St. Petersburg Shuffleboard Club

 

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Learn more shuffleboard terminology.  
 

Glossary of Shuffleboard Terms 
 

    B                 

                                  U   V    X    Z 

-A-

Alley - The space between the courts is called the "alley".  Players walk in the alleys from one end of the court to the other when playing walking singles. Players also walk in the alleys when they gather the disks.  Alleys are also called "gutters".

-B- 

Backstop -  1.  A barrier at the end of a court to stop disks from leaving the play area

                       2.  A disk that is used to stop another disk in a scoring area

Bait  - Bait is a series of scoring disks (usually 7s and 8s) placed by a shooter - who is behind in score or who is at some disadvantage near the end of a game - to entice or force his opponent to use his next shot to make a play on the "bait".  The shooter is depending on the "law of averages" that sooner or later the opponent will make some kind of shooting error. The objective is to capitalize on any errors the opponent might make with his responding shots.  Bait shots are usually called "kitchen bait" because players mostly want to shoot one or more of their opponent's disks into the kitchen to cause them to lose points from the scoreboard.

Baseline - The last line on the court - the farther horizontal line of the ten-off area - is the "baseline".  Its extension across adjacent alleys is called the "baseline extension".  

Black Court - A court is said to be a "black court" if the drifts on that court favor the player playing the black disks.

Block -   1.  A "block" is another name for a disk.  A “set of blocks” is a set of disks.

                2.  To "block" is to shoot disk A to stop in front of disk B to prevent a subsequent
                     direct hit on disk B by the opponent.

                3.  To "block the board" is to place a disk or disks so as to block the opponent’s 
                      access to the scoring areas.

Board -  The “board” is the playing area of a court which includes the farther foul line and extends all the way to (and also includes) the baseline, but especially the scoring diagram.

Board Situation -  The "board situation" is the placement of any disks on the board or the absence of disks.                                        Top                                                                         

-C-   

Call (a disk)  -  To “call” a disk is to decide if a disk counts as a scoring disk or not.

Carom - A type of combination shot where the shooting disk hits one disk then bounces over and hits one or more other disks, usually with the intention of driving them all off the board.

Chase (a block) - A player will "chase" a block when he tries to hit a disk that is effectively blocked, especially with his hammer .  The usual end result of "chasing" is that the opponent scores points and the "chaser" loses the opportunity to score points for himself with his hammer.

Clear (a disk) -  To “clear” a disk is to shoot (with some force) at a target disk with the intention of hitting it on or near the edge of the disk and driving it and the shooting disk off the court.

Clear the Board -  To “clear the board” means to forcefully shoot at your opponent’s disks with the intention of hitting them on the edge and driving them and your shooting disks off the court. This is a defensive strategy whose purpose is to deny your opponent any extra scores and to protect the score you already have on the scoreboard.               

Close (disk) - A disk that is within a scoring area, but is so close to a line that it requires careful inspection to determine whether it is touching the line or not, is a "close" disk.

Coach - To "coach" is to tell a player (especially your partner) what shot or shots to take. Coaching may be verbal or non-verbal.  Coaching is illegal in tournament play.

Cold - A player is "cold" if he can not execute his shots.

Combination (shot) - A shot where the shooting disk A hits disk B and then B continues on and hits disk C.  Combinations involving 4 or more disks are rare.

Competitive Game -  A game played for the purpose of winning by use of strategy and skillful play.  Tournament games are competitive games.  Most expert players play only competitive games, whether they are in a tournament or not.

Control (of the board) - When a player is able to continually execute shots with a high degree of precision on a particular court, then he is said to have "control of the board".   (Similar to "feel of the board" or "having the touch".)

Correct Shot - That shot which, if successfully completed, will give the shooter the greatest actual or potential  advantage score-wise that the board situation will allow.

Court - The structure on which the game of outdoor shuffleboard is played is called a "court". (Also called a "board".)

Cue - A "cue" is the device which is used to shoot the disks in the game of outdoor shuffleboard.  (Also called a "stick".)                                                                  Top

-D- 

Dead -  1.  A "dead" disk is out of play - Said of a disk if it stops before it touches the 
                    farther
foul (lag or dead) line, leaves the court completely or is tipping 
                    over the edge of the court and touching the ground, grass or alley.

              2.  "Dead" space - the area between the two foul lines, also known as "foul 
                     territory"

Dead Line - One of the two lines between the diagrams on the court.  (Also "foul line" 
or "lag line".)

Deep  -  A scoring disk is "deep" when it is close to the farther horizontal border line of the scoring area.  A "deep" 7 is near the 7-10-off line, a "deep" 8 is near the 7-8 line and a "deep" 10 is near the 10-8 line.  A "deep" "kitchen" is close to the baseline.            

Desperation Shot - A low percentage shot taken at or near the end of the game in a last ditch effort to save the game.  Usually the opponent has a scoring disk which will give him the game if it is not removed immediately. 

Disk  - One of eight playing pieces in the game of outdoor shuffleboard.  Each disk is 6 inches in diameter and weighs between 14 and 16 ounces.  (Also called a “block”)

Disconcert (the opponent) - To harass or annoy the opponent in an attempt to distract them at any time during a match, but especially when they are preparing to shoot.  It is a foul to disconcert an opponent in a tournament and it is an example of poor sportsmanship.

Distance (Control) - A player has “distance control” when they are able to place a high percentage of their shots exactly where they want them, anywhere on the board.

A player is said to have “the distance” when they are able to shoot their opponent's disks into the kitchen with an exceptionally high frequency. (Also called having the "kitchen speed".)

Double  - A player makes a "double" when he hits a non-scoring disk and drives it into a scoring position and also causes his shooting disk to stop in a scoring position.

Doubles (Play) - Team play.  Two two-player teams compete against each other in doubles play.

Drift - A "drift" is the direction a disk curves, to the left or right, as it travels along the court.  Similar to a "break" on a putting green.         Top

-F-

Fast -  A court is said to be “fast” if a small amount of physical effort is required to shoot a disk from one end of a court to the other end.  The less effort required – the “faster” the court. 

Disks are said to be “fast” if they slide smoothly and effortlessly along the length of any court.

Feel (of the court) -  A player is said to have "the feel of the court" or "the feel of the board" when he has a high degree of distance control.  (Similar to "touch".)

Fish -  An unskillful or inexperienced player, especially said of strategically weak players.

Follow-Through - The extended arm motion at the end of the stroke which increases the accuracy of a shot.

Foot (of the court) - The end of the court that does not have the scoreboard is called the "foot" of the court.

Foul Line -  One of the two lines between the diagrams on the court.  (Also called “lag line” or "dead line")

Frame Game -  A game that is played a certain number of frames, such as 12 or 16 frames . Whoever has the higher score at the end of the specified number of frames, wins the game.

Fun Game -  A recreational shuffleboard game played for the purpose of social recreation and fun. (Also called a "friendly game".)                         Top

-G-

Game Block  -  A player has the “game block” on the board when he has a scoring disk that will give him enough points to win the game. (Also known as the "winning block")

Game Point -  The number of points needed to win a point game, usually 75.

Glass (Beads) -   1.  Microscopic glass beads are added to a court's surface to make the 
                                     disks slide faster on their trips back and forth on the court.

                               2.  To “glass the court” means to add glass beads to the court.

                               3.  To "snow the court” means to add too many glass beads to the court.

Good - If a disk is within a scoring area and does not touch a line that borders the scoring area, then it counts for the number of points of that scoring area.  It is a "good" disk.

Grip -  The manner of holding the shuffleboard cue, while shooting, is called the "grip".  Top

-H-

Hammer -  The last of eight shots.  The last shot of the round (or frame). When a player has the "hammer" they have the advantage for that round.

Hammer Position - If you only need to score on your next hammer (or hammers, if you are playing doubles) to win the game then you are said to be in "hammer position".  You are in a position to win the game by scoring with your next hammer(s).

Head (of the court) -  The end of the court with the scoreboard is called the "head" of the court.  All games start at the head of the court except non-walking singles matches being played at the foot of the court.

Head Block -  A "head block" is any disk that a player must shoot past to execute a particular shot, but especially a disk that is blocking or partially blocking a disk or a scoring area, such as a "pilot". 

Hide -  1.  A "hide" is an opportunity to shoot a scoring disk into a protected area, such as 
                   behind a "pilot".

             2.  To "hide" is to shoot a scoring disk into a protected area.

             3.  Sometimes players use the term "hide" in place of the term "pilot", such as "He 
                  set up a hide".

High Number - Any scoring disk that is less than six inches from the upper line - the first horizontal line of a scoring area  -  is called a "high number", especially said of 7s and 8s.  There is not enough room to score another disk between the "high number" and the line.

High Ten -  A "high ten" is a scoring disk in the ten area that is so close to the point of the ten that there is not enough room to score another ten behind it.  A "high ten" is often placed to steal the opponent's hammer, especially late in the game.

Hot - A player is "hot" when he is able to accurately execute a very high percentage of his shots.  If he is able to shoot his opponent's disks into the "kitchen" continuously, then he is said to be "hot on the kitchen".                                                              Top

-I-

In the Hole  -  You are "in the hole" anytime your score on the scoreboard is less than zero.  Any score that is less than zero should be enclosed within a circle.

Inside -   1.  All areas of the court that are within 12 inches or less from the center line (or 
                      an imaginary extension of the center line) are considered to be on the "inside" 
                      of the court.

                 2.  If you hit a disk on or near its edge facing the center line, then you have hit
                       the disk on the "inside".                                              Top

- J-

Jockey (a disk) - To "jockey" a disk means to slide the disk around in the starting area before you shoot it to be sure there is no sand or other substance on the bottom of the disk which might cause the disk to slide unevenly.                                   Top

-K-

Kill (a disk) - To “kill” a disk means to cause a disk to be moved from a scoring position 
                        to a non-scoring position. Players may tap a disk onto a line or they may 
                        drive it off the court.

Kitchen - 1. The "kitchen" is the ten-off scoring area at the opposite end of the court 
                       from where the players  are shooting.  Any disk in the "kitchen" after all 8 
                       disks have been played will score a -10 (minus 10) points and 10 points will
                       be subtracted from your score for each of your disks in the "kitchen".

                  2.  To "play kitchen" is to try repeatedly to shoot your opponent's disks into 
                        the kitchen.

                  3.  To "kitchen a disk" is to shoot an opponent's disk into the kitchen

                  4.  To be "kitchened" is to have one or more of your disks shot into the kitchen 
                        by the opponent. 

Kitchen Player -  A "kitchen player" is anyone who shoots most of their shots to get their opponent's disks in the  kitchen. "Kitchen players" often do not follow "correct" strategy because they are confident of their ability to effectively challenge their opponents with skillful and precise shooting.

Kitchen Speed - The amount of force needed to shoot a disk into the kitchen (on a particular court) is called that court's "kitchen speed".  Also, a player is said to have the "kitchen speed" if he can shoot his opponent's disks into the kitchen with a high degree of consistency.                                                                        Top

-L-

Lag Line  -  One of the two lines between the diagrams on the court. (Also called “foul line” or "dead line")

Liner - A disk is a "liner" if it touches a line and does not score any points.

Line-itis -  An unfortunate condition that causes player’s to continually shoot liners, especially on their hammers.  The CDC has yet to catalog this mysterious condition.

Live (disk) - A "live" disk is a disk that is in play.  Any disk on a court that has been shot and is at least touching (or has passed over) the farther foul line and has not completely passed beyond the farther baseline is a "live" disk.                                Top

-M-

Match -  A match is usually three games.  Whoever wins two games first, wins the match. In most friendly or fun matches, the players usually play all three games even if one side won the first two games.

Miss -  A "miss" occurs when a player tries to hit a target disk and shoots past the target without hitting it.                                                                           Top

-N-

Nibble - To get a "nibble" means to cause the opponent to lose 2 or 3 points instead of a full 10 points.

Nick - To "nick" means to hit the edge of a disk you are trying to shoot past .  Players often "nick" head blocks.

No Good -  A disk that is "no good" is touching one or more lines that border the scoring area and it does not count for any points.

Number -  1.  To score a "number" means to score a 7 or an 8.

                    2.  To "steal a number" means to score an extra disk, especially when the 
                        
opponent has the hammer.                                          Top

-O- 

Off  -     1.  A player is "off" if he is not able to reliably execute his shots as he is 
                   accustomed to doing.

              2.  A shot is "off" if it does not hit the intended target accurately or if it does 
                   not stop where the shooter intended.  

Open -  1.  A disk is "open" if there are no disks blocking you from making a direct hit
                   on it.

              2.  The "open side" of the board means the side where access to the scoring 
                    areas is not blocked.

              3.  To "open up the board" means to clear out one or more disks that may be
                    blocking your access
 to the scoring areas.

Out - You are "out" when it is your turn to shoot.

Outside -  1.  All areas of the court that are about 12 inches or less from either edge of the
                        court are considered to be the "outside" of the court.

                  2.  If you hit a disk on the side that faces the nearest edge of the court, then you 
                        have hit the disk on the "outside".                                                  Top

-P-

Percentages (Playing the) - A player is "playing the percentages" when he chooses shots that he has a reasonably good chance of successfully completing - provided he has the option to choose.

Pigeon -  A disk is a "pigeon" when it is touching the 7-10off line and there is enough of the disk in the 7 so that a shooter can use it as a backstop and easily tap it and bump it into the kitchen and at the same time score a 7, especially with his hammer.    

Pilot - A "pilot" is a type of blocking shot that a player places on the board to provide advance protection for part of the scoring areas into which he may shoot a subsequent scoring disk. There are two types of pilots - the St. Pete and the Tampa.  (See St. Pete and Tampa )

Player's Side (of the court) - If a shuffleboard court is divided lengthwise by an imaginary line that is an extension of the center lines, then one side of the court is yellow's side and the other side of the court is black's side. The players on yellow will shoot the yellow disks from the same side of the court at both ends of the court.  And the players on the black disks will play the black side of the court at both ends as well. 

When discussing a game, a player who played the yellow disks may say, "I shot a 7 on my side." which means that he shot a 7 on the yellow side of the center line.  Or a player who played the black disks might say, "He tried to block my side." meaning that the player on yellow tried to block the scoring areas on black's side of the imaginary line. 

Pot Shot - A "pot shot" is a variation of the "desperation shot".  If there are several disks on the board that constitute a disadvantage for the shooter then she may make a forceful "pot shot" to get rid of as many of them as possible. (Also called a "slam".)

Practice -  1.  To "practice" means to play frequently with the objective of improving one's
                         accuracy
and distance control.  Most players practice by frequently playing 
                         doubles or singles.  However,
some players who want to improve on 
                         particular shots, like to practice solo.

                   2.  "Practice" in a tournament  refers to the formal warm-up shots the 
                         players get before a game starts.

Protect -  To "protect" a disk (usually a scoring disk) means to place another disk in such a way as to block the opponent from being able to hit the scoring disk with a direct hit.  (Also known as to "cover" or "cover up" a disk.)

Protected -  A disk is "protected " (or "covered") when one or more disks completely or partially block the opponent from making a direct hit on that disk.        Top

-R-

Rebound - A rebound is a disk that has been driven from the court, it then hits a solid object and bounces back onto the court.  Rebounds are dead disks and are removed from the court.

Reverse A “reverse” is a type of combination shot that causes a reversal of circumstances.  If your opponent has a good 7 and you have a disk in the kitchen for 10 points off, then you make a “reverse” when you shoot at his 7 in such a way as to use his 7 to drive your disk out of the kitchen and leave his disk in the kitchen.  Now you have a good 7 and the opponent has a disk in the kitchen for 10 points off.  You have "reversed" the situation.

Roll - A "roll" is a disk that slides sideways across the court.  It usually occurs as a result of an error when a player is trying to clear the board.  Instead of hitting the target disk on the edge, the shooter hits the target disk about an inch or so to the right or left of center.  The target disk will leave the court, but the shooting disk will slide slowly across the board.

If a "roll" stops in a place of advantage for the shooter, such as in a scoring position behind another disk so that it is blocked from a direct shot, then it is called a "lucky roll" or a "jelly roll".  If it stops at a place of disadvantage for the shooter, such as in the "kitchen", then it is called a "bad roll" (or worse).

Round (Full) - A full-round in an outdoor shuffleboard game is the number of times the disks must be shot from one end to the other so that each player on the court has the hammer once.

In walking singles, there are two players on the court, so the disks must be shot from one end to the other twice, so that each player has one hammer.  When only the player playing the black disks has had a hammer (in singles), then they have played a half-round.  When the player playing the yellow disks has also had a hammer (in singles), then that is another half-round.  Two half-rounds make one full round.

In doubles, there are four players on the court so the disks must be shot from one end to the other four times so each player has one hammer.  When the two players on the black team have each had a hammer, then they have played a half-round of doubles on that court. Then, when the two players on the yellow team have each also had a hammer, then they have played another half-round of doubles on that court.   Two half-rounds make one full-round.

In non-walking singles, there are two singles matches on the court – one match at each end.  Each match has two players - which makes four players on the court.  That means that the disks must be shot from one end to the other four times, just like in doubles.  When the two players playing the black disks have each had a hammer, then both games have played one half-round of singles.  Then, when the two players playing the yellow disks have each also had a hammer, then both games have played another half-round of singles.  Two half-rounds make one full round for each game.

Run -  Players usually "run" (clear the board) when they have the lead in score, they have some advantage late in the game and/or when they are in hammer position.

If a player (or team) is "running", then they are clearing the board and they plan to score on their hammers while keeping you from getting any extra scores and also keeping you from shooting any of their disks into the kitchen.  They don't want you to catch up in score and they don't want to lose any points.                                        Top

-S-

St. Pete (Pilot) -   A type of “pilot” that is placed about halfway between the edge of the court and the point of the ten - diagonally across the court  from the shooter.  It protects part of the 7 and 8 scoring areas so the shooter can place a scoring disk into that protected area with a subsequent shot – if the opportunity arises.   

Score -   1.   To “score” means to shoot a disk into a scoring area so that it does not touch 
                       one of the lines bordering that area.

                 2.   A "score" is a disk that is within a scoring area and does not touch one or 
                       more lines that border that scoring area.

Score Situation – A player’s “score situation” is their current score in relation to the opponent’s score and the game objective, such as 75 in a point game or the number of frames left to play in a frame game.  Players evaluate their score situation at the beginning of each round (and sometimes before each shot) and then decide what strategy they will implement so that they can gain or maintain a score advantage during the round.

See (a disk) -  To be able to “see” a disk means to be able to hit it directly.  Usually said of disks that are only partially blocked.  (Similar to "sticking out".)

Separation Triangle -  The “separation triangle” is the small triangle in the ten-off area which divides the ten-off area into two separate and equal starting areas.

The lines of the "separation triangle" do not count as border lines when "calling" a disk in the "kitchen".

Shoot -  To “shoot” means to deliver a disk to the opposite end of the court.

Shoot Short -  To “shoot short” means to not shoot hard enough to accomplish the intended shot.

Shooting Disk -  The “shooting disk” is the disk being shot to the opposite end of the court.

Singles -  When two players compete against each other then they are playing a “singles” game or match.

Sitting Duck - A disk is a "sitting duck" when it is unprotected and open for a direct hit and a bump into the "kitchen", especially with the opponent's hammer shot.

Slow - A court is said to be "slow" if extra physical effort is required to shoot a disk to the opposite end of the court.  The more effort required - the "slower" the court.

Disks are said to be "slow" if they do not slide smoothly and effortlessly along the length of any court.

Snuggle -  A “snuggle” is a type of shot where the intention is to have the shooting disk stop as close as possible to (and preferably touching) an opponent’s disk, especially an opponent’s scoring disk.  This shot requires precise distance control.

Speed of the Court -  The “speed of the court” refers to how much physical effort is required to shoot a disk to the opposite end of the court.  If little effort is required then the “speed of the court” is said to be “fast”.  If a lot of effort is required then the “speed of the court” is said to be “slow”.  Extremes in either direction will reduce accuracy rates for most players.

Speed of the Disks  - The “speed of the disks” refers to the amount of effort required to shoot a disk from one end of a court to the other.  If they require little effort to shoot them from one end of the court to the other then they are called “fast" disks.  If they require extra effort to shoot them to the opposite end of the court  then they are called “slow" disks.  “Fast" disks enhance accuracy.

Spotty - A court is said to be "spotty" if there are both "fast" and "slow" areas on the court.  "Spotty" courts can be challenging to play.

Starting Area -  The general  “starting area”  is in the ten-off at the end of the court where the players are preparing to shoot. The actual “starting areas” are on either side of the “separation triangle” in the ten-off area.  Yellow places their disks within and not touching any lines in one starting area and black similarly places their disks in the other starting area.  All disks are shot from within the starting area.

Steal -     1.  To “steal a number” means to score an extra disk, especially when the  
                      opponent has the hammer.

2.    To “steal a hammer” means to cause the opponent to be unable to add points  to their score with their hammer.

3.    To “steal the game” means to win the game when statistically the opponent should have won it.

Stick -     1.  To “stick” means to hit a disk head-on and cause the target disk to leave the 
                      court and also
cause the shooting disk to stop in the place of the target disk.

2.     A “stick” is another term for a cue.

Sticking Out -  A disk is “sticking out” if part of it is available for a direct hit.  Said of disks that are only  partially blocked. (Similar to "see".)

Sticky -    1.  A court is “sticky” if it has areas that cause the disks to slow down noticeably 
                       as they pass over those areas.

2.    Lines are “sticky” if disks tend to slow down significantly when passing over the lines or if they stop quickly ("grab") on the lines.

Strategy -   The analysis of numerous current game conditions and factors to determine the most prudent shot selection in a given situation for the purpose of improving one's position in a game or to gain an advantage in the game.

Stroke -  The “stroke” is the motion of the arm in the delivery of a shot from the beginning of the delivery up to and including the follow-through.

Sucker's Hide - If your opponent appears to have made an error by placing his Tampa pilot a little too far away from the point of the ten (or by placing his St. Pete a little too close to the point of the ten) so that you are now able to hide a number behind it then you should check his score to see if he has intentionally set up a "sucker's hide".  A player might set up a  "sucker's hide" in hopes of having you seize the opportunity to "steal a number" which would then leave him the chance to also "steal a number" on your hammer which might put him into "hammer position" or worse, let him "steal the game" from you.  If you see a "sucker's hide" and hear "Oops!", watch out.

Suicide Alley -  When a player tries to hide a disk behind the opponent's St. Pete pilot (or any other similarly placed disk) by shooting down the "outside" of the court then he is shooting down "suicide alley".  So called because the edges of many courts are slow and players need to shoot harder than normal to accomplish their shot. Frequently, a slight over-shot (the player shot too hard) will leave the shooting disk in the kitchen and instead of "stealing a number", the player loses 10 points for his efforts.              Top

-T-

Tampa -  A type of “pilot” that is placed beside the point of the ten on the "player’s side" of the court.  It protects part of the 7 and 8 scoring areas so the shooter can place a scoring disk into the protected area with a subsequent shot – if the opportunity arises. 

Team -  Two players playing as partners constitute a “team”.   One team member plays at the "head" of the court and the other team member plays at the "foot" of the court.  Both team members play the same color disks and both contribute to the team's score.

Tickle -  To “tickle” a disk means to hit it on the very edge and move it sideways, slightly.  Many “tickles” are the result of errors.

Touch -   A player has the “touch” when he is able to make most of his shots, especially those requiring good  distance control.   This is also known as having the “feel of the board” or  having "control of the board".                                        Top

-W-

Waste   -   1.  To “waste a shot" means to shoot a disk so that it cannot be used by the opponent for any purpose.  Usually players “waste” a shot (especially near the end of the game) by shooting it forcefully off the court, shooting it so it stops very near the edge of the court or by shooting the disk so it stops in the space between the two foul lines and therefore, must be removed from the court.  

A player may also "waste" his last shot of the game if he already has the game block on the board and doesn't want to take a chance of endangering his win.  In this case,  players very gently push their last disk so that it stops just outside of their starting area.

                   2.  To "waste your hammer" means to use your hammer shot to try to hit a disk that is effectively blocked, especially if the game is not at a critical phase.  The usual result is failure to hit the blocked disk and also failure to score points with the hammer.

Winning Block -  A "winning block" is a scoring disk that will give the player enough points to win the game.  (See “game block”.)

-Y- 

Yellow Court -  A court is said to be a "yellow court" if the drifts on that court favor the player playing the yellow disks.

                                                                  Top

 

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