Multiplayer Pool Games
General rules/notes
- All games are for any number of players
- For many of the games below, before someone wins, the balls might need to be re-racked. Re-rack the balls as needed till someone wins.
- If someone sinks a ball they shoot again (unless otherwise noted)
- These games/rules were made up by the website owner; you might find you need to add or modify rules; make your own rules as it suites you.
- House rules to accommodate different skill levels might include beginners getting to place the cue ball where they want (and/or getting an extra shot); regular rules for mid-level players, and pros get one shot per turn even if they sink a ball
- This website might later add and/or change rules.
Last One On the Table Wins
- Write each ball number (1 - 15) on a separate piece of paper (or use Rummikub game pieces - it doesn't matter that you don't have numbers for 14 and 15 unless you have more than 13 players, in which case you could assign the black joker as 14 and the red joker as 15)
- Scramble the numbers face down
- Each player picks a number from the pool of numbers, removes it from the pool, and keeps it secret
- Whoever's ball is the last one on the table wins the game
- Don't say if your ball is sunk; if your ball is sunk you keep taking your turn as usual
- If you make a combo shot (the ball you sink isn't hit by the cue ball) or a bank shot with either the cue ball or object ball banking (with the bank occuring more than three inches from the pocket the ball goes in) then you get to take a ball out (you don't have to, but you may)
Last One Off the Table Wins
- Each player selects a ball as in "Last One On the Table Wins"
- Start with only the cue ball on the table
- First player can sink the cue ball, after that need to make a regular shot to table two balls
- When make a shot, put two balls on the table (one of the two balls may be, but doesn't have to be, the ball that was just sunk)
- If you make two balls in the same shot place four balls on the table (if four or fewer balls, table one less than the total number of balls that aren't on the table)
- When there is only one ball left off the table that player wins
Secret Mission
- Number the pockets on the pool table (such as by placing Rummikub game pieces next to them)
- Each player selects a ball as in "Last One On the Table Wins" (if using Rummikub pieces use a different color as used to number the pool table pockets)
Each player also selects a pocket number (same method as used to select a ball) (if using Rummikub pieces use a different color than used to either number the pockets on the table or select a ball) (if more than six players use two sets of pocket numbers)- Each player's mission is to sink their ball in their pocket
- If you make a combo shot (the ball you sink isn't hit by the cue ball) then you get to take a ball out (you don't have to, but you may)
- First one to complete their mission announces it (and shows their ball number and pocket number) and wins the game
- Alternate rule is that to win must sink your ball in your pocket with a combo shot (or a bank shot with either the cue ball banking before hitting the object ball and/or the object ball banking before being sunk)
Pocket the Flag
- One team gets strips and one half of the table
- One team gets solids and the other half of the table
- Alternate turns between teams. Teams need not be exactly equal. Player turns rotate within their team.
- The table can be divided vertically, horizontally, or diagonally; one team places pool cue(s) to divide the table, the other team picks their side
- The one ball is the solids “flag”
- The 15 ball is the strips “flag”
- Each team arranges their side as they would like
- Strips and solids alternate turns – can’t shoot again for sinking a ball (unless otherwise agreed)
- First team to sink the other team’s flag in a corner pocket on the other team’s side wins. If divided diagonally the two shared corner pockets don’t count.
Team Defenders and Team Sinkers
- One team is The Sinkers and tries to sink the stripes
- One team is The Defenders and tries to keep The Sinkers from sinking the stripes
- Alternate turns between teams. Teams need not be exactly equal. Player turns rotate within their team.
- All solid balls are like 8 balls. If any sinker sinks any solid ball The Defenders win.
- If The Sinkers have sunk five balls by the time each sinker has gone two times The Sinkers win, otherwise The Defenders win. (Adjust the number of balls needed to be sunk and/or the number of turns each player gets as suites you. This could depend on the number of sinkers there are. Keep in mind the sinkers need to be cautious as all solid balls are like 8 balls.)
- Note: On their turns defenders try to arrange the table (cue ball, striped ball(s), and/or solid ball(s)) to prevent the sinkers from sinking a striped ball.
Team Defender Lone Sinkers (involves some player(s) hand placing a ball on their turn; works well for a family game with a four year old)
- Sinkers aren’t on teams
- Team Defender could be any number of players, potentially one
- Defenders alternate hand placing the 8 ball where they want before each sinker shoots
- If the 8 ball is sunk the sinker who sunk it is out of the game (the 8 ball comes back out as the defender places it before the next shot)
- For sinkers the first sinker to sink any five balls wins (stripes and/or solids) – unless each sinker has had ten turns without any sinker winning in which case Team Defender wins (adjust the number of balls needed to be sunk and/or the number of turns each sinker gets as it suites you)
- Adjust rules as it suits you. For example before a beginner shoots maybe a defender can’t place the 8 ball, but before a pro shoots a defender can place the 8 ball plus another ball which works like an 8 ball for that turn.
Called Your Shot (works with very large groups, some of whom aren’t shooting shots)
- There are callers and there are sinkers. Doesn’t matter how many of each; whatever each person wants to be.
- Sinkers can sink any ball on the table.
- Before the sinker begins their shot, all callers write down what ball they think the sinker will sink or write down “0” for none
- Someone counts down “three”, “two”, “one”, “zero”. All calls must be made by the “zero”. After the “zero” the sinker shoots.
- If the caller guessed correctly the caller gets a point. If the sinker makes it the sinker gets a point.
- Each sinker gets only one shot per turn even if they sink a ball
- Play continues till all object balls have been sunk
- Callers add up their points; whoever has the most points or ties for the most point enters the grand winner contest
- For the sinkers, whoever sunk the most balls or ties for the most enters the grand winner contest
- Grand winner contest: Whoever shot the last ball sunk breaks (what happens here doesn't matter). Caller(s) make their secret call (what ball will be sunk or "0" for none). Whoever is up next shoots (the sinker may intentionally not sink a ball). Any caller who guesses wrong is out; any sinker whose shot (or miss, intentional or not) was called by any caller is out. Last one in wins.
Sink 5
- First one to sink any 5 balls wins
Break 50
- First one over 50 points wins
- The ball number is the number of points scored
E8
- The ball number is the number of points scored
- First one to Exactly 8 points wins
- Sink the 8 ball, back to 0
- If the current score is less than 8 add the sunk ball’s points. If the current score is over 8 subtract the sunk ball’s points.
3 in a Row
- First one to sink three balls in one turn wins
4 in One
- First one to get 4 points in one turn wins
- Sunk ball (counts even if it’s luck): 1 point
- Sunk ball hits a bumper before going in (called or obviously intended): 1 point
- Combination (called or obviously intended) (ball other than cue ball hit the sunk ball): 1 point
- So the cue ball hitting the 1 ball which hits the 2 ball which hits a bumper and then goes in is worth 3 points. Sink one more ball with a regular shot in the same turn to win.
Multi-type
- First one to complete each of the following wins:
- Straight in: Cue ball hits object ball which goes in pocket without hitting anything else first
- Object bank: Object ball banks before going in
- Cue bank: Cue ball banks before hitting the ball that goes in pocket
- Combination: Ball that goes in wasn’t hit by the cue ball
4 Pocket
- First one to get a ball in four different pockets wins
Roto-pocket 3
- First ball can go in anywhere. After that for it to count it must go in the pocket clockwise to the pocket the last scoring ball went in. First one to three wins.
Double Bank
- First one to sink a ball with the object ball banking twice (banks and pocket called) wins
Double Combo
- First one to sink a ball using two intermediate balls wins (intermediate balls and pocket called or obvious)
Place it Sink 5
- Place the cue ball where you want; all (scoring) shots must be bank shots and/or combination shots; first one to 5 points wins.
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