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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

TaasenPool table. Original Taasen lines are shown faintly for regular Taasen gaming also
  • Triangular table
  • Three each of Green, Red and White balls. White are cueballs (named and labelled the Sciane, Thaum and Paupil for identification purposes). (however each player has 6 additional balls for later use - see Penalties below)
  • Central 'sea' (See Penalties below)
  • Obsession with threes.
  • one-turn 'ownership' of the cue ball after each turn.



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 should be 40.5" per side (making the central sea 13.5" per side). The size is based on a complete rack of all 18 coloured balls in a hollow triangle - they will perfectly border the central sea)
    • DISCUSS: Is this too small? I originally thought of 6foot - nearly double this size (can be rationalled as 'all 9 balls of a single colour will fit exactly along one border of the central sea')


  • 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.
  • All balls should be 2.25" in diameter. (this matches "American Pool" style balls - currently the most common in the world)
  • 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.


  • 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)


  • 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)

Rule variant

  • new balls are not placed on the table until the player has cleared ALL of their balls from the table. This allows for easier possibility of handicapping (eg: a simple certain grace number of penalties, or a ratio of penalties to balls. Note that the original rule was a ratio of 3penalties to 1 ball).


  • 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.


  • 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 Issues

  • Three balls on the table is not very many for a good player. It would be much easier to win off the break (pot one from the break, then there are only two to sink!) than regular pool.
    • Should the end-of-turn requirements be stricter? (eg: lose the pool-style extra-shot for sinking a ball rule)
    • Maybe start with more balls on the table (say: a 10ball rack as-per regular pool, or even a 15ball rack (with a hole in the center, emulating the worldplate even within the racked balls!)


  • 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).
    • Naturally this would allow regular Taasen to be played on the table, using the balls as pieces.
  • It is assumed that, like earth-based pool, many variations would be possible
  • Other suggestions welcome here, 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)

See Also

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