
Bowling
History:
Bowling can be traced back in history about 7000
years, which easily establishes it as one of the oldest games known.
Archaeologists trace its origin to the ancient Egyptians, with evidence of
crudely shaped implements being used.
The game of modern tenpins had its inception in
northern Italy, being derived from variations played by the ancients. The
Italians called their game "bowls." Rounded stones without finger holes
and held in the open hand were used as balls.
In the thirteenth century that game spread to
Germany, The Netherlands, and England where it was known as "ninepins."
The playing area was known as the bowling green because the game was usually
played on grass. In 1623 Dutch settlers introduced the game to America as
ninepins. It was first played on grass or clay and later on a single wide
board. The game attracted considerable interest, and people bet
extensively on it. Laws banning ninepins were passed in several states in
the 1840's. Later, to circumvent the law, a Dutchman added one more pin
and called it "tenpins."
In 1895 the American Bowling Congress was
organized, and it formulated rules governing alleys, balls, and pins.
Bowling is so popular in the United States that it can safely be said that it
has more enthusiasts today than almost any other sport. It is estimated
that nearly 60 million people bowl.
Social Values:
Bowling is a sport that appeals to everyone: weak
or strong, young or old, men or women. It requires the learning of
comparatively few skills. It requires only a change of shoes and no
special uniform. One can bowl during lunchtime, and after work, or in the
evening, which is appealing to the average American. It requires no great
strength; rather, rhythm, relaxation, and coordination are the essentials.
Once mastered, it is an art. Around the bowling alley, social intercourse
is pleasurable and tensions seem to disappear. There is always the
challenge, as in golf, to turn in a better score. One can play alone for
enjoyment or easily join a local team. Bowling, because it uses many
muscles, is one of the best recreational sports skills, and it is relatively
inexpensive.
Equipment and Facilities:
In bowling, ten wooden or plastic pins are set in
a triangular position at the far end of a wooden runway called a "lane."
The Pin Deck
The tail plank must be a maximum of 2 inches in width and the back line of pins
are 3 inches further on. Each pin is 12 inches from its neighbor in any
direction so the pins are in an equilateral triangle with the head pin 34 and
3/16ths inches from the tail board.
Pin Weight
The pins weigh between 3 lb 6 oz and 3 lb 10 oz.
Pin Dimensions

Pin Positions
The diagram below
indicates the pin numbers


Lane Length
The overall length of a regulation lane is 62 feet 10 3/16ths inches measuring
from the foul line to the pit (Not including the tail plank). It has to be 60
feet from the foul line to the centre of the head pin spot with a tolerance of
1/2 inch permitted. It must be 2 feet 10 3/16ths inches from the centre of the
head pin spot to the pit (Not including the tail plank).
Lane Width
The lane is between 41 and 42 inches in width. The lane plus the gutters are not
less than 60 inches nor more than 60 1/4 inches wide.
Lane Surface
The surface must be free of all continuous grooves. A maximum 40/1000th inch is
allowable in levelness and depth depression.
Lane Approach
From the foul line (but excluding it) there shall be a clear level approach of
not less than 15 feet in length. A tolerance of 1/4 inch is permitted on depth
depression of grooves.
Balls:
Balls are constructed of
Bakelite or of a hardened rubber substance. The circumference is not more
that 27 inches (67.5 cm), and the official ball weights from 10 to 16 pounds
(4.54 to 7.26 kg). Balls usually have three bored holes for the bowler's
fingers to aid in holding and accurately delivering the ball. Special
balls with four or five finger holes are now available.
The article,
"What's
a Ball About?"
gives an explanation regarding balls.
Rules:
Leagues and Tournaments
Game - Definition
-
Rule 2a. A game of
American tenpins consists of ten frames. A player delivers two balls in each of
the first nine frames unless a strike is scored. In the tenth frame, a player
delivers three balls if a strike or spare is scored. Every frame must be
completed by each player bowling in regular order.
Baker System Team Game
-
All team members
follow each other in order, each bowling a complete frame, until a complete game
is bowled.
-
Ten frames are
combined to calculate a team game.
Game - How Scored
-
Rule 3a. Except when a
strike is scored, the number of pins knocked down by the player’s first delivery
is to be marked next to the small square in the upper right-hand corner of that
frame, and the number of pins knocked down by the player’s second delivery is to
be marked inside the small square. If none of the standing pins are knocked down
by the second delivery in a frame, the score sheet shall be marked with a (-).
The count for the two deliveries in the frame shall be recorded immediately.

Strike
-
Rule 3b. A strike is
made when the full setup of 10 pins is knocked down with the first delivery in a
frame. It is marked by an (x) in the small square in the upper right-hand corner
of the frame where it was made. The count for one strike is 10 plus the number
of pins knocked down on the player’s next two deliveries. NOTE: Refer to
page 77 for further information on the Baker Format, and ABC Rule 55f and WIBC
Rule 52a for award information.
Double
Triple or Turkey
Spare
Open
Split
-
At least one pin is
down between two or more standing pins; i.e., 7-9 or 3-10.
-
At least one pin is
down immediately ahead of two or more standing pins; i.e., 5-6.
Legal Delivery
Special Equipment to
Grip the Ball
Mechanical Aids to Grip
the Ball - Alternating Delivery
-
Rule 4c. A player may,
if granted permission by the ABC/WIBC and each league or tournament in which the
player participates, alternate right/left-handed delivery and/or use special
equipment to aid in the grasping and delivering the ball.
The aid cannot
incorporate a mechanical device with moving parts that would impart force or
impetus to the ball.
NOTE: A split is
usually designated by a (0) but any other symbol may be used.
Permission may be
granted by WIBC/ABC if the following is submitted:
-
A doctor’s
certificate is furnished to WIBC/ABC, describing the disability and the reason
to alternate right/left handed delivery and/or recommending the aid.
-
A description, drawing
or model of the aid (only for mechanical aid). When authorization is given,
ABC or WIBC will provide the player with a special card stating that
alternating right/left handed delivery and/or the use of the specified
mechanical aid has been approved by WIBC/ABC. If permission is not granted,
the player has the right of appeal to the WIBC or ABC Legal Committee.
Permission may be withdrawn for cause.
Special Considerations
to Deliver the Ball
-
The league’s board of
directors or tournament management authorizes such participation.
-
The league’s board of
directors or tournament management establishes specific provisions to govern
such participation.
-
The average
established by the player is not acceptable in another league or tournament
unless allowed by the rules of that league or tournament. The bowler is
eligible for all WIBC and ABC awards.
Definition of a Foul
-
Rule 5a. A foul occurs
when a part of the player’s body encroaches on or goes beyond the foul line and
touches any part of the lane, equipment or building during or after a delivery.
A ball is in play after a delivery until the same or another player is on the
approach in position to make a succeeding delivery. The certification and
inspection committee of a local association can require that the foul line be
plainly marked on the walls, posts, division boards or any other structure in a
bowling center on a line with the
regular foul line. When a foul is recorded the delivery counts but the player is
not credited with any pins knocked down by that delivery. (See Rule 6b.)
Deliberate Foul
-
Rule 5b. When a player
deliberately fouls to benefit by the calling of a foul, the player shall be
credited with zero pin fall for that delivery and not allowed further deliveries
in that frame. If questions arise, Rule 10, Provisional Ball, should be
followed.
Foul Detection
-
Rule 5c. A WIBC/ABC
approved automatic foul detecting device must be used if available. When not
available, a foul judge must be stationed in a position to have an unobstructed
view of the foul line. NOTE: The foul line is of infinite length
including walls, flooring, posts and ball returns. (Footwear and clothing are
considered part of the body.) A foul is not committed when foreign objects such
as pens, jewelry, coins, cigarettes, etc., drop from a bowler’s pocket or fall from a person’s body or
clothing. A player should request permission to cross the foul line to retrieve
any items that have fallen beyond the foul line. Should a foul detecting device
become temporarily inoperative, the following procedures shall be used to call fouls:
-
In tournament play,
management shall assign a foul judge or have the official scorers call fouls.
-
In league play, the
opposing team captains shall call fouls or designate a foul judge. Failure to
provide for the calling of fouls as specified shall disqualify scores bowled
for WIBC or ABC high score award consideration.
Apparent Foul
-
both captains or one
or more members of each of the opposing teams.
-
the official scorer,
or
-
a tournament official.
If there is a dispute,
refer to Rule 10, Provisional Ball.
Legal Pinfall
-
Pins knocked down or
off the pin deck by the ball or another pin.
-
Pins knocked down or
off the pin deck by a pin rebounding from a side partition or rear cushion.
-
Pins knocked down or
off the pin deck by a pin rebounding from the sweep bar when it is at rest on
the pin deck before sweeping dead wood from the pin deck.
-
Pins that lean and
touch the kickback or side partition.
All such pins are termed
dead wood and must be removed before the next delivery. No pins may be
conceded and only pins actually knocked down or moved entirely off the playing
surface of the lane as a result of a legal delivery may be counted.
Illegal Pin fall
-
A ball leaves the lane
before reaching the pins.
-
A ball rebounds from
the rear cushion.
-
A pin rebounds after
coming in contact with the body, arms or legs of a human pinsetter.
-
A pin is touched by
mechanical pin setting equipment.
-
Any pin knocked down
when dead wood is being removed.
-
Any pin knocked down
by a human pinsetter.
-
The player commits a
foul.
-
A delivery is made
with dead wood on the lane or in the gutter and the ball contacts such dead
wood before leaving the lane surface.
If illegal pin fall
occurs and the player is entitled to additional deliveries in the frame, the
pin(s) illegally knocked down must be respotted where they originally stood
before delivery of the ball.
Pins - Improperly Set
-
Rule 7a. It is each
player’s responsibility to determine if a setup is correct. The player shall
insist that any pin(s) incorrectly set be respotted before delivering the ball,
otherwise the setup is deemed to be acceptable. When bowling at a full setup or
to make a spare, if it is discovered immediately after the delivery that one or
more pins are set improperly, but not missing, the delivery and resulting pin
fall count. No change can be made in the position of any pins left
standing after a delivery, unless the pinsetter moved or misplaced any pin after
the first delivery.
Pins - Rebounding
Pins - Replacement
-
Rule 7c. Should a pin be
broken or otherwise badly damaged during the game, it shall be replaced at once
by another as nearly uniform in weight and condition with the set in use. The
league or tournament officials shall determine whether pins shall be replaced.
A broken pin does not change the score made by the bowler. The pins knocked down
are counted, after which the broken pin is replaced.
Dead Ball
-
After a delivery,
attention is immediately called to the fact that one or more pins were missing
from the setup.
-
A human pinsetter
interferes with any standing pin before the ball reaches the pins.
-
A human pinsetter
removes or interferes with any downed pin before it stops rolling.
-
A player bowls on the
wrong lane or out of turn. Or one player from each team on the pair of lanes
bowls on the wrong lane.
-
A player is
interfered with by the pinsetter, another player, spectator, or moving object as
the ball is being delivered and before delivery is completed. In such case, the
player has the option to accept the resulting pinfall or have a dead ball
called.
-
Any pin is moved or
knocked down as a player delivers the ball but before the ball reaches the pins.
-
A delivered ball
comes in contact with a foreign obstacle.
Bowling on Wrong Lane
-
One player bowls on
the wrong lane.
-
One player from each
team on the pair of lanes bowls on the wrong lane.
-
If more than one
player on the same team bowls on the wrong lane in turn, that game will be
completed without adjustment. Any succeeding game must be started on the
correctly scheduled lane.
-
In singles match play
competition, where a player normally bowls two frames each time it is the
player’s turn to bowl, and the player bowls on the wrong lanes, a dead ball
shall be called and the player required to rebowl on the correct lanes,
providing the error was discovered before the opposing player has made a
delivery. Otherwise, the score stands as bowled, with all subsequent frames in
the game bowled on the correct lanes.
Provisional Ball
a. For the first ball of
any frame, or after the second ball in the tenth frame if the first ball was a
strike:
-
Foul: The player
shall complete the frame and then bowl one provisional ball at a full setup of
pins.
-
Illegal Pinfall: The
player shall complete the frame and then bowl one provisional ball at the same
setup which would have remained standing had the disputed pin(s) not have
fallen.
-
Dead Ball: The player
shall complete the frame and then bowl a complete provisional frame.
b. On a spare attempt or
the third ball of the tenth frame:
-
Foul and Illegal Pinfall: No provisional ball is necessary.
-
Dead Ball: A
provisional ball shall be bowled at the same setup which was standing when the
disputed ball was bowled.
The scoresheet and a
record of both scores for the frame which the provisional delivery was made
shall be kept. The protest must be referred to the league board of directors or
tournament managing committee for a decision. If they are unable to make a
decision, the local association or Congress can be asked for a decision on
submission of the facts relating to the protest.
Forfeit - Delay of Game
Approaches Must Not Be
Defaced
-
Rule 12. The application
of any foreign substance on any part of the approach that detracts from the
possibility of other players having normal conditions is prohibited. This
includes, but is not limited to, such substances as talcum powder, pumice and
resin on shoes; also soft rubber soles or heels that rub off on the approach.
ABC/WIBC General Playing
Rules
THE BOWLER'S BOWLING DICTIONARY
Last Revised 8/22/95
One or two definitions are given; in any given application,
it¹s usually one or the other, not both. Synonyms are given in parenthesis (synonym)
after the definition.
Action:
Motion of the pins
caused by the bowler's technique; generally, the combination of accuracy,
rotation (also see), and other factors, causing pin motion which is
horizontal, rather than vertical, since a horizontally spinning pin covers
more of the lane.
- Address
- Bowler's starting position. (stance)
- Alley:
- 1) A group of lanes; 2) bowling establishment; 3) playing
surface,usually made of maple and pine boards; urethane lanes may soon
outnumber wood lanes.
- All the way:
- Finishing a game from any point with nothing but strikes.
- American Bowling Congress (ABC):
- The world's largest sports organization and the official
rule-making body of tenpin bowling.
- Anchor:
- Last man to roll in team competition. Usually the best
bowler; i.e., the bowler most likely to get a strike in the "foundation frame"
(the ninth frame) and most likely to "strike out." The term originated
in 1913 when a bowler (Hans Arfsparger) for the Anchor Brewing team in
Milwaukee, Wisconsin, bowled in the fifth position and struck out 94 times in
succession.
- Angle:
- The direction the ball travels when going into the 1-3
pocket (1-2 for lefties). Recent studies [see reference at end] have shown an
optimum angle of 4-6 degrees; less or more angle tends to leave pins as the
width of the pocket decreases.
- Apple:
- 1) Bowling ball; 2) bowler who fails to come through in a
clutch situation. (choke)
- Approach:
- 1) Part of the lane from the very back of the ball return
area to the foul line. Most approaches are 16' long; they are required by the
ABC to be at least 15'. (platform, runway) 2) Start of the bowler¹s
motion, ending with the start of the delivery, which is when the ball begins
its final swing forward to the release.
- Armswing:
- The arc of the bowling arm and hand from the first move
toward the line until the delivery of the ball over the line.
- Arrows:
- Aiming points embedded in the lane. These seven arrows
(usually red or black, but may be other colors) are used for targeting. (darts)
- Automatic foul detector:
- Light beam at the foul line which sounds an alarm if the
bowler's foot crosses it. Penalty for doing so is loss of pins for that ball;
the bowler shoots at a new rack of ten pins (which counts as a spare if all
are knocked down). (foul, foul line)
- Automatic Pinsetter:
- First used in the 1940s, the original editions took note of
the pins left, swept the entire area, and reset the pins for the spare. This
invention is credited for the great bowling boom of the 1950s; the inventor
received $1 million from AMF.
- Baby ball, Baby the ball:
- Too delicate, not enough emphasis on delivering the ball
with authority; released too carefully.
- Baby split:
- The 2-7 or 3-10.
- Baby split with company:
- The 2-7-8 or 3-9-10.
- Back ends:
- Last 5-6 feet of the lane, including the pin deck. (ends)
- Backup:
- A ball that falls away to the right (for right-handers) or
left (for left-handers).
- Backup alley:
- A lane that holds or tends to stop a ball from rolling to
the right (or left for left-handers).
- Balk:
- 1) An incomplete approach in which the bowler does not
deliver the ball; 2) to interfere or cause another bowler to stop his approach
or not complete it in his normal fashion.
- Ball rack:
- 1) Where the ball rests before it is rolled and after it
returns from the pit; 2) the structure used to store house balls.
- Ball return:
- Track between the lanes the ball travels on when being
returned to the bowler.
- Ball track:
- Area on lane where most balls are rolled.
- Balsa:
- A slight, powerless hit on the headpin. (thin hit)
- Barmaid:
- A pin hidden behind another pin; 1-5, 2-8, 3-9. (bicycle,
double wood, oneinthedark, sleeper, tandem)
- Bed:
- The entire area a lane is set into, from the approach to
the pit, including the channels.
- Bedposts:
- The 7-10 split. (fence posts, goal posts, mule ears,
snake eyes)
- Beer frame:
- In team play, when all players strike, the one who doesn¹t
must treat (usually liquid refreshments). May also be the low scorer in a
designated frame (often the 7th frame).
- Belly the ball:
- Increase the width (number of boards ball crosses from its
maximum outside position) of a hook from an inside starting angle.
- Bench work:
- Any type of conversation or actions intended to upset an
opponent. (bench jockeying)
- Bender:
- Hooking or curving shot that comes close to the channel
before breaking into the pocket.
- Berlin Wall:
- See "Blended condition"
- Bevel:
- Rounding of thumb/finger holes after drilling to smooth
their edges.
- Bicycle:
- Pin hidden behind another pin. (barmaid, double wood,
oneinthedark, sleeper, tandem)
- Big ball:
- A working hook that enables a bowler to carry strikes on
less-than-perfect pocket hits.
- Big ears:
- The 4-6-7-10 split. (big four, double pinochle, golden
gate)
- Big fill:
- Nine or ten pins on a spare, or a double on a strike.
- Big five:
- Spare leave of three on one side and two on the other.
- Big four:
- The 4-6-7-10 split. (big ears, double pinochle, golden
gate)
- Blended condition:
- Oil pattern resulting from lanes with a slight depression
in the middle; proprietors compensate by "accidentally" over-oiling, resulting
in a "regular blended block." If the contrast from the oily center to the dry
sides is very great, it's called a "Berlin Wall." A blocked condition around
one arrow (usually the second arrow) is a "tunnel block." When the block
narrows toward the pins, it¹s a "funnel block." If you can find the edge of a
block, the edge will move toward the center as the oil evaporates. A "reverse
block" has more oil on the sides and less in the middle; thus the edge will
move outward as the oil evaporates (and can be followed outward).
- Blind:
- Score allowed for an absent member, usually the average
minus ten or a set score (for example, 140 for men and 120 for women);
considered a penalty. Many league rules define "Blind" and "Absentee" with
different qualifications. (dummy)
- Blocked lanes:
- A lane maintenance condition in which oil or some sort of
lane finish is used to create a track; almost always results in high scoring.
[see "Blended condition"]
- Blow:
- A missed spare. (error, miss, open)
- Blow a rack:
- A solid strike hit.
- Blowout:
- Downing all the pins but one. (tap)
- Board:
- An individual piece of the lane (total of 40 or sometimes
41) which run its length and are numbered from 1 on the right for
right-handers and from 1 on the left for left-handers.
- Body English:
- Contortion of arms, legs and trunk in an attempt to steer
the ball after it has left the hand.
- Bonus:
- In match play, pins awarded for winning the game, usually
30 or 50.
- Box:
- A single frame.
- Bowling shoes:
- Special shoes for bowlers have a sticky, rubbery sole on
the non-sliding foot to act as a brake and a slicker, harder sole on the other
foot to allow sliding on the last step.
- Bowling Proprietors Association of America (BPAA):
- Trade organization of the people who own bowling centers;
publishes Bowling Digest magazine.
- Break:
- 1) A lucky shot; 2) a stopper after a number of consecutive
strikes.
- Break of the boards:
- Area approximately twenty feet from the foul line there the
maple boards meet the pines boards. Hard maple boards are used between the
foul line and the break of the boards to withstand the impact of bowling
balls. (dovetails, piano keys, splice)
- Bridge:
- Distance separating finger holes (as opposed to span, the
distance between the thumb hole and middle finger hole).
- Brooklyn:
- A first ball to the left of the headpin for right-handers,
to the right of it for left-handers. (cross)
- Broom ball:
- A ball that hits the 1-3 pocket in such a way that the pins
scatter as though they were swept with a broom.
- Bucket:
- Four-pin diamond on sides or center of lane (2-4-5-8,
3-5-6-9, or 1-2-3-5). (dinner bucket)
- Burner:
- When a pin stands on an apparent perfect strike hit. (rap,
tap, touch)
- Buzzard:
- Three open frames in a row.
- Call the numbers:
- Pins left standing are always announced in numerical
sequence (1267, not 1276).
- Carry:
- Ability of the ball to knock down the pins (as in "carry
more pins").
- CC:
- A 200 game; stands for "double century."
- Channel:
- Depression approximately 9.5 inches wide to the right and
the left of the lane to guide the ball to the pit should it leave the playing
surface. (gutter)
- Charge:
- Term used by pros to described a sensational spurt of high
scoring.
- Charts:
- Records kept by bowlers to remind them of which shot to
play on a given lane.
- Cheesy cakes:
- Lanes on which strikes come easy.
- Cherry:
- Chopping the front pin of a spare leave while a pin behind
and/or to the left or right remains standing. (chop)
- Chicken wing:
- When a bowler lets his elbow get away from his body during
the swing; generally considered an unacceptable style, but has been used by
bowlers with physical problems, notably Don Carter, although he used a bent
elbow on the backswing only. (flying elbow)
- Choke:
- 1) Failure to accomplish objective because of nervousness
or fright; 2) cutting arm swing short. (apple)
- Chop:
- Chopping the front pin of a spare leave while a pin behind
and/or to the left or right remains standing. (cherry)
- Christmas tree:
- The 3-7-10 or 2-7-10.
- Cincinnati:
- The 8-10 split.
- Classified:
- Leagues or tournaments with average limitations.
- Clean game:
- Strike or spare in each frame (i.e., no open frames).
- Clothesline:
- The 1-2-4-7 or 1-3-6-10.
- Clutch:
- Pressure situation.
- Come up:
- Hook into the pocket caused by spin on the axis.
- Conversion:
- "Making" a spare; i.e., knocking down all the pins that
remain with a second ball. Usually used only when remarking on the conversion
of splits.
- Count:
- Number of pins knocked down on the first ball of each
frame.
- Counting marks:
- In team competition, it is common to total the number of
marks per frame as the frame is completed. A spare or strike is one mark; a
double is two marks, a turkey is three. See also "take off a mark."
- Cracked thumb:
- Actual cracks that appear on the calluses of a bowler¹s
thumb.
- Cranker:
- Bowler who uses cranking motion (lift and turn) at the top
of the backswing to generate high speed and considerable hooking action.
- Crawler:
- A strike produced by missing the head pin. Usually the 4,
2, and 1 fall slowly onto each other in that order (or 6, 3, 1) in domino
fashion.
- Creeper:
- Slow ball.
- Crooked arm:
- Hook ball bowler who tends to bend his elbow.
- Cross:
- Going to the left side for a right-hander and vice-versa
for a lefty. (Brooklyn)
- Crow hopper:
- Loose, claw-like grip on ball at release point.
- Curtain:
- Anchor man missing in final frame when a spare would have
won for his team.
- Curve:
- Ball that breaks from right to left (for right-handers) in
a huge arc (and vice-versa for lefties).
- Cushion:
- Padding at rear of pit to absorb shock of ball and pins.
- Cutter:
- Sharp-breaking hook which seems to slice the pins down.
- Darts:
- The "arrows" located between 12 and 16 feet beyond the foul
line; used for targeting. The ABC requires that each dart be no more than
11/4" in width, 6" in length, and must be equidistant from each other.
- Dead apple, dead ball:
- Ball that fades or deflects badly when it hits the pins;
very ineffective.
- Dead wood:
- Pins knocked down but remaining on the lane or in the
gutter; must be removed before continuing play.
- Deflection:
- The movement of the ball when it comes into contact with
the pins and angles away to one side or the other.
- Delivery:
- Preparation + Release + Follow-through
- Deuce:
- A 200 game or 200 average; see also "par."
- Dime store:
- The 5-10 split (5-7 is the "Kresge"). (Woolworth)
- Dinner bucket:
- Four-pin diamond on sides or center of lane (2-4-5-8,
3-5-6-9, or 1-2-3-5). (bucket)
- Dive:
- The action of a ball that hooks greatly at the last split
second.
- Division boards:
- Where the pine and maple meet on a lane; see also "break of
the boards."
- D.O.A.:
- "Dead on arrival"; a ball with no action or power on it
often resulting in a split.
- Dodo:
- A bowling ball over the legal weight or out of legal
balance.
- Dots:
- Dots on the approach are used to set the bowler's feet at
the start of the approach. Dots on the lane can be used to put the ball down
on/toward or to swing thorough a visualized line between the dots and the
arrows.
- Dry, dry lanes:
- Lanes with very little oil applied to them.
- Double:
- Two strikes in a row; scores twenty plus the number of pins
knocked down on the next ball.
- Double pinochle:
- The 4-6-7-10 split. (big ears, big four, golden gate)
- Double wood:
- Two pins when one is directly behind the other; 1-5, 2-8,
3-9. (barmaid, bicycle, double wood, oneinthedark, sleeper, tandem)
- Dovetails:
- Area of lane where maple and pine boards join. (break of
the boards, piano keys, splice)
- Drive:
- Another name for alley or lane. Also the revolving action
of a ball as it contacts the pins.
- Dummy:
- Score allowed for an absent member, usually the average
minus ten or a set score (for example, 140 for men and 120 for women);
considered a penalty. (blind)
- Dump the ball:
- Releasing the ball without bending the knee; may damage the
lane.
- Dutch 200:
- A 200 game scored by alternating strikes and spares. (sandwich
game)
- Early foundation:
- A strike in the eighth frame; see also "foundation."
- Emblem:
- The logo on a bowling ball, usually signifying the heaviest
part of the ball.
- Ends:
- Last 5-6 feet of the lane where the pins stand. Correct
term is "back ends."
- Error:
- A miss. (blow, miss, open)
- Faith, Hope, Charity:
- The 2-7-10 or 3-7-10 split. (Christmas tree)
- Fast:
- In different sections of the country the meaning is the
opposite. In one area (A) it means a lane that allows a ball to hook easily,
while in another area (B) it means a lane that holds down the hook.
- Fence posts:
- The 7-10 split. (bed posts, goal posts, mule ears, snake
eyes)
- Field goal:
- Ball rolled between two pins of a wide split.
- Fill:
- Pins knocked down following a spare or following two
strikes which are added to the ten or twenty pins, respectively, when scoring.
- Fill ball; fill frame:
- Final 10th-frame shot which adds ten or less pins.
- Finger grips:
- Inserts which can be placed into the finger and/or thumb
holes to allow the bowler to both hang onto the ball better and impart spin at
delivery.
- Fingertip:
- Type of bowling ball grip where the fingers are far enough
from the thumb that they can only be inserted into the ball as deep as the
first joint. Allows a great amount of spin to be imparted to the ball because
of the large span between thumb and fingers, but requires a strong wrist and
much practice to master.
- Fit split:
- Any split where it¹s possible for the ball to hit both
pins.
- Five-bagger:
- Five strikes in a row.
- Flat alley:
- A lane that despite perfect levelness doesn't run or hold
with respect to the action of the ball.
- Flat arc:
- The curved path of a ball in process of delivery when it is
too low to the approach or off to either side and so not part of a perfect
circle.
- Flat ball:
- Ineffective ball; few revolutions, little action.
- Floater:
- A ball that goes where the lane lets it; the ball is
released badly with no particular lift or turn.
- Flying elbow:
- See "chicken wing."
- Follow-through:
- Motion after release. Should be toward the pin you're
aiming at and may include a second "shadow" swing without the ball.
- Forward pitch:
- Finger or thumb hole angled toward center of ball.
- Foul:
- Touching or going beyond the foul line at delivery.
- Foul line:
- The mark that determines the beginning of the lane, 60'
this side of the head pin, where the gutters start. Usually red. Has detector
lights ("foul lights") and a buzzer to alert your team and opponents to your
clumsiness. Crossing it gets you a count of zero for that ball and, if on the
first ball, a shot at a new rack of pins.
- Foundation:
- A strike in the ninth frame; base for three possible
strikes in the tenth frame.
- Four-bagger:
- Four strikes in a row.
- Four-step line:
- Usually a row of dots closest to the foul line; the dots
further back are for five-step deliveries.
- Frame:
- A tenth part of a game of bowling.
- Frozen rope:
- A ball rolled with excessive speed almost straight into the
pocket.
- Fudge:
- Decrease revolutions on the ball; a weak shot producing a
weak ball, done on purpose to cut down the hook.
- Full hit:
- A ball striking near the center of the head pin on a strike
attempt or the middle of any pin you may be aiming at.
- Full roller:
- A ball that rolls over its full circumference.
- Funnel block:
- See "Blended condition."
- Garbage hit:
- A hit that doesn't enter the pocket but results in a strike
anyway.
- Getting the wood:
- 1) A better than average score; 2) making sure you take one
pin down (or as many pins as is easily possible) on an almost impossible
split.
- Goal posts:
- The 7-10 split. (bedposts, fence posts, mule ears, snake
eyes)
- Golden gate:
- The 4-6-7-10 split. (big ears, big four, double pinochle)
- Grab:
- Means the friction between the lane and the ball is good,
causing a sudden hook.
- Grandma¹s teeth:
- A random array of pins left standing.
- Grasshopper:
- An effective ball, particularly on light pocket hits.
- Graveyards:
- Low-scoring lanes. In a high-scoring center, applied to the
lowest scoring pair.
- Greek Church:
- Split leave when three pins remain standing on one side of
the lane and two on the other (the pins resemble church steeples).
- Groove:
- Ball track or indentation in lane. Also applied to bowler
who is performing well and has his approach and armswing almost mechanically
perfect.
- Gutter:
- Depression approximately 9.5 inches wide to the right and
the left of the lane to guide the ball to the pit should it leave the playing
surface. (channel)
- Gutter ball:
- A ball that goes into the gutter.
- Gutter shot:
- Technique developed by pros of rolling ball from extreme
edge of lane, usually the first inch.
- Half hit:
- Midway between a full and a light hit.
- Handicap:
- Pins awarded to individuals or teams in an attempt to
equalize competition.
- Hard way:
- 1)Rolling 200 by alternating strikes and spares (Dutch
200), 2) Making the 2-7 or 3-10 by deflecting the front pin into the back,
rather than hitting both pins with the ball.
- Head pin:
- Front or Number 1 pin of a rack.
- High board:
- Due to atmospheric conditions, a board in a lane may expand
or contract a tiny bit, but enough to change the course of a ball rolling in
that area. Most boards contract, leaving a low area or a low board, but it is
still (mis)termed a high board.
- High hit:
- 1)Ball contacting a pin near its center, 2) A first ball
that hits the center of the head pin.
- Higher:
- More to the left (for right-handers, and vice versa for
lefties).
- Hold, holding alley:
- A lane that resists the hooking action of a ball.
- Hole:
- 1) The 1-3 pocket, 1-2 for lefties; 2) another name for
"split" (railroad), 4) an open
- Home alley:
- Favorite lane or pair of lanes for individual or teams.
- Honey:
- A good ball.
- Hook:
- A ball that breaks to the left for right-handers and to the
right for lefties.
- Hook alley:
- A lane on which the ball will hook easily.
- Hot:
- When a bowler or team starts lining up strikes.
- House:
- Bowling center.
- House ball:
- Bowling ball provided by the center.
- Inside:
- A starting point near the center of the lane (as opposed to
the outside, near the edge of the lane) usually referring to the point of
release.
- In there:
- A good pocket hit.
- Jack Manders:
- Rolling through the middle of a 7-10 or any wide split. (field
goal)
- Jam:
- Force the ball high into the pocket.
- Jersey, Jersey side:
- To the left of the headpin (for right-handers, and vice
versa for lefties).
- Kegler:
- Synonym for bowler.
- Kickbacks:
- Vertical division between lanes at the pit end. On many
hits the pins bounce from the kickback knocking additional pins down. (sideboards)
- Kick off:
- Smooth, effective ball delivery.
- Kill the ball:
- Take the spin or action off the ball by not lifting or
spinning at the release so that it runs straight and maximizes accuracy.
- Kindling wood:
- Light pins.
- Kingpin:
- The headpin or the number 5 pin, varying with local usage.
- Kitty:
- Money collected from team members for misses, low games,
and other set fines. Used to defray expenses in tournaments or divided equally
at end of season.
- Kresge:
- Whereas the 5-10 split is called the Woolworth or Dime
Store, the 5-7 is often called the Kresge.
- Lane:
- Playing surface. Wooden or urethane deck 62'10-3/4" long
and 42 inches wide with ten pins spaced one foot apart 60 feet from the foul
line. Pins are on and gutters are at the side, not part of, the lane. Does not
include the "approach."
- Late 10:
- When the 10 pin hesitates and is the last to go down on a
strike.
- Leadoff man:
- First man in a team lineup.
- Left lateral pitch, or left side pitch:
- Finger or thumb hole angled away from palm of hand.
- Leave:
- Those pins not knocked down on the first ball.
- Leverage:
- Power generated by the sliding and lifting motion of the
legs.
- Lift:
- The upward motion of the ball imparted by the fingers at
the point of release.
- Light:
- Not full on the target pin; too much on the Jersey side.
- Light seven:
- A hit too light on either side of the head pin resulting in
the 2-4-5 or 3-5-6.
- Light wood:
- Bowling pins that weight between three pounds and three
pounds-two ounces. Three-pound six-ounce pins are required for ABC
competition, but light pins produce higher scores (and, from a proprietor¹s
viewpoint, shorter games).
- Lilly:
- The 5-7-10 split.
- Line:
- 1) The path a bowling ball takes; 2) one game of bowling.
- Line ball:
- Straight shot at pocket on and over second arrow, breaks at
back into pocket. For relatively straight ball players without huge hook. See
also "swing shot" and "point shot."
- Loafing:
- Not lifting or turning the ball properly, with the result
that the ball lags and doesn¹t reach the target, usually rolling off to the
right.
- Loft:
- Portion of the swing usually associated with how far past
the foul line the ball travels before it hits the lane; may be modified to
increase or decrease the ball's axis of rotation.
- Lofting:
- Throwing the ball well out onto the lane rather than
rolling it.
- Logs:
- Very heavy pins, up to four pounds in weight, used for
practice.
- Looper:
- An extra-wide hook ball, usually slow.
- Loose hit:
- A light pocket hit, closer to directly in the 3-pin rather
than on the headpin, as opposed to a high hit.
- Lose count:
- To miss count of pins that could be knocked down. Caused by
the way score is kept; a bowler on a strike leaving four on the first ball and
two on the second "loses count" of the remaining four pins since the total of
the next two balls is added when on a strike.
- Love tap:
- A tap from a moving pin, usually off the wall/sideboard,
which delicately knocks it down.
- Low:
- Light or thin hit on the headpin ("low in the pocket"), as
opposed to a high hit.
- Makeable split:
- Any split which does not have the two pins closest to the
foul line parallel with each other.
- Maples:
- Pins.
- Mark:
- 1) A strike or spare; 2) the point on the lane where the
bowler intends to put the ball down or otherwise use as a target.
- Match play:
- Portion of a tournament in which bowlers are pitted
individually (one-on-one) against each other (rather than against the field).
- Medal play:
- Strictly total pin scores (in other words, series, not per
game or with handicap).
- Messenger:
- A pin that comes rolling across the lane after most or all
of the others have fallen.
- Miss:
- A missed spare. (blow, error, open)
- Mister Average:
- Name given to an absent bowler (whose average is used).
It's Mrs. Average if the bowler is a lady.
- Mixer:
- Ball with action causing the pins to bounce around.
- Moat:
- Nickname for the gutter
- Mother-in-law:
- 1) The 7 pin; 2) the back pin in a sleeper situation.
- Move in:
- To start from or near the center of the approach.
- Move out:
- To start from or near a corner position on the approach.
- Mule ears:
- The 7-10 split. (bedposts, fence posts, goal posts,
snake eyes)
- Murphy:
- Baby split (2-7, 3-10).
- Nose hit:
- A first ball full on the headpin; hitting the pins dead
center.
- Nothing ball:
- Ineffective ball.
- NBC:
- National Bowling Council.
- Oneinthedark:
- Rear pin in the 1-5, 2-8 or 3-9 spare. (barmaid,
bicycle, double wood, motherinlaw, sleeper, tandem)
- On the nose:
- A head-on hit to the headpin; frequently causes a split.
- Open:
- A frame that doesn¹t have a strike or spare. (blow,
error, miss)
- Open bowling:
- Nonleague or nontournament play, for fun or practice.
- Out and in:
- A wide hook rolled from the center of the lane toward the
gutter; the ball hooks back to the pocket, going out, then in.
- Out of bounds:
- Area on the lanes where the ball won't make it back to the
pocket.
- Outside:
- Corner or near corner position of playing lanes; use is not
as extreme as "gutter shot."
- Over:
- In professional bowling, 200 per game is considered "par."
The number of pins above 200 is the number of pins "over", or in the black.
- Over-turn:
- To apply too much spin to the ball and not enough finger
lift, preventing the ball from having proper action. When the thumb stays in
too long, the ball is said to be overturned. The thumb should come out first,
allowing the fingers to lift the ball forward and spin it to the side.
- Pack:
- A full count of ten.
- Par:
- 200 game; bowling over or under "par", etc.
- Part of the building:
- Expression referring to the 7, 8 or 10 pin when it stands
after what seems to be a perfect hit (part of the house).
- Perfect game:
- Twelve strikes in a row with a count of 30 pins per frame
resulting in a score of 300.
- Pick:
- To knock down only the front pin from a spare leave. (cherry,
chop)
- Picket fence:
- The 1-2-4-7 or 1-3-6-10 spares. (rail)
- Piano keys:
- See "break of the boards."
- Pie, Pie alley:
- A lane that is easy to score on.
- Pin bowling:
- Using the entire rack of pins as a target. Before arrows,
and before the break of the boards was noticeable, it was difficult to sight
far down the lane since all the boards looked very similar.
- Pinching the ball:
- Gripping the ball too hard.
- Pin deck:
- Area 60' from the foul line where pins stand; usually has
dark-colored spots where the pins are aligned.
- Pindicator:
- Lighted display board above the pins showing which ones are
standing.
- Pine:
- Softer wood used beyond division boards; takes over where
the maple "heads" end.
- Pit:
- Space at end of lane where ball and pins wind up.
- Pitch:
- Angle at which holes in bowling ball are drilled. Reverse
pitch is a drilling that heads away from the front of the ball; positive pitch
is the opposite.
- Platform:
- Part of the lane from the very back of the ball return area
to the foul line. (approach, runway)
- Plugged ball:
- Balls which do not fit a player¹s hand can be re-drilled
after being plugged. The PBA does not allow plugged balls.
- Pocket:
- The 1-3 for right-handers and 1-2 for lefties.
- Point the ball:
- To aim more directly at the pocket, high and tight.
- Point Shot:
- Start from first arrow and throw over first arrow; ball
goes straight at pocket. See also "swing shot" and "point shot."
- Poison ivy:
- The 3-6-10.
- Poodle:
- To roll a gutter ball.
- Position rounds:
- Designated parts of a league or tournament schedule which
call for teams or players to meet each other based on their standings. First
place meets second, third meets fourth, etc.
- Pot game:
- Competition in which two or more bowlers post some sort of
stake and high man takes it all.
- Powder puff, puff ball:
- Slow ball that fails to carry the pins.
- Powerhouse:
- A hard, strong ball which strikes.
- Preparation:
- Of your hand, the ball and other equipment; checking the
lane for oil, dirt and a full rack of pins, etc.
- Professional Bowlers Association (PBA):
- Determines requirements for membership, entry fees for
local and national PBA tournaments, and monitors player conduct.
- Puddle:
- A gutter ball.
- Pull the rug:
- To have the ball just touch the headpin, at which time the
pins appear to dance until the last second when they all seem to collapse at
once, resulting in a strike.
- Pumpkin:
- Ball thrown without spin that hits soft.
- Punch out:
- To end a game from any point with all strikes.
- Pushaway:
- Movement of the ball and starting foot together which
begins the "approach."
- Quick eight:
- A good pocket hit which leaves the 4-7 for right-handers,
6-10 for lefties.
- Rail:
- 1) The 1-2-4-7 or 1-3-6-10 spare; a "little rail" is the
rail minus one of the end pins (1, 7, or 10). (picket fence) 2) The outside
board of a lane, usually made of harder wood such as maple, which with wear
may stand above the inner playing surface and cause balls to track along it
rather than go into the channel.
- Railroad:
- A wide open split with both pins on the same line (4-6,
7-9, 8-10, 7-10). (hole)
- Range finders:
- Two sets of markers embedded in the surface of the lane.
One is a set of ten dots seven feet beyond the foul line. The other is nine
feet farther down the lane in a triangular arrangement of seven arrows. Both
are used to help establish a target line.
- Rap:
- When a single pin remains standing on a good hit. (burner,
tap, touch)
- Rat club:
- A team shooting horribly low scores for one game.
- Reading the lanes:
- Discovering whether a lane hooks or holds, and where the
best place is to roll the ball to score high.
- Release:
- Hand motion as ball is put onto lane.
- Reset:
- Resetting the pins when off spot.
- Return:
- The track on which balls roll from pit to ball rack.
- Reverse:
- An emphatic backup.
- Reverse block:
- See "Blended condition."
- Reverse pitch:
- Finger or thumb hole angled away from the center of the
ball.
- Revolutions:
- The number of turns a ball takes when traveling from the
release to the pins.
- Ringing ten-burner:
- A shot to the pocket which appears to be fine but leaves
the 10-pin.
- Right lateral pitch, or right side pitch:
- Finger or thumb hole angled toward palm of hand.
- Rotation:
- The spin imparted to the ball at the moment of delivery
which results in pin "action"; specifically, motion of the pins which is
horizontal, rather than vertical, since a horizontally spinning pin covers
more of the lane.
- Rug jerker:
- A 5-pin that is swept out to the right on a strike ball as
if someone had jerked the rug out from under it.
- Run, running late:
- A lane on which the ball hooks easily.
- Runway:
- Starting area; ends at foul line, where lane begins. (platform,
approach)
- Sanctioned:
- Competition in accordance with American Bowling Congress or
Women¹s International Bowling Congress rules.
- Sandbagger:
- Bowler who keeps his average down purposely in order to
receive a higher handicap than he deserves.
- Sandwich game:
- A 200 game scored by alternating strikes and spares. (Dutch
200)
- Scenic route:
- Path taken by a big curve ball.
- Schleifer:
- Thin-hit strike where pins seem to fall one by one.
- Scratch:
- Without benefit of handicap; actual score.
- Semi-fingertip:
- A ball drilling that allows the ball to rest on the pads
between the second and third joints of the third and fourth fingers. More
powerful than a conventional grip, less powerful than a full fingertip grip,
it is generally not recommended.
- Semi-roller:
- A ball that rolls on a track just outside the thumb-hole.
Also called a semi-spinner. This type of ball is considered the most powerful
and has displaced the full-roller in professional bowling.
- Separation:
- The distance you allow between your standing position and
where you want the ball placed on the lane to hit the target.
- Set:
- Ball holding in the pocket.
- Shadow ball:
- A ball rolled in practice without the pins being set,
usually for five minutes or just one or two balls before competition play.
- Short pin:
- A pin rolling on the alley bed which just fails to reach
and hit a standing pin.
- Shotgun shot:
- Rolling the ball from the hip.
- Sidearming; sidewheeling:
- Allowing the arm to draw away from its proper position
during back and forward swing.
- Sideboards:
- Vertical division between lanes at the pit end. (kickbacks)
- Sixpack:
- Six strikes in a row.
- Sleeper:
- A pin directly behind another pin; respectively: 8-4, 5-1,
9-3. (barmaid, bicycle, double wood, motherinlaw, oneinthedark, tandem)
- Slick:
- Land condition highly polished; tends to hold back hook.
Not the same as oily.
- Slide:
- The last step of the delivery.
- Slot, slot alley:
- Lane on which strikes come easy caused by a track worn into
the lane.
- Slot grip:
- A grip on the bowling ball where the area between the third
and fourth fingers is drilled away, resulting in one large finger hole.
- Small ball:
- Type of ball that doesn¹t mix the pins; must hit pocket
perfectly for strikes.
- Snake eyes:
- The 7-10 split. (bedposts, fence posts, goal posts, mule
ears)
- Snow plow:
- A ball that clears all the pins for a strike.
- Soft alley; soft lane:
- A lane on which strikes come easy.
- Sour apple:
- 1) Weak ball which leaves the 5-7, 5-10 or 5-7-10 split; 2)
specifically, the 5-7-10 split.
- Span:
- Distance between thumb and finger holes.
- Spare:
- All pins down with two balls.
- Spare leave:
- Refers to pins standing after first ball is rolled.
- Spiller:
- A light-hit strike in which the pins seem to melt away,
taking a longer time than other strike hits.
- Splasher:
- A strike where the pins are downed quickly.
- Splice:
- Area of lane where maple and pine boards join. (break of
the boards, dovetails, piano keys)
- Split:
- A spare leave in which the headpin is down and the
remaining combination of pins have an intermediate pin down immediately ahead
of or between them. (hole, railroad)
- Spot bowling:
- Target on lane at which the bowler aims; could be a dot, a
board, or an arrow.
- Squeeze:
- The action of the second and third fingers against the
thumb, much like snapping the fingers, as they deliver the ball.
- Steal:
- To get more pins than you deserve on a strike hit.
- Stiff, stiff alley:
- A lane with a tendency to hold a hook ball back.
- Strap the ball:
- Get maximum lift.
- Strike:
- All ten pins down on the first ball. See also double,
turkey, four- and five-bagger, and sixpack. Seven, eight, nine, ten and eleven
strikes in a row are called seven-in-a-row, eight-in-a-row, etc.
- Strike out:
- To get all three available strike in the tenth frame or,
similarly, finish the game from any point with strikes.
- Strike split:
- The 8-10 for right-handers and the 7-9 for lefties; ball
looks good but splits.
- String:
- Three or more consecutive strikes. Also, in some areas, one
game of bowling.
- Stroke:
- The arm and hand motion during the act of delivery over the
foul line.
- Sweeper:
- 1) A wide-breaking hook which carries a strike as though
the pins were pushed with a broom; 2) a night of league bowling, previously
designated, where bowling fees go toward high-scoring individuals or teams for
that night.
- Sweepstakes:
- Bowling tournament
- Swing shot:
- Marshall Holman¹s favorite. Starts at third arrow, goes to
second and back to pocket; for bowlers with lots of hook. See "line ball" and
"point shot."
- Swiss cheese ball:
- A ball used in pro shops to determine a bowler's finger
size and span for drilling.
- Take off a mark:
- When counting marks (see counting marks), removing or not
adding a mark because a bowler scored five or less on a spare or double.
- Tandem:
- Two pins, one behind the other. (barmaid, bicycle, double
wood, oneinthedark, sleeper)
- Tap:
- When a pin stands on an apparent perfect strike hit.
(burner, rap, touch)
- Team captain:
- Team member responsible for all the members being present,
arranging for substitutes, and determining the team lineup.
- Telephone poles:
- Heavy pins.
- "The fire's out":
- Common expression used when a string of strikes comes to an
end.
- Thin hit:
- A pocket hit when the ball barely touches the headpin.
- 300 game:
- A perfect game consisting of 12 strikes in a row.
- 300 game jinx:
- It is customary when someone starts a game with a string of
strikes not to mention the possibility of scoring 300, which would "jinx" the
player.
- Three quarter bucket:
- Three of the four pins of the bucket; three of the 2-4-5-8,
1-2-3-5, or 3-5-6-9.
- Three quarters:
- Spot where bowlers place ball upon delivery, midway between
right corner and center of lane and three-fourths of the width of the lane
from the left corner (vice versa for lefties). A popular starting point.
- Throwing rocks:
- Piling up strikes with a speed ball.
- Tickler:
- When the 6-pin gently topples the 10-pin from the channel
resulting in a strike; the 6-pin is the "tickler."
- Topping the ball:
- At ball release, fingers go over top of ball instead of
behind or to the side; ball has little power or action at the pins. Caused by
keeping the thumb in the ball too long.
- Touch:
- Pin standing on a good hit. (burner, rap, tap)
- Track:
- 1) Area most used on lane, creating a path to pins; 2) area
on a bowling ball where it rolls and picks up minute particles.
- Triple:
- Three strikes in a row. (turkey)
- Tripped 4:
- When the 2 pin takes out the 4 by bouncing off the
kickback.
- Tumbler:
- A strike in which the pins appear to fall individually.
- Tunnel block:
- See "Blended condition."
- Turkey:
- Three strikes in a row. (triple)
- Turn:
- Motion of the hand and wrist toward pocket area at point of
ball release.
- Umbrella ball:
- A high hit on the nose resulting in a strike.
- Under:
- Professional bowling score below 200.
- Up the hill:
- Refers to coaxing a ball over a high board into the pocket.
- Venting:
- Drilling a small hole (not a finger hole) to relieve
suction on the thumb hole.
- Washout:
- The 1-2-10 or 1-2-4-10 for right-handers and the 1-3-7 or
1-3-6-7 for lefties.
- Water in the ball:
- A weak ball, one that leaves an 8-10, 5-7 or 5-10.
- WIBC:
- Women's International Bowling Congress.
- Winding them in:
- Refers to big-hook-ball bowlers who get their hooks around
the pocket consistently.
- Web:
- Distance between the finger holes, usually one-quarter to
three-eights of an inch. (bridge)
- Weight block:
- The area of the ball which is drilled. Allowable tolerances
are three ounces difference between the top and bottom of the ball and not
more than one ounce difference between the sides to the right and left of the
finger holes or between the sides in front and back of the finger holes.
"Negative weight" means there is less top weight than bottom weight; this will
cause the ball¹s hook to be delayed until the very last second. Generally, top
weight, finger weight, and right side weight produce more hook; bottom weight,
thumb weight and left side weight reduce the hook and/or hold back the action
of the ball.
- Wood:
- 1) In handicapping, the number of pins given; 2) in
scoring, the number of pins knocked down; 3) general reference to a pin or
pins.
- Wooden bottles:
- Pins.
- Woolworth:
- The 5-10 split (the 5-7 is called the "Kresge"). (dime
store)
- Working ball:
- A ball with enough action to mix the pins on an off-pocket
hit and have them scramble each other for a strike. The same ball will break
up splits when it hits the nose.
- Wrap around:
- A tap of the 10-pin when the 6-pin appears to "wrap around"
it, missing it.
- Wrist master:
- One of the many contraptions work by bowlers designed to
help keep a firm wrist during the backswing.
- X:
- Symbol for strike.
- Yank the shot:
- When a bowler hangs onto the ball too long and pulls it
across his body.
- Young American Bowling Alliance (YABA)
- The YABA is the governing body providing recognition,
sanctioning, playing rules and supervision to help preserve the amateur status
of its members. The YABA is a non-profit volunteer-based organization for
young bowlers.
- Zero in:
- Find the right strike spot on a lane.
Fundamental Skills and Techniques:
Ball Selection:
Choosing The Right Ball(s):
Not all bowling balls
are created equal. Today's balls range from mild firecrackers to highly
explosive bombs. Most better bowlers carry at least three different balls-- one
with high hook potential, one with medium hook potential, and one with little or
no hook potential. It's important to realize that even the most potentially
hooking ball WILL NOT automatically hook by itself. YOU make it hook! That's why
it's a good idea to develop a consistent proper "release" before investing in a
variety of bowling balls. Generally, the lane condition will dictate what ball
is required: heavy oil calls for maximum hooking potential; medium oil calls for
medium hooking potential; and dry lanes require very little hook potential. For
example: if your bowling on really dry lanes with a ball with high hook
potential, the ball will most likely "take off" in its hooking pattern shortly
after hitting the lane. Conversely, if you're bowling on heavy oil, a low
hooking ball will just keep sliding down the lane. Both resulting in lower
scores. If you want to carry only one ball, one with medium hook potential might
be the way to go. If you want to carry two balls, get one at each end of the
spectrum. The weight of the ball also has a lot to do with it. Too heavy or too
light may be hard to control during the approach. Don't let your ego prevent you
from bowling your best by insisting on using the heaviest ball (16lb). Some of
the best men bowlers use 14 and 15lb equipment. For help in choosing your
bowling balls, see your local Pro Shop operator.
Grip:
The following
approach can help you stabilize your grip.
The goals of improving your grip are:
- To provide a consistent release on every shot
- To give you the confidence that your release will be
clean
The following simple steps will help focus your work on
the individual parts of a good grip. You will need your bowling ball to try
most of them, but you do not need to swing it. Just kneel on the ground and
lay the ball down on the floor.
| HAND:
When holding the ball, your hand will be in the position shown on the
right. Your forearm will be facing directly in front of you and your
index finger will point directly in front of you. Your palm will be
facing upward.
 |
| GRIPPING THE BALL:
When you put your fingers into the ball, your fingers should be in the
position shown. Notice that the index finger is
extended away from the other fingers to carry some of the ball’s weight;
the whole finger is kept flush against the surface of the ball.

Notice the pinkie is tucked next to the ring finger.
You can also hold the pinkie away from the other fingers to better
distribute the weight of the ball, but I don’t recommend it. If you tuck
the pinkie next to the ring finger, it will always be at the same place
every time. This gives you better consistency because your pinkie will
never hang on the ball at the end of your release. |
| HOLDING THE BALL:
Using the grip described above, hold the ball with your palm facing
directly up and your index finger pointing upward around the front of
the ball as if you were flipping the bird with the wrong finger.
You will probably feel a little pull on your forearm
tendons as this is a somewhat unnatural amount of weight to carry with
your hand/wrist in this position, but this is normal.

Notice that the thumb is pointed at around 10 o’clock.
It is vital that the thumb be pointed at somewhere between 10 and 11
o’clock or the ball will not hook properly. |
| SWINGING THE BALL:
Once you have the ball in your holding position, you just swing the ball
like a pendulum. Keep your forearm facing forward at all times. Keep
your palm/wrist locked in the holding position described above. |
| RELEASING THE BALL:
When the ball reaches the bottom of your swing (when it is closest to
the ground), it’s time to release it. It all happens very quickly and
mostly automatically (i.e., you do nothing but let it happen). The thumb
comes out first and then the ball rotates as your fingers come out.
Because it is the last finger in the ball, there will be
a moment when you will be carrying the ball’s entire weight on your ring
finger. Make sure your ring finger goes smoothly upward as it comes out
of the ball. This last snap provides a lot of the rotation on the ball
so it will make or break your hook. |
| FOLLOWING THROUGH:
Strictly speaking, there is no reason for a long follow through: once
the ball is released, nothing you do will have an effect. The reason for
having a follow-through is to avoid cutting your arm swing too short by
stopping at the release point. It’s a lot like swinging a baseball bat
and following through after impact. |
|
Stance:
When you take your stance, ensure you stand in the same place on each strike
shot, be at your point of origin. This will help you determine whether the ball
is or is not hooking, so you can make an adjustment, if necessary.
Hot Tip: Follow the ball - if the ball stays right, move your feet
right; if the ball hooks left, move your feet left. A left hander would do the
opposite. Next, ensure you place your fingers in the ball in the correct manner
each time (up to second joint for conventional; up to first joint for
fingertip), always fingers first with a slight amount of finger pressure as you
grip. Place your thumb in the ball, all the way, and let the ball be placed into
your comfortable starting position.
Establish a firm wrist position, with minimal bend or flex forward or
backwards. Ensure that part of the ball weight is absorbed in your opposite
hand, this will help relax your bowling arm and allow you to develop a good ball
placement position and free swing. Now, take your body weight and distribute it
across the bottom of your feet, with most of the weight on your non-starting
foot. Once in this position, two things should be accomplished. One, ensure the
ball is lined up with or just inside your bowling shoulder fairly close to your
body. Two, ensure your bowling elbow is tucked into your side or resting on your
hip. You should now be ready to deliver your shot and begin your approach.
Footwork:
The most essential and fundamental
skills confronting the beginning bowler are footwork, balance, and rhythm.
Bowlers take three, four, or five steps before delivering the ball. There
are many good bowlers using each style. The least acceptable style is the
three step approach due to the difficulty in timing with the arm movements.
Probably the most popular among bowlers, because timing with the arms is more
natural, is the four step approach. However, each bowler should experiment
until he or she finds the number of steps that fit. After this is
accomplished, the bowler is ready to synchronize the footstep pattern with the
arm movements while delivering the ball. The result of this practice is
rhythm and timing. You should practice footwork so that the feet move
parallel to each other, remaining on the same board on which they start.
Practice a fast walk, a slow run, or gliding movement, rather than the walk or
run. to find the correct starting spot in the approach, starting from the
foul line, step off the number of steps desired and add 6 inches.
Delivery and Approach:
Most bowlers use a natural and relaxed four-step
delivery method, taking four steps on the approach and then gliding while
releasing the ball toward the pins. To determine the proper starting position,
bowlers should stand at the middle of the foul line, facing away from the pins,
and take four and a half steps forward. They should then turn and face the pins,
remembering their relative position to the target markings. Each time a bowler
steps up to make a throw, he or she should start the delivery from the same
spot. As a bowler gains experience, minor adjustments can be made for comfort or
preference.
After finding the correct starting position,
bowlers should face the pins, focus on them, and with the fingers of the
throwing hand in the holes let the weight of the ball rest on the nonbowling
hand somewhere between the shoulder and the waist. The ball should be held
slightly the right side (for right-handers) or left side (for left-handers) of
the bowler’s body. Experienced bowlers keep their feet fairly close together,
the left foot (for right-handers) slightly forward, and the knees gently
flexed.
The bowler tosses the ball using a four-step
delivery (described here for a right-handed bowler).
- Step One: Move the ball and right foot down and forward in a slow,
short movement.
- Step Two: Keeping the arm as close to the body as possible, take a
step with the left foot and let the ball swing backwards.
- Step Three: Step forward with the right foot as the ball reaches the
top of the backswing. The left arm should be extended for balance.
- Step Four: Shift body weight from the right to left foot while bending
the left knee and letting the ball swing naturally forward. No extra
effort is needed.
The bowler should glide with the right leg extended back as the right arm
lifts the ball over the foul line and releases it toward the pins. The
follow-through after the release should be a continuation of the arc that
started with the backswing.
Beginners should concentrate on tossing the
ball at the front pin and developing a smooth, relaxed delivery. Common
errors include throwing the ball too hard, concentrating too much on
pinpoint accuracy, and not releasing the ball close to the floor.
Scoring:
A bowling game consists of ten turns,
called frames, in which the bowler tries to knock down all ten pins.
Players keep score on a sheet that lists the bowlers’ names, the
frame, the number of pins knocked down with each ball, and the final
score.
In each of the first nine frames the
bowler rolls one or two balls. If the bowler knocks down all ten
pins with the first ball, he or she has rolled a strike, the
best roll possible. An X is recorded on the score sheet, and the
bowler receives ten points (the number of pins knocked down) plus a
bonus of the number of pins the bowler knocks down in his or her
next two bowls. The maximum possible score in a strike frame,
therefore, is 30: the strike followed by two more strikes on
subsequent throws (10 + 10 + 10 = 30).
If pins remain standing after the
first throw of a frame, the bowler takes another shot. Knocking
down all the remaining pins results in a spare. A slash (/)
is recorded on the score sheet, and the bowler receives ten points
plus a bonus of the number of pins knocked down with the next
bowl. The maximum possible score in a spare frame, therefore, is
20: the spare’s ten points followed by another ten if the bowler
can score a strike in the next frame (10 + 10 = 20).
If the bowler fails to knock down
all ten pins with both balls, his or her point total is simply
the total number of pins felled. When a bowler fails to knock
down any pins, a scratch is recorded on the score sheet with a
dash (-).
Players who roll spares and
strikes in the tenth and final frame receive bonuses. Bowlers
who roll a spare receive one extra ball, and the number of
pins downed is added to the score. Bowlers who roll a strike
receive two extra balls to try to add to their score.
A player achieves the top score
of 300, known as a perfect game, by registering a strike in
each frame and on the last two extra balls (nine frames of
30 points equals 270, plus 30 additional points in the tenth
frame). Perfect games are rare. Top professional bowlers
consistently average more than 230, while an amateur may
have trouble breaking 100.

Competition:
The Fédération
Internationale des Quilleurs oversees bowling
internationally, and many national, regional, and local
organizations sanction competitive bowling on lower
levels. In the United States the American Bowling
Congress (ABC), the Women’s International Bowling
Congress (WIBC), and the Young American Bowling Alliance
(YABA) are the major groups that sponsor tournaments,
organize clinics, and hold conventions to review rules.
Amateurs make up the
majority of bowling enthusiasts and combine to
participate in more than 200,000 sanctioned leagues
each year. They play on teams made up of friends,
fellow church members, or coworkers. Many bowling
centers sponsor leagues of varying skill and age
levels, meaning that almost anyone can enjoy the
sport.
Professionals bowl as
members of the Professional Bowlers Association (PBA)
or the Ladies Pro Tour (LPBT). These organizations
sponsor tournaments in cities across the United
States and Canada. Professional bowlers also make
instructive movies and videos, conduct clinics, and
bowl in exhibition matches. Famous bowlers from the
United States include Earl Anthony, Donna Adamek,
Don Carter, Marion Ladewig, Betty Morris, Aleta
Sill, Dick Weber, and Walter Ray Williams, Jr.
Possible Errors and Corrections:
| Possible Errors |
Corrections |
| Ball travels directly to right or left gutter
when released. |
Keep the ball close to your body on backswing
and forward swing. |
| Ball does not have adequate speed. |
Increase the speed of your approach or push
the ball higher as you complete the push-away. |
| Bowler releases the ball too late or too
soon. |
Release the ball as it reaches the right knee
(for right-handed bowlers). |
| Path of the ball is inconsistent. |
Keep shoulders square to the pins and the
sliding or forward foot pointed toward the target. Follow through
should be toward target. |
| Bowler fails to start approach with the
correct foot. |
For the four-step approach, right-handers
should start with the right foot. Left-handers should start with the
left foot. |
| Bowler frequently fouls. |
Make the first step in your approach very
short. |
| Bowler lofts the ball. |
Bend more at the knees than at the waist at
point of release. |
| Ball falls from bowler's hand during swing. |
Check size of finger holes and length of
span. |
Tips to Remember:
- Develop an even speed in rolling all shots, and use
whichever speed develops the most accuracy and consistency.
- Concentrate on the spot desired to be hit.
- Relax.
- Be sure that the approach is not too fast or too slow.
- Do not force a delivery; let the weight of the ball do the
work. The are merely serves as a pendulum.
- In rolling the straight ball, be sure that the fingers are
behind the ball when it is released, to prevent the ball from curving.
- Learn to le the thumb come out of the hole first.
- Hold the wrist firm when releasing the ball.
- Lay the ball on the lane smoothly.
- In follow-through, let the arm continue in the direction of
the pins.
Bowling for Spares:
Spare bowling is extremely critical for good scores and
requires practice to obtain accuracy and confidence. Improvement in
bowling is directly related to mastering the techniques for picking up spares.
The following points are important to this aspect of the game:
- Determine the key pin (usually the one closest to the
bowler) and where it must be hit to get the most action-reaction to pick up
the remaining pins.
- Use the three basic alignments for the remaining pins: a)
center position for center pins; b) left position for right-side pins; c)
right position for left-side pins.
- Roll the same style of ball for the spare as used for the
first ball of the frame.
- Concentrate harder on the second ball than the first, as
there is less opportunity for pin action and less margin for error.
Warm-up exercises for bowling.