Ten-pin bowling Effectively, there are three kinds of marks given in a score; a strike (all ten down in the first ball), a spare (all ten down by the second ball), and an open (one or more pins still standing after the second ball). A strike earns ten pins plus the pins for the next two balls thrown. (For example, if a player got a strike then followed with a 7 and 2 in the next frame, the value for the strike frame would be 10+7+2, or 19; if the player got a strike followed by another strike the next frame and
Ten-pin bowling to knock down all ten bowling pins. Optimal ball speed, which is defined as the time it takes for the ball to travel from one foot past the foul line to the head pin, is 2.3 seconds (this number can shift to 2.2 or 2.4 depending on the dryness or slickness of the lane). A ball that is rolled too fast will not give the pins enough time to “mix” with other pins, or in other words, to knock each other down in a domino effect motion. Conversely, a ball rolled too slowly will deflect too much and will not