How to test your pool skill level

Most players can tell you who they beat. Very few can tell you how good they are. Here is what separates a skill test worth taking from a drill you happen to like.

Why “how good am I?” is so hard to answer

Match results measure your opponents as much as they measure you. A good night against a weak field and a bad night against a strong one can produce identical scorelines. Practice feels productive whether or not it is working, because you naturally spend it on shots you already like. And the drills most players run are the ones they have run before — which is exactly why they get easier.

A useful skill test has to do three things that casual practice does not.

1. It has to measure a whole skill, not a single shot

Potting a long straight blue tells you about one stroke. Clearing a table tells you about pattern reading, position play, speed control, safety judgement and nerve, in the order the table demands them. That is why the run-out — the whole table, start to finish — is the right unit of measurement for a skill test, and why Runout Rank scores tables rather than shots.

2. It has to be unpredictable

Any fixed set of layouts decays into a memory test. The tenth time you set up the same drill you are not measuring run-out ability, you are measuring how well you remember the answer to that particular table. A test worth repeating has to generate its layouts, so the pattern in front of you is genuinely new each time.

3. Its difficulty has to be defined, not improvised

Here is the tension: randomness makes a test honest, and it also threatens to make two scores incomparable. If your ten tables were harder than mine, our scores mean different things.

The fix is to fix the constraints rather than the layouts. Define precisely what a difficulty level means — how many object balls, whether you get ball in hand, the minimum spacing between balls, how many blockers — and generate freely inside those rules. Every layout is new, every layout is the same difficulty, and enough tables in a row average out whatever luck is left. In Runout Rank those constants are published on the levels page and are identical on Android and iOS.

That is what makes a score portable: it says you cleared seven of ten at Level 4, and Level 4 means the same thing for everyone.

The rules that make a score honest

  • One attempt per table. Best-of-three measures your best day, not your standard.
  • No skipping. The layouts you would rather avoid are precisely the ones carrying the information.
  • A fixed number of tables. Ten is enough to average out one unlucky roll, short enough to finish in a single sitting at a real table.
  • A stated pass mark. Seven out of ten clears a level in Runout Rank. Knowing the bar before you start is part of the test.
  • Record it immediately. A result you write down an hour later is a result you have already flattered.

What to do with the number

A rating on its own is trivia. The number is only useful if it points somewhere, which is why the important output of a test is not the score but the edge level — the rung you cannot yet clear. That is where practice pays, because it is the only level where the layouts are still asking you a question you cannot answer.

The practical loop looks like this:

  1. Test at a level you think you can clear.
  2. If you clear it, test the level above until one beats you.
  3. Practise at that edge level, logging attempts so the run-out rate is real.
  4. Retest the same level when the rate has moved. Compare the ratings, not the feelings.

How often to retest

Often enough that the number tracks reality, rarely enough that each retest reflects actual work. For most players putting in a couple of table sessions a week, every two to four weeks is about right. Retesting after every session mostly measures noise; retesting twice a year tells you nothing you can act on.

Why this beats waiting for a league rating to settle

The alternative most players are pointed at is a relative rating earned through league play, which needs a large history of games against other rated players before it means much — FargoRate, for instance, treats 200 games as the minimum for an established rating. A run-out test gives you the answer in one sitting because it measures you against the layouts rather than against the room, which also means it does not shift with the strength of your local scene. Further reading:

Runout Rank does all of this on the table you already play on: it generates the layouts, scores the run-outs, keeps the history on your device, and names the level to train at next. See exactly how the test works →

Get the number

Ten tables. One attempt each. One honest rating.

Set the layouts up on the table you already play on. The app scores the run-outs and tells you which level to train at next.