Point in the trajectory of a bowling ball at which the ball makes it's greatest change in direction. Low RG balls have a sooner break point and high RG balls have a later break point.
The point in a game where the server risks losing his serve. For example, the score could be 30-40, 15-40, 40-Advantage, etc.
a point in the source code
one point away from a break
The location of the ball path which is closest to the gutter. Low RG balls have a sooner break point and high RG balls have a later 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.
The number of casualties or Stragglers causing a unit to loose cohesion. When a unit reaches it's BREAK point it immediately moves assumes a Disorder marker and moves 1 move away from the enemy. Units may break as a result of fire or melee but never as a result of movement.
The portion of the lane where the bowling ball completes its transition from skid to traction, and provides the greatest amount of hook. This generally occurs in the last 20 to 25 feet of the lane.
A point which will result in a service break if it's won by the receiver.
when the serving player loses the game.