Basic structure

  • A game has 10 frames.
  • In frames 1–9 you get up to two rolls to knock down 10 pins. In the 10th frame you can get up to three rolls depending on strikes/spares.

Symbols commonly used

  • X = strike (all 10 pins on first roll).
  • / = spare (all remaining pins on second roll).
    • = miss (0 pins).
  • A number = pins knocked down that roll.

Scoring rules

  • Open frame (no strike or spare): score = pins knocked down in that frame (sum of two rolls).
  • Spare: score = 10 + pins knocked down on the next single roll.
  • Strike: score = 10 + pins knocked down on the next two rolls.
  • The score for a frame includes its bonus (if any) and is added cumulatively.

Tenth frame special case

  • If you roll a spare in the 10th, you get one extra bonus roll to determine the spare bonus.
  • If you roll a strike in the 10th, you get two extra rolls to determine the strike bonus.
  • Those extra rolls only count as bonuses for the 10th frame; there is no 11th frame.

Examples

  1. Open frames: frame 1 = 7 and 2 → frame score = 9.
  2. Spare: frame 1 = 7 and / → frame score = 10 + next roll. If next roll is 4, frame 1 = 14.
  3. Strike: frame 1 = X → frame score = 10 + next two rolls. If next two rolls are 7 and 2, frame 1 = 19.
  4. Perfect game: 12 strikes (X in frames 1–9, then X,X,X in 10th) → 300 (each of first 9 frames = 30, 10th = 30).
  5. Example partial scoring:
    • Frame 1: X (strike)
    • Frame 2: 7, / (spare)
    • Frame 3: 4, 2
      Scores:
    • Frame 1 = 10 + next two rolls (7 + 3) = 20
    • Frame 2 = 10 + next roll (4) = 14, cumulative = 34
    • Frame 3 = 4 + 2 = 6, cumulative = 40

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