The Power of the ball is one of the most crucial stats in the game, determining how forcefully the ball hits the pins. A higher Power means a heavier ball, and more pins down, leading to more Strikes. The balls with the most Power are the Powerful balls.
Here's a useful tip to determine which ball to use at different levels: Check the ball's card for the Tour number where it gets unlocked. This indicates that the ball has enough Power for that level. For instance, if you unlock the Samurai ball on Tour 7, it will be effective for getting strikes on that level.
Getting started
Characters, Balls, and Gear cards can be upgraded, with the max upgrade level being 10. To upgrade a card to the next level, you need to meet two requirements: have enough cards of the item and enough Silver. Once you have enough cards to upgrade to the next level, a green badge will appear on the card.
You can see how many cards you need at the bottom of the card. For example, 60/120 means you have collected 60 cards and need 60 more to upgrade it to the next level.
You can obtain cards from Boxes or purchase them in the Shop.
Upgrades are important because they enhance the parameters of Characters, Balls, and Gear. For example, the Knockdown ball has Power=34 when not upgraded and Power=51 when upgraded to the max level.
Aiming at the central pin can leave corner pins standing. Try hitting the pins slightly off-center, between the head pin and the next pin, to increase your chances of getting a Strike.
Accuracy affects the speed of the control arrow. As the arrow moves faster with each new Tour, it's crucial to keep it under control. Increasing Accuracy slows down the control arrow, giving you better control of the ball and a higher chance of making Perfect shots.
Strike happens when you knock down all 10 pins on your first attempt. Strike doubles the amount of Followers gained with a throw.
Split is a situation when the first ball in a frame knocks down the headpin but leaves two or more groups of one or more pins standing. Split multiplies the number of Followers by x1.5.
Spare is when you fail to knock down all 10 pins at your first attempt in a frame but manage to clear the remaining pins at your second attempt. Spare multiplies the number of Followers by x1.25.
Nice is all other combinations of pins left in the first shot of a frame except Strike and Split. Nice doesn't multiply the number of Followers.
Open happens when you leave one or more pins standing after your second attempt in a frame. And it doesn't multiply the number of Followers either.
Miss happens when you don't hit any of the pins at all. And it resets your Followers, so you don't get any for a throw even if you use Spin, Loft, or Accuracy.
A match consists of 3 rounds, also called frames. Each frame has 2 attempts, or shots and each shot has a time limit of 30 seconds. If you knock down all pins with your first shot in a frame, it's called a Strike, and you get 10 points plus the number of pins you knock down in the next frame. If you knock down all pins with your second shot, it's called a Spare, and you get 10 points plus the number of pins you knock down in your first shot of the next frame.
In the 3rd frame, you have an opportunity to make an extra attempt if you achieve a Strike or a Spare with your two first throws. However, it's important to note that the bonus point system does not apply during the 3rd frame. For example, if you get three Strikes in a row, instead of receiving 30+20+10 points, you will receive 10+10+10 points.
The maximum amount of shots in a match is 7, 2-2-3. The minimum amount would be 4, 1-1-2. The maximum score in a match is 90, which requires getting 5 Strikes in a row.