These original examples use only our play page’s three nine-pin modes. They show why the same pinfall can earn different points in different modes. Start without multipliers, then add them as a second step.
In this guide
Exercise 1: ten full-rack throws
You knock down 9, 7, 8, 0, 9, 6, 5, 9, 8 and 7 pins. What is the pinfall total? Does the final seven earn an extra throw?
Answer and explanation
68 and no extra throw. Each attempt starts with nine reset pins. There is no spare or strike bonus. Even a final all-nine throw would not extend the ten-throw round.
Exercise 2: three throws to clear
A clearing round knocks down 5, then 3, then 1 pin. All three rolls have factor 2. What scores without and with the multiplier? What remains before the third roll?
Answer and explanation
Without multipliers 9, with them 18. One pin remains before the third roll. Clearing ends the round and starts the next. Completing the rack does not add another ten points.
Exercise 3: a figure’s completion score
The first current figure contains six pins. You knock down 3, 2 and 1; all three attempts have factor 2. How many points does the completed figure earn?
Show hint
This mode scores completion rather than each fallen pin.
Answer and explanation
Without multipliers 10, with them 20. Figures uses the successful final throw’s starting factor. If one pin remained after three attempts, the score would be zero. Its six pins are not six base points in this mode.
Exercise 4: which totals are comparable?
One full-rack game shows 68 without multipliers; another shows 120 with them. Does the second demonstrate better pinfall? What information is missing?
Answer and explanation
No. Plus points can come from position factors. Compare actual pinfall under the same mode, multiplier and aiming-guide settings. A Figures score also does not belong in the same comparison as a Full Rack game.