
Candlepin bowling is a game that involves knocking over skinny pins with small balls. The rules are simple: each player gets three rolls per turn to knock over ten pins arranged in a pyramid. If all pins are knocked down in the first roll, it's a strike; in two rolls, a spare; and in three rolls, a ten box. The game consists of ten boxes, and the player's score is calculated by adding the number of pins knocked down in each box. Fallen pins are not removed between rolls, and players must wait for them to come to rest before rolling again. Scoring is done manually on a sheet, and there are penalties for fouls, such as a ball rolling into the gutter or a bowler abusing the equipment. Candlepin bowling has a dedicated following, with its own hall of fame and associations like the International Candlepin Bowling Association (ICBA).
| Characteristics | Values |
|---|---|
| Number of pins | 10 |
| Arrangement of pins | Pyramid-shaped with one pin in the nearest row and four pins in the furthest row |
| Number of balls per turn | 3 |
| Scoring | If all 10 pins are knocked down with the first ball (a strike), the player receives 10 points plus the count on the next two rolls. If all 10 pins are knocked down with two balls (a spare), the player receives 10 points plus the count of the next ball. If all three balls are needed to knock all the pins down, the score for that frame is 10. |
| Foul | A ball that first rolls into the gutter and then strikes deadwood (felled pins resting in the gutter) or hops out of the gutter and strikes a standing pin. A "lob"-bed ball that does not touch the lane before the lob line. |
| Game format | Consists of 10 boxes, in which not more than 3 balls are allowed per box. |
| Bonus balls | If a player gets a strike, they get a bonus of the pins felled by the first and second balls of their next box. |
| Maximum score | 245 |
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Strikes and spares
In candlepin bowling, a strike occurs when all ten pins are knocked down with the first ball. The player receives ten points plus the count of the next two rolls.
For example, if a player knocks down all ten pins in the fourth box with one ball, they score a strike. The player then adds the first two balls of the fifth box to the strike. So, if the player knocks down three pins with the first ball in the fifth box and two pins with the second, the total score for the strike is 15 (10 + 3 + 2).
If a player knocks down all ten pins with the three balls in a box, this is known as a "ten-box", marked by an X. No additional points are awarded, and the maximum score per box is ten.
A spare is when all ten pins are knocked down using two balls. The player receives ten points plus the number of pins knocked down with the first ball of the next box.
For example, if a player knocks down all ten pins in the sixth box with two balls, they score a spare. If the player then knocks down six pins with the first ball in the seventh box, the total score for the spare is 16 (10 + 6).
In the tenth box, if a player scores a spare, they get to roll one more ball and add that to their spare. So, if a player scores a spare in the ninth box, they get a total of 20 for that box (10 + 10).
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Scoring a strike
Candlepin bowling is a game that involves knocking over pins with a small ball. The rules are simple: each player gets three rolls per turn to knock over a set of ten skinny pins arranged in a pyramid. If you knock down all ten pins in the first roll, you get a strike.
To score a strike, players must aim for the pocket, which is the space between the headpin and the pin to its right or left. This is the ideal spot to hit because it maximizes the chance of knocking down all the pins. Players should also put some speed on their roll to increase the likelihood of getting a strike. However, candlepin bowling is notoriously difficult because the pins are skinny, and it is nearly impossible for the ball to strike every pin.
Players should also be aware of fouls, which can occur in several ways, including if the ball rolls into the gutter and then hits a downed pin or if the player crosses the foul line when releasing the ball. A foul results in a score of zero for that roll, and any pins knocked down by a foul ball are counted and remain down, reducing the number of pins that can be counted for the box.
In the tenth and final box, players can score three strikes since this is the only box where the number of pins is not relevant for the number of balls that can be rolled.
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Scoring a spare
When you score a spare, you receive 10 points, plus the count of the next ball. So, if you get a spare in the 9th box, you will fill your strike box with a 10, giving you a total of 20. To finish out the 10th box, roll one more ball and add that score to your spare. For example, if you knock down eight pins with your final ball, your total score for the 10th box would be 18 (10 + 8 = 18).
It is important to note that if you bowl a spare, and your first ball in the next box is a foul, you will score zero for the bonus. A foul can occur if your ball first rolls into the gutter and then hits downed pins, or if it hops out of the gutter and strikes a standing pin.
Additionally, if you are bowling with multiple players on the same lane, it is customary to roll two complete boxes before yielding the lane to the next bowler. This ensures that everyone has a fair chance to play and maintain their rhythm.
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Fouls and penalties
Candlepin bowling has specific rules regarding fouls and penalties. A foul always scores zero (0) pinfall for that ball's delivery. If a bowler commits a foul, they will lose that ball and any pins knocked down by that ball will not count in the scoring. The bowler will then have to play with the remaining balls, and only the pins knocked down by fair contact will be counted.
A gutter ball is also considered a foul. If a ball leaves the lane without making fair contact and returns to knock down pins, the bowler forfeits that ball and the pins knocked down will not be counted. The pins will be reset, and the bowler will have to continue with the remaining balls.
If a bowler commits a foul with the first ball and knocks down pins, the pins will be reset, and the bowler will have to continue with the remaining balls, only counting the pins knocked down fairly. If the first and second balls are fouls, the pins will be reset after each ball, and the bowler will have to use the third ball to score, with only the pins knocked down by the third ball counting.
If the first and third balls are fouls, but the second ball is fair, the bowler will only score the pins knocked down by the second ball. If a bowler accidentally fouls while taking a practice slide, the penalty is the same as the foot foul rule, and they will lose that ball.
Additionally, there is a foul line that players must not cross, and a lob line that the ball must first contact on the bowler's side. A foul can occur if the ball does not touch the lane within three meters before the lob line, or if the bowler's foot crosses the foul line.
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Scoring system
Candlepin bowling is divided into ten rounds, commonly referred to as boxes, rather than frames as in tenpin bowling. In each box, a player gets three attempts or rolls to knock down as many pins as possible. If all ten pins are knocked down in the first attempt, it is called a strike and is marked with a double line. The player receives ten points plus the count of the next two rolls. If all the pins are knocked down in two attempts, it is called a spare, marked with a single line, and the player receives ten points plus the count of the next ball. If all three balls are needed to knock down all the pins, the score for that frame is simply ten, and it is called a ten-box.
A foul is scored when a ball first rolls into the gutter and then strikes deadwood (felled pins resting in the gutter) or hops out of the gutter and strikes a standing pin. A foul can also be scored if a player delivers a "lobbed" ball that does not touch the playing area before the lob line or if a bowler's foot crosses over the foot foul line. A foul results in a score of zero for that frame.
In the final or tenth box, three balls are rolled regardless of the pincount, meaning three strikes can be scored. In this box, if a player scores a spare, they fill their strike box with a ten and add the score of the next ball to it. For example, if a player scores a spare and then knocks down eight pins in the next ball, their total score for that box is 18.
It is important to note that fallen pins are not removed from the pin deck area between balls, and players must wait for all fallen pins to come to rest before delivering the next ball. Additionally, any pins knocked over between turns are left to rest where they fall.
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