Bowling Duel

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How to play

Bowling Duel is ten-pin bowling seen from above: a long maple lane, gutters on both sides and ten pins in a triangle at the far end. Players take turns frame by frame, and the score sheet under the lane fills in exactly like a real one. Play against a friend on one device or against a bot with three skill levels.

Aiming. Your ball waits at the foul line. A / D (Red) or ← / → (Blue) swing the aim line; on a phone drag left and right. The line reaches from gutter to gutter, so a wide aim is a gutter ball.

Hook. W / S or ↑ / ↓ set the hook, from two steps up through straight to two steps down. A hooked ball starts straight and curves more as it slows down. The little curve at the end of the aim line shows where it will bend.

Power. Hold Space (Red) or Enter (Blue), or the 🎳 button. The ring around the ball fills and empties like a swinging meter; release to roll. A faster ball scatters the pins harder, a slower one keeps the hook tighter. If you wait too long, the ball is released automatically.

Pins. A pin counts as knocked down when it is pushed off its spot or set tumbling. Fallen pins slide into their neighbours and bounce off the side walls, so a ball into the pocket between the head pin and the pin beside it can take all ten. Standing pins stay where they are for your second roll.

Scoring. Standard ten-pin rules. A strike (all ten on the first roll) adds your next two rolls; a spare (all ten in two rolls) adds the next one. In the last frame a strike or spare earns a third roll. A perfect game is 300. The match lasts 10 frames (5 in the menu); the higher total wins, equal totals are a draw.

Strategy

Find the pocket. Straight down the middle leaves pins standing on both sides. Aim a little to one side and hook back into the gap between the head pin and its neighbour.

Learn the yellow band. The meter moves quickly; full power is not always best. A medium roll with a hook carries the pins better than a straight cannonball.

Spares win matches. With a few pins left, roll straight at them with no hook. Count the open frames you avoid: ten spares beat four strikes and six splits.

Watch the bot. The bot aims with the same physics you play with. When it leaves the same pins twice, that line is worth copying.

If you enjoy Bowling Duel, try Brick Bounce or Cart Rush next.

Frequently asked questions

Why did my ball go into the gutter even though it started on the lane?

The hook keeps curving as the ball slows. A strong hook aimed near the edge will leave the lane before the pins; aim closer to the centre or reduce the hook.

Do the gutters ever return the ball to the pins?

No. A ball in the gutter stays there and passes the pins without touching them, like on a real lane.

How does the third roll in the tenth frame work?

After a strike the pins are reset and you get two more rolls; after a spare they are reset for one more. The third roll's pins are simply added to the frame.

Can two people play on one phone?

Yes. Turn the phone sideways: the current player uses their half of the screen to aim and roll, and the bot mode uses the left half only.

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