TaasenPool

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This is a game idea from Nemo, created as a hybrid of Taasen and Pool

As a hybrid, it takes elements from each game, with an eye towards final gameplay rather than traditional meanings.

From Pool

  • The aim of the game is to pocket all your own balls, using pool-like methods (striking the cue ball onto your OWN coloured balls to sink them into the pockets) and tactics (placing the remaining balls on the table in positions that play against your opponent)

From Taasen

  • Triangular table
  • Three each of Green, Red and White balls. whites are cueballs (named and labelled the Sciane, Thaum and Paupil for identification purposes)
  • Central 'sea' (See Penalties below)
  • Obsession with threes.
  • one-turn 'ownership' of the cue ball after each turn.
(thumbnail)
TaasenPool table. Original Taasen lines are shown faintly for regular Taasen gaming also

Contents


Gameplay

The table

  • Triangular as with Taasen, with a central 'sea' which is to be avoided. (see Penalties and Tactics below)
  • Two pockets on each edge dividing the edge into thirds.
  • Three cue-points, midway between the corner of the central sea and the table corners.
  • Table size may vary (as with earth-based Pool), but 6foot per side seems like a suitable size (making the central sea 1.5foot per size)

Setup

  • 6 balls (three green, three red) are racked in the center of the table on the central sea, in alignment with the sea and table triangles. Note that with 6 balls of 2 colours, there are only three different rack patterns possible (with variations being only mirror and/or rotations of one of those three). This is 6 tactically different racks, once you consider swapping colours.
  • 3 cue balls are places on cue points near corners.
  • As with Taasen, red plays first, choosing any of three cueballs to make the break. Note: This is the only time in the game that all three cue balls are available to the player.

Gameplay

  • Players take turns (as per pool), surrendering turn when a ball of their own colour is not sunk, their cue ball is sunk, or a self-penalty occurs.
  • Players may use any available cue ball at the opening of their turn, but they are then committed to that cue ball for the remainder of their turn. The cue ball used on the previus players turn is NOT available.
  • If the active cueball is sunk, players turn ends, no other penalty is incurred. Cue ball is retrieved and placed at the nearest cue point. (note: it is still unavailable for use next turn)

Penalties

  • When three penalties are chalked up against a player, a NEW ball is played on the table (at the center or as close as possible) in that players colour. ie, taking them a step AWAY from their goal. It is imagined that this will give TaasenPool it's main tactical uniqueness.
  • There are two types of penalties:
    • Self penalty (ie, shooting yourself in the foot). Two different ways. Both result in immediate end of turn.
      • If your cue ball strikes the opponents play ball before striking a ball of your own colour or a neutral cue ball. Note that while sinking your own cue ball ends your turn, it is not a self penalty. Sinking a neutral cue ball or any of the opponents balls have no penalty or end-of-turn effect. Cue balls are returned to their nearest cue-point at the end of the turn (note: NOT immediately. This ensures it is safe for your opponent on their next turn. (ie, you can no longer force two free cue balls into the sea) Opponent balls that are sunk remain in the pocket.
      • Striking NOTHING with your cue ball. The game must move forward!
    • Attack penalties: At the end of each players turn, any coloured balls that are within the central triangle, score a penalty against that colour. Also, if the new player chooses to use a cue ball that starts in the central sea, they suffer a penalty. Note that it is possible to end a turn with both spare cue balls in the sea.
  • The maximum number of attack penalties that can be made is the count of the opponents balls, plus one (ie, both available cue balls in the sea, forcing one to be chosen)

Tactics

  • The first priority in a turn is to clear any of your own balls from the central sea - they have ALREADY scored a penalty against you if they are there! If they are still there at the end of your turn, they will count as ANOTHER penalty. (Naturally, clearing the sea may not be undertaken immediately, since pocketing a ball will extend your turn. Penalties only occur at the end of the turn)
  • At the end of your turn, depending on the game, you will either wish to...
    • Set your opponents balls up in the sea (one penalty for each ball in the sea). The caveat to this is that they are likely to then have an easier shot at a pocket.
    • Set your opponents balls up in the corners - where they are difficult to extract.

Winning

  • Pool style; where the first player to clear the table of their colour wins.
  • Points style; players play until there are NO coloured balls on the table, and whoever has least penalties wins. (note that the first player out can now only incur penalties by striking the opponent ball first, or striking nothing. If that player is already ahead it is unlikely for them to incur enough penalties to lose now, so the players may agree to end the game at this point)

Possible Variations

  • The cueballs must be used in a specific order?
  • The red and green also have Sciane/Thaum/Paupil designations...? (not sure what to do with that though, without getting terribly complex (eg: potting a ball only counts when struck by a cue ball of the right type to crush it - ala Taasen).
  • Suggestions/discussion welcome in Talk:TaasenPool

Other notes

  • Whilst the player has a new ball on the table for every three penalties incurred, there is no stated limit on the number of balls possible. Extra balls on the table make it more likely that further penalties can be incurred in the central sea, but also provide extra targets for the player to sink those balls, and extra obstacles for the opponent who is more likely to be snookered, and strike the opponent ball first and incur a penalty also. Rather than an infinite number of balls on the table, should it be limited to 9 total per player. (making 21 balls on the table (9 red, 9 green, 3 white)

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