|










Our Advertisers and Sponsors help us promote our sport.
Please
support them!
To advertise on this site please contact
admin@stickcurling.ca
| |
IMPORTANT NOTICE:
The Stick Curling Rules have been updated
on
April 17, 2008.
The Stick Curling Skins Rules
have been updated on April 14th, 2008.
The Stick Curling Stake Play
and Skills Competitions Rules have
been updated on January 19, 2007.
To ensure your club has the latest copy of all of
the documents please ensure the
revision date (located on the bottom right corner of the document) is the same
as listed on this page below.
If anyone can offer their assistance to update the
French version of these materials please email
vcschultz@stickcurling.ca.
As with other sports, rule changes allow the game to be enjoyed by more
people. In curling, Stick Curling Leagues are being formed across Canada
and Internationally.
Other initiatives are also being used to generate interest in the sport of
Stick Curling, these initiatives include:
Download the Stick Curling Rules.
|
RULES
|
COMMENTS
|
|
1. Each
stone must be delivered with a curling / delivery stick,
from a standing or sitting (in a wheelchair) position.
|
This provides
equity for those physically unable to attain the sliding position.
Skill is still required to attain both alignment (the stone is
further in front, but also much below the line of site), and weight.
It's also advantageous for newcomers to curling, since the complex
technique of the slide delivery doesn't have to be mastered; yet the
substantial mental aspects of the game are retained.
|
|
2.
Sweeping/brushing is allowed only from the hog line to the
back of the house at the playing end.
|
This provides
fairness to those with physical limitations, unable to sweep/brush.
It also increases the challenge, not having the extra advantage
of sweeping/brushing to affect either line or weight in the initial
travel of the stone.
|
|
3. Each
team is comprised of two Curlers.
|
This rule follows
from rule 2 (above); with no sweeping/brushing between hog lines, a
four-member team would often have two people inactive.
This way, everyone is always occupied, either delivering or
skipping. Teams are easier
to form and coordinate.
|
|
4. One
member of each team stays at each end of the rink, and must not
cross center ice.
|
This reduces
movement up and down the ice, and increases the pace of the game.
It also means responsibilities are equally shared by the two team
members, and provides variety for each player.
|
|
5. The two
delivering Curlers alternately deliver 6 stones each per
end, while their teammate skips that end. Then roles are reversed,
and the partners deliver the stones back.
|
This implies that
each player is always occupied, doing something interesting.
18 stones are delivered per person each game, compared to 16 (8
ends) or 20 (10 ends) in regular curling.
|
|
6. All
games are six ends. In case of a tie, an extra end
is played, with each player delivering 3 stones (skips and deliverers
exchange roles at the midpoint of an extra end).
|
Three ends of delivery times 6
stones per end means each person delivers 18 stones per game, about the
same as regular curling.
Games progress quickly and interest remains high, both for the players
and spectators.
The incidence and degree of lop-sided games is greatly reduced,
and hardly ever does a team surrender before the end of the game.
|
|
7. No stone may be removed from play prior to
delivery of the fourth stone of each end.
If that should happen, the delivered stone is removed from play
and all other stones are returned to their original positions.
|
With fewer stones
used, and fewer ends, the stick game tends to be more defensive than the
regular game. This rule makes the game more offensive, thus more interesting for
competitors and fans. In
effect, this rule extends the free guard zone to include the
area from the
hogline to the backline, as
the FGZ was originally proposed.
|
|
8. Except
for wheelchair curlers, each delivery must begin with the right foot in
the left hack, for right-handed curlers, or with the left foot in the
right hack, for left-handed curlers.
All stones must be released before reaching the hog line, and
with some part of the stone within 2 feet of the centre line.
|
Since drastically
changing the course of a stone mid-delivery is possible with a stick,
this was added so the game wouldn't be changed unduly by releasing
stones from near the sides of the sheet.
|
|
9. Other
rules and etiquette of regular curling apply.
|
The good parts of
the regular game are retained!
|
Download the Stick
Curling Skins Rules.
- The team that
wins the coin toss, or that loses a skin, has their choice to
throw first or last. On a carry-over,
the team that just threw last, throws first.
- The team that throws first
has one of their stones placed on the center line, midway between the
house and the hog line. The
team that throws last has one of their stones placed on the
back of the button, just touching the tee.
Each team then alternately delivers five stones.
- To win a skin, the team throwing
first must score one (or more) and the team throwing
last must score two (or more).
Otherwise, the skin is carried over added to the skin for the
next end.
- If there is a
carry-over on the sixth end, that skin is awarded to the team that draws a
rock closest to the tee (of all four players).
- Other rules of stick
curling apply.
The following concept has been found to increase the "stake" in
regular league curling, discouraging canceling or missing games, and adding a
whole lot of interest!
Download the
Stake Play in Adobe PDF Format.
Before the beginning of each square draw, a "stake" is collected
from each team wishing to participate in this competition (all teams are not
required to enter) -- for example, $20.00 per team ($10.00 per person) --
the only input for the whole of that square draw. Then, whenever two
participating teams play, one-quarter of the losing team's stake is
transferred to the winning team (on paper only). Absent teams lose one-quarter
of their stake. At the end of the draw, the collected money is distributed
according to each team's final stake. When a non-participating team is played,
your stake does not change.
As an example, consider an eight team square draw, with all teams
participating, and follow a few hypothetical games.
|
Team |
A1 |
A2 |
A3 |
A4 |
A5 |
A6 |
A7 |
A8 |
Total |
|
Stake |
$20.00 |
$20.00 |
$20.00 |
$20.00 |
$20.00 |
$20.00 |
$20.00 |
$20.00 |
$160.00 |
|
Game 1 |
A1-A2 |
A1-A2 |
A3-A4 |
A3-A4 |
A5-A6 |
A5-A6 |
A7-A8 |
A7-A8 |
|
|
Win/Loss |
W |
L |
L |
W |
W |
L |
W |
L |
|
|
Transfer |
$5.00 |
-$5.00 |
-$5.00 |
$5.00 |
$5.00 |
-$5.00 |
$5.00 |
-$5.00 |
|
|
Stake |
$25.00 |
$15.00 |
$15.00 |
$25.00 |
$25.00 |
$15.00 |
$25.00 |
$15.00 |
$160.00 |
|
Game 2 |
A1-A3 |
A2-A4 |
A1-A3 |
A2-A4 |
A5-A7 |
A6-A8 |
A5-A7 |
A6-A8 |
|
|
Win/Loss |
W |
L |
L |
W |
W |
W |
L |
L |
|
|
Transfer |
3.75 |
-3.75 |
-3.75 |
3.75 |
6.25 |
3.75 |
-6.25 |
-3.75 |
|
|
Stake |
$28.75 |
$11.25 |
$11.25 |
$28.75 |
$31.25 |
$18.75 |
$18.75 |
$11.25 |
$160.00 |
|
Game 3 |
A1-A4 |
A2-A3 |
A2-A3 |
A1-A4 |
A5-A8 |
A6-A7 |
A6-A7 |
A5-A8 |
|
|
Win/Loss |
W |
L |
W |
L |
W |
L |
W |
L |
|
|
Transfer |
7.19 |
-2.81 |
2.81 |
-7.19 |
2.81 |
-4.69 |
4.69 |
-2.81 |
|
|
Stake |
$35.94 |
$8.44 |
$14.06 |
$21.56 |
$34.06 |
$14.06 |
$23.44 |
$8.44 |
$160.00 |
Note that no team's stake ever goes to zero, since only one-quarter
of what they have at the time is ever deducted. Even with all seven
games being lost, that team would end up with $2.00. The most that can be won
depends on the amount the opposition has at the time they are played. In
the above example, teams A1 and A5 have both had 3 consecutive wins, but have
accumulated different amounts.
Below are eight possible shots to test a curlers skill. Each competitor will
throw two rocks for each skill; and only the score of the better of the two
shots will be used. NO SWEEPING is allowed. All shots will be
toward the home end. Points will be awarded as outlined below, and accumulated
for each individual. Each skill is worth a possible 6 points.
Download the Skills Competitions in Adobe PDF Format.
|
1 DRAW TO THE TEE
Draw into the house for points as indicated in the diagram. A rock
biting any part of a higher valued circle earns the higher points. |
 |
|
2 DRAW THE EDGE
Draw into the house for points as indicated in the diagram to the
right. Any part of the rock in the 12 foot = 6 points; totally within
the 8 foot = 4 points; totally within the 4 foot = 2 points. |
 |
|
3 SPLIT
Any one rock anywhere in the house = 2 points. Both rocks anywhere in
the house = 6 points. |
 |
|
4 DRAW THE PORT
Place 3 guards as shown, about 2 feet in front of the house. Draw
through the port for the points as indicated. Only the final position
of the delivered stone is counted. |
 |
|
5 HIT AND STICK
A target rock is placed as shown in the diagram, on the back half of the
button, and must be completely removed from the house to get any
points. If the target rock is removed, 1 point is awarded,
plus the points shown for the ring in which the delivered rock comes
to rest. |
 |
|
6 HIT AND ROLL
A target rock is placed as shown in the diagram, and must be completely
removed from the house to get any points. If the target rock is
removed, 1 point is awarded, plus the points shown for the
ring in which the delivered rock comes to rest. |
 |
|
7 RUN BACK
Target 1 (yellow) is placed on the center line, just outside the house.
Target 2 (red) is placed on the back of the button. Target 1 must be
run back and must remove target 2 to get any points. If target 2 is
removed from the house,
1 point
is awarded,
plus
the points shown for the ring in which target rock 1 comes to rest. |
 |
|
8 DOUBLE TAKEOUT
Two target rocks are placed as shown. At least one target rock must be
removed from the house to get any points. If one target rock is removed
from the house, 1 point is awarded; if the second target rock is
removed from the house, an additional 2 points are
awarded, plus the points shown for the ring in which the
delivered rock comes to rest. |
 |
|