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Rules of the League

RULES of PLAY:

    The rules of play will be the Canadian Curling Association rules of the game (pdf), with the following exceptions and/or additions:



UNICORN CHIEF AND PETTY OFFICERS CURLING CLUB

COMPOSITION OF RINKS


  1. Each rink must have at least one member of the opposite sex on its team at all times.


2.  COMMENCEMENT OF GAMES:

A) A team must have a minimum of three players.


B) Games will commence promptly - Sundays at 12:00 (noon) unless otherwise posted.


3.  DURATION OF GAMES:

 All games shall be eight (8) ends (time permitting).              


4.  BUZZER:

The buzzer will be used 20 minutes prior to the end, to signal the finish of all games.  Once the finishing buzzer has sounded you will finish the end in play plus one more.


 5.  LATE ARRIVALS:

 A) In the event that a team is late for its game, the team ready to play "MAY" take one point and one end  for each 10 minutes the opposition is late.  After twenty minutes the game is forfeited and it is considered a Default.

           

B) A curler who arrives late may join his team, in his/her regular position, at any 
 time throughout the game, PROVIDING it does not conflict with rule  7d.


6.  FORFEITS:

 If a team forfeits a game, it will be considered a a Default.


7.  SPARES:

  A) Maximum of 2 spares on a team at one time.

           

B) A spare will fill the Lead position, and remainder of the team will be promoted one position higher.

           

C) If two spares are being used they will fill the Lead and Second positions, and remainder of the team will be promoted one position higher.

           

D) Once the game has started the spare is entitled to complete the game. In other words, if a late curler arrives a spare cannot be bumped from the game.


8.  MEASUREMENT & DECISIONS:

 All measurements will be made by respective thirds. Any disputes shall be settled by a Judge.  The Judge's   decision is final.


 9.  TIE GAMES:

Games ending in ties will be left that way.

                      
10.  FOUR ROCK FREE GUARD ZONE 

A) The free guard zone is the area between the hog line and the tee line, excluding the house.
                                              Interpretation:  - A stone which comes to rest biting or in front of the hog line after  making contact with a stone in the free guard zone is considered to be in the free guard zone.
 -  A stone which comes to rest outside the house but biting the tee line is NOT in the free guard zone.

           

B) Any stationary stone(s) belonging to the opposition that is located within the free guard zone shall not be removed from play prior to the delivery of the FIFTH stone of an end.


Interpretation:  - A delivered third or forth stone of an end may hit an oppositions stone(s) in the free guard zone onto a stone(s) not in the free guard zone providing the opposition's original free guard zone stone(s)  remains in play. If the opposition's original free guard zone stone(s)  is removed from play, Penalty Situation #1 shall apply.

 Penalty Situation #1:  - If a stone(s) in the free guard zone is removed from play prior to the delivery of the fifth stone of the end, the non-offending team may:
                                                                 i)  allow the play to stand; or
                                                                   ii) remove the stone just delivered from play and replace the displaced stationary stone(s) as close as possible to its original position.

C)  4 - Rock Free Guard Zone Strategy.

                                       4-rockstrat.pbf
                                                




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