3. Do Keep Your Eyes Directly on Your Target at All Times During
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Bowling
I. Do's and Don'ts
1. Do put the ball in motion, outward and downward, as soon as you take your first step.
2. Don't rush the foul line; a brisk shuffle will keep the ball in a smooth arc.
3. Do keep your eyes directly on your target at all times during the delivery.
4. Don't loft or bounce the ball onto the lane. Both your game and the lane will suffer.
5. Do keep your shoulders parallel to the foul line during your entire delivery.
6. Don't try to throw a big hook or a speed-ball. The best bowlers will tell you that control is the most important ingredient for high scores. 7. Do work on your spare shots. You can bowl as high as a 190 game without a single strike by sparing every frame. 8. Practice, practice and have fun.
II. Etiquette
1. Be ready when it’s your turn to bowl. 2. Never do anything to distract another bowler.
3. Let the bowler to your right bowl first if you are both ready at the sane tine.
4. Don't use another bowler's ball without permission.
5. Don't offer advice unless it is requested.
6. Be careful not to spill food or drink in the bowling area. 7. Don't take practice swings with the bowling ball unless you're on the approach.
8. Observe the foul line. You lose any pins you knock down on a foul. BOWLING DEFINITIONS
1. Approach - The area on which the bowler takes 4 steps to the foul line; the act of moving to the foul line to roll the bal 1 . 2. Bedposts - The 7-10 split. 3. Brooklyn - Hitting the left side of the head pin. 4. Conversion - When a spare or split is made. 5. Count - The number of pins knocked down with the first ball. 6. Foul - Touching anywhere on or beyond the foul line. 7. Foul line - The black line separating the lane and the approach. 8. Frame - A two ball roll or (in case of a strike), a single roll. 9. Gutter - The trough on either side of the lane. lO. Headpin - The #1 pin. 11. Kingpin - The #5 pin. 12. Perfect game - Twelve strikes or 300 pins. 13. Pocket - The space between the 1-3 pins for right handers; 1-2 pins for left handers. 14. Sleeper - A pin hidden by another pin. 15. Split - Two or more pins left standing after the first roll without the usual pins between them. 16. Spot - A mark or place on the alley at which the bowler aims. 17. Turkey - Three strikes in a row.
GUTTER
APPROACH
FOUL LINE
ALLEY OR LANE
GUTTER
= PINS
= AIMING MARKS Some Technical Information
X When the first ball in any frame knocks down all pins it is a strike and is marked with an X
7 It all the pins are knocked down in two rolls, it is a spare and is marked with a slanted line. (The 7 is the number of pins knocked down with the first ball of the frame.)
8 If a split is left after the first roll, it marked with a circle.
If the split is convened into a spare, it is marked 7 with a slanted line through the circle.
9 - If pins are left standing after two shots, it is an error or a miss, and it is marked with a horizontal line.
If a bowler fouls, his score is an F, which is F worth zero pins (If scored on the first ball, the bowler nevertheless gets his second shot for that frame.)
G If the ball is rolled in the channel or gutter, the score is a G worth zero pins.
If you get a strike, your score will be ten pins—plus what you knock down on the next two rolls as a bonus in the strike frame. If you get a spare, you w il l receive ten pins—plus what you knock down on the next roll as a bonus in the spare frame. Remember, the first of the two small boxes within the frame records the pins knocked down with the first ball. Following these simple rules of scoring, it is easy to determine your score m any frame. Here are some illustrations: Scoring the first frame strike. X X 6 remember it is worth 10 pins plus the score for the next two shots as a 26 bonus. Scoring the spare made in the first 8 7 frame your score is 10 pins plus the score of the next shot as a 17 bonus. If you fail to knock down all ten 8 1 pins with both rolls, your score is the total number of pins you 9 knocked down in that frame.