 25 to his/her game score.

LLM v2 (wide)

Core verb
flick disc at target
Decision shape
spatial
Reward schedule
immediate
Aesthetics
["Challenge", "Sensation", "Fellowship"]
Core loop pitch
Flick a wooden disc across a board trying to land in the 20-hole or knock the opponent off.
Translation difficulty
Medium
Difficulty reason
Physics-based flicking apps exist and feel okay, but the tactile satisfaction of the wood is irreplaceable on glass.
Direct digital port
Virtual Crokinole / King of Crokinole (mobile, indie)
Port kind
first_party
Closest loop translation
none yet
Primitive tags
["analog_dexterity", "physics_collision_scoring", "alternating_constraint_must_hit", "ring_zone_scoring"]
Confidence
0.8
Extracted at
Mon Apr 27 2026 11:40:03 GMT+0000 (Coordinated Universal Time)
Raw v2 JSON (829 chars)
{
  "game_id": 521,
  "name": "Crokinole",
  "core_verb": "flick disc at target",
  "decision_shape": "spatial",
  "reward_schedule": "immediate",
  "aesthetics": [
    "Challenge",
    "Sensation",
    "Fellowship"
  ],
  "core_loop_pitch": "Flick a wooden disc across a board trying to land in the 20-hole or knock the opponent off.",
  "mobile_translation_difficulty": "Medium",
  "translation_difficulty_reason": "Physics-based flicking apps exist and feel okay, but the tactile satisfaction of the wood is irreplaceable on glass.",
  "direct_digital_port": "Virtual Crokinole / King of Crokinole (mobile, indie)",
  "closest_loop_translation": "none yet",
  "primitive_tags": [
    "analog_dexterity",
    "physics_collision_scoring",
    "alternating_constraint_must_hit",
    "ring_zone_scoring"
  ],
  "confidence": 0.8
}

LLM v3 (deep)

Core verb (long)
You sit at one of four (or two) quadrants of a round wooden board, place a small wooden disc on the boundary line within your quadrant, brace your shooting hand, and flick the disc with the snap of an index or middle finger against your thumb. The flick is the entire game — angle, force, English/spin, contact point. Feedback is instant and visceral: the disc skids across lacquered hardwood, ricochets off the eight central pegs, knocks opposing discs off the board or into the recessed 20-hole, and either scores or doesn't. The cadence is slow, deliberate, between-shot strategizing.
Core loop (long)
Each player gets 12 discs (2-player) or 6 discs (4-player teams). Players alternate single shots. Mandatory rule: if any opposing disc is on the board, your shot must contact one of them, directly or via carom — otherwise your disc is removed. With no opposing discs present, you take a 'free shot' that must finish in or touching the 15-ring. Discs in the central recessed hole score 20 and are removed; otherwise scoring rings are 15/10/5 from center outward; discs touching or beyond the outer line are removed. After all discs are shot, score the round by cancellation (higher score minus lower). Match: typically 4 rounds, or first to 100 (cancellation), or tournament-style sets — the World Crokinole Championship in Tavistock, Ontario, codifies the modern competitive format.
Decision space
Decisions are small in number but high in physical execution stakes: which opposing disc to target, what shot type to attempt (takeout, raise, double-pass, post-cut into the 20, defensive hide-behind-the-pegs), and how aggressively to commit. The option space at any shot is maybe 3-6 distinct shot intentions, but the execution variance dwarfs the choice variance — picking the right shot matters less than landing it. Late-round, with a single disc left, you weigh point ceilings against opponent retaliation potential.
Skill expression
Dominantly hand-eye precision: thousands of repetitions calibrate finger angle, follow-through, and the felt-pressure of a 20-shot vs. a takeout. Secondary: angle geometry and table-reading (judging carom paths around the central pegs). Tertiary: pressure tolerance — competitive Crokinole is essentially a focus sport, and mistakes cluster when you're behind. The skill ceiling is enormous; world champions consistently sink open 20s and execute multi-disc takeouts that recreational players can't approach.
Tactile dependency
high
Tactile reason
The flick IS the game. Disc weight, board lacquer, finger-pad-against-thumbnail tension, the geometry of the eight pegs at flick height — the experience cannot be compressed to a screen without becoming a different game (a touch-aim-and-power slider, which is no longer Crokinole).
Promise
A 150-year-old Canadian dexterity game: flick wooden discs across a beautiful hand-finished hardwood board, sink 20s, knock your friend's piece into oblivion.
Setting
Abstract, traditional, folk-craft
Narrative
none — abstract; the only narrative is the match itself.
Audience
family, gateway, hardcore strategist (the competitive scene is real)
Art direction
Not illustrated — the aesthetic is pure woodcraft. Originated 1876 in Perth County, Ontario, by craftsman Eckhardt Wettlaufer. Boards are hand-built circular hardwoods (Canadian maple, walnut, cherry, mahogany) with inlaid concentric scoring rings, eight rubber-bumpered pegs around the inner circle, and 10-15+ coats of lacquer or polyurethane finish for the playing surface. A premium Crokinole board is itself a piece of furniture; the visual identity is grain, ring inlay, and gloss.
Meta-layer ideas
["This translates poorly \u2014 the loop's value is locked in the finger flick. The honest meta-layer pitch is a companion app, not a game: shot-tracker / world-championship-replay browser / training-drill scheduler with progress tracking and tournament bracket manager", "If forced into a digital reskin: physics-puzzle daily \u2014 fixed disc layout, must clear all opposing discs in N shots with a power-and-aim swipe, leaderboard by shot count (essentially Pocket Run Pool with the Crokinole peg ring)", "AR-overlay practice mode: phone camera tracks your real board, scores rounds automatically, builds skill-progression analytics across sessions", "Asynchronous 'send-a-shot' video league for the Crokinole community \u2014 record your shot, opponents respond from their own boards, app stitches together a virtual match"]
Closest mobile genre
puzzle/zen
Live-service potential
low
Confidence
0.85
Extracted at
Mon Apr 27 2026 10:41:58 GMT+0000 (Coordinated Universal Time)
Raw v3 JSON (4874 chars)
{
  "game_id": 521,
  "name": "Crokinole",
  "mechanics": {
    "core_verb_long": "You sit at one of four (or two) quadrants of a round wooden board, place a small wooden disc on the boundary line within your quadrant, brace your shooting hand, and flick the disc with the snap of an index or middle finger against your thumb. The flick is the entire game — angle, force, English/spin, contact point. Feedback is instant and visceral: the disc skids across lacquered hardwood, ricochets off the eight central pegs, knocks opposing discs off the board or into the recessed 20-hole, and either scores or doesn't. The cadence is slow, deliberate, between-shot strategizing.",
    "core_loop_long": "Each player gets 12 discs (2-player) or 6 discs (4-player teams). Players alternate single shots. Mandatory rule: if any opposing disc is on the board, your shot must contact one of them, directly or via carom — otherwise your disc is removed. With no opposing discs present, you take a 'free shot' that must finish in or touching the 15-ring. Discs in the central recessed hole score 20 and are removed; otherwise scoring rings are 15/10/5 from center outward; discs touching or beyond the outer line are removed. After all discs are shot, score the round by cancellation (higher score minus lower). Match: typically 4 rounds, or first to 100 (cancellation), or tournament-style sets — the World Crokinole Championship in Tavistock, Ontario, codifies the modern competitive format.",
    "decision_space": "Decisions are small in number but high in physical execution stakes: which opposing disc to target, what shot type to attempt (takeout, raise, double-pass, post-cut into the 20, defensive hide-behind-the-pegs), and how aggressively to commit. The option space at any shot is maybe 3-6 distinct shot intentions, but the execution variance dwarfs the choice variance — picking the right shot matters less than landing it. Late-round, with a single disc left, you weigh point ceilings against opponent retaliation potential.",
    "skill_expression": "Dominantly hand-eye precision: thousands of repetitions calibrate finger angle, follow-through, and the felt-pressure of a 20-shot vs. a takeout. Secondary: angle geometry and table-reading (judging carom paths around the central pegs). Tertiary: pressure tolerance — competitive Crokinole is essentially a focus sport, and mistakes cluster when you're behind. The skill ceiling is enormous; world champions consistently sink open 20s and execute multi-disc takeouts that recreational players can't approach.",
    "tactile_dependency": "high",
    "tactile_dependency_reason": "The flick IS the game. Disc weight, board lacquer, finger-pad-against-thumbnail tension, the geometry of the eight pegs at flick height — the experience cannot be compressed to a screen without becoming a different game (a touch-aim-and-power slider, which is no longer Crokinole)."
  },
  "theme": {
    "promise": "A 150-year-old Canadian dexterity game: flick wooden discs across a beautiful hand-finished hardwood board, sink 20s, knock your friend's piece into oblivion.",
    "setting": "Abstract, traditional, folk-craft",
    "narrative": "none — abstract; the only narrative is the match itself.",
    "audience": "family, gateway, hardcore strategist (the competitive scene is real)",
    "art_direction": "Not illustrated — the aesthetic is pure woodcraft. Originated 1876 in Perth County, Ontario, by craftsman Eckhardt Wettlaufer. Boards are hand-built circular hardwoods (Canadian maple, walnut, cherry, mahogany) with inlaid concentric scoring rings, eight rubber-bumpered pegs around the inner circle, and 10-15+ coats of lacquer or polyurethane finish for the playing surface. A premium Crokinole board is itself a piece of furniture; the visual identity is grain, ring inlay, and gloss."
  },
  "translation": {
    "digital_meta_layer_ideas": [
      "This translates poorly — the loop's value is locked in the finger flick. The honest meta-layer pitch is a companion app, not a game: shot-tracker / world-championship-replay browser / training-drill scheduler with progress tracking and tournament bracket manager",
      "If forced into a digital reskin: physics-puzzle daily — fixed disc layout, must clear all opposing discs in N shots with a power-and-aim swipe, leaderboard by shot count (essentially Pocket Run Pool with the Crokinole peg ring)",
      "AR-overlay practice mode: phone camera tracks your real board, scores rounds automatically, builds skill-progression analytics across sessions",
      "Asynchronous 'send-a-shot' video league for the Crokinole community — record your shot, opponents respond from their own boards, app stitches together a virtual match"
    ],
    "closest_mobile_genre": "puzzle/zen",
    "live_service_potential": "low"
  },
  "confidence": 0.85,
  "extraction_version": "v3"
}