Score
0
Frame
1 / 10
Best
—
Swipe up to throw
Swipe to roll the ball. Knock down all 10 pins for a strike.
Ten pins stand in a triangle at the far end of the lane. Your ball sits at the bottom.
Swipe upward anywhere on the lane (toward the pins) — the direction sets the throw line and the swipe length sets the power. Release to roll.
Every frame the lane gets a new drift, shown by the blue arrow in the middle of the lane. The ball curves that way all the way down — more with a longer arrow and with a slower throw — so the strike line changes from frame to frame. A ball that leaves the lane drops into the gutter and rolls to the end without touching a pin.
A game has 10 frames. In frames 1–9 you get up to 2 throws per frame. In frame 10 you get a bonus throw if you knock all pins down.
Standard scoring:
• Strike (10 down on 1st throw): 10 + your next 2 throws
• Spare (10 down by 2nd throw): 10 + your next 1 throw
• Otherwise: just the pins you knocked down
Goal: highest score across the 10 frames. Maximum 300 with all strikes.
Read the arrow before every first ball. The blue arrow in the middle of the lane is this frame's drift, and the ball bends toward it the whole way down, so the strike line is only straight up when the arrow shrinks to a dot. With a long arrow, start the ball a few degrees the other way and let the drift carry it back into the head pin; the dashed aiming line shows where the ball starts, not where it ends up. Swipe long while you learn: a full-power ball spends less time on the lane, so the drift bends it less and your corrections stay small, while a slow ball curves far more and can end up in the gutter.
Power changes the line, not the wood — a fast ball does not skid through the rack, and a ball that meets the head pin squarely scatters the rack at any speed. The drift stays the same for both balls of a frame, so a first ball that missed tells you exactly how much the lane bent it; use that before the spare, and aim at where the leftover pins actually stand, because standing pins are not reset. Strikes add your next two throws, so the frames where you read the arrow right are worth far more than safely clearing one or two pins.