Solitaire with a scorecard

Bowling Solitaire

Ten numbered pin spaces, and cards that have to land in ascending order across them. Fill all ten before your balls fill up and you have a strike. Ten frames, real bowling scoring, and a perfect game is still 300.

  • Ten numbered pins
  • Values must ascend
  • Two balls a frame
  • Real bowling scoring

Play Bowling Solitaire

Place the current card into a legal numbered pin slot. If no pin slot is legal, send the card to Ball 1 or Ball 2.

GoalFill all ten pins in each frame and score as close to a perfect 300 as you can.

Frame1/10
BallBall 1
Score0
Pins filled0
Stock51

Place the current card into a numbered pin slot in low-to-high order.

Current card

Pins

Ten frames of cards

Bowling Solitaire rules

The placing rule is one sentence and the scoring is borrowed wholesale from ten-pin bowling.

Bowling Solitaire setup and rules
Setup
DeckOne standard 52-card deck. Ace counts 1, jack 11, queen 12, king 13.
The pinsTen numbered spaces per frame, laid out as a bowling triangle: the headpin at the front, four across the back.
The ballsTwo columns. Ball 1 holds up to three cards; Ball 2 takes the rest.
FramesTen, exactly as in the real game.
Placing a card
The order ruleCard values must read low to high from pin 1 through pin 10. A card may go into any empty pin where that stays true.
Pin numbersIrrelevant to the card's rank. A king can sit in pin 2 as long as nothing higher sits before it.
TiesEqual ranks are fine. Two 8s may occupy neighbouring positions.
No legal pinThe card goes to a ball column instead. Ball 1 fills first, then Ball 2.
Scoring the frame
StrikeAll ten pins filled before Ball 1 has three cards.
SpareAll ten filled after Ball 1 is full but before Ball 2 fills.
Open frameBall 2 fills first. You score whatever pins you managed.
TotalsStandard ten-pin scoring, bonuses and all. A perfect game is 300.

Pins and balls

How to play Bowling Solitaire

Each frame gives you ten empty pin spaces arranged as a bowling triangle, and one card at a time off the deck. Your job is to fill all ten — but the cards you put in them have to read low to high from pin 1 through pin 10.

Pin numbers have nothing to do with card ranks. A king can sit in pin 2, provided nothing higher than a king is in pin 1, which it cannot be. What matters is only that the sequence across the ten positions never goes down. Equal ranks are fine.

When a card fits nowhere legal, it goes to a ball column instead. Ball 1 takes three cards, then Ball 2 takes over — and how many pins you have filled by the time each fills up is what decides your frame.

The ten pin positionsTen numbered pin spaces arranged as a bowling triangle, with the headpin at the front and four pins across the back. Card values must increase from pin 1 through pin 10.THE TEN PIN POSITIONS78910456231Pin 1 takes yourlowest card.Pin 10 takes yourhighest.Everything betweenmust never go down.
The triangle is decoration; the numbering is the game. Pins 1 to 10 form a single ordered line, and every card you place narrows the range available to the pins on both sides of it. That is why the two ends are the safe places to start and the middle is where frames get lost.

Read the version note

There are two different games called Bowling Solitaire

This page plays the numbered-pin version familiar from Hoyle-style collections: ten pin spaces, ascending values, and unplaceable cards collecting in Ball 1 and Ball 2.

Sid Sackson's Bowling Solitaire is a different game entirely — a twenty-card deck, pins arranged in connected groups, and a knock-down rule based on which pins a ball's digits can reach. It is well regarded and it is not what most people find when they search for the numbered-pin game. If you came here looking for Sackson's version, this is not it.

Pin by pin

Which pin will take the card

Legal and illegal Bowling Solitaire moves
The moveVerdictWhy
Pins 1 to 4 hold 3, 5, 5, 9. You place a 7 in pin 5.IllegalPin 5 comes after the 9 in pin 4, so it needs a 9 or higher.
Pins 1 and 2 hold a 4 and a 6. You place a 5 in pin 3.IllegalPin 3 comes after pin 2, so the value must be 6 or higher.
Pins 1 and 3 hold a 4 and a 9. You place a 6 in pin 2.LegalBetween them, and 4 ≤ 6 ≤ 9. The order still reads low to high.
Pin 4 holds an 8. You place another 8 in pin 5.LegalEqual ranks are allowed side by side.
The card fits nowhere. You send it to Ball 1.LegalThat is exactly what the ball columns are for.
Ball 1 already holds three cards. You send another there.IllegalBall 1 caps at three. Everything after that goes to Ball 2.

Rolling well

Bowling Solitaire strategy

Work from the outside in. Pin 1 and pin 10 are the cheapest placements on the board, because each constrains only one side. A card dropped into pin 5 sets a floor for four pins and a ceiling for five at the same time.

Match extremes to ends. Aces and 2s belong near pin 1; kings and queens near pin 10. Putting a 3 into pin 8 is legal and will cost you the frame, because pins 9 and 10 then need cards of 3 or higher and you have wasted the whole top of the range.

Watch Ball 1 rather than the pins. Three cards is all it holds, and it is your strike clock. With two already in it, a placement that might not work is worth far less than one that definitely will.

Accept open frames. Ten frames is a long game and chasing a strike from a bad position usually turns a seven-pin frame into a four-pin one. Bank what you have and take the next frame cleanly.

Where frames are lost

Where frames get thrown away

Filling the middle pins early

A card placed in pin 5 constrains everything on both sides of it at once — pins 1 to 4 must all be lower and pins 6 to 10 all higher. Placing at the ends costs you far less freedom, and the ends are where extreme cards belong anyway.

Putting a mid-value card at an end

Pin 1 should take your lowest card and pin 10 your highest. A 7 in pin 1 means every one of the other nine pins now needs a 7 or better, and there are only so many of those in a deck.

Forgetting Ball 1 is the strike clock

Ball 1 holds three cards and nothing warns you as it fills. Once the third lands, a strike is off the table for that frame regardless of how the pins look. Count what is in it before deciding whether to take a risky placement.

Chasing 300

Can you actually bowl 300?

In principle. A perfect game needs twelve strikes, which means filling all ten pins before Ball 1 fills, twelve times in a row — and Ball 1 fills after three unplaceable cards. In practice you will have open frames, and a respectable score is a good deal short of 300.

That is what makes the scoring worth having. Most solitaire games are binary, but Bowling gives you a number, so a deal that goes badly is still a result you can try to beat. We do not publish an average: the numbered-pin version varies between implementations on ball capacity, and that changes the arithmetic completely.

Numbered pins

Bowling among the scored and value games

Most solitaire games ask whether you won. Two on this site ask how well, and two more are about card values rather than suits.

Bowling compared with Cribbage, Calculation, and Pyramid
GameBoardCore ruleScoringGoal
Bowling SolitaireTen numbered pin spacesValues must ascend from pin 1 to pin 10Ten-pin frames, strikes and sparesThe highest score you can manage
Cribbage SolitaireTwo hands and a cribCribbage combinationsPoints per hand over four dealsBeat a target total
CalculationFour foundations, four waste pilesBuild by fixed rank intervalsNone — you win or you do notComplete all four foundations
Pyramid28 cards in a trianglePairs totalling thirteenNoneClear the pyramid

Cribbage Solitaire is the other scored game here and the closest thing to a companion piece — both borrow a familiar scoring system and wrap a solitaire around it.

Explore

More solitaire games

Try the other scored game, or a puzzle built on card values.

Tested rules

How this solitaire game is checked

Game logic is implemented and tested by Brian Hamilton, then reviewed by Karan Hamilton for rule clarity, player flow, and correction notes.

How we make and test solitaire games