FramescoringOne turn. A game has 10 frames, and you normally get two rolls in each to knock down all ten pins.
StrikescoringKnocking down all ten pins on your first roll. Worth 10 plus your next two rolls β marked with an β.
SparescoringClearing all ten across both rolls. Worth 10 plus your next one roll β marked with a β.
Open FramescoringA frame where you didn't clear all ten pins β no bonus, you just score the pins you got.
MarkscoringA strike or a spare. "Getting your marks" means scoring one nearly every frame β the key to a good game.
DoublescoringTwo strikes in a row. The first strike's bonus feeds on the second, so scores climb fast.
TurkeyscoringThree strikes in a row β bowling's most famous little milestone, and always worth a cheer.
BaggerscoringA run of strikes: a "four-bagger" is four in a row, a "five-bagger" five, and so on past the turkey.
Perfect Game (300)scoringTwelve strikes in a row for the maximum score of 300. Rare, coveted, and rarely forgotten.
Clean GamescoringA game with no open frames β a strike or spare in every frame. A great, achievable goal.
AveragescoringYour typical score across many games. Bowlers talk about their "average" the way golfers talk handicaps.
HandicapscoringBonus pins added to a lower-average bowler's score so players of different levels can compete fairly.
The PocketpinsThe ideal target between the head pin and the pin behind it (1β3 for righties, 1β2 for lefties) β where strikes come from.
Head PinpinsThe front pin (the 1), closest to you at the point of the triangle.
KingpinpinsThe 5 pin in the very center of the rack β hidden behind the head pin.
SplitpinsA tough leave: two or more pins standing with a gap between them after your first roll.
Baby SplitpinsAn easier split with pins close together (like the 2β7 or 3β10) β very makeable with good aim.
BedpostspinsThe dreaded 7β10 split β one pin in each back corner. The hardest spare in bowling.
SleeperpinsA pin hidden directly behind another, easy to miss. Also called a "double wood."
WashoutpinsA leave with the head pin still standing plus corner pins β tricky, but not technically a split.
TappinsLeaving a single pin standing on what looked like a perfect strike hit. Bad luck, not bad bowling.
DeadwoodpinsKnocked-down pins lying in the lane or gutter. The machine sweeps them before your next roll.
ApproachplayThe wooden area you walk on before the foul line as you deliver the ball. Only one bowler on it at a time.
Foul LineplayThe line where the approach meets the lane. Cross it and your roll scores zero β and the lane beyond is slick.
ArrowsplayThe targeting arrows set into the lane about 15 feet out. Most bowlers aim at these, not the distant pins.
BoardsplayThe narrow wooden strips running down the lane (39 of them). Bowlers aim and adjust "by the board."
Gutter (Channel)playThe troughs on either side of the lane. A ball that drops in is a "gutter ball" and knocks down nothing.
HookplayA ball that curves as it travels, entering the pocket at an angle for more strikes. Takes practice β not required to enjoy the game.
Straight BallplayA ball rolled straight at the target with little curve. Simple, repeatable, and perfect for casual bowling.
BrooklynplayA ball that crosses to the opposite pocket (left side for a righty). Often lucky, sometimes a strike.
LoftingplayThrowing the ball out onto the lane instead of rolling it smoothly. Usually to be avoided β easy on the wrist, hard on the lane.
House BallgearA shared ball from the racks, free to use. Pick one where your fingers move easily and the weight feels right.
Bowling ShoesgearSpecial sliding-sole shoes (rented at the desk) required on the approach β street shoes aren't allowed.
Ball ReturngearThe machine that sends your ball back to the rack between lanes. Let it arrive fully before reaching in.
Lane OilgearA thin oil pattern on the lane that affects how a ball rolls and hooks. It's why the lane looks shiny.
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