Trulečník

Cut-throat billiards for three. Finally with rules you won't argue about.

What is Trulečník

Trulečník is billiards for three players at once. It is built on classic cut-throat, but we have tuned it so that every argument-starting edge case now has a clear answer.

The basic idea

The fifteen object balls split into three groups of five. Each player owns one group. Your job is to sink your opponents' balls and protect your own. The last player with at least one of their own balls still on the table wins.

What you need

Three players, a six-pocket pool table, a cue ball and fifteen numbered balls. Sharing cues is fine.

Setting up

Three groups of balls

The balls form three groups of five by number: group A is balls 1–5, group B is 6–10, and group C is 11–15. Solid or striped does not matter — only the number counts.

AGroup A — balls 1 to 5
1 2 3 4 5
BGroup B — balls 6 to 10
6 7 8 9 10
CGroup C — balls 11 to 15
11 12 13 14 15

Who owns which group

★ Our fix

Split the groups before the break — rock-paper-scissors, drawing a ball from a bag, or lagging for order — it truly does not matter, no group has a built-in advantage. The assignment holds for the whole game and never changes. Players then take turns in group order (A first, then B, and C last).

In classic cut-throat you "claimed" a group by potting the first ball, which caused disputes. Assigning up front removes all doubt.

Racking

Rack the balls in a triangle like standard pool, apex on the foot spot. So no group is short-changed, put one ball from each group in the three corners of the triangle (say 5, 10 and 15). Mix the rest.

5 1 11 7 3 13 2 8 12 6 10 4 9 14 15
5, 10 and 15 in the corners

The break

The breaker has the cue ball in hand behind the head string. The break is legal if it pockets at least one ball or drives at least four balls to a cushion. If it does not, it is a foul and the next player may either play the table as it lies, or have it re-racked and break themselves.

If the break pockets an opponent's ball, you keep shooting. If only your own drops, it stays down and the turn passes on. If the cue ball drops, it is a foul: the opponent who shoots after you takes the cue ball in hand behind the head string and plays at the balls on the far side of the line.

Playing

The goal

Sink your opponents' balls and guard your own. The moment a player has zero of their own balls left on the table, they are out (though not necessarily for good). The winner is the last player with at least one of their own balls remaining.

Turns and continuation

You keep shooting as long as every shot legally pockets at least one opponent ball. The moment you fail to pocket an opponent ball (or you foul), your turn passes to the next player in group order (A → B → C → A …).

When you sink your own ball

★ Our fix

It happens. Your potted ball stays down — you have just hurt yourself, and on top of that you have helped the opponent who takes their turn just before you: thanks to you, one of their balls comes back into play, provided they have any pocketed. If that opponent had already been eliminated, this returned ball brings them straight back into the game. The returned ball goes on the foot spot, just like any other returned ball. Potting your own ball ends your turn — the cue ball stays where it lies and the next player simply plays on. If, however, a single shot potted both your own ball and an opponent’s, your ball still stays down — and on top of that, the opponent gets back the very ball you just sank, spotted on the foot spot like any other returned ball.

Fouls

A foul never costs you a ball — but it helps your opponents. That is exactly why clean play pays off.

What counts as a foul

A foul is, in particular: pocketing the cue ball (a scratch), the cue ball leaving the table, hitting no ball at all, hitting one of your own balls first, or — after contact — pocketing nothing while no ball reaches a cushion. Double hits and push shots are fouls too.

The penalty for a foul

★ Our fix

The penalty for a foul depends only on where the cue ball ends up:

The cue ball left the playing area — potted, off the table, or a foul on the break. The next player takes the cue ball in hand and places it anywhere (behind the head string after a break foul).

The cue ball stayed on the table — no contact, first contact with one of your own balls, or nothing potted and no ball reaching a cushion after contact. The cue ball stays where it lies and the next player gets two shots (reposition the cue ball with the first, only pot on the second).

Numbered balls potted on the fouling shot stay down, and a foul returns no ball to anyone — only the cue ball comes back, and only when it left the playing area. Balls return solely when a player sinks their own ball (see “When you sink your own ball”).

Where returned balls go

★ Our fix

A returned ball goes on the foot spot. If it is occupied, place it just behind it on the long string toward the foot rail, at the first free spot.

Elimination and winning

When you are eliminated

★ Our fix

You are out the instant you have zero of your own balls on the table. Balls pocketed on a single shot count simultaneously — the shot finishes first, then eliminations are checked. This applies to you too: if you sink your own last ball, you are out — even if you did it with your own cue.

Who wins

★ Our fix

As soon as, after a shot settles, exactly one player has any balls left, that player wins immediately. No need to clear anything further.

Clearing the whole table in one shot

★ Our fix

If a single shot pockets all remaining opponents' last balls at once (leaving only yours), you win.

When one shot knocks out several players

★ Our fix

After the shot, count the players who still have at least one of their own balls. If one remains, they win. If two or more remain, play continues: the eliminated are out (for now) and the turn passes to the next surviving player in group order. You keep shooting only if the shot was legal, pocketed at least one opponent ball, and you did not eliminate yourself.

Stalemate

★ Our fix

If all three agree the game is going nowhere (endless safeties, say), re-rack. The new break goes to the next player in group order after whoever broke last. Groups stay the same.

What we changed vs. classic cut-throat

Classic cut-throat is fun, but it leaves a lot of situations unresolved. Here is a summary of where we made a firm call. These are exactly the rules we are most curious whether you play the same way.

Groups are assigned up front

★ Our fix

No claiming a group by the first pot. Draw before the break, fixed for the game.

Your own ball counts, but you do not continue

★ Our fix

A sunk own-ball stays down, your turn ends, and the opponent before you gets one ball back.

Foul = ball in hand or two shots

★ Our fix

We unified the foul penalty around the cue ball: if it leaves the playing area the next player gets ball in hand; if it stays on the table, they get two shots. No ball is returned for a foul.

The table state decides, not who shot

★ Our fix

Balls from one shot fall simultaneously; the resulting table state decides. Clear all opponents and you win.

One-page cheat sheet

A quick reference for when the table starts arguing.

  • 3 players, 15 balls, 3 groups: 1–5, 6–10, 11–15.
  • Groups are drawn before the break and never change.
  • Sink opponents, protect your own. Last with a ball on the table wins.
  • Keep shooting while every shot pockets an opponent ball.
  • Own ball: it stays down, your turn ends, the opponent before you gets a ball back.
  • Foul: cue ball off the area → ball in hand; cue ball on the table → two shots.
  • Zero of your own balls = out — you return when the opponent after you sinks their own ball.
  • Balls from one shot fall at once — the table state decides.