15
A
strike
is
scored
when
a
player
knocks
down
all
10
pins
with
their
first
ball
of
the
frame.
A
strike
consists
of
ten
points
plus
the
score
from
the
next
two
balls
bowled.
If
a
player
scores
a
strike
in
their
final
frame
they
are
allowed
an
extra
two
balls
to
complete
their
bonus.
If
a
strike
is
achieved
in
every
frame
&
with
both
bonus
balls,
the
maximum
score
of
300
is
achieved.
A
spare
is
scored
when
a
player
knocks
down
all
ten
pins
with
both
balls
in
a
frame
(this
includes
knocking
down
all
ten
pins
with
the
second
ball
of
the
frame).
A
spare
scores
ten
points
plus
the
score
from
the
next
ball
bowled.
If
a
player
scores
a
spare
in
their
final
frame
they
are
allowed
one
extra
ball
to
complete
their
bonus.
MAGNETIC
DARTS
501
&
301
–
Each
player
starts
with
a
score
of
501
&
takes
turns
to
throw
3
darts.
The
score
from
each
turn
is
deducted
from
the
player’s
score.
The
first
player
to
reach
zero
is
the
winner.
The
last
dart
thrown
must
be
a
double.
301
is
played
the
same
way
except
the
player
starts
with
301.
Scoring
–
Bullseye
scores
50,
the
outer
ring
scores
25
&
a
dart
in
the
double
or
triple
scores
double
or
triple
the
segment
score.
If
a
player
reduces
their
score
to
1
or
goes
below
zero,
the
score
is
bust
&
the
turn
immediately
ends
&
the
score
returns
to
what
it
was
at
the
start
of
the
turn.
Around
the
Clock
–
A
game
played
just
for
fun.
Each
player
takes
turns
to
throw
3
darts
around
the
board
starting
from
1
up
to
20.
Doubles
&
trebles
are
ignored.
Each
player
must
end
with
25
&
bullseye.
The
first
player
to
complete
the
game
is
the
winner.
PLAYING
CARDS
Various
card
games
from
single
player
to
group
games.
14
‐
IN
‐
1
MAGNETIC
TRAVEL
GAMES
SET
14
fun
games
to
play
on
the
move.