Rules to play Curling
11. Strategy
Curling is a game of strategy, tactics and skill. The strategy depends on the teams skill, the opponents skill, the conditions of the ice, the score of the game, how many ends remain and whether the team has last stone advantage (the hammer). A team may play an end aggressively or defensively. Aggressive playing will put a lot of stones in play by throwing mostly draws; this makes for an exciting game and is very risky but the reward can be very great. Defensive playing will throw a lot of hits preventing a lot of stones in play; this tends to be less exciting and less risky. A good drawing team will usually opt to play aggressively, while a good hitting team will opt to play defensively.
If a team does not have the hammer in an end, it will opt to try to clog up the four foot zone in the house to deny the opposing team access to the button. This can be done by throwing centre line guards in front of the house on the centre line, which can be tapped into the house later or drawn around. If a team has the hammer, they will try to keep this four foot zone free so that they have access to the button area at all times. A team with the hammer may throw a corner guard as their first stone of an end placed in front of the house but outside the four foot zone to utilize the free guard zone. Corner guards are key for a team to score two points in an end, because they can either draw around it later or hit and roll behind it, making the opposing teams shot to remove it more difficult.
Ideally, the strategy in an end for a team with the hammer is to score two points or more. Scoring one point is often a wasted opportunity, as they will then lose last rock advantage for the next end. If a team cannot score two points, they will often attempt to blank an end by removing any leftover opposition rocks and rolling out; or, if there are no opposition rocks, just throwing the rock through the house so that no team scores any points, and the team with the hammer can try again the next end to score two or more with it. Generally, a team without the hammer would want to either force the team with the hammer to only one point (so that they can get the hammer back) or steal the end by scoring one or more points of their own.
Generally, the larger the lead a team will have in a game, the more defensively they should play. By hitting all of the opponents stones, it removes opportunities for their getting multiple points, therefore defending the lead. If the leading team is quite comfortable, leaving their own stones in play can also be dangerous. Guards can be drawn around by the other team, and stones in the house can be tapped back (if they are in front of the tee line) or frozen onto (if they are behind the tee line). A frozen stone is difficult to remove, because it is frozen (in front of and touching) to the opponents stone. At this point, a team will opt for peels, meaning that the stones they throw will be to not only hit their opposition stones, but to roll out of play as well. Peels are hits that are thrown with the most amount of power.
12. Conceding a game
It is not uncommon at any level for a losing team to terminate the match before all ends are completed if it believes it no longer has a realistic chance of winning. Playoff games at national and world championships require eight ends to be completed before allowing a losing team to concede in this manner. Competitive games will usually end once the losing team has run out of rocks
13. Dispute resolution
Most decisions about rules are left to the skips, although in official tournaments, decisions may be left to the officials. However, all scoring disputes are handled by the vice skip. No players other than the vice skip from each team should be in the house while score is being determined. In tournament play, the most frequent circumstance in which a decision has to be made by someone other than the vice skip is the failure of the vice skips to agree on which stone is closest to the button. An independent official (supervisor at Canadian and World championships) then measures the distances using a specially designed device that pivots at the centre of the button. When no independent officials are available, the vice skips measure the distances.
14. Scoring
The winner is the team having the highest number of accumulated points at the completion of ten ends. Points are scored at the conclusion of each of these ends as follows when each team has thrown its eight stones, the team with the stone closest to the button wins that end; the winning team is then awarded one point for each of its own stones lying closer to the button than the opponents closest stone.Only stones that are in the house are considered in the scoring. A stone is in the house if it lies within the 12 foot (3.7 m) zone or any portion of its edge lies over the edge of the ring. Since the bottom of the stone is rounded, a stone just barely in the house will not have any actual contact with the ring, which will pass under the rounded edge of the stone, but it still counts. This type of stone is known as a biter.
It may not be obvious to the eye which of two rocks is closer to the button (center) or if a rock is actually biting or not. There are specialized devices to make these determinations, but these cannot be brought out until after an end is completed. Therefore, a team may make strategic decisions during an end based on assumptions of rock position that turn out to be incorrect.The score is marked on a scoreboard, of which there are two types; the baseball type and the club scoreboard.The baseball style scoreboard was created for televised games for audiences not familiar with the club scoreboard. The ends are marked by columns 1 through 10 (or 11 for the possibility of an extra end to break ties) plus an additional column for the total. Below this are two rows, one for each team, containing the teams score for that end and their total score in the right hand column.
15. The club scoreboard
The club scoreboard is traditional and used in most curling clubs. Scoring on this board only requires the use of (up to) 11 digit cards, whereas with baseball type scoring an unknown number of multiples of the digits (especially low digits like 1) may be needed. The numbered centre row represents all possible accumulated scores, and the numbers placed in the team rows represent the end in which that team achieved that cumulative score. If the red team scores three points in the first end (called a three ender), then a 1 (indicating the first end) is placed beside the number 3 in the red row. If they score two more in the second end, then a 2 will be placed beside the 5 in the red row, indicating that the red team has five points in total (3+2). This scoreboard works because only one team can get points in an end. However, some confusion may arise if neither team scores points in an end, this is called a blank end. The blank end numbers are usually listed in the farthest column on the right in the row of the team that has the hammer (last rock advantage), or on a special spot for blank ends.
16. Lead
The lead throws the first two rocks of the end and then sweeps the next six. The lead must be very good at throwing guards and a strong sweeper.
17. Second
The second throws the third and fourth stones of the end and should be strong at playing takeouts. The second sweeps the first two stones and then the final four of the end. The second and the lead need to be in sync when sweeping together.
18. Third
The third (or mate or vice), who throws the fifth and sixth rocks of the end, must be good at all shots, but especially draws. It is the thirds job to set up the shots that will be thrown by the skip, and to help the skip discuss the strategy of the final two stones of the end. The third also posts the score at the conclusion of the end.
19. Skip
The skip is the captain of the team and decides the strategy. Its the skips job to tell the other players where to throw their shots and when to sweep. The skip also delivers the last two shots of the end. The skip must be good at all types of shots.
20. Throwing rocks
Each player on the team throws two stones in each end. (An end is similar to an inning in baseball.) Each team throws 8 stones in an end. The players alternate throwing with their opposite number, the player on the other team who plays the same position they do.
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