B
Back Hanger: A stone balancing on the bottom edge of the End
Back Keep: The 13 centimeters (5″) below the Keep
Back Point: Single point earned by having three stones closest to the Keep
Body: The 42 centimeters (17″) between the Head and Keep
Bookending: Having the closest stone to the edge of the head and the closest stone to the Meridian at the same time
Bucket: An additional point earned when a stone falls of the head and into a bucket placed underneath. Buckets prevent Clears
C
Cartel: Group on three or more stones in scoring position by the same player
Chrisking: Completely missing the board upon throwing, receives a negative point
Clean Board: No valid points on the board
Clear: When a player has no valid stones at the end of a round, resulting in a negative point
Cut: Minimizing opponents valid points by breaking up a cluster
D
Doubles: A game in which four players play in two teams of two
Double Back: Two points earned by having four stones closest to the Meridian
Double Hanger: Two stones balancing on the edge of the head, tripling all valid points, excluding backs and double backs
Duel: A game played by only two players
E
End: The 23 centimeters (9″) closest to the players throwing pit
F
Fire Points: After 3 consecutive warm boards, a player is granted a point and continues to earn a point with each consecutive warm board
Front Keep: The 13 centimeters (5″) above the Keep
Front Point: Points earned by having the closest stones to the edge of the head
Full Hanger: Four stones balancing on the edge of the head, earning an automatic 21 points, supersedes back points
Full Shuttle: Only one player has stones on the board
G
Game: When a player has reached 21 points
H
Hanger: Stone balancing on the top edge of the head, doubling all valid points, excluding points earned in the Keep
Head: The 23 centimeters (9″) of playable board closest to the scoring edge
Heating Up: When a player has completed two consecutive warm boards
K
Keep: The Center line on the boards which grants the player closest to it in each round a final, fourth throw and allows for Back points
L
Long Bucket: An additional three points earned when a stone lands in a far bucket placed five feet behind the head (buckets prevent clears)
Long Snipe: Knocking stones off the board that are in the Body
N
Naturals: See “Singles”
The Nuts: When a player goes into the Twelfth throw already owning the Keep, thus getting to throw the Twelfth and Thirteenth shots back to back
P
Pushing : Low-speed, wrist throw intended to move stones, but keep them on the board
R
Round: When all players throw three stones, and the player closest to the Meridian throws their final fourth stone
S
Shuttlestone: The thirteenth throw which can earn the player the points needed to secure match victory
Shuttle Nuts: The twelfth and thirteenth throws, that can be placed strategically to secure match victory
Singles: A game played with three player, sometimes referred to as “Naturals” as this is the original was way the game was intended to be played
Skipping: Low-speed wrist or arm throw, often upside down, intended to bounce over existing stones
Smashing: High-speed over-arm throw used to separate stacked stones or knock hangers off the edge
Sniping: High-speed, wrist throw intended to knock stones off the board
Spinning: Landing on an existing stone, causing it to spin forward, resulting in player’s advantage
Stacked Stones: When stones are stacked on top of one another, either fully, or in part
Steal: Earning the point back from opponent by sniping or cutting their stones
T
Thirteenth Shot: The final throw of an end, earned by having the stone closest to the Keep (although in duals it’s the 7th shot, and in singles it’s the 10th, it is still referred to as the thirteenth throw)
Throwing pit: The line starting five feet behind the table from which players may throw
Top Stone: In the event in which two or more stones are perfectly stacked, Top Stone is deemed closer to edge
Tossing: Low-speed under-arm throw intended to bypass or stack stones
Triple Hanger: Three stones balancing on the edge of the head, quadrupling all valid points, excluding backs and double backs
Turn: The 42 centimeters (17″) between the Keep and the End
Twelfth Shot: The last throw of the end, before the player closest to the Keep throws his fourth shot (although in duels it’s the 6th shot, and in singles it’s the 9th, it is still referred to as the twelfth throw)
W
Warm Board: When a player has 100% of their stones on the board at the end of a round
