There are new curling formats growing in Canada. Do you want to participate in these format? Please read the guidelines and then send an email to This email address is being protected from spambots. You need JavaScript enabled to view it. whether or not you are interested. If the numbers allow, it will then be determined if we include these in our line-up this season. Deadline for response by September 15th.
FORMAT #1 - STURLING RULES - Stick Curlers
- Each team is comprised of two players. One member of each team stays at each end of the rink. Benefits - Teams are easy to form and coordinate. Everyone is always occupied doing something interesting, either deliverying or skipping
- The two delivering players alternately deliver 6 stones each per end, while their teammate skips that end. The roles are then reversed, and their partners deliver the stones back. Benefits - After delivering your rock do not dilly daily around the hog line. Return to the hack area and prepare to throw your next rock.
- All games are six ends. In case of a tie, and extra end is played, with each player delivering 3 stones (skips and deliverers exchange roles at the midpoint of an extra end). If an end is blanked the hammer is retained. Benefits - Three ends of delivery times 6 stones per end means each person deliveres 18 stones per game, in about one hour. 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.
- 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. Benefits - With fewer stones used, and fewer ends, the Sturling game tends to be more defensive than the regular game. This rule creeates more offense, thus more interesting for competitors and fans. In affect, this rule extends the free guard zone to include the area from the hog line to the back line.
- Sweeping/brushing is allowed only from the hog line to the back of the house at the playing end. Benefits -This provides an element of 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.
- Players must remain on their end of the sheet and must not cross center ice. One timeout per game is allowed where the players are allowed to meet at center ice to confer. At all times the delivering team players are not allowed to cross the hog line on their respective end to discuss with their teammater. If they do so this, that is considered a time out. Benefits - 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.
- The stick delivery may begin with (a) either foot in either hack, or (b) from anywhere inside the near hog line with the stone touching the centre line. All stones must be released before reaching the hog line.
- Other rules and etiquette of regular curling apply
Play time is One (1) hour.
FORMAT #2 - TRIPLES RULES
Triples Curling is a new exciting discipline that has been developed by Curling Canada. As it name suggests, curlers compete in teams of 3 when playing Triples. Each end consists of 6 shots per team, with each player throwing 2 shots per end. Unless otherwise indicated, Curling Canada rules apply to Triples, including those related to the Free Guard Zone and No-Tick.
Pre-Game Practice: Consists of each player throwing 2 rocks up and 2 rocks back. However, one of the unique features of Triples is that both teams practice at the same time, with one team throwing on the left side of the sheet and the other on the right. A coin takes place immediately before practice, with the winner choosing side of sheet or rock colour. Then, the teams throw their practice rocks in alternation, just as they would in a game. This process reduces the time required for Pre-Game Practice to the point that is should take no more than 10 minutes total.
Game Structure: Triples games consist of 2 sets of 2 ends each. Each set is effectively a mini-game, with the team with highest cumulative score after 2 ends winning that set. However, if both teams have the same number of points, that set is considered tied.
Hammer Allocation:
- End 1 of Set 1, hammer is decided by a coin toss.
- Hammer in End 1 of Set 2 reverses from the End 1 of Set 1.
- Hammer in End 2 of Set 3 goes to the team that is trailing the game.
- If the score is tied heading into Set 3, another coin toss is used to determine which team starts Set 3 with hammer.
Blank Ends: In Triples, blank ends are not allowed. This means if a team inadvertently blanks End 1 of a set, hammer for End 2 is awared to the other team.
Throwing Order: One of the defining features of the Triples discipline is that curlers are required to play different position (i.e., lead, middle, and skip) for each set of the game. Teams can determine which player starts at each position in Set 1. However, from that point onward the rotation of players must be as follows:
- Set 1: Player 1 = Lead, Player 2 = Middle, Player 3 = Skip
- Set 2: Player 3 = Lead, Player 1 = Middle, Player 1 = Skip
- Set 3: Player 2 = Lead, Player 3 = Middle, Player 1 = Skip
Sweeping: Only 1 player is allowed to sweep rocks until the far hog-line. After that point, 1 of the other curlers can join in.
Set Values: In order to ensure that a full Triples game is played, the value assigned to Set 3 is greater than it is for Sets 1 and 2. The specific set values are as follows:
- Set 1: 1 Points Available (1 Point/Team if Set is Tied)
- Set 2: 2 Points Available 1 Point/Team if Set is Tied)
- Set 3: 4 Points Available (2 Points/Team if Set is Tied)
These differing set values ensure that all 3 sets are always required. That is, even if Team A wins Set 1 and 2, and therefore leads the game 4-0, it is still possible for Team B to tie the game by winning Set 3 outright, since the score would now be 4-4.
Tied Games: If the game is tied after Set 3 a "Team shootout" is used.
- This involves each player throwing alternating draws with the other team.
- The throwing order and positional duties are the same as in Set 3, with the team that last had hammer throwing first in the shootout.
- The sweeping rules are also the same, except you cannot sweep opposition rocks behind the t-line.
- The scoring system is 5 points (pin), 4 points (button), 3 points (4-foot), 2 points (8-foot) and 1 point (12-foot)