Bowling Turkey - Bowling Glossary - Three Strikes in a Row Three Strikes in a Row A turkey. Photo by Marc Serota/Stringer/Getty Images By Jef Goodger Definition: Three strikes in a row. In the late 1800s and early 1900s, bowling proprietors used to present live turkeys to bowlers who threw three consecutive strikes around Thanksgiving or Christmas time. Also Known As: Gobbler, X gets the square, three-bagger. Examples: That's another turkey for Paul. Bowling Strikes Names | ProBoards Support Bowling Strikes Names Nov 2, 2016 18:45:10 GMT -8 Josh Post by Josh on Apr 3, 2008 17:35:03 GMT -8 What are the rest of the names for consecutive strikes in a row? I only know these? 1 - Strike Be Yourself, Everybody else is taken. Posts: 29,805 Aug 6, 2012 16:35:06 GMT -8 MarvinRules Be Yourself, Everybody else is taken.

29,805 Post by MarvinRules on Apr 3, 2008 17:44:53 GMT -8 Well according to Wikipedia Two consecutive strikes are referred to as a "double." Three strikes bowled consecutively are known as a "turkey" or "triple." Any longer string of strikes is referred to by a number attached to the word "bagger," as in "four-bagger" or "five-bagger" for four or five consecutive strikes. Recently, the event of bowling four consecutive strikes has also been called a "sombrero" or "ham bone." This terminology is used most often when a bowler is "off the strikes." (i.e. has previously bowled a string of several strikes but failed to strike on his most recent ball.) When a player is "on the strikes," a string is often referenced by affixing "in a row" to the number of strikes bowled consecutively. Six strikes in a row are sometimes referred to as a "six pack."[12][13]6 strikes and 9 strikes in a row can also be referred to "Wild Turkeys" and "Golden Turkeys" respectively.

Any string of strikes starting in the first frame or ending "off the sheet" (where all of a bowler's shots from a certain frame to the end of the game strike) are often referred to as the "front" or "back" strikes, respectively (e.g. the 'front nine' for strikes in frames 1-9, or the 'back six' for strikes in frames 7, 8, and 9 with a turkey in the tenth). A "Perfect Game" or 12 strikes in a row is also colloquially referred to as the "Thanksgiving Turkey." 1 - Strike Actually... all the guys in the bowling tournaments I do call 4 in a row a hambone. :p And, I believe, on one show, he called a 5-bagger "Yahtzee." :p And, yes, Phil (I think?) is super annoying. He almost gets giddy if he can say hambone. :p I believe you'e correct on both of those... some friends of mine started doing that on their high school team and it drives me insane!! But they've never been all that creative with their cheers.

They got the idea of shouting "Spa-loosh" from a movie, The Benchwarmers, I think, and the only reason they decided to start doing that is because my team would shout "Woohah" for strikes. But anyway, I've spent all 18 years of my life at bowling alleys, and this is how I've always seen them classified: 1 - Strike Bowling Glossary / BowlersParadise 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), 3) 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. Glossary of Bowling Science terms Glossary of Bowling Terms Average Your average is the sum of all your games divided by the number of games played.

You can use your average as a way of recording your improvement - set a goal of raising your average game, say 10 pins a season, until you reach the level of par bowlers. Bag After getting a 'turkey', most people start referring to the string of strikes as if they are collecting them in a bag, e.g. four-bagger, five-bagger etc. Brooklyn strike This refers to shots that "crosses over" the 1-3 pocket for right-handers and 1-2 for left-handers and produces a strike. It originated in New York where people would "cross over" to Brooklyn from Manhattan. A side term "Jersey side" references left-handers and refers to people crossing over from Manhattan to New Jersey. Clean Sheet If you make all your spares in the game it is called a clean sheet. Making your spares is the simplest way to raise your average on the way to becoming a scratch/par bowler. Dutch 200 Dutch 200 refers to a game in which strikes and spares are alternated (spare-strike-spare strike etc) for the entire game, which results in a score of 200 exactly.

The term is believed to be a take-off of "Dutch treat" or going "Dutch" where two people share the cost of a date. Foul The foul line is drawn across the lane to separate the approach from the start of the lane. Putting your foot over the foul-line means you don't get the score for that delivery: on the first delivery you must re-rack the pins. It is marked on the scoresheet with an "F". Frame There are ten frames in one game. You have two chances to knock down the ten pins in each frame. The tenth frame rewards you with a final bonus ball if you convert your spare (or make two strikes). You can thus throw nine strikes in the first nine frames and, if you get another two in the tenth, the bonus ball means the most strikes you can have in one game is twelve. This is called a perfect game. Open Frame If you fail to make your spare, i.e. knock all pins down in two shots, it is called an open frame Par Consistently making all your spares will give you an average in the 180 to 190 range.

When you develop your game so that you can start to string strikes together your score will go up and you will start to approach the 200 or 210 mark, which many have likened to being a "scratch" golfer. Perfect game Every bowlers ambition, is to some day, achieve a perfect game. By scoring strikes in every frame, the maximum attainable score is 300. Even professional bowlers, who play in championships worldwide, have only a few perfect games in their career. Series Adding up the scores from all the games you have played will give you the total series. Most leagues will play three-game series. It is common to use the series as a measure of success. Big tournaments will play many more games and, instead of recording total pinfall, bowlers compare their positions by talking of how many pins over/under par they are, with par usually being 200 (e.g. +20, -10, just like in golf). Sleeper If you leave a spare where one pin is standing directly behind another, the rearmost pin is called the "sleeper".

In some circumstances this is also called a bicycle, double wood, one­in­the­dark or tandem. Spare If you leave one or more pins standing after your first delivery, you get a second chance to knock all the pins down, this is your "spare" shot. If you knock all remaining pins down on the second shot you have made your spare. A spare is marked on the scoresheet with a "/". The scoring system rewards you by adding in the pins from the next ball into the current frame. See also split. Split This is a spare left when two or more pins remain standing, but with a gap between them. Spares are naturally a little harder to make (since you need to put the ball between two pins, or slide one pin over into another) and bowlers don't like to leave a split. It is common to draw a circle round the pin-count on the score sheet to indicate that it was a split. Strike When the bowler knocks down all ten pins with the first delivery of the ball it is called a strike. Your score goes up by ten, but like a spare, you get a bonus - your next two deliveries are added to the score.

Stringing strikes together will raise your score dramatically (See turkey). A strike is marked on the scoresheet with an "X". Turkey A turkey is bowling lingo for three strikes in a row. Probably, the most famous score for amateur and professional bowlers alike. This is partly due to the fact it has an unusual name, and partly because even a beginner can get one. The term dates back to before the turn of the 20th century. In those years, scoring was much more difficult and to get three strikes in a row was quite an achievement. During Thanksgiving or Christmas week, the proprietor would present a live turkey to the first person on each team who scored three consecutive strikes. The term has carried over ever since. Washout A special kind of split is the washout, where the headpin remains standing as the ball hooks by it. Wicked frame When bowlers bowl a "strike" on their first frame. Share: Bowling Lingo | PBA.com Bowling Lingo ABC The American Bowling Congress was founded in 1895 and was dissolved in 2004.

It was replaced officially on January 1, 2005 by the United States Bowling Congress as an organization to combine the efforts of the ABC, WIBC, YABA, and USA Bowling. ACTION Spin on the ball and the movement of the pins caused by that spin. A relatively slow ball with a lot of action can be much more effective than a very fast ball with little action. Pins flying and mixing, ending with a good makeable leave. Bowling for money, usually one-on-one. ADDRESS The bowler's stance before beginning the approach. ADJUSTMENT The changing of part of your game to be more competitive on the particular lane and/or lane condition you are bowling. This can mean an alignment change, equipment change, or even changes in your physical or mental game; some are subtle, others more pronounced. APPROACH The space extending back from the foul line used to make the steps and delivery. How the bowler gets to the foul line . AREA A player has "area" if they are able to hit a larger number of boards and still get the ball back to the pocket. Modern high scoring environments can often give a player a 5-8 board area.

ARMSWING The path your arm takes from your pushaway to release. Generally it is desirable to have your armswing in a consistent plane of movement. ARROWS The triangles embedded on the lane used in aiming the throw. AXIS Generally the reference is to the positive axis point (PAP), which is the point on the ball where the bowler's release creates the initial axis of rotation. AXIS TILT Ranging from 0 to 90 degrees, this is determined by the direction your axis is facing when you release the ball. 0 is parallel to the gutters, 90 is parallel to the foul line. The less axis tilt you have, the sooner the ball will go into a roll. Higher degrees of axis tilt promotes skid . BABY SPLIT The 2-7 or 3-10 split. Easier to pick up compared to a regular split . BACK ENDS Usually refers to the far end portion of the lane where the most hook can occur. If the back ends are very dry, the ball will continue to hook with power for most players; if the back ends are tight, most players will see more deflection in the pocket and fewer strikes.

BACKUP BALL A ball that curves left to right for a right-handed bowler or right to left for a left-handed bowler. Professionals normally do not throw back up balls. BAD RACK A full set of pins that appears to have one or more not properly positioned; generally undesirable. See Re-rack BAGGER (SUCH AS FIVE BAGGER) A string of strikes; i.e., five bagger is five in a row. BAKER GAME/SYSTEM A method of team play in which in all five players bowl together to make one game; player #1 bowls frames 1 and 6; player #2 bowls frames 2 and 7 etc. Most Baker matches are two games, total pins. BALANCE (AS APPLIED TO A BALL) The weight of a bowling ball is not always evenly distributed in the sphere. USBC rules allow a ball to vary 3 ounces from the drilled top half to bottom half of a ball, and one ounce from the left to right side. Before resin balls, these weights were used to subtly change the roll pattern of a ball.

A ball that has negative balances tends to be influenced to turn away from the pins; a ball with positive balance will be influenced to turn into the pins. BALANCE (AS APPLIED TO A PLAYER) A player is in balance if, at the point of release, they are able to complete their follow through without falling off to one side; generally means that the release and slide are simultaneous. BALANCE HOLE As a general rule, if you take a bowling ball and place the label in front of you and then exactly dissect the ball into two equal halfs, a right and left side, the gross weight of each half would be the same. However, if you dissect the ball off center, a greater portion of the weight block will be on one side of the ball, possibly making that half of the ball too heavy vis-a-vis the other half; also, modern high tech balls and their asymmetrical cores can be drilled in such a manner as to be in violation of the maximum tolerances allowed by the USBC for side to side weight (which is a one ounce differential); to get the ball back to legal compliance an extra, non-gripping hole may be drilled to remove the excess weight. This extra hole is the balance hole.

The balance hole can also be used to increase or decrease a ball's reaction and/or to fine tune a more subtle change in ball reaction. BALL RETURN The physical part of the equipment upon which the ball sits after being sent back to you after a delivery. BALL SPINNER A machine that is used to spin a ball in a container so that the user can apply ball polish or sand the ball down more quickly. BALL TRACK The area of the lane where most balls are thrown; the area on a ball where the ball rolls; most balls will show scratches and wear in this area after several games. BEAK The nose; the center of the head pin . BED POSTS The 7-10 split. BELLY THE BALL Describes the type of shot where a player stands inside and tosses it to the outside in the hopes it returns to the pocket for a strike. BIG FOUR The 4-6-7-10 split. BLIND SCORE When a league bowler is "blind" and can't find his/her way to the league that evening, the bowler's average is simply used (as if he/she just bowled that score) when figuring the team's total for each game.

BLOW A miss or an error failing to covert a spare other than a split . BOWL OUT The practice of allowing a team player to complete their game by bowling more than their scheduled turn at one time; allowed as a courtesy to a player that has other time commitments; league and tournament rules can prohibit the practice. BOARD A lane consists of 39 strips of wood, each called boards; they are usually numbered by the player and used as targeting terms; i.e., I was throwing the 5th board; in synthetic lanes there are no boards as such, but usually the synthetic overlay has a pattern that resembles natural wood lanes. BODY ENGLISH Movements and contortions of the body intended to steer the ball as it travels down the lane. BOOMER A big hooking ball; a person that throws a big hooking ball. BOTTOM WEIGHT The weight of a bowling ball is not always evenly distributed in the sphere. USBC rules allow a ball to vary 3 ounces from the drilled top half to bottom half of a ball, and one ounce from the left to right side. Before resin balls, these weights were used to subtly change the roll pattern of a ball.

A ball that had higher top weight would tend to go longer before hooking; a ball with bottom weight would tend to roll earlier. Although still used in ball drilling layouts, it is less important with the modern ball. BREAK POINT The portion on the lane where the thrown ball begins to hook back to the pocket. Finding the proper breakpoint (called "breakpoint management") is critical to the modern game. A ball that hooks too early or one that hooks too late will make it very difficult for a player to be consistent. Breakpoints can be adjusted by making changes in alignment, target, ball, ball surface and ball speed. BROOKLYN (see JERSEY SIDE ) Refers to a ball that crosses over to the other side of the head pin opposite the side it was thrown (i.e. a Brooklyn strike hit the 1-2 pocket for a right-hander). BUCKET A diamond-shaped, four-pin cluster, e.g., the 2-4-5-8 or 1-2-3-5. Some claim it to be the 2-4-5-8 for right handers, the 3-5-6-9 for a lefty.

CARRYDOWN The oil conditioner on the lane does not soak into the boards, it sits on top. As balls are thrown, the oil is subtly moved...it may be pushed left and right, or, it may be moved farther down the lane (carried down). Usually, but not always, a house with a lot of carrydown will not allow a ball to hook as much on the back ends and scores will be lower. In some houses and oil patterns, the initial pattern is too much over/under and carry increases as the carrydown effect takes place. Carrydown is invisible to bowlers and cannot be seen. A top professional can anticipate carrydown and make adjustments accordingly. CENTER OF GRAVITY (CG) The heaviest part of a bowling ball. The “CG” is signified by a dye mark placed on the ball by the manufacturer designating the center of the weight mass relative to the top of the ball. Semicircular grooves or drop-off area on each side of the bowling surface. CHOP To knock down one pin of a spare leave, while the pin next to or behind it remains standing. CLEAN GAME A game without any open frames .

CLOSED POCKET A full rack of pins set up for your strike ball such that the head pin is a tad off spot towards your ball hand; i.e., to the right for a right handed player; closed pockets can give unpredictable results, often negative. CONDITIONER Another name for lane oil. All lanes need some type of protective coating to prevent burn marks in the heads from the force of the thrown balls. In the "old days" lane conditioner was used primarily as a protective measure; today, under the System of Bowling, some centers legally use the lane conditioner as a tool to assist in scoring and guiding a ball to the pocket. The area of a lane that is heavily conditioned will retard the hook, and if there is heavy conditioner in the center/pocket area of the lane it can assist the ball into the pocket. CONVENTIONAL GRIP A type of ball drilling where the fingers are placed up to the second joint. Not used by many higher skilled players as it is much harder to get a hook on this type of drilling, although, it may assist accuracy in some players. COUNT Usually the number of pins knocked down in the next frame that apply to a spare or strike .

COVERSTOCK The material that makes up the outer shell of the ball; the hardness, texture, and shine of a bowling ball. It is generally defined as “Aggressive”, meaning it is made of a high friction material that is prone to large hook or flip when it encounters dry boards; or, “Medium” which displays less tendency to hook; and, “Mild/Mellow” which is the lowest friction material and the least sensitive to dry lanes. DEUCE A game of 200 or more. DOTS Series of seven spots on the lanes past the foul line but before the arrows; used to assist in targeting and alignment; also, the same spots on the approach normally used to align your feet in your initial stance. Markers on the runway that guide the bowler's approach. DOUBLE WOOD Any two pins such that one is directly behind the other; i.e., the 2-8; 3-9; 1-5. DOWN AND IN Refers to a line that is more direct and parallel to the boards; opposite of bellying the ball. DRESSING The lane conditioner; the act of applying lane conditioner. DRIFT The number of boards that you vary from straight in your approach to the foul line.

For example, if you place the inside edge of your slide foot on board 15 on the approach, but your inside edge slides on the 12 board at the foul line, you have a three board inward drift. DUTCH 200 A game of exactly 200 made by alternating strikes and spares throughout the entire game. EARLY TIMING Releasing the ball before the sliding foot completes its slide; usually results in less hook and a weaker ball as the player does not have the proper balance and leverage to hit up on the ball. ENTRY ANGLE The angle relative to the pocket that the ball enters the pocket . As a rule, increased angle means increased strikes (hence the preference for a ball that hooks a lot, or for clean back ends .) FALL BACK SHOT A type of shot that starts to the opposite side of the normal pocket and then fades back into the pocket; sometimes used on very oily lane conditions. FAST EIGHT Describes an apparent good pocket hit that gets just eight (8) pins; typically the right-handed players will leave the 4-7 spare and the left-handed players the 6-10; usually the ball is a tad high when this happens.

FIFTH ARROW The 25th board from the right (right hand player). The fifth arrow is normally played by bowlers who have an “ Out of Bounds ” condition. FILL BALL The ball thrown after a spare in the 10th frame. FINGER GRIPS Inserts that are placed in the finger and/or thumb holes to allow a better grip and generation of more spin, later release and more lift. FINGER WEIGHT The drilling of a ball so that the finger holes are closer to the ball's label than is the thumbhole; it is a form of positive weight. FINGERTIP A type of grip in which the fingers are inserted only as far as the first joint, allowing much more spin. FIRST ARROW The farthest to the right (for a right handed player); located on the 5th board. FLARE (TRACK FLARE) The migration of the ball track from the bowler's initial axis- the axis upon release-to the final axis-the axis at the moment of impact with the pins.

FLAT A ball that deflects too much; ineffective ball; few revolutions; if a ball comes into the pocket on an apparent good hit but leaves a weak hit such as the 5-7 or 8-10 split, it is said to have hit “flat.” FLAT GUTTER The normal gutter is shaped somewhat oval so that the ball can roll purely and cleanly to the pit area if it goes into the gutter early...the channel effect; however, at the end of the lanes by the pins, the gutters are flat, not ovaled. The height (from the pin deck to the bottom of the flat gutters) is regulated by the USBC as if the flat gutters are too high, they will allow much better pinfall as pins will deflect off the sideboards and bounce back onto the lane much easier resulting in more pin action . FLUSH Being solid in the pocket . FOLLOW THROUGH What your arm does after the ball leaves your hand. It is generally desirable to follow through towards your target and upward as this promotes more accuracy. FOUL Crossing or touching the foul line at delivery. It's penalized by a count of zero pins.

If the foul occurs on the first ball of a frame, the bowler gets a second shot at a new rack. FOUL LINE The line that separates the approach area from the beginning of the playing surface. A line, usually red, between the approach and the beginning of the lane, 60 feet from the head pin. FOUNDATION FRAME The 9th frame . FRAME A game of bowling is divided into 10 frames. In each frame there are two chances to knock down all the pins, except in the 10th frame. FULL ROLLER A ball that rolls over its full circumference. The track of the ball cuts between the thumb and finger holes. Although once very popular, it is now rarely used because it lacks the carrying power of a semi-rolled ball due to the fact that it generally cannot create the increased entry angles that are helpful to carrying your strikes, particularly the off-hits. GREEK CHURCH A split leave of five pins similar to the 4-6-7-9-10 so called because it reminds people of an old cathedral type church with spires, etc. Any split on which there are three pins on one side of the lane and two on the other.

HALF TEN The description of a 10-pin that was left by a ball in the pocket and the 6-pin laying down in front of the 10-pin in a half hearted manner; same as "weak 10". HANDICAP An adjustment in scores in order to equalize competition by adding pins on a predetermined basis. HEADS That part of the first portion of the lane that is usually hard maple (wood lanes) to absorb the impact of the thrown balls, generally the first 20 feet of the wood lane. HEAD PIN The 1 pin. HIGH A ball that hits more to the center of the head pin , often leaving a split . HIGH HIT A solid hit on a pin due to contact near its front center hitting too much head pin on a strike attempt. HOUSE The bowling establishment or building. JERSEY SIDE/HIT A ball that hits on the opposite side of the player's normal pocket; i.e, a Jersey for a right handed player would hit on the 1-2 pocket; usually refers to getting a strike in the "wrong" pocket. Called a “Brooklyn" in most locations of the country. KEGLER German word for bowler.

KICKBACKS The side boards around the pins that divide lanes, where pins frequently rebound or "kick" back onto the lane aiding in pin action . KING PIN The 5-pin. It is a key pin to produce a strike: a light pocket hit or deflected hit leaves this pin standing. LEAGUE Organized competition on a weekly basis for team play. LEAVE Pins left standing after the first ball has been rolled. LIGHT HIT A ball hitting the side of the pin deflecting it sideways. LILY The 5-7-10 split ; also known as the "sour apple". LOFT The distance the ball travels between time of release and the time it hits the lane. LONG OIL Condition in which the lane conditioner is applied from the foul line farther than normal. There is no magic standard, but 35-40 feet or more of application was considered long oil. It can be a more difficult condition in that there will be less back end to generate pocket entry angle. Long Oil in today’s environment would be considered anything longer than 40 feet of oil. 35 is now considered short oil. MAPLE The hard wood used for the head portion of the lanes (foul line to arrows).

Wood lanes are mostly obsolete on the PBA Tour. Only 1 center will have wood lanes during the 2005-06 season. MASS BIAS Mass bias in a bowling ball occurs when the weight block or portion of weight block is more dominant in one direction inside of a bowling ball. MATCH PLAY A type of competition in which two bowlers compete against one another, rather than against the field as a whole. Typically, the winner of a match advances to the next round for another match. MESSENGER The name given to the pin that rolls across the pindeck into a pin or pins to either get a strike or break up a split. MINUS In competitive play, the amount of pins (including bonus, if any) that a player is scoring under a 200 average. A player that shoots 1,534 for eight (8) games is "minus" 66. NEGATIVE WEIGHT Weight on a ball that tends to hold back the hook and/or to get the ball into a roll earlier; bottom weight, negative side weight and thumb weight are considered negative weights. These are considered static weights that can be drilled into a ball.

NO-TAP A type of competition where nine (9) pins on the first ball is scored as a strike; in some instances there are 8-pin no-tap events; in those, eights (8) pins or more on the first ball counts as a strike. OPEN FRAME A frame having neither a spare or strike. OPEN BOWLING Bowling for the fun of it, as opposed to competing in league or tournament play. OUT OF BOUNDS An area from which the ball can't get to the pocket with its usual break. If, for example, a right-handed bowler delivers the ball from too far to the right, it is said to be out of bounds. OVER To a professional bowler, the number of pins above 200. Thus a score of 224 is "24 over." PAP (POSITIVE AXIS POINT) The point on the ball that is equidistant from all points of the release ball track. PAR To a professional bowler, a 200 game. PERFECT GAME A game of all strikes--twelve strikes in a row--resulting in bowling's maximum score of 300.

PICKET FENCE The 1-2-4-7 or 1-3-6-10 spares. PIN DECK Area on which the pins are set. PIN PLACEMENT Out or In. A drilling term that is relative to a bowler's track designed purposely for creating more ball dynamics. A Pin-in ball (when the pin is located within two inches of the Center of Gravity) is excellent choice for control and less hook; a Pin-out ball usually can be made to hook more and flip more dramatically than pin-in balls; they often give the driller more options. PIT The area of the lane behind the pin deck. The area at the end of the lane. PITCH Angle at which the holes in a ball are drilled. PLUS In competitive play, the amount of pins (including bonus, if any) that a player is scoring over a 200 average; a player that shoots 1,734 for eight (8) games is "plus" 134. See also "minus", "over" and "under". POCKET The desirable location for the ball to hit the pins to maximize strike potential.

Generally the area between the 1-3 pins (right-hand player) or the 1-2 pins (left-hand player). This is the target for the first ball in a frame. POSITIVE WEIGHT Weight on a ball that tends to enhance the hook and/or to get the ball into a roll later down the lane; top weight, positive side weight and finger weight are considered positive weights. These are considered static weights that can be drilled into a ball. PUNCH OUT To finish with consecutive strikes, from any frame on. PUSHAWAY The pushing out (forward) of the ball to begin the swing (coincides with first step of four-step approach.) RADIUS OF GYRATION (RG) Identifies how fast a ball begins to rotate once it leaves the bowler's hand. RANGE FINDERS Markers in the lane that help the bowler determine the target line. There are two sets of such markers: 10 dots located seven feet past the foul line and seven arrows arranged in a triangle beginning 16 feet beyond the foul line. There are also range finders at 35 and 40 feet down the lane per USBC rules.

RE-RACK Resetting the pins to a new full rack due to a perceived mis-spotting of one or more pins. REVS/REVOLUTIONS The number of times the ball rolls over its circumference from when it is released until it contacts the pins; as a rule, more is better. ROLL OUT A ball that loses its side rotation before hitting the pins; the hook action stops at that point and the ball straightens out. SANDBAGGING Deliberately keeping an average low so that person can receive a bigger handicap . SCRATCH The actual score the bowler makes; it is without any handicap adjustment (to equalize competition). SIX PACK Six strikes in a row. SKID What the ball does when it first hits the lane surface; all balls need to skid before hooking. SLEEPER A rear pin that is not easily seen because of a pin directly in front of it (Ex.: 2-8, 3-9, 1-5). See Double Wood SOUR APPLE A weak hit that leaves leaves the 5-7, 5-10 or 5-7-10 split; also, the 5-7-10 split itself. Also known as the "lily".

SPAN On a bowling ball, the distance between the thumb and finger holes SPARE To knock down the remaining pins standing left after the first throw with the second throw. SPLIT Various combination of pins standing after a first throw where one or more pins has been knocked down creating a space between standing pins and thus a harder spare. Examples: 4-5, 5-6, 4-10, 6-7, 7-10, 4-6-7-10. SPOT BOWLING A method of aiming the ball in which spots (arrows and dots) on the lane are used as targets rather than looking at the pins during the throw. STRIKE Knocking down all 10 pins with the first effort. TAP An apparent perfect hit for a strike but one pin is left standing. TURKEY BOWLING TERMS BOWLING TERMS ABC-American Bowling Congress. Official rule making body of ten-pin bowling. Alley-(also lane bed) Surface on which the ball is rolled. Approach-(also runway) The space extending back from the foul line used to make the steps and delivery. Arrows- The triangles embedded on the lane used in aiming the throw.

Baby split- The 2-7 or 3-10 split. Backup ball- A ball that curves left to right for a right-handed bowler or right to left for a left-handed bowler. Bed posts- The 7-10 split. Blind score- When a league bowler is "blind" and can't find his/her way to the league that evening, the bowler's average is simply used (as if he/she just bowled that score) when figuring the team's total for each game. Blow- A miss or an error failing to covert a spare other than a split Brooklyn (also crossover)- Refers to a ball that crosses over to the other side of the headpin opposite the side it was thrown (i.e. a Brooklyn strike hit the 1-2 pocket for a right-hander). Channel (also gutter)- Semicircular grooves or drop-off area on each side of the bowling surface. Count- Usually the number of pins knocked down in the next frame that apply to a spare or strike.

Creeper (also known as a puff ball)- A slow ball Curve ball- A ball thrown with spin that follows a wide arc toward the pins Dead ball- A weak ball that has lost its drive, rotation, or forward thrust Delivery- The rolling of the ball. Double-Two consecutive strikes. Dutch 200- A game of exactly 200 by alternately rolling spares and strikes. Foul- Touching the foul line or beyond in any way when delivering the ball. Foul line- The restraining line between the lane and the approach Four bagger- Throwing four strikes in a row Frame- One of ten units that comprise a game (represented by a large square and smaller squares within on the score sheet). Game-A line on the score sheet consisting of 10 frames (Same as Line) Goal posts. The 7-10 split. (Same as Bed posts.) Gutter (also channel)- Semicircular grooves on each side of the surface on which the ball rolls. Gutter ball (also channel ball)- An errant ball that enters the gutter before reaching the pins. Handicap- An adjustment in scores in order to equalize competition by adding pins on a pre-determined basis.

Head pin-The number one pin Hook-A ball that initially moves straight down the alley and curves towards the pin (from right to left for a right-hander or left to right for a left-hander) on the latter part of the lane Kegler- A bowler (German word) King pin-The number 5 pin. It is a key pin to produce a strike: a light pocket hit or deflected leaves this pin still standing Lane bed-The surface on which the ball is rolled League-Organized competition on a weekly basis for team play Leave- Pins left standing after the first ball has been rolled Lift- Upward motion on the ball at the point of release (As the ball rolls from the fingers of the up swinging hand, spin is imparted to help drive the ball.) Line- A game--10 frames; also refers to the path of the ball from release to the pins Line bowling- A method of aiming by visualizing the imaginary line the ball will take to the pins. Lofting. Throwing the ball too high above the lane bed. Mark. Making either a spare or strike in a frame. Miss. An error in a spare attempt other than a split. (Same as a Blow.) Mixer.

A ball that creates a lot of pin action. Nose. The front of the pin. Oil. Dressing or conditioner used to coat the lanes. Open frame. A frame having neither a spare or strike. PBA. Professional Bowlers Association. Perfect game. A game of all strikes--twelve strikes in a row--resulting in bowling's maximum score of 300. Pocket. A space between the 1-3 pins for the right-handed bowler; between the 1-2 pins for the left-handed bowler. Sandbagging. Deliberating keeping an average low so that person can receive a bigger handicap. Scratch. The actual score the bowler makes; it is without any handicap adjustment (to equalize competition). Six pack. Six strikes in a row!! Sleeper. A rear pin that is not easily seen because of a pin directly in front of it (Ex.: 2-8, 3-9, 1-5). Span. On a bowling ball, the distance between the thumb and finger holes Spare. To knock down with the second throw the pins standing left after the first throw. Split .

Various combination of pins standing after a first throw where one or more pins has been knocked down creating a space between standing pins and thus a harder spare. Examples: 4-5, 5-6, 4-7, 6-10, 7-10, 4-6-7-10. Spot. A target on the alley bed (usually the arrows or the dots) where the bowler aims. Spot bowling. A method of aiming the ball in which spots (arrows and dots) on the lane are used as targets rather than looking at the pins during the throw. Straight ball. Ball thrown that takes a direct path to the pins without curving. Strike. Knocking down all ten pins with the first effort. Strike out. Making three strikes in the tenth frame. Tap. An apparent perfect hit for a strike but one pin is left standing. Triple (also turkey). Three consecutive strikes. Turkey BOWLING TIPS FREE ARMSWING-keep a relaxed grip in the ball (don't squeeze fingers or esp. thumb) and swing the ball from your shoulder joint using the weight of the ball for a long, loose, armswing.

Also it's important that your ball is drilled and fitted properly so that your thumb and fingers fit snuggly in the ball so you can keep them relaxed. Keeping your fingers and thumb relaxed in the ball at all times is the key to a free armswing! ARMSWING ALIGNMENT-make sure your armswing and elbow are close to the side of your body during the armswing(esp. the forward swing) to have accuracy and leverage at release. To do this visualize (picture) your elbow being as close as possible to the side of your body during the entire arm swing. HAND POSITION-I think the natural hook handshake position is the best way to go since it allows you the freest and loosest armswing. In the stance hold the ball in a 45 degree hand position (hand partially under ball and partially to the side of ball, the tips of the pinkies from both hands should be touching). BALANCE-use your lower body to give you a solid finish in your last step of the approach. On the last step you need to slide into a deep knee bend and then extend your right leg out to the left side of your body.

This will give you both balance at the line and added power in your release as you come through the ball during your follow-through. FOLLOW-THROUGH- with only your fingers still in the ball reach out with your armswing and bring your wrist inwards and your hand to your ear. Your arm should unhinge at the elbow as if you are saluting someone. SPARE MAKING-face spares with your feet and shoulders when you line up to shoot at them. Also keep your hand in the natural hook position (10-11 o'clock) and keep your wrist straight and loose. Don't use wrist snap release on spares. Go straight at them. ANALYZE YOUR GAME-Teach yourself how to bowl using an analytical mind. You have to analyze your game in order to improve your technique. VISUALIZATION-Use visualization on and off the lanes, especially off the lanes when you're not bowling. Visualize yourself making perfect shots the way you would like to. FEEL YOUR GOOD SHOTS-Bowling is a game of repetition. You need to repeat your good shots. You do this by feeling your good shots when you make them, memorizing that feeling and trying to repeat it again.

LANE CONDITIONS-If the lanes get drier move to the left on the approach and try to play the same target. If the lanes are oilier move to the right on the approach and try to play the same target. BOWLING BALLS-this really depends on your style but in my case I've found that I do better with a reactive-resin ball that is sanded with 600 grit wet paper on most lane conditions. If lanes are bone dry then I'll use a polished plastic ball. BOWLING EXERCISES-yoga stretching exercises are very beneficial to bowlers. Also a squeeze ball and a hand grip are good for fingers and the wrist. A 10lb dumbbell is good for arm curls. Some deep knee bends are good for legs. Push-ups are good for the shoulders.

Question: What is the term for three consecutive strikes in bowling?
Answer: Turkey