Knock down as many of the ten pins as you can in each frame. Play three ten-frame games to complete a series.
Advanced rules, scoring and recovery
Feet selects the board at the centre of your starting stance. Board 1 is next to the right gutter, board 39 is next to the left gutter, and board 20 is the centre. Shot selects your target board at the 15-foot arrows; you can also tap the lane to aim. Changing Feet or curve keeps that target board. On an open lane, a clean release crosses the selected target. Choose Straight, Left or Right curve, or more revs on either side. Bumpers can redirect a ball near the gutter.
Hold Roll and release when the marker reaches the flower. The wide green area makes a comfortable delivery; early or late releases change direction and pace. On touch, an easy upward swipe makes the same swing. Identical deliveries produce identical pinfall.
Each series contains three ten-frame games, for a total out of 900. Each frame has up to two rolls. A strike scores 10 plus the next two rolls; a spare scores 10 plus the next roll. Frame ten awards bonus rolls for strikes and spares. Equal series totals share the win.
One device seats one to four players. Online rooms seat two to four: create a room, copy its invitation and let friends join before the host starts. Only the current player can roll. The host advances between games; each online player saves their own completed series.
For the keyboard, focus the lane: A and D move your starting stance one board; left and right arrows move the target one board. Q and E choose curve, and Shift+Q or Shift+E adds more revs. Hold Space to swing and release Space to bowl, or press Enter twice. Tab reaches both sliders and every control; Escape closes Help or cancels an unfinished swing.
High revs change the entry angle: a good pocket hit may carry more pins, but on open lanes a wide curve can reach the gutter. Bumpers return wide shots to play; more revs are not a guaranteed gain.
Pins keep moving after contact and can knock down more pins. A pin that slides but stays standing remains where it stops for your spare.
Friendly bumpers and open lanes have separate boards. Assisted rolls and offline practice keep separate device bests. Complete all three games before saving a series or qualifying for the 300 and 900 clubs. Tap a count to see every dated achievement and its scorecards.
Invitations last thirty minutes. Rooms stay available for six hours, so there is time to finish together.
Your private seat reconnects in this tab. If a delivery loses its connection, Retry sends the same delivery once; refreshing does not award another ball. Saved series are verified by the server. Display names and scorecards are public when saved; private room access stays out of invitations and boards.
Want to explore the technical side of bowling? Try Crusty Lanes
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