Action: Movement imparted to the ball by the fingers as the ball is released.
Anchor man: The last bowler in a team.
Angle: Direction taken by the ball as it enters the 1-3 pocket.
Arrows: Dart-like markers out on the lane 12 to 16 feet used by the bowler to help him keep his line to the pins.
Baby strike: Pins left after the ball so that there is a pocket corresponding to the 1-3 pocket for the full setup.
Back-up ball: Ball that moves to the right, the opposite of a hook.
Blow: Fail to make spare; technically, an error.
Break of the boards: Points approximately 16 feet out from the foul line just beyond the darts, or arrows.
Brooklyn: Ball thrown into the 1-2 pockets.
Channel: Gutter on each side of the lanes.
Cherry: Pin left when a pin in front is knocked down, or chooped; a bowler who has so performed is said tp have picked a cherry.
Chinaman: Third bowler in a team.
Chop: To hit a front pin and leave one or more behind it.
Crossover: Ball thrown into the 1-2 pocket; crossover line is aim of the bowler to hit this pocket.
Dump: Dropping the ball at the foul line, usually as a result of rushing the line.
Deflection: Movement of the ball from its true path caused by a pin or pins that are hit.
Die: Ball losing action or velocity at the end of the roll.
Fill: Number of pins dropped after a spare.
Flatten: To turn the wrist away from the ball at the end of the ball release.
Foul line: Line at the end of the approach marking the beginning of the lane; a sliding foot or any other part of the bowler's body touching the lane beyond the foul line results in loss of all pins made on the roll.
Frame: One of the ten divisions of a game; the corresponding box on a score sheet.
Get-away: Action of dropping the ball at the forl line; see also Dump.
Hang a corner pin: Leave a corner pin standing.
Headpin: The 1 pin.
Heavy: BAll that hits the 1-pin head on; also on the nose.
High: Head on to the headpin.
Holding lane: Lane that resists the hook motion of the ball.
Hook: Break of the ball into 1-3 pocket.
Kickback: Side wall on each side of the pun deck.
Lay a foundation: Strike in the ninth frame.
Lead-off man: First bowler in a team.
Leave: Pins standing after the first ball of the frame.
Light hit: Ball that barely touches the 1 pin; also thin.
Miss: Fail to make a spare; also blow; an erroe.
Open frame: A pin or pins left standing after the second ball.
Pick a cherry: See Cherry.
Pie alley: Lane that allows high scores.
Pin action: Motion of struck pins that turn knock over others.
Pin deck: Area at the end of the lane on whih the pins are postioned
Pit: The area at the end of the lane beyond the pin deck.
Pocket: Space between the 1- and 3-pins; space between 1- and 2-pins for left-handers.
Ringing-10 pin: 10-pin left standing a powerful strike; also ringing 4-pin.
Running lane: Lane on which the ball hooks easily.
Side walls: Kickbacks on each side of the pin deck.
Sleeper: Pins hidden behind another in a spare.
Solid: Strong hit.
Spare: To knock down all ten pins with the first and second balls; also the score for doing so.
Split: Leave of the two or more pins(not the 1-pin) with intervening space where pins have fallen.
Stiff lane: Lane that resists a hook.
Strike: To knock down ten pins with the first ball; also score for doing so.
Strong: Ball that has a good deal of action; also working.
7-pin: 7-pin left standing as other pins swish by it; also swishing 10-pin.
Tap: Hit that seems perfect but leaves one pin standing.
Thin hit: See Light hit.
Ticker: 6-pin that bounces off the right kickback and knocks down the 10-pin.
Track: (1) the path on a bowling ball that it rolls on most often; (2) path on a bolwing lane over which many bowlers rol.
Washoout: The 1-2-10 spare.
Wall shot: Strike that is aided by pins coming off the left kickback to knock over other pins.
Weak 7-pin: Pin left standing after an unforceful hit; also weak4-pin.