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Grievance—
Kingbird
Move to set your stance · drag back to throw · steer while it rolls
FrameF1 B1
Speed—
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Entry—
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Knocked—
Rat KingThirty years. Thirty years of this.
Spite is the pointThe regiment talks while your globe rolls. Throw while a nutcracker is still mid-sentence and you cut him off, and that pays on top of your frame score: 1, then 4, then 10, then 19 for each one you silence on the same throw. Catch him on the last syllable and it does not count. Wick will not dodge at all, out of contempt.
The union files backBetween frames the regiment lodges a complaint and you pick which of three you can live with. Bumpers over the gutters. A coffee cart parked mid-lane. Nobody dodging at all. They are not all upside, which is exactly the point.
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Controls, and what each nutcracker does to avoid you, are under How to play.
Grievance cards. Between frames the regiment's union files a complaint and you pick which of three you can live with. Each rewrites one rule for one frame: bumpers over the gutters, a coffee cart parked mid-lane, the whole deck lurching as one, nobody dodging at all. They are not all upside, and that is the point: the card you take is a bet on the frame you think you're about to have.
The Spite Multiplier. Pins taunt while your globe rolls. Cut one off mid-sentence and you bank spite on top of your frame score, and each further pin you silence on the same throw is worth much more than the last: 1, then 4, then 10, then 19. Your frame score stays pure ten-pin, so a 300 is still a 300. Spite is the game paying you for listening. You have to actually interrupt them, though. Catch someone on the last syllable and it does not count. A talking pin also reacts a beat late, so the loudest one on the deck is the easiest to hit. Two in one roll is where the points are.
Stance. The globe follows your mouse along the foul line before you throw, in boards 1 to 39, like a real lane. Stand right, aim left, let the hook bring it back to the pocket. On a phone, the spot you tap is where you stand.
Who dodges how. Crackenbury (1) flinches late. Wick (7) will not move at all, out of contempt. Pipsqueak (3) wants to be hit and dodges into the ball. Nut and Cracker (8, 9) lurch together. Sprocket (10) throws one false tell before the real one, and he is why a clean rack is hard.
The incident report. At the end of the tenth the regiment files a complaint about you, and you can copy it out, or send it straight on if your device has a share sheet: the frame strip in the same notation as the board above the lane, who you silenced and how many times, your best cut-off, and how often you found the ditch.
The dial that matters. Under Tuning, Tell length is the fairness knob, and 0.45s is the measured sweet spot. Shorter is unreadable noise; longer and blind players get lucky too. Move it and feel why.