How to use it
- Type the rolls in order. Spaces are optional and ignored, so
X X 7/andXX7/mean the same. - Use X for a strike, a digit for pins knocked down,
-(or 0) for a miss and / for a spare. - Read the cumulative score of each frame. Frames whose bonus rolls have not been played show …
Scoring rules
- Open frame: the pins knocked down in two rolls.
- Spare (/): 10 + the next roll.
- Strike (X): 10 + the next two rolls.
- 10th frame: a strike or spare gives bonus rolls, up to three rolls in all; they are counted as plain pins.
Worked example
The sample game X 7/ 72 9/ X X X 23 6/ 7/3 scores 20, 37, 46, 66, 96, 118, 133, 138, 155 and 168. Frame 1 is a strike followed by 7 and a spare: 10 + 10 = 20. Frame 2 is a spare followed by 7: 10 + 7 = 17, for a total of 37.
Common mistakes
Writing a spare as two digits (73) is rejected - ten pins in a frame is always a spare, so type 7/. A strike in the first roll of frames 1 to 9 ends the frame; do not add a zero after it.