33Pool Ladder

33 Rotation is active in the Philippines

Global 33Pool Ladder access is opening soon. Sign in to join early access and follow launch updates.

33Pool Ladder · Interactive Demo

Learn 33 Rotation
By Watching It Played

Nine balls, three rounds, 33 points for a perfect game. Nine short levels show you the rack, the break, how points are scored and lost, and what the 11 ball does. Then you break a rack yourself.

Round score 0

    The Whole Game, In Writing

    33 Rotation, In One Screen

    Everything the demo shows, in the order you meet it at the table.

    The objective

    • Score the most points over 3 rounds.
    • A round is worth a maximum of 11 points. A perfect game is 33.
    • Nine balls: 1–8 and the 11. Each ball is 1 point.
    • Highest total after 3 rounds wins. A tie goes to up to 3 sudden-death rounds; still tied is a draw.

    The rack

    • Nine balls in a diamond, turned side-on to the breaker.
    • The 11 goes in the centre of the rack, on the foot spot — the dot. It is the only ball with a required position.
    • The dot is under the 11, not under the front ball: the front ball sits a ball’s width ahead of it.
    • The other eight balls go wherever the racker likes.

    The break

    • Must be a clear, powerful break: 4 balls hit a rail, or 2 balls pass the first diamond past the midpoint.
    • Balls pocketed on the break count as rail contact.
    • No ball is required on the break. Balls made on the break count.
    • Illegal break: −1, re-rack, re-break. Second illegal break: −2 total and the round ends.
    • Penalties are cumulative and can go past −2.

    Playing a round

    • Shoot in rotation — lowest ball first — for the best scoring.
    • You may shoot any ball at any time.
    • In rotation: the point always counts, and a bonus stays possible.
    • Out of rotation: the ball you pocket is a potential point until the 11 drops.
    • A miss after the break ends the round.

    Legal shots

    • Pocket the called ball by direct hit, carom or combination.
    • The called ball is the only ball that may score on a shot.
    • Any other ball that drops does not count, and is removed from play.
    • An unintended 11 is spotted and does not count.
    • These rules apply at all times, in rotation and out of it.

    The 11 ball

    • Perfect rotation: all balls in rotation, 11 last → +2 bonus, an 11-point round.
    • 11 on the break: 1 point + 1 bonus. Clear the rest in rotation for another +1.
    • Early 11: locks in your points and you keep shooting. No bonus.
    • After the 11 has dropped, all balls count.

    Scoring & scratches

    • Balls made on the break and in rotation are locked in as they drop.
    • Out of rotation stays potential until the 11. Miss first and you lose it.
    • Scratch on the break: −1, play continues. Scratch after the break: −1 and the round ends.
    • A called ball pocketed on the same shot still counts.
    • The cue ball goes in front of the scratch pocket, anywhere inside the placement boundary — touching the line is allowed.
    • Balls inside the boundary cannot be pocketed for points, but you may carom or combo off them.