Rules and Etiquette
General etiquette and expectations:
General rules of curling:
Length of play:
Bell rule:
Double take-out:
Spares:
Season play:
Tie games:
Default games:
- Show up on your designated sheet 5 minutes prior to the start time, warmed up and ready to begin.
- At the start of a game, shake hands with your opposing team and say “Good curling”.
- Players shall be ready to deliver when their turn comes, and shall not take an unreasonable amount of time to play.
- Always protect the hack from rocks; only use excess force to deliver a rock if warranted.
- Remain motionless when any rock is being delivered; do not obstruct, interfere or distract any member of the delivering team.
- Skip and third – be positioned inside the hog line at the playing end, with your brooms in a position to not distract the member delivering a rock.
- A rock that is touched by the delivering team is considered “burned” (often on the “honour system”); the skips can decide to: a) continue the game, or b) remove the rock from play.
- If a delivering team throws the wrong colour rock, the skips can decide to: a) remove the rock and replace with the correct colour, or b) leave the rock in play for the opposing team.
General rules of curling:
- All games during league play abide by the Curling Canada Rule Book. Note: Free Guard Zone (rule change 2018)
- Teams are encouraged to work out any questions of the rules of curling on the ice in a friendly manner.
- If an amicable resolution cannot be reached, teams should consult a CWP League Executive member for the interpretation of the rules.
- The CWP League Executive has the final say in the interpretation of any rules.
Length of play:
- Out of courtesy to the other team, be on the ice ready to start your game on time.
- As per rule 16(3) of the Curling Canada rule book, teams may be penalized for starting their game late.
- All games are eight ends to a maximum of 2.0 hours of play (not including additional time post-buzzer).
Bell rule:
- Teams will be alerted (via buzzer) when 25 minutes of play remain. At this cue, teams finish playing their current end and may complete one additional end.
Double take-out:
- If any member removes two opposing rocks (in the house) from play, they may take the “Double Take-out board”.
- The team with the board in their possession at the buzzer receives a pitcher of beer.
Spares:
- In the spirit of fair play, use spares that are appropriate to your team skill level, as well as the player the spare is replacing.
- Spares may be drawn from the spare list or any team with a bye.
- If four players are present, spares must throw either lead rocks (rocks 1 and 2) or second rocks (rocks 3 and 4).
- If three players are present, spares must throw rocks 1, 2 and 3.
Season play:
- Season and playoff games are at the discretion of the League Executive based on the amount of teams registered, and can be subject to change from season to season.
- Games must be played on the posted draw date and time.
- If a team is unable to field at least three players (two of whom must be registered team members) or if you do not show up for your scheduled game, your game result will be recorded as a default.
- If a game cannot be played at the scheduled time, the team cancelling must notify the opposing team and the Executive.
- A game can be rescheduled if there is a convenient time for both teams, and as long as the game is played prior to the start of the next round.
- If the game is not completed within this time, the team that cancelled will receive 0-points (loss) and the opposing team will receive 2-points (win).
- Points are based upon wins (W = 2), ties (T = 1), and losses (L = 0); no points are given for defaulted games (D).
- Immediately after the end of the game, all W/L/T are recorded on the CWP draw schedule by the winning teams' third.
- Circle the winning team and write the final score.
- If not recorded, updates to scheduling may be delayed.
Tie games:
- For regular league play, tie games are recorded as ties (T).
- For playoff games, teams will break ties through a draw to the button.
- One player from each team will throw one rock, the closer to the button will win.
- Teams may sweep their own rock, but sweeping the opponent’s rock behind the T-line is not permitted.
Default games:
- Default = when one team either does not show, or does not have enough players to play (three players, of which two must be registered members of the team).
- Teams may not agree to a “tie” in lieu of a default.
- If neither team can field at team of three players, at least two registered members of their respective team, then both will be awarded a default result.
- To avoid a default, the team skips may choose to schedule a game at the convenience of the teams (i.e. during open ice) and record the results as per outlined in 'Season Play' (see above).