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Gamehelprollingpins

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Overview

Roll 1 or 2 dice and then cross out pins equal to the total (e.g. with 5 you could cross out 2 & 3 or 4 & 1)

Keep rolling until you cannot make a valid cross out (e.g. with a 4, cross out 3 and 1, but as 3 was used in last example, you have to stop)

You then get to start a second roll phase, but keep the same crossed out pins

Once you cannot make a valid cross out on the second roll, your turn ends

Scoring

You score for the quantity of pins crossed out in a turn

Two bonuses are afforded

a) Crossing out all 10 pins with ball 2 gives you a score of 10 + the next first attempt's score

b) Crossing out all 10 pins with ball 1 gives you a score of 10 + the score of both attempts on your next turn


Extra Help

You may click on the depicted bowling ball to add or subtract 1 from your current roll