PoolKer
TM
A Poker Pool Fusion
"Gameplay and tournaments used in connection with this game may be subject to copyright, trademark, and patent protection. Protected materials may include, but are not limited to: documents, slides, images, audio, video, and tournament design. Unauthorized use, duplication, distribution, or modification of copyrighted materials is strictly prohibited by law."
Only selected and approved pool halls are allowed to license the rights to run Official PoolKer tournaments.
©2025 POOLKER All rights reserved
POOLKER ®
(Projected Card Grid)
How to Play
PoolKer Hands Ranked
1) Royal Flush
(Ace, King, Queen, Jack, and Ten all of the same suit)
2) Straight Flush
(Five cards of sequential rank and of the same suit)
3) Small Royal Flush
(Ace, King, Queen, Jack, all of the same suit)
4) Small Straight Flush
(Four cards of sequential rank and of the same suit)
5) 4 of a kind
(Four cards of the same rank, and one other card of a different rank known as “the kicker”)
6) Full House
(Three cards of the same rank and two cards of another rank)
7) Flush
(Five cards of the same same suit, highest card of the five determines the strength)
8) Straight
(Five cards in sequential rank but not of all the same suit)
9) Small Flush
(Four cards of the same same suit, highest card of the four determines the strength)
10) Small Straight
(Four cards in sequential rank but not of all the same suit)
11) 3 of a kind
(Three cards of the same rank)
12) 2 pair
(Two separate pairs of cards)
13) Pair
(One pair of same rank cards)
14) High Card
(Your highest card)
Teams flip a coin to see who shoots first.
Each team has seven balls, 1-7 solids and 9- 15 stripes, no cue or 8 balls are used.
Object balls are kept off of the table until each is used one by one.
Teams take turns after each shot.
All shots are made from anywhere behind the dotted line.
Joker Wild cards are in the back two corners, if landed on they can be used as any card. Jokers are the only cards where if a ball(s) lands on its lines, it still counts as acquiring that joker card.
Balls NEED to land fully within a card space to acquire that card.
Any ball(s) that land on the lines between card spaces or outer boundaries do not count towards acquiring that card.
Each team can have only one valid ball per card space, otherwise if a team has two + balls on the same card space, it only counts as one card.
The first shot for each team must first bank off the far rail of the table, and cannot contact another ball, or land on a joker or it’s considered illegal.
All following shots can combo off each other’s balls.
If any ball(s) roll back into the dotted line area, they must be left to lie dead where they are until the game is over, or they’re legally hit back into the card area by first crossing the dotted line then hitting the dead ball back into play.
The second shot for each team must first bank off the black joker rail of the table (right bank). This shot can’t land directly onto a joker card unless it first makes contact with another ball.
The third shot must first bank off the red joker rail of the table (left bank). This shot can’t land directly onto a joker card unless it first makes contact with another ball.
All shots after that need to cross the dotted line before making contact with another ball in order to be legal.
Any illegal shots will result in the team’s ball being removed from the table and into a pocket.
After all 7 balls from each team are shot, the round is assessed to see which team has the best poker hand. Any balls remaining behind the dotted lines are void of value.
The team with the highest ranking poker hand at the end of the game wins, or ties.
If there’s a tie, the table is cleared of all balls. Each team takes turns shooting three balls in the same order as the first three shots at the start of the game. Whoever lands the best poker hand wins.

