Scoring13 terms

Strike

Knocking down all 10 pins on the first throw of a frame. Recorded as X on the scorecard. Scores 10 plus the total pins knocked down on the next two throws. The maximum single-frame score with a strike is 30 (three consecutive strikes).

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Spare

Knocking down all remaining pins on the second throw of a frame. Recorded as / on the scorecard. Scores 10 plus the number of pins knocked down on the next throw (the first throw of the following frame).

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Open Frame

A frame where at least one pin remains standing after both throws. No bonus applies — the score is simply the total pins knocked down in that frame. Minimizing open frames is the key to a higher average.

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Turkey

Three consecutive strikes in a row. The term dates to 19th century American bowling tournaments where a turkey was awarded as a prize for this achievement. A turkey in frames 1–3 gives frames 1 and 2 the maximum frame score of 30.

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Double

Two consecutive strikes. When you throw a double in frames N and N+1, frame N scores 10 + 10 + (first throw of frame N+2). The second strike cannot be fully scored until the throw following it.

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Perfect Game

A score of 300 — achieved by throwing 12 consecutive strikes. Frames 1 through 9 each score 30 (strike + next two strikes), and the 10th frame scores 30 for three strikes. The highest possible score in a standard game.

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Clean Game

A game in which every frame results in either a strike or a spare — no open frames. A clean game does not guarantee a specific score since it depends on how many strikes versus spares you throw, but it demonstrates consistent pin coverage.

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Gutter Ball

A throw that lands in the gutter (channel) on either side of the lane before reaching the pins. Scores zero for that throw. Also called a channeler. Modern bowling alleys have bumpers that can be raised to prevent gutter balls for younger or beginner bowlers.

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Split

A leave where two or more pins remain standing with a gap between them that makes a spare difficult or impossible. The most common splits are the 7-10 (two corner pins), the 5-7, and the 8-10. Most splits are recorded on the scorecard but do not change the scoring formula.

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7-10 Split

The hardest spare in bowling — the two corner pins remain standing with all other pins cleared. Converting the 7-10 requires hitting one pin at the extreme edge to send it across the back of the lane and knock down the other. Even professional bowlers convert it less than 1% of the time.

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Mark

A strike or a spare — any frame where you knock down all 10 pins (across one or two throws). Getting a mark awards a bonus; frames without a mark are open frames. Tracking your mark percentage is a key performance indicator.

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Handicap

A pin adjustment that allows bowlers of different skill levels to compete fairly. The standard USBC formula is: Handicap = (Basis score minus your average) times 0.90. A common basis score is 220. Handicap is added to your actual game score for league standings.

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Washout

A leave where the headpin (pin 1) remains standing along with other non-adjacent pins. Similar to a split, but technically different because the headpin is still up. A washout is still a challenging spare attempt.

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Performance3 terms

Average

Your total pins divided by the number of games bowled. USBC requires a minimum of 12 games to establish an official league average. Most recreational bowlers average between 100 and 150. A 200+ average is considered elite.

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Spare Conversion

The percentage of spare opportunities you successfully convert. Spare conversion rate is one of the most important statistics in bowling because open frames cost the most points. A 90%+ spare conversion rate is the goal for competitive league bowlers.

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First Ball Average

The average number of pins knocked down on your first throw per frame. Also called the first ball pinfall average. A high first ball average (8+ pins) puts you in position for easy spares and more strikes, dramatically raising your potential game score.

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Lane7 terms

Approach

The area behind the foul line where bowlers walk and deliver the ball. Standard approaches are 15 feet long. The approach has directional arrows and dots to help bowlers line up their starting position and footwork.

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Foul Line

The black line at the front of the approach that separates the approach from the lane. Stepping on or over the foul line during or after delivery results in a foul — the throw counts but the pins knocked down on that throw are reset and scored as zero.

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Pin Deck

The area at the end of the lane where the 10 pins are set. The pin deck is approximately 34 to 36 feet from the foul line. Pins are arranged in a triangle formation with the headpin (pin 1) closest to the bowler.

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Kingpin

The 5-pin — the center pin in the second row of the pin triangle. Also called the key pin. Striking the kingpin at the right angle during first-ball delivery is critical to a clean ball reaction and maximizing pin carry.

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Pocket

The ideal target area on the pin deck for a first ball. For right-handed bowlers, the pocket is between pins 1 and 3. For left-handed bowlers, between pins 1 and 2. A ball entering the pocket at the right angle and speed produces the highest strike percentage.

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Brooklyn

A first ball that crosses the center and hits the wrong side of the headpin — the 1-2 pocket for right-handers instead of the 1-3, or the 1-3 for left-handers. Named after the New York borough. Brooklyns can still result in strikes but are generally less reliable.

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Oil Pattern

The pattern of lane oil applied by the lane maintenance machine. Oil affects how the ball slides and hooks. House patterns (standard recreational bowling) are more forgiving. Sport patterns used in competitive play are more challenging and penalize poor accuracy.

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Team2 terms

Anchor

The last bowler in a team lineup. The anchor bowls fifth in a five-person team format. A strong anchor is typically the most consistent scorer and carries the pressure of the final frame when a team needs pins to win.

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Baker Format

A team bowling format where five bowlers each bowl two frames in sequence — bowler 1 throws frames 1 and 6, bowler 2 throws frames 2 and 7, and so on. The team shares a single scorecard, and the anchor throws frame 10. Used in collegiate and high-level team competitions.

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Technique3 terms

Hook

The curving motion of the ball as it travels down the lane. Most skilled bowlers use a hook to enter the pocket at a favorable angle, increasing the probability of a strike. Hook is created through wrist position, finger position at release, and ball coverstock.

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Loft

The distance the ball travels through the air after release before landing on the lane. Too much loft causes the ball to hit the lane hard and creates unpredictable deflection. A controlled loft of 6 to 10 inches past the foul line is typical for most bowlers.

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Rev Rate

Revolutions per minute — how many times the ball rotates on its axis as it travels down the lane. Higher rev rate creates more hook potential. Professional bowlers average 300–400 RPM. Most recreational bowlers are in the 150–250 RPM range.

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