The Daily Challenge in Carrom by 22Softwares is a small trick-shot puzzle. You get a board with a handful of coins and a limited number of strokes, and you have to clear it. This guide explains how it works and how to solve it in fewer strokes.
How the Daily Challenge works
- The board has 4 to 6 coins, plus the queen on about half of the days.
- Every piece is placed with a clear line to some pocket.
- It is the same for everyone on the same date.
- The shot limit is the number of pieces plus 2, so 6 to 9 strokes. On Friday tower days it is the number of pieces plus 3.
- You are paid coins only for your first solve of that day: 40 coins plus 10 for each stroke left under the limit.
You can share your result: it is shown with a 🎯 for each stroke you used and a ⚪ for each unused one, so shorter results are easy to compare.
Why every piece has a clear line
The board is built so that every piece can be potted by itself with a straight shot to a pocket. That means the puzzle is never about finding an impossible shot. It is about the order of the shots and where the coins end up.
Plan the whole board before you shoot
- Look at all the coins and write down, in your head, which pocket each one will use.
- Look for pairs where one shot can pot two coins, or where a coin knocks another one towards a pocket.
- Choose the first shot so that it does not block the line to another coin.
- Think about where the coins will be after each shot: that decides the next line.
Shot limit: the number of pieces plus 2
You have two spare strokes. That means you can afford two misses and still solve it, but then you will earn fewer coins. The aim is to solve it in as many strokes as there are pieces, or fewer. Use your spare strokes carefully: a safe, gentle shot that pots is better than a risky shot that might clear two coins.
The queen days
On about half of the days the queen is one of the pieces. In the Daily Challenge there is no cover rule: every piece you pot counts, in any order.
Fouls
A striker off the board puts that stroke’s pieces back (the stroke still counts). The striker can never drop in a pocket.
Friday tower days
On Fridays the board is a tower puzzle. The limit is the number of pieces plus 3, so you have one more spare stroke. The first shot matters most: think about how the tower will fall before you hit it.
Tips from the aiming controls
- Picture the ghost spot behind each coin to find the right striker position and angle.
- Use a soft stroke. Pockets are tight and a fast coin bounces out.
- If you do not like an aim, cancel it with Esc, a second finger or a right-click rather than firing.
A routine that works
- Spend a minute looking at the board before the first shot.
- Note which shot cost you strokes, so tomorrow’s board starts better.
- Share your result with a friend and compare the number of strokes.
Facts checked with the Carrom by 22Softwares team against the game’s rules engine.