TaasenPool

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This is a game by Nemo, created as a hubrid of Taasen and Pool

As a hybrid game, it takes elements from each, with more thought towards gameplay than traditional meanings from either game.

Contents

From Pool

  • Aim of the game is to pocket all your own balls, using pool-like methods. (ie, cue ball aimed at your OWN coloured ball

From Taasen

  • Triangular arena
  • Green/Red/White sides (three of each - whites are cueballs)
  • Central 'sea' is a penalty area
  • Obsession with threes.
  • one-turn 'ownership' of the white when used

Gameplay

The table

(thumbnail)
TaasenPool table. Original Taasen lines are shown faintly for regular Taasen gaming also
  • Triangular as with Taasen, with a central 'sea' which is to be avoided. (see Penalties and Tactics below)
  • Two pockets on each edge dividing each edge into three.
  • Three cue-point, 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.
  • 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.

Gameplay

  • Players take turns (as per pool), surrenduring turn when a ball of their own colour is not 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 cueball for the remainder of their turn. The cueball used on the previus players turn is NOT available.
  • If the active cueball is sunk, players turn ends, no other penalty is incurred. Cueball is retrieved and placed at the nearest cue point.

Penalties

  • The TaasenPool penalty system gives the game it's tactical edge. 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.
  • There are two types of penalties:
    • Self penalty (ie, shooting yourself in the foot). A self-penalty occurs if your cueball strikes the opponents play ball before striking a ball of your own colour. A self penalty is awarded and the players turn ends. (note that sinking the cueball ends your own turn, but is not a self penalty. Sinking the opponents ball has no effect apart from helping them. ie, it is ignored for the purposes of penalties or determining end-of-turn.
    • Attack penalties: At the end of each players turn, any coloured balls that are within the central triangle, score a penalty against that colour. This is leads to the natural tactic of the game...

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. (note that clearing the sea may not be undertaken immediately, since pocketing a ball will extend your turn. The penalty is only incurred 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.

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