Glossary of Shuffleboard Terms
© Copyright 2023 Martin Shapiro. All Rights Reserved. Used with permission.
There are currently 219 Definitions in this directory
10-87
A frame game format where for the first round only scoring discs in the 10 count, the second round only scoring discs in the 8 count and the third round only scoring discs in the 7 count. This rotation repeats for subsequent rounds. Scoring discs in the 10-off always count as plus 10 points for the opposite color (e.g., a yellow disc in the 10-off counts as plus-10 for black, not minus-10 for yellow).
10-Off
The section of the scoring diagram, at the opposite end from the shooting players, that is closest to the standing area, including the areas inside the painted lines along with the separation triangle in its center. Scoring discs wholly within the 10-off usually count as minus ten points. Also KITCHEN, SOUP; which are derived from the circular motion given as a hand signal when a disc lands in the 10-off, representing the circle placed around the negative score on the scoreboard. This motion is visually equivalent to the stirring of a pot of soup.


10-Pin
A points game format where one bowling pin is placed upright at each end on the scoring triangle, centered at the intersection of the centerline and the 10/8 line. Any time a shot causes one of the bowling pins to fall over, immediately the shooting player receives a deduction of ten points from their score, the shot cue disc is considered a dead disc and removed from the board, and the fallen bowling pin is placed upright in its original position. Once a player reaches 65 points or higher at the end of a frame, their score is pegged at 65 (although it can go lower in a later frame if they are kitchened or they knock down a bowling pin). To win, a player must have a scoring 10 and hasn't gone below 65 points at the end of any frame where they started the frame with 65 points. If both players have 65 points at the start of a frame and both score a 10, the game continues as long as neither has gone below 65 total points in the frame.
10/8 Line
The line of the scoring triangle separating the 10 scoring area from the 8 scoring areas. Also 8/10 LINE.
7/10-Off Line
The line of the scoring triangle separating the 7 scoring areas from the 10-Off scoring area. Also 7/KITCHEN-LINE.
8/7 Line
The line of the scoring triangle separating the 8 scoring areas from the 7 scoring areas. Also 7/8 LINE.
Baseline
1. The horizontal line which separates the scoring diagram from the shooting area. 2. The imaginary horizontal line that includes the baseline (def. 1) and extends through the alleys on the two sides of the court. Also FOUL LINE.
Behind
A position that is further away from the shooting players than a particular disc or location on the court.
Black
1. The darker of the two colors of a set of discs. 2. The player who shoots this color discs. 3. The side of the court where this color discs are placed in the starting area.
Black Court
A court that favors the the player shooting the black discs due to the drift of the court. Usually a black court is a court with the strongest drift from the black side towards the yellow side, but if the drift is too strong, such a court might favor the player shooting the yellow discs instead.
Block the Board
Put up one or more blocks to limit the shots available to one's opponent for making a scoring disc.
Blocking Game
A game strategy which emphasizes the use of blocks to minimize the opponent's opportunities to make scoring discs, as contrasted with a clearing game.
Board
1. All of the court other than the shooting areas. (Example: "The disc is removed from the board as it did not reach the deadline.") 2. The half of the court at the end opposite from the shooting players which includes all areas of the court where a stopped disc can be a live disc. (Example: "He cleared all the discs from the board.") 3. SCORING DIAGRAM. (Example: "Put up a guard before going on the board.")


Bracket
1. Step ranges in game score, such as the "ten bracket" is a score from 10 to 19, the "twenty bracket" is a score from 20 to 29, etc. 2. In tournament play, the diagram which shows the match assignments, wins, losses and advancements in ranking of the players. A tournament may have more than one bracket, most commonly a Main Bracket that tracks the winners of the first match of the tournament and a Consolation Bracket that separately tracks the losers of the first match of the tournament, each bracket maintaining its own ranking of the players through the end of the tournament.


Buck Fever
The tendency to shoot the hammer short of its target due to the mental pressure of scoring one's hammer shot.
Bump Up
Strike a target disc to push it forward onto the board to make it a scoring disc, usually hidden by the cue disc which struck it. Also BILLY GOAT, BUNT.
Chase a Disc
Attempt to clear a hidden or partially hidden scoring disc. Often denotes a strategic choice to go after the scoring disc rather than some other, possibly more beneficial, strategy.
Chip
The cue disc narrowly touching a side of a live disc unintentionally, thus diverting the cue disc partially or fully from its intended destination. Also CLICK, HAVE A WRECK, NICK.
Clean
A description of the board where there are few or no discs on the scoring diagram during the play of an end. An educated player who has the hammer will most often, as an ideal game strategy, keep the board clean by clearing on the first three discs shot and then scoring the hammer.
Clear the Board
Shoot the cue disc in a manner which leaves no or few live discs on the board. This is done to take away or keep off discs from the board that one's opponent might use to their advantage. Also CLEAN THE BOARD.
Clearing Game
A game strategy which emphasizes clearing the board and scoring one's hammers to maximize one's point lead, as contrasted with a blocking game.
Clearwater
A disc in a Tampa position except positioned on the opposite side of the tip of 10 from the shooting player. This makes a useful Tampa for the opponent rather than the shooting player.
Click
CHIP. Used as an exclamation, usually while the cue disc is in motion, to note or emphasize the unintentional mistake.
Coaching
A sign or verbal hint intended to help another player in their game. Coaching one's partner in a tournament during a game is usually subject to penalty.
Combination
1. A shot where the cue disc strikes one or more target discs which in turn strike one or more other target discs that may also in turn strike additional target discs. It may be used to score one's own covered disc(s) or to clear the opponent's covered disc(s), or both. 2. CAROM 3. A shot which combines 1. and 2.


Cooking
An expression to emphasize to your opponent that his disc has landed in the kitchen. (Example: "Your disc is cooking!")
Cover
1. Make a shot which causes a disc to stop in a position where it acts as a block for one or more live discs. 2.BLOCK (def. 2).
Dead Disc
1. A disc which is out of play after being shot because it has left the board, touched any part of an alley, or failed to reach the deadline. Also a live disc may be declared dead as part of certain tournament rules violations or penalties. A dead disc is immediately removed from the board before play continues. 2. A disc which is in a position that makes it mostly useless as a target disc for a carom or combination shot. 3. A disc which normally is not considered useful as a target disc to be kitchened due to its distance or angle away from the kitchen.
Deadline
One of the two horizontal lines on the court that are three feet in front of the scoring diagram at each end of the court. Any disc which does not touch or cross the deadline at the opposite end after being shot is a dead disc. Also LAGLINE.
Double
Strike a target disc in a manner that makes both the target disc and another disc of the same color (usually the cue disc) into scoring discs. Most times the target disc is a liner before the shot is made.
Doubles
1. A game where a team of two players competes against a team of two other players. 2. A tournment format wherein two players enter the tournament as a team and compete against other teams of two players.
Draw Doubles
1. A doubles game where the partners of each team are selected by a random draw. 2. A doubles tournament format wherein the partners of each team of two players are selected by a random draw before the start of the tournament.
Drift
1. The tendency of a cue disc to swerve off of a straight line as it travels down the court due to variations from a flat horizontal plane, which are usually imperceptible to the eye, in the playing surface of the court. 2. The state of a court that has playing surface variations causing such tendencies. (Example: "The court we played on had a lot of drift.")
Drift Card
A handheld paper representation of a board, its scoring diagram and locations for discs upon which a player makes notations, used during a game as a memory aide for adjusting the aim of shots to account for drifts and other anomalies of the court. Often used by professional players during tournament play.


Drive By
A shot where the cue disc errs to the side of a target disc without touching it and continues well beyond, usually through the kitchen and off the board.
End
1. The head or the foot of a court. 2. The shooting of all discs from one end during a game. 3. (Australian) A complete half of the frames to be played in a frame game where players switch colors at the halfway point.
Fast
1. Describes a court where the discs require less impelling force than usual to slide from one end to the other due to the condition of the court. 2. Describes a disc which takes less force than usual to slide down the court due to the condition of the disc.
Fill In
1. Shoot the cue disc to a position which obstructs one's opponent from hiding a disc behind an existing guard. Most often refers to the placement of a Tampa to block the use of an opponent's St. Pete. 2. A disc placed in such a position. Also CHOKE BLOCK, COUNTER BLOCK.
Foul Line
BASELINE. So named because fouling the line (stepping on or over it) while shooting is subject to a penalty in tournament play.
Frame
1. The portion of a game wherein players shoot all the discs from one end and post a score on the scoreboard, whether in non-walking singles, walking singles or doubles, as per FSA rules. Also HALF-ROUND. 2. In some locales, the portion of a doubles game wherein the players at both ends in turn shoot all the discs. Also ROUND (in doubles).
Frame Game
A game where the winner is determined by the highest total recorded score at the end of a pre-determined number of frames.
Free Ride
A guard that is protruding into No Man's Land that can be targeted with a forceful bump up in an attempt to push it forward into the kitchen with little risk of the cue disc becoming a replacement for the guard. If the cue disc sticks, it will likely stop short of the deadline and therefore will be removed from the board as a dead disc.
Glance
A shot where the cue disc strikes an edge of a target disc such that the cue disc alters course to stop in an intended favorable position on the board. Most often used to make the cue disc a hidden scoring disc. Also WICK.
Go On The Board
Shoot the cue disc onto the scoring diagram, usually as a scoring disc that is not hidden.
Good Out
An expression used to compliment a player upon making a shot which successfully clears the player's disc that was a scoring disc in the 10-off.
Guard
A disc in a position on the board such that it would interfere with an opponent's attempt to target any disc that is behind it. The St. Pete and the Tampa are generally considered the best guard positions for hiding scoring discs. Also BLOCK (defs. 1 & 2), HIDE, LID.
Gutter
The depressed channel of the alley. Most regulation courts have alleys that slope downward below the level of the court playing surface beginning at the baseline at each end, to a depth of four or more inches at mid-court, to form the gutter.
Hard Clear
A shot where the cue disc moves fast to clear a disc from the board, usually with the intent to also clear the cue disc.
Hard Shot
A shot where the cue disc or a disc cleared by it has enough moving force that it could cause injury to a player or spectator. Use of this shot in a tournament can be subject to penalty.
Headhunter
A player who often shoots to kitchen an opponent's Tampa or St. Pete guards in preference to using their own guard to hide their cue disc. Similar to KITCHEN PLAYER.
Hesitation Shot
A shot where the cue stick noticeably slows or stops and then continues forward while impelling the cue disc. Use of this shot in a tournament is usually subject to penalty.
Hide
1. An area on the scoring diagram where a player can place a scoring disc which will be protected by an existing guard. 2. Shoot or move a disc to a position where it is a scoring disc protected by a guard. 3. A scoring disc protected by a guard. 4. GUARD.
High
Describes the position of a scoring disc that sits less than the width of a disc (six inches) to the line or lines directly in front of it, leaving less space than needed for placement of a scoring disc in front of it. (Example: "Shoot a high 8 to stop the hammer.") 2. Describes a guard that is in front of its usual or ideal position. (Example: "I prefer a high St. Pete.")


Hook Shot
A shot where the cue stick noticeably changes direction while impelling the cue disc. Use of this shot in a tournament is usually subject to penalty.
Horse Collar
A frame game format where partners stand and shoot at the same end, attempting to score as many discs as possible for the frame, opponents then shooting from the opposite end to complete the frame. Also HOSS COLLAR. Originated as a table shuffleboard game in the late 1940s, named after the curved wooden end railings of the table that are a similar shape to a horse's collar.
If You Can't See 'Em, Join 'Em
An expression which reinforces a strategy of shooting a scoring disc behind a guard as a response to your opponent doing the same, rather than chasing your opponent's hidden scoring disc.
In Front
A position that is closer to the shooting players than a particular disc or location on the court.
Kiss
The cue disc narrowly touching a side of a live disc intentionally, thus diverting the cue disc from its direct path of movement in order to reach an intended destination.
Kitchen
1. Shoot or move a disc into the 10-off. 2. Describes a shot which puts a disc into the 10-off. 3. 10-OFF. Derived from the circular motion given as a hand signal when a disc lands in the 10-off, representing the circle placed around the negative score on the scoreboard. This motion is visually equivalent to the stirring of a pot of soup, hence the colloquial terms KITCHEN and SOUP.
Kitchen Player
A player who often shoots to kitchen their opponent's discs, choosing such a shot over more conservative play such as hiding a disc behind a guard.
Kitchen Speed
The speed of a cue disc which will result in the cue disc or a target disc to be kitchened.
Kitchen Speed Plus
The speed of a cue disc which will result in a target disc to either be kitchened or travel beyond the kitchen, used to prevent the target disc from stopping in the 7 if the shooting player errs on the slow side.
Lag
Two opposing players alternatingly shooting discs at the lagline to determine which player or partner team chooses their disc color before the start of a game. The player whose final lag disc stops closest to the center of the lagline wins the choice of colors.
Lagline
The deadline closest to the other end of the court from the shooters when used to lag for disc color choice before the start of a game.
Leaner
A disc that has stopped at the edge of the court, tipped into and touching the gutter, leaning against the edge.
Line Number
The number of the line on the tournament bracket diagram upon which your name first appears for your match assignments. Often in tournaments that use brackets, the player or partner team in a match with the lower line number plays Yellow first.
Live Disc
Any disc on the board during game play which is either in motion or has stopped on the board after at least reaching the deadline and hasn't touched an alley. A live disc sometimes may be declared a dead disc for a rules violation. Once the score for an end is announced and recorded, the live discs become dead discs and are removed from the board to continue play.
Lose One's Hammer
Fail to score more points than one's opponent for an end where one had the hammer shot.
Match
1. In tournament play, a complete set of one or more competitive games played by the same opponents to determine who advances, which bracket each advances in and/or what rank one or each places in the tournament. 2. In league play, a complete set of one or more competitive games played by two of the league teams.
Mess
A description of the board where there are multiple discs lying on the scoring diagram during the play of an end usually resulting in more scoring discs than the usually ideal strategy of clearing the board and scoring the hammer. A board can be "clean" from clearing or a "mess".
Mingle Singles
A tournament format wherein each match consists of just one frame game, with a draw for a new court assignment (and thereby a new partner in the case of doubles) for every player each match. Every player plays every match of the tournament - there is no elimination. Tournament winners are determined by overall number of games won and/or total game scores added together for all of the player's wins. Originally this format was played as doubles until eight players remained, and then completed as a singles bracket event. The term "Mingle" represents the change in partners each game; the term "Singles" represents the prizes going to individual players rather than partner teams.
Open Board
The condition where most or all of the scoring diagram is unobstructed and unoccupied by live discs before a shot is made.
Out
1. Indicates the disc color that shoots first in an end. "Yellow out" means that the player shooting yellow goes first; "black out" means that the player shooting black goes first. Yellow is usually out at the very beginning of any game. 2. Off the board. (Example: "He bumped his kitchen disc out.") 3. Achieve the number of points necessary to win the game. (Example: "They had a big lead but failed to go out.")
Percentage Shot
The less risky of a choice of shots as it has a higher chance of success (that is, succeeds a higher precentage of the time). Good strategy dictates taking the percentage shot even if it has lower blocking or scoring value than a riskier choice. If the player is in imminent danger of losing the game, they may need to ignore the precentage shot and try for the higher risk result.
Pigeon
A disc lying on the line 7/10-off line with a significant portion within the 7, which is liable to be bumped up into the 10-off, leaving the striking disc as a scoring disc in the 7. Also CRIPPLE, SITTING DUCK.
Play the Board
Shoot the cue disc to score without the cover of a guard as opposed to clearing, hiding or placing a guard. Usually done either as kitchen bait or to counter the opponent's anticipated strategy of hiding, or done by novice players that are unfamiliar with good strategy basics.
Play the Drift
Shoot one's discs in a manner that compensates for the changes in the direction of cue discs due to the drift of the court.
Points Game
A game that finishes at the conclusion of any end wherein the total recorded score of either singles player or of either team of doubles players is equal to or greater than a pre-determined number and the game winner is then determined by the highest score. Play may continue if the total scores are tied, usually for the amount of additional frames needed to give every player one additional hammer.
Put a Handle On
Endanger a hidden disc by shooting the cue disc or moving a target disc to a position where it can be used for a combination or carom shot to remove the hidden disc in a subsequent shot.
Reverse
A shot where one's disk strikes an opponent's scoring disc, removing the scoring disc and leaving one's disc in the same scoring area.
Reverse a Kitchen
A combination shot that bumps an opponent's disc into the kitchen where it bumps one's own disc that was in the kitchen out and the opponent's disc stops in the kitchen.
Roll
1. A largely lateral movement of a disc after striking a target disc that brings it to stop on the board, often intentionally in a favorable position. (Example: "The cue disc had a perfect roll after striking the guard.") 2. Cause a disc to move mostly laterally after striking a target disc in order to stop in a favorable position on the board. (Example: "He shot to roll his disc to a scoring ten after clearing the guard.")
Roll-Over
A shot where a disc moves in a roll to a hidden scoring position after striking a target disc.
Round
1. In singles, the portion of a game wherein two competing players complete two frames of play. In Walking Singles, this consists of one frame completed at each end, for a total of two frames. In Non-Walking Singles, if there are two competing players at each end of the court this consists of two frames completed at each end, for a total of four frames. 2. In doubles, the portion of a game wherein the competing players at each end complete one frame of play, for a total of two completed frames.
Round Robin
1. A singles game format, usually played by three or by more than four players, where the players rotate shooting positions counter-clockwise after each frame. For example, in a three-player game, after the first frame is completed the player at head yellow moves to foot yellow, the player at head black moves to head yellow and the player at foot yellow (who did not shoot discs in the frame) moves to foot black. When played by more than four players, excess players sit out from play each frame, but the same order of rotation will be maintained. 2. A tournament format wherein each player or team plays a match against either every other player or team in the tournament or against every other player or team in a divided group of the tournament participants.
Rush the Game
Take an unnecessary risk in an attempt to score one or more extra discs near the end of a game in an effort to bring the game to a faster close.
Sand
1. Fine clean sand that is sprinkled on a court to reduce the friction between the bottom of the discs and the court surface, now rarely used. 2. BEADS.
Score One's Hammer
1. Shoot the hammer disc such that it adds at least one scoring disc to one's total for the end. 2. Score at least 7 more points than one's opponent for an end where one had the hammer shot.
Scoreboard
The display board used to record player or team scores at the completion of each frame, located at the head of each court.
Scoring Area
One of the areas within the scoring diagram where a live disc is a scoring disc, including the areas of 7, 8, 10 and 10-off.
Scoring Disc
A live disc that has stopped inside the scoring diagram not touching any lines, with the exception of the lines of the separation triangle in the 10-off. Also COUNTER, NUMBER.
See
Able to view a sufficient exposed portion of a hidden disc such that it can be struck by the cue disc.
Separation Triangle
The two painted lines within the center of the starting area, along with the area between these lines, that separate the starting area into two equal halves, one for each of the two colors of discs. Sometimes the separation triangle is painted as a small solid triangle rather than two lines.
Shooting Area
1. The area of the court between the baseline and the rear edge of the court, where players stand while shooting discs. Also STANDING AREA, APRON. 2. STARTING AREA.
Short Game
A 75-points game format where each player or team starts with a score of 45. Used mainly in friendly games to practice proper end-game strategy for tournaments.
Silent Captain
The scoreboard as a guidepost to decide during a game one's best choice of shot or game strategy going forward, taking into account the current scores, the number of points or frames remaining in the game, which color has the current hammer, the color that has the next hammers, and other strategic factors.
Singles
1. A game where one player competes against one other player. 2. A tournament format wherein players enter the tournament individually and play matches against other individual players.
Singles Mingle
A tournament format wherein players start out playing singles in standard bracket competition (hence "Singles"), with two divisions - one for men and one for women. When the semi-finals are reached, play is switched to doubles with a man and a woman partnered (hence "Mingle"), from the top down according to total points from the prior matches, i.e. top man partnered with the top woman, and on down.
Slow
1. Describes a court where the discs require more impelling force than usual to slide from one end to the other due to the condition of the court. 2. Describes a disc which takes more force than usual to slide down the court due to the condition of the disc.
Sneak
A shot to directly place the cue disk in a scoring position that is protected by an existing guard, especially when shot between two guards or behind a guard that is in a position that usually acts as a guard for the opponent.
Soup
10-OFF. Derived from the circular motion given as a hand signal when a disc lands in the 10-off, representing the circle placed around the negative score on the scoreboard. This motion is visually equivalent to the stirring of a pot of soup, hence the colloquial terms SOUP and KITCHEN.
Speed Shot
A shot before the start of a game to learn about the speed of the court and discs. There are usually two speed shots for each player as part of the practice shots taken.
Spot Shooting
While shooting the cue disc, focusing on a selected spot of the nearer scoring diagram in order to direct the cue disc over and beyond that spot as a method of aiming the disc towards its intended target.
Starting Area
The section of the scoring diagram, at the end from which the players are shooting, that is between the baseline, the bottom line of the 7s and the sidelines. All the unplayed discs are required to be placed completely within the starting area, not touching any lines including the separation triangle, before any disc is shot. In game formats where competing players shoot from the same end, one disc color for each, the separation triangle separates the two colors of discs, yellow placed on the right when shooting from the head of the court and on the left from the foot of the court. Also STAGING AREA, SHOOTING AREA.


Starting Position
The numbered position of a disc within the starting area before being shot. The positions are numbered one through four on each side of the starting area, beginning at the position closest to the center. (Example: "He prefers to shoot most of the time from the one, and almost never from the two-and-a-half. But his opponent on black shoots most of the time from the two.")
Steam
Used in expressions humorously to point out that a disc has landed in the kitchen. (Examples: "Your disc is steaming now!"; "The steam is rising on that one!")
Stick
1. A moving disc stopping on the board at the point of contact when clearing a target disc. 2. A moving disc stopping somewhere exposed on the board. 3. CUE.
Sucker's Hide
A St. Pete or Tampa intentionally placed somewhat out of position, usually too far left or right, to tempt the opponent to try to use it as their own guard, leading the opponent into making a mistake in shooting or strategy.
Take Out
1. Remove your opponent's disc from its favorable position by striking it with your cue disc or with another disc moved by your shot. 2. Such a shot successfully executed.
Target
A target disc or location on the board that is the intended point of contact or destination of the cue disc.
Target Disc
A disc on the board that a player targets to be contacted and moved by the cue disc or by another disc that is moved by the cue disc.
Tipper
A live disc that has stopped with about half of the disc extending beyond the edge of the court, balancing over but not touching the gutter, unsteady and ready to tip.
Tourist Disc
A cue disc which completely misses a target disc in an attempt to clear, and continues well beyond, usually through the kitchen and off the board.
Trap
A disc shot onto a location on the board where it entices an opposing player to make a shot that will likely result in an advantage to the shooter. The shot disc may deceive the opponent into leaving a particular live disc on the board, taking a shot which gives a scoring disadvantage to the opponent or making a shot which likely will give the shooter an opening to make a subsequent shot that gives a strategic advantage.
Turkey Shoot
A singles tournament format wherein each player shoots a set of discs on an empty board to score as many points as possible for each frame. Usually a disc in the kitchen scores plus ten points instead of minus ten. Reportedly so called as originally a turkey was awarded as a prize to the winner.
Turn Around
The halfway point when the players switch to playing the other color in a frame game where each player plays half the game on one color and half on the other. Such game is often designated as "X/X Format", the "X" representing how many frames or rounds are played on each color, e.g. "4/4 Format", "6/6 Format", "8/8 Format", etc.
Up And Down Shot
A shot where the cue disc clears a target disc that is scoring in the 10, sticks in the 10 as a scoring disc, and bumps the target disc forward into the kitchen. The result is "10 Up" for the shooting player and "10 Down" for the opponent. Also 10-MINUS-10.
Walking Singles
A singles game where the players shoot all the discs from one end of the court to complete a frame, then walk to the other end to shoot all the discs from there to complete the next frame. The players continue to switch ends each frame.
Waste One's Shot
Shoot either to place the cue disc in a position which is outside the scoring triangle and doesn't afford any strategic advantage (e.g., doesn't serve as a guard or block) or to become a dead disc (into an alley, beyond the kitchen or short of the deadline) without touching any other disc on the board. This shot is made, usually when one is ahead in score, to avoid giving one's opponent a chance to kitchen the disc or use it for some other advantage.
Wide
Describes a location on the board which is more towards the edge of the court than normally targeted. (Example: "He shot a wide St. Pete to prevent his opponent from shooting down suicide alley for a score.")
Yellow
1. The lighter of the two colors of a set of discs. 2. The player who shoots this color discs. 3. The side of the court where this color discs are placed in the starting area.
Yellow Court
A court that favors the the player shooting the yellow discs due to the drift of the court. Usually a yellow court is a court with the strongest drift from the yellow side towards the black side, but if the drift is too strong, such a court might favor the player shooting the black discs instead.