Combos and bonuses

Three systems sit on top of raw ring points, and together they routinely account for more than half a good score. None of them are explained in-game beyond a number flashing past.

Updated August 5, 2026 · 6 min read

The combo multiplier

Every consecutive scoring throw raises your multiplier by 0.2, starting from the second. It caps at ×2:

Combo multiplier by consecutive scoring throws
Streak1234567+
Multiplier×1.0×1.2×1.4×1.6×1.8×2.0×2.0

Six consecutive scoring throws puts you at the cap, and it stays there until the streak breaks. A single non-scoring throw resets you to ×1.0 and you start the climb again.

Crucially, what counts as a scoring throw depends on the mode. In Classic, Score Race, VS AI and Live Throw, any landing on the board counts — so your combo should reach the cap and never fall off it. In Throwverse Challenge only centres count. In Around the Rings only your current target ring counts.

Playing around the combo

The practical advice differs sharply by mode:

  • Classic and Score Race: protect the combo above all else. Any ring keeps it alive, so the only way to lose it is throwing off the board entirely. If a release feels wrong, aim wide rather than risking a total miss — an outer-ring 10 keeps a ×2 multiplier running.
  • Throwverse Challenge: the combo is a bonus, not a plan. It only advances on centres, so at Medium distance you might reach ×1.8 during a good run; at Master you will rarely leave ×1.0. It is another reason Medium outperforms there.
  • Around the Rings: the combo advances only on target-ring hits, which means a clean five-throw clear never gets past ×1.8 anyway. Ignore it and chase the early-finish bonus instead.
  • VS AI: five throws caps you at ×1.8 even if everything scores. Do not distort your play around it.

The throwverse bonus

Land three or more bullseyes in a single game and you bank 250 points for the third and 250 more for every centre after it:

Throwverse bonus
Centres in one game12345678
Bonus00+250+500+750+1,000+1,250+1,500

It applies in every mode except Around the Rings, it is added after your last throw, and it is flat — the distance multiplier does not touch it. That last detail is the reason mid-range distances stay competitive with Master in Classic: the bonus rewards how many centres you land, not what each one was worth.

The step from two centres to three is worth 250 points on its own. If you finish a game sitting on two, the next centre is worth its face value plus 250 — usually the most valuable single throw available to you.

The early-finish bonus

Around the Rings only. Clear all five target rings before your fifteen throws run out and earn +100 for every throw you had left:

Early-finish bonus by throws used to clear all five rings
Throws used56789101215
Bonus+1,000+900+800+700+600+500+3000

For comparison, the base points for clearing every ring — 10 + 25 + 50 + 75 + 100 — total just 260 before multipliers. At Easy distance the bonus is worth nearly four times the entire rest of the game. Like the throwverse bonus, it is flat and unmultiplied.

How it all stacks

A strong Classic game at Medium distance breaks down roughly like this:

Where the points come from in a good ten-throw Classic game
SourceApproximate contribution
Ring points (base × distance)~1,000
Combo multiplier across the run~+900
Throwverse bonus (8 centres)+1,500
Occasional power-ups+200 – 600

Illustrative, for a well-played Medium Classic game. The exact split moves a lot with how early your combo reaches its cap.

The bonuses and multipliers are the majority of the score. Raw ring points are the smaller half — which is why understanding these three systems is worth more than any amount of aiming practice.