Rolling Pins
Rolling Pins Rulebook
Table of Contents
Table of Contents
Components
- Game sheet
- 3 dice (d6)
- Pen or pencil
Gameplay
Start in the first frame and play through all 10 frames. In each frame you will play two "balls".
Begin the frame by rolling either one or two dice. You may then cross out as many pins in the current frame as you like, but the numbers on the crossed-out pins must add up exactly to the value you rolled.
E.g. If you roll a 1 and a 6, you may cross out a pin with a number 7, or two pins with numbers 2 and 5, or three pins with numbers 1, 2 and 4.
After crossing out the pins, you will roll again in the same frame and continue to cross out pins and roll until unable. Only the pins that are not crossed out are available to you.
When you can't cross out pins that add up exactly to the value rolled, don't cross out any pins at all and your first ball is over.
You may choose to miss on purpose and move on to the second ball after you rolled the dice, if you believe that might be advantageous to your game.
After your first miss, you will start rolling for your second ball in the same frame, using only the pins that have not been crossed out during the first ball. Continue rolling and crossing out pins until you miss. This is the end of your second ball of that frame, and now you will move on to the next frame.
Special Abilities
First, at the start of each frame you are given one ability to increase or decrease the value of a die by 1, represented by the bowling ball.
If you use this ability, cross out the bowling ball. You may also use any balls from previous frames that have not been used, either on separate rolls, or all at once.
E.g. if you have two balls from previous frames and one in the current frame, you may use all 3 at once to change a roll of 7 to 10.
You may also unlock certain special abilities, located on the right side of the game sheet. In each frame there are two gray pins. If you cross out one of these pins on the second ball of the frame, you may mark one of the squares on the right side of the sheet.
Note that you will not do this if you cross out a gray pin with the first ball of the frame.
You may also mark one square if you score a strike.
You may mark any of the squares in the top five areas. The bottom five areas are only available if all ten squares in the top five areas are marked.
Once you mark all the squares in one area (either 1, 2 or 3 squares), you immediately gain the special ability associated with that area. Circle the icon to the right of the squares to show you have that ability, and once used cross it out.
Tenpin
From now on to the end of the game, if your first roll of a frame is double 5s, you immediately score a strike. Strikes are explained in the scoring section. You may adjust your initial roll with special abilities. You may still use the bowling ball ability from this frame in the future, and you will mark an ability square for scoring a strike.
Extra Die
Once per game, you may roll an extra die for each roll until the end of that ball. After the roll, discard one die. This means you will roll 3 dice each roll in either the first or the second ball and select two of them to use. If you choose to roll one die, you will roll two and pick one to use. You may combine with Tenpin. You may also combine with Re-roll to re-roll all the dice.
Re-roll
Once per game, you may re-roll all the dice. If you have Tenpin unlocked, you may re-roll the first roll of the frame and score a strike if you roll double 5s.
Extra Pin
Once per game, cross out a pin in the current frame. You still need to use the value of the dice to avoid missing. You may use the Extra Pin after you have already missed. If you use it after the end of the first ball in that frame on a gray pin, you may mark a square.
Flip
Once per game after rolling, you may turn one die to its opposite face. I.e. 3 to 4, 2 to 5, 1 to 6 or vice versa. Can be combined with Tenpin to turn a first roll of 5-2 into double 5s.
Auto-strike
Immediately score a strike in the next available frame. You may still use the bowling ball ability from that frame in the future frames. You may also mark one special ability square for scoring a strike.
Scoring
Score each frame in the score box located at the bottom of the frame. Count how many pins you crossed out with the first ball and write that amount in the left corner square. In the right square, write the number of pins crossed out with the second ball. Sum of these two squares should add up to the total number of pins crossed out in that frame. This is your score for the frame. Keep the running total in the remainder of the score box.
E.g. You crossed out 7 pins, then you missed. With the second ball you managed to cross out 2 more pins. Score is 9 for that frame.
If you manage to cross out all 10 pins with your second ball, you score a "spare". Write a / in the right corner square. The score for that frame is 10 plus a bonus equal to the score of the next ball.
E.g. You scored a spare in the first frame. In the second frame you scored 6 pins with the first ball. The score for the first frame is 10+6 (bonus equal to the next ball)=16.
If you cross out all 10 pins with the first ball, you score a "strike". Write an X in the left corner square. The score for that frame is 10 plus a bonus equal to the score of the next two balls. Also, don't forget to mark one ability square each time you score a strike.
E.g. You scored a strike in the first frame. In the second frame you scored 6 pins with the first ball and 2 pins with the second ball. The score for the first frame is 10+8 (bonus equal to the next two balls)=18.
E.g. The score for the first frame is 10+10 (for the strike in the second frame)+8 (for the first ball in the third frame)=28.
Scoring multiple strikes in a row can make the score for the frame up to 30. Perfect game is 300. In the bottom right of the game sheet you will find two bonus frames. Only use these if you score a spare or a strike in the last frame to determine the bonus. These frames don't have special gray pins or bowling balls.
Solo Table
| Score | Rank |
|---|---|
| ≤99 | Pinhead |
| 100-134 | Beginner |
| 135-169 | Intermediate |
| 170-199 | Advanced |
| 200+ | Master |
Multiplayer
As in regular bowling, each player plays their own "solo" game and compares scores. If you wish to play with duplicate rolls, include one die of different color. Players that choose to roll one die will only use the value of that die, while other players will use both dice. After rolling, you may then use any ability you have on the rolled dice. You will also need another die of the third color to accommodate the Extra Die ability.
Special Thanks
... to all the people who tested the game and provided great feedback. In no particular order:
Wayne Koenig Scott Gleason Bill Nickeas Arjay 82 Thagrynor pesto 12601 Koala Pete David Atkinson