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The Fluffy Bunny Event Guide *completed*

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The Fluffy Bunny Event Guide v.2.5.5

This guide will detail how to setup and run the various events that I have created and run on the shard for the last few months, in case someone else would like to use an idea or two.

Events will be broken down as follows:

"EVENT TITLE"
Preparation: A list of all materials, objects, resources you will need
Setup: A description of how to setup the event
Rules: A list of the rules for that particular game, subject to change of course
Description: A brief description of play

We will cover:

  • v Version 1.0 games
  • Find Fluffy
  • Paint Ball
  • Snake
  • Pirate Hunt
  • Riddle Game
  • Maze House
  • I Spy
  • Treasure Hunt
  • Naked Dungeon Run
  • Armageddon Circle
  • v Version 2.0 games
  • Ultimate Bagball
  • Prison Tag
  • Spontaneous Chaos
  • Chutes and Ladders
  • Capture the Flag (Paintball replacement)
  • Battleship
  • Paragon Elemental Pull
  • v Version 3.0 games
  • Alchemical Bowling - Not my game but I like it and want others to know how to play
FIND FLUFFY

Preparation: You may need any or all of the following
  • a Hiding Spot
  • a Recall Rune marked for your Hiding Spot
  • one or more Guards if the event is in FEL and you are using the Kill Rule
  • Access to a Photo Hosting Site
  • a Prize/Reward
  • Crates, Boxes, Candelabras to use as blockers
  • Ore or other such weighty objects to fill the above containers
  • Roughly 15min of "prep-time"
Setup:

First off you should choose your hiding spot, once that is done mark a rune for the spot, and go somewhere else until aproximately one minute before the event is scheduled to start.

During this time you should make sure you have access to the forums, and that you have choosen a good picture hosting site. Personally I like to use ImageShack® - Online Photo and Video Hosting Once that is all set, make sure you have a prize choosen out to give, or "drop" for the winner.

If the event is taking place in Fel and you are using the Kill Rule, then make sure you have a guard or two, and that you setup some blockage, maze-like, battlements at least ten minutes prior to the start of the event.

At about one minute till the start goto the forums and post a picture of yourself at the location, the smaller the picture is the better. If the area may prove to challenging for people, you may want to include a shot of the mini-map as well. Try not to show "obvious" land marks or wear any give-away clothing/gear.

Rules:

1- The first person to find "Fluffy" is the winner
2- "Fluffy" may use any item, gear, or ability available, as long as he is where the picture shows
3- "Fluffy" may hide anywhere, any facet, any area, as long as everyone is able to get there somehow
4- "The Kill Rule": If the event takes place in Fel, you may have to kill "Fluffy" and any number of guards in order to claim an uninsured reward on the body of "Fluffy"

Description:

This game boils down to being a game of hide-n-seek, when the picture is placed on the forums, the first person to find "Fluffy" in his hiding spot will be the winner.

PAINT BALL

Preparation: You may need any or all of the following
  • 1 Keg of Greater Explosion Potions
  • 4 Kegs of Normal Explosion Potions
  • Empty Bottles
  • 2 Normal Conflag Potions
  • a Number of Small Locked Crates, half dyed Red, half Blue
  • a Number of Robes, half dyed Red, half Blue
  • a number of empty Bags
  • a 18x18 coustomized home, designed with paintball in mind (an Arena)
  • 50 normal explosion potions per participant
  • a Prize/Reward for the winning team
  • a Snooper with better than 50 snooping
  • 20-30 Greater Heal Potions (to pass out after each round for fast healing)
  • A few hours of prep time, if its your first time, about 30-45min if this is a repeat event for you
Setup:

Well obviously the biggest aspect in the setup of a good paintball event is the arena. You should try and find a nice 18x18 plot in Fel, and customize it to give it the feel of an Arena. There should be plenty of hiding spots, multi-level access, and it should be wide open with a spectator area. Make sure to include an area to place 2 normal explosion kegs set to anyone security on each team's side, and a spot in the aproximate middle of the arena for the keg of greater explosion potions also set to anyone security.

Aside from that, before hand you will have to determine aproximately how many people you are expecting and make Paint Ball Packets for everyone. A Paint Ball Packet is a bag that contains; 50 Normal Explosion Potions, 30 Empty Bottles, 1 Red or Blue Locked Small Crate, 1 Red or Blue Robe, and -*Possibly*- 1 Normal Conflag Potion.

It is a good idea to drag a healer or two outside your arena before the event starts as faction and warring guild rezzing can be a hassle.

Set your Snooper up just outside the gate so that he or she can efficiently snoop people as they are gated in to the festivities.

Rules:

1- Participants must be naked, with nothing in their packs
2- No Healing of any kind is allowed
3- No Hiding or Stealthing is allowed
4- Wrestling specials ARE allowed
5- Crates are to be used as Blockers, and can be picked up again
6- The game is over when one team is remaining
7- No one is allowed to touch the kegs before the event starts

Description:

When the "Ref" begins the game, by having each team member "Flag" on him and then shouting "GO", each team will begin to hurl normal explosion potions at each other, and scramble around the arena. After aproximately one minute the teams should be able to access the keg of greater explosion potions and do more damage to each other. The winning team will be the one with the last person or people alive.


SNAKE

Preparation
: You may need any or all of the following
  • 50 Locked Medium Crates
  • 50 Locked Medium Crates Dyed Red (or any other color)
  • an Arena roughly 7x10 (can be Fel or Tram)
  • 2 Empty Bags
  • 40-50 Goza Mats
  • 10-15min of Prep Time
Setup:

Craft and Lock all 100 Medium Crates, then dye half of them whatever color you choose. Put 50 in one bag and 50 in another bag. Next design a roughly 7x10 play area, and line the bottom with goza mats (makes counting "standing room" easier).

Rules:

1- Crates can NOT be picked up again once placed (even if they are stacked)
2- No Hiding or Stealthing
3- No Attacking opponents
4- Winner will be the person at the end who has the most leg room left
5- Crates must be placed touching the previously placed crate, no hopping around, and no diagonals.

Description:

When the first two opponents are in the arena, and the "Ref" says go, they will try and box each other in to a small area of the play space. When neither person can get to the other the game is over, and the ref will count up the tiles to determine who has the most play space left. That person will be the winner of that match.

SNAKE video!

PIRATE HUNT

Preparation: You may need any or all of the following
  • High-Seas Access
  • a High-Seas Boat (cannon ready)
  • a Crew of 2-3 to work your cannons
  • "Decorative" Pirate Loot
  • a Sextant
  • PLENTY of all materials necessary to fire your cannons
  • a Reward/Prize (should be in the Hold of the ship)
  • Aproximately 40min of prep time
Setup:

Before you begin, recruit your crew and make sure they know how to fire cannons efficiently. Once that is done, decorate your ship to look like a pirate ship...

After that grab a sextant and make sure you know how to read it properly hehehe. You're basically all set.

Rules:

1- There are no Rules for Pirate Hunt

Description:

When the event starts, make a general "RP-ish" announcement on where your pirate ship can be found. From then on it is up to you to determine how often to update your location to the masses. Once someone has found your ship, you are not allowed to run until one or the other vessel has been sunk and looted. Continue on until your pirate ship has been sunk.

RIDDLE GAME

Preparation: You may need any or all of the following
  • Access to a good Riddle Book or a good immagination
  • a Reward/Prize for each riddle
  • 10min Prep Time
Setup:

The only setup required is to have a few riddles prepared before hand, and prizes to give away when someone gets the answer correctly.

Rules:

1- There are no rules for Riddle Game

Description:

A few minutes before your event is scheduled to begin, make sure to spam in general chat that you will be having a riddle contest. Then from the start of the event until the end make sure to pay close attention to general chat so that you dont miss someone giving a correct answer and accidently award the prize to the second or third person to get the answer correct.


MAZE HOUSE

Preparation: You may need any or all of the following
  • one or two houses you can coustomize
  • a few sets of house teleportation tiles
  • A lot of prep time, and a devious mind
  • a Reward/Prize for the first to solve the maze
Setup:

Once you have your house locations picked out, and placed, the only thing left to do is customize your houses to make a giant intricate maze. You should try and use as many diffrent maze ideas as possible. Some examples are:
  • Dead Falls
  • Repeating Teleporters (linked back to one loop)
  • Dead Ends
  • Secret Doors
  • Mis-Leading optical illusions
  • Locked & Unlocked doors
  • "Hidden" Teleporters
  • Multiple linked mazes (where you have to go from one house to another an back to solve it)
Rules:

1- There are no rules for Maze House

Description:

The "starting" house should have its front door locked until the event is about to begin, once it is time unlock the door and let everyone get lost in the maze. For extra fun time how long it takes the first person to solve the whole thing (17min for my 3 houses).

I SPY

Preparation: You may need any or all of the following
  • a lot of screenshots
  • access to a photo hosting site
  • a Photo editing program (i use mspaint)
  • a Reward/Prize
  • 45-1hr prep time
Setup:

Start by finding a good picture to use as your base photo, then take sections of other screen shots and use them to make a collage. Once it looks difficult enough (cluttered mess), use your photo hosting site and post the picture on the forums with a list of at least ten things that people should look for in your collage. Provide a link to a free photo hosting site so that people can circle their guesses and then repost the picture for your judging.

Rules:

1- There are no rules for I Spy

Description:

Unnecessary for this game.

TREASURE HUNT

Preparation: You may need any or all of the following
  • a number of books
  • a number of red leaves
  • basic secret code making skills
  • basic riddles
  • a number of empty bags
  • a Prize/Reward
  • 30min prep time
Setup:

First off decide what items you want your treasure seekers to look for, I tried to have at least 7 diffrent items that they would have to bring back.

After you have decided that work out riddles, puzzles, or codes that will lead your group to each item. Write them down in the books and seal them using a red leaf. Place the books in an empty bag. This will be your hunting pack that you hand out to each treasure seeker.

Rules:

1- Items can be found anywhere
2- Anyone who gives away answers in general chat is disqualified
3- Helping your friends in a private group is ok
4- All items on the list must be accounted for and in the hunting pack when returned
5- If a riddle, code, or clue is to difficult a clue or two in general chat is fine
6- If a player comes up with an item that fits a clue, that item will also count as correct. Even if its not the intended item.

Description:

At the start of the event players will be given their hunting pack and left to their own devices. After about 1hr if no one has come back with the required items the game is over, an announcement should be made in general chat. If someone does come back with all the items they are the winner and an announcement should be made in general chat.

NAKED DUNGEON RUN

Preparation: You may need any or all of the following
  • a Rune to your dungeon in both Tram and Fel
  • one or two helpers
  • a Snooper with better than 50 snooping
  • a Prize/Reward
  • 20-30min prep time
Setup:

Once you have decided which dungeon your group will be running thru, make runes to the entrance in both tram and fel, so you can move the event from one to the other as necessary.

Next get your Snooper to the entrance close to where you will be gating people to, so that he/she can snoop people efficiently.

If you are going to have any extra surprises in store for people, such as blocked off pathways make sure to set that up well in advance. And position your stealthed "check-mark" helpers in strategic locations. Be sure to have a character at the very bottom of the dungeon so that you know who the winner is.

Rules:

1- Participants must be naked, with nothing in their packs
2- No Healing of any kind is allowed
3- No Hiding or Stealthing is allowed
4- No mounts are allowed
5- No pets are allowed

Description:

After gating people to the entrance of the intended dungeon, gather everyone at the front and make sure your snooper has checked everyone's pack.

When that is confirmed yell GO!, and then sit back and watch as the ghosts come pouring out of the dungeon for the next 30-40 min.

Armageddon Circle

Preparation
: You may need any or all of the following
  • 5 Small Blackrock Pieces for each competitor
  • A wide open area in Tram or Fel
  • a number of locked medium boxes
  • an Empty Chest
  • 1 Empty Bag per contestant
  • a Reward/Prize
  • an UNKNOWN amount of prep time (never run this game)
Setup:

Place 5 Pieces of Small Blackrock in a bag, one bag and 5 pieces per expected competitor. Next design a relay race area, or maze depending on how devious you are feeling.

In the starting area place the empty chest, it should be in a central location to all competitors.

Rules:

1- No mounts
2- No attacking other players (if in Fel)
3- No moving locked crates
4- No healing of any sort

Description:

Possibly better used to start another event such as a maze house run...

After everyone is around the Empty Chest the event coordinator will yell GO! All contestants will take 1 blackrock from the bag they have been given, place it on the ground under them and then begin trying to successfully cast Armageddon (Vas Kal An Mani In Corp Hur Tym). As soon as they are successful at casting the spell they will then begin the relay race or maze, the first person to the end is the winner.

If they manage to totally blow themselves up, and scatter their body parts everywhere, they may bypass the maze or relay if they can gather up their body parts and place them ALL into the chest in the central area.

(Game probably needs some refining but the idea in global chat was to good to pass up, Enjoy)

Ultimate Bagball

Preparation: You may need any or all of the following
  • 3 Color coded bagballs (Red, Orange, Yellow)
  • 6 bags containing, 2 greater heals, 1 explosion potion, 1 conflag potion, and a medium crate (game bag)
  • a ton of ore, in order to weigh down the bagballs
  • "Goal" markers, I think I would use colored cloth to signify goal lines
  • 6 suits of whatever armor (if any) is being provided
  • a Reward/Prize
  • an UNKNOWN amount of prep time (never run this game)
Setup:

Make the game bags, and set them aside. Hopefully you have choosen which dungeon the game will be played in and wether or not you will be running around in Tram or in Fel (Fel adds a whole secondary set of rules, but is much more entertaining). If not, decide and mark a rune or two for gating purposes. Next setup your goal lines, and lastly fill and place your bagballs in the center of the arena.

Rules - Tram:

1- No mounts
2- Participants must arrive naked, with nothing in their packs
3- No healing, aside from the provided potions is allowed
4- No Hiding or Stealthing is allowed
5- Crates are to be used as Blockers, and can be picked up again
6- The game is designed to be played quick, holding a bagball is poor sportsmanship

Rules - Fel:

1- No mounts
2- Participants must arrive naked, with nothing in their packs
3- No healing, aside from the provided potions is allowed
4- No Hiding or Stealthing is allowed
5- Crates are to be used as Blockers, and can be picked up again
6- The game is designed to be played quick, holding a bagball is poor sportsmanship
7- Wrestling specials are allowed
8- Killing the other team is not allowed, but a miss step into an explosion or conflag potion is not illegal...

Description:

Two teams, 3 people per team, head into a dungeon to a set floor. From there they split up and go to opposite sides. When the ref yells Go in general chat each team rushes to the middle and then tries to drag a bagball (color coded to help determine the ball in play) to the oposing team's side. When one team makes it, they get a point and each team heads back to their sides. First team to two points wins.

Prison Tag

Preparation: You may need any or all of the following
  • a Rune or two to Dungeon Wrong in Tram
  • Healing Reagents, or a Dedicated Healer/Rez'ing character
  • Color Coded Robes to differentiate between the teams (3-4 per color)
  • a Reward for the winning team
  • "extra loot" to be hidden in the maze
  • a key labeled "Prison Escape Key" for each participating team
  • 30min of prep time
Setup:

Before the event begins, get a character to the treasure chest room in the Wrong Maze (Wrong Level 3). Place a few Prison Escape Keys on the floor. Then go around the dungeon and place any extra loot along walls, or where ever the spirit moves ya. Lastly make color coded robes for the teams to wear, at least 3 per team.

Rules:

1- No mounts
2- No hiding/stealthing/animal form
3- No invis potions
4-*Possibly more rules, but I havent had a problem yet

Description:

After gating everyone who is participating in the game to the entrance of Wrong Dungeon the group should make its way to level 3, the prison/maze. Once there everyone will be given team robes so that a winner is clear. After everyone is outfitted, the host will yell GO! and everyone will make their way to the treasure room, there they will grab 1 Prison Escape Key per team and try and make their way out of the dungeon. The winning team is the first who's entire group makes it out of the prison/maze area with the prison escape key.

Spontaneuos Chaos

Preparation: You may need any or all of the following
  • A LOT of blank books
  • A LOT of wooden chests
  • Special color dye(s)
  • a good immagination
  • a character with Hiding/Stealth (multiple characters)
  • Scene setting decorations, "atmosphere"
  • a "cast" of characters to play parts
  • a reward
Setup:

First you will need a story, next you need to determine how many stealth characters you will be using, Stealthers are used to drop "event starter" items, in this case a specially colored chest with a notebook in front of unsuspecting players. After that recruit some friends or family to play characters as necessary.

Rules:

There are no rules, unless there are. (It all depends on your story)

Description:

Once you have a story you want to share, and have made all the necessary preparations, find someone, drop a event starting item (specially colored and labled chest) in front of them, and watch as they follow the story and clues to the end. For older players this should remind you of "seers", small events for small groups of people. Hopefully enjoyable for everyone.

Chutes and Ladders

Preparation: You may need any or all of the following
  • 100 Goza mats
  • a 10x10 "game board" area
  • dice for each player
  • a reward
Setup:

*Note* After playing this game, it is definately better to play in tram, push thru was a pain in fel.

Ideally you should be making this in an 18x18, make a 10x10 square, be sure that all 100 square are in walkable tiles. Next place teleporters around the game area, these will function as your chutes. Once the board is made set the teleport tile at the bottom of the chute to owner only, so that players can not go up chutes, only down. Now place colored goza mats as your ladders, red linking to red, blue linking to blue, etc. Lastly cover the teleport tiles with black goza mats.



Rules:

1- No mounts
2- No hiding/stealthing/animal form
3- No attacking other players, no one will die playing this game! ;)
4- When it is your turn to move, place your dice on the ground and roll so that everyone can see

Description:

Players will all start from the same area, rolls will be made to determine the order of play. Once set, the first person will place their dice on the ground and roll, then move the appropriate number of squares. If you land on a colored tile you then move to the next tile of the same color (a ladder). If you land on a black hole, you may be teleported backwards (a chute). The first person to reach the last tile on the board is the winner.

Capture the Flag

Preparation
: You may need any or all of the following
  • Keg of Greater Explosion Potions
  • Kegs of Normal Explosion Potions
  • Empty Bottles
  • 2 Normal Conflag Potions
  • a Number of Small Locked Crates, half dyed Red, half Blue
  • a Number of Robes, half dyed Red, half Blue
  • a number of empty Bags
  • an enclosed and secluded location
  • 50 normal explosion potions per participant
  • a Prize/Reward for the winning team
  • a Snooper with better than 50 snooping
  • 20-30 Greater Heal Potions (to pass out after each round for fast healing)
  • A few hours of prep time, if its your first time, about 30-45min if this is a repeat event for you
  • Bagballs filled with ore to mark the edge of the play area
Setup:

The biggest setup requirement for this game is to scout locations that would make good fighting areas. After that all that remains is to make bags for the fight, mark a rune, and advertise.

Rules:

1- Participants must be naked, with nothing in their packs
2- No Healing of any kind is allowed
3- No Hiding or Stealthing is allowed
4- Wrestling specials ARE allowed
5- Crates are to be used as Blockers, and can be picked up again
6- The game is over when one team is remaining OR one team controlls both flags at their "end zone"
7- Teams CAN NOT pick up their own flag, only the oposing teams flag

Description:

After being gated to the undisclosed location, participants will be snooped to make sure your packs are empty. After satisfied the ref will hand you paintball packets (bag of stuff to be used during play). Once that is done, teams will be obvious as the paintball packets will contain diffrent colored robes among other things. After each team is ready the two groups will head to oposite sides of the play area, and flag on the ref (this means go into war mode and attack the ref, so that you beome grey). When everyone is grey the ref will yell "GO" and you may commence blowing each other up. The twist to this game is that at each side of the play area teams will discover a diffrent colored cloak, this is a team flag. Teams may win by capturing the other flag (equiping the cloak, and running back to your side), however you own flag must be in possession of your team as well.

Capture the Flag Video

BattleShip

Preparation: You may need any or all of the following
  • 200 Goza mats
  • 2 10x10 "game board" areas
  • 40 Books (as markers for Row and Column)
  • 34 bags dyed grey (17 per team to mark ship locations)
  • 34 bags dyed red (to mark ship hits)
  • 4 Communication Crystals
  • Blank books for everyone participating (20 should be a good #)
  • a lot of prep time ( takes awhile to put goza mats on evenything)
  • Two "Refs" (Ideally 7th yr. or better vets, so they can fire cannons)
  • Two 7th year veteran reward cannons
  • 10 kegs of explosion potions (5 per floor)
  • a reward
Setup:

This should be made in an 18x18, first off make a "board area" a 10x10 square on two diffrent floors (make sure all the tiles are walkable tiles). Next place some goza mats over the game play area (ideally blue in color). Setup a team area where players will sit and decide which spot to bomb next, placing your communication crystals near this area is a good idea. After that go buy some blank books, 68 bags, and a dye tub. Dye half the bags grey, and half the bags red.

Rules:


1- No mounts
2- No hiding/stealthing/animal form
3- No attacking other players, no one will die playing this game!
4- You may not leave the floor your team is on

Description:

Before play begins, each team arranges their ships on their primary grid. Each ship occupies a number of consecutive squares on the grid, arranged either horizontally or vertically. The number of squares for each ship is determined by the type of the ship. The ships cannot overlap (i.e., only one ship can occupy any given square in the grid). Once that is done, the ref will roll to see which team attacks first. After that, its only a matter of which team guesses better. The team that defeats all five of the enemy ships will be the winner. Teams keep track of their fired shots (hits and misses) in the blank books given to everyone before starting.

Paragon Elemental Pull

Preparation: You may need any or all of the following

  • A Ton of Gargoyle's Pickaxes
  • A Ton of Glacial Staves
  • Empty Bags
  • Blank Books
  • Mining Gloves
  • One or Two people to assist as Referees
  • One or Two people to rez (helpful if these people are also the Refs but not necessary)
  • A "cozy" area in which to mine (in Ilshenar)
Setup:

Start by finding a "cozy" area in which to mine, nothing so big that one or two referees cannot watch all the miners at once, but nothing so small that they are all mining on top of each other. After a spot has been selected, make miner bags. They should include: 2 Glacial staves (used to mark your "claim"), 5 Gargoyle's Pickaxes, a pair of mining gloves, a prospectors' tool, a book describing the use of each of these items. Collect at least double the amount of Gargoyle's Pickaxes as the number of people you are expecting. Contact any helpers you may have.

Rules:

1- Miners may NOT stand between the same glacial staff as any other miner.
2- No Hiding or Stealthing is allowed (while within agro range of other miners)
3- No mounts are allowed
4- Pets ARE allowed as long as they are controlled by the miner

Description:


A group of Five (5) miners at a time will be taken to a location in Ilshenar and when everyone is set between their own marker staves and equipped with a Gargoyle Pickaxe the Ref will yell go. At which time miners will have thirty (30) minutes to mine up as many elementals as they can. Miners may enlist the help of a partner to kill any elemental they mine up, the partner may NOT mine at all. The miner also has the option of killing the spawn themselves or luring it away. If there are more than five participants they will be taken to yet another location, until all participants have had their time. The winner of the event will be the miner who has earned the greatest total of "elemental points". Normal elementals will be worth 3 points each and paragon elementals will be worth 7 points each. Valorite Elementals will be worth +1 point for example 4 points for normal and 8 points for paragon.[/color]

Alchemical Bowling

Preparation: You may need any or all of the following:

  • an 18x18 plot to place the bowling alley on. Decorations to make your 18x18 look like a bowling alley (see the picture).
Setup:

Once you have found and placed an 18x18 the only other thing you have to do is edit the plot to look like a bowling alley, making sure to use teleport tiles in a 6 tile formation for the pins and one tile of the same type for the starting spot.

Rules:


Each pin within the game is worth ONE point.
  • A STRIKE bonus of THREE points is awarded for successfully hitting the head pin on the first attempt.
  • A SPARE bonus of TWO points is awarded if a bowler knocks down all SIX pins in a game, plus ONE point per attempt they did not need to clear the lane.
(EXAMPLE) A bowler clears the lane in 8 of 10 attempts without a strike.
6(pin points)+2(spare bonus)+2(unused attempts)=10 point game

  • A perfect game comes out to FIFTEEN points.
(EXAMPLE) A bowler clears the lane in 6 of 10 attempts and had a strike.
6(pin points)+3(strike bonus)+2(spare bonus)+4(unused attempts)=15


Description:

The bowling will be done using alchemical symbol tiles and pins (carpet squares). The bowler steps onto a tile at the head of the lane (a roll) and is transported to one of six on the other end, all with pins on them at the start of the game. When a bowler lands on a tile with a pin on it, the pin shall be removed. If a player lands on a tile where the pin has already been removed, it is a gutter ball. After each "roll" the bowler returns to the head of the lane and prepares to "roll" again. The bowler has TEN attempts (frames) per game to knock down as many of the SIX pins as possible.



 
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