ANSWERS: 2
  • Gameplay: A competitive game usually consists of ten ends. Recreational games are most commonly eight ends. An end consists of each player from both teams throwing two rocks down the sheet with the players on each side alternating shots, for a total of sixteen rocks. If the teams are tied at the completion of ten ends, an extra end is played to break the tie. If the match is still tied after the extra end, play continues for as many ends as may be required to break the tie. The winner is the team with the highest score after all ends have been completed (see Scoring, below). 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 is "run out of rocks"—that is, once it has fewer stones in play and/or available for play than the number of points needed to tie the game in the final end. In international competition, each side is given 73 minutes to complete all of their throws. Each team is also allowed two 60-second timeouts per ten-end game. If extra ends are required, each team is allowed ten minutes of playing time to complete their throws and one added 60-second timeout for each extra end. Throwing: When throwing the rock, the player must release it before the front edge of the curling stone reaches the near hog line (players usually slide while releasing their shots) and it must completely cross the far hog line; otherwise, the rock is removed from play (hogged). An exception is made if the thrown stone fails to cross the far hog line after striking a resting stone in play (e.g., a stone just past the hog line). In that case, the thrown stone will legally remain in play. The rule concerning releasing the rock before the hog line is rarely enforced in club play, unless abuse of the rule occurs. In major tournaments, the "eye on the hog" sensor in the rock will indicate whether the rock has been legally thrown or not. If the lights on the rock turn red, the rock will be immediately pulled from play instead of waiting for the rock to come to rest. While the first three players throw their rocks, the skip remains at the far end of the ice to guide the players. While the skip is throwing, the third takes this role. Thus, each time a rock is thrown, there is one player throwing the rock and another player at the far end. The other two players may choose to sweep in front of the rock (see Sweeping, below). Delivering the rock: The process of throwing a rock is known as the delivery. While not compulsory, most curlers deliver the rock from sliding out from the hack. When sliding out, one shoe (the one with the nonslippery sole) is positioned against one of the hacks (a position referred to as being in the hack). For a right-handed curler, this means starting from the left hack, and vice versa for a left-handed curler. When delivering the rock, it is important to remember that the momentum behind how much weight is applied to the rock depends on how much leg drive the delivery has. It is usually not wise to push the rock with the arm unless absolutely necessary. When in the hack, one must crouch down with the body lined up and shoulders square with the skip's broom at the other end. While in the hack, one may hold a broom out for balance. Different curlers hold their broom out in many different fashions. The broom is held in the hand opposite from the rock and should be positioned so that the nonsweeping side of the broom is against the ice. This prevents drag caused by the soft head of the broom dragging against the ice. Before any delivery, it is important to ensure that the running surface of the rock is clean and that the area around you is clean as well. This is achieved by wiping the running surface of the rock with either your hand or with the broom and then cleaning the area around you with the broom. The reason for this is that any dirt in the area or on the bottom of a rock could alter the trajectory of it and ruin the shot. When this happens, it is called a "pick." After cleaning the rock, the next step is to know what rotation, or turn, to put on the rock. The skip will usually tell the thrower this information. The thrower will then place the handle of the rock generally at either a "two o'clock" or a "ten o'clock" position. When delivering the rock, the thrower will turn the rock from one of these two positions toward the "twelve o'clock" position before releasing it. A rock turned from ten o'clock to twelve will spin clockwise and curl to the right, and a rock turned from two o'clock to twelve will have the opposite effect. A generally desired rate of turn is about two and a half rotations before coming to a rest. Once the thrower knows the turn to give the rock, the thrower will place the rock in front of his or her toe in the hack. At this point, the thrower will then start his or her delivery. This begins by slightly rising from the hack and moving the rock back to one's toe. This is the beginning of a pendulum movement that will determine the force given to the rock. Some older curlers will actually raise the rock in this backward movement, as this is what they are accustomed to. The forward thrust of the delivery comes next. The thrower moves his or her slider foot in front of the other foot while keeping the rock ahead of him. The thrower then lunges out from the hack. The more thrust from this lunge, the more power or "weight" the rock will have. When lunging out, the gripper foot will drag behind the thrower. When lunging out, it is important to push as precisely as possible in the direction of the skip's broom at the other end, so that the "line" of the rock is accurate. The rock should be released before the thrower's momentum wanes, at which point the thrower imparts the appropriate curl, keeping in mind the stone should be released before the first hog line. The amount of weight given to the rock will also be told to the thrower by the skip at the other end. This usually occurs by the skip's tapping the ice with his broom where he or she wants the rock to be delivered. In the case of a take-out or a tap, the skip will tap the rock that he or she wants removed or tapped. Generally, the skip will not hold the broom in the same place he expects the rock to stop or hit; instead, the skip estimates how much the rock will curl as it travels down the ice and holds the broom where he believes the thrower will have to aim in order to hit the target. Special needs in curling: Curling has been adapted for wheelchair users and people otherwise unable to throw the rock from the hack. These curlers may use a special device known as a "curler's cue" or "delivery stick." The cue holds on to the handle of the stone and is then pushed along by the curler. At the end of delivery, the curler pulls back on the cue, which releases it from the stone. Sweeping: When a rock is delivered, it is important that there be two players following the rock so that they are ready to sweep its path if needed. Sweeping is done for two reasons: to make the rock travel farther, and to make the rock travel straighter (curl less). When sweeping, pressure and speed of the brush head are key in slightly melting the pebbled ice in the path of the rock. One of the interesting strategy aspects of curling is knowing when to sweep. When swept, a rock will usually travel both farther and straighter. In some situations, one of the two is often not desirable (for example, a rock may have too much weight, but needs sweeping to prevent curling into a guard), and the team must decide which is better: getting by the guard but traveling too far, or hitting the guard. Much of the yelling that goes on during a curling game is the skip calling the line of the shot. The skip evaluates the path of the rock and calls to the sweepers to sweep as necessary to hold the rock straight. The sweepers themselves are responsible for judging the weight of the rock and ensuring the length of travel is correct. Simultaneously, the sweepers must communicate the weight (speed) of the rock back to the skip. Some teams use stopwatch timing, from back line to the nearest hog line as a sweeping aid. Many teams use the "Number System," where the playable area is divided into ten zones, each assigned a number, and these numbers are used to communicate where the sweepers estimate the rock will stop. Usually, the two sweepers will be on opposite sides of the rock's path, although depending on which side people's strengths are, this may not always be the case. Speed and pressure are vital to sweeping. In gripping the broom, one hand should be one third of the way from the top (nonbrush end) of the handle while the other hand should be one third of the way from the head of the broom. The angle of the broom to the ice should be so that the most force possible can be exerted on the ice. The precise amount of pressure may vary from relatively light brushing "just cleaning" (to ensure debris is not in the way) to maximum-pressure scrubbing. Sweeping can be done anywhere on the ice up to the "tee line," as long as it is only for your own team's rock. Once your team's rock crosses the tee line, only one player may sweep it. Additionally, when an opposing rock crosses the tee line, one player from your team is allowed to sweep it. This is the only case that a rock may be swept by an opposing team member. In international rules, this player must be the skip; or if the skip is throwing, then the third. Touched stones: Occasionally, players may accidentally touch a stone with their broom or a part of their body. This is often referred to as "burning" a stone. When a player touches a stone, s/he is expected to call themselves on it. The result of a touched stone varies based on which team touched the stone; whether the stone was being delivered, stationary, or set in motion by another stone; and whether touching the stone affected the positions of other stones. Rules also vary across different governing bodies. Per Canadian Curling Association (CCA) rules, if a moving stone is touched by the team to which it belongs, all rocks must come to a rest before the offending team may declare that the violation occurred. At this time, the nonoffending skip may decide whether to leave all stones where they stopped, or remove the touched stone from play and place any other stones in their original positions. If the incident occurs after the stone has crossed the far hog line, he or she may also opt to move the rock and any stones it would have affected to where he or she thinks they would have ended up had the rock not been burned. Under these rules, it is also a violation for the delivering player to touch the stone once he has released the handle, even if the stone has not yet crossed the near hog line. In World Curling Federation (WCF) rules, if a moving stone is touched by a member of the team to which it belongs before it reaches the far hog line, the offending team should declare the violation immediately, and the stone is removed from play. If the infraction occurs after the stone has crossed the far hog line, the skip of the opposing team may leave the stones where they stop, remove the touched stone from play and reset any stones that were moved, or place the touched stone and any stones it would have affected where he thinks they would have stopped. Under CCA rules, if a delivered stone is touched by a member of the opposing team, the nonoffending skip may leave the stones where they end up, place them where he believes they would have ended up had the infraction not occurred, or place all stones in their prior positions and have the touched stone delivered again. In WCF play, if such a violation occurs prior to the delivered stone crossing the far hog line, the touched stone may only be redelivered. If the violation occurs after the delivered stone crosses the far hog line, the skip of the nonoffending team may only place the stones where he believes they would have stopped had the infraction not occurred. In the CCA, if any other stone set in motion is touched by the opposing team, the skip of the nonoffending team may choose to leave the stones where they stop or place them where he believes they would have stopped had the infraction not occurred. In the WCF, the skip of the nonoffending team may only place the stones where he believes they would have stopped had the infraction not occurred. Under both CCA and WCF rules, if a stationary stone is touched in a way that would have affected the result of a moving stone, the skip of the nonoffending team may choose to leave the touched stone and any affected stones where they end up, put the affected stones in their original position and remove the stone whose course would have been altered from play (not necessarily the touched stone), or place all affected stones where he believes they would have stopped had the infraction not occurred. If a touched stationary stone would not have affected the result of a moving stone, the touched stone is simply returned to where it was before being touched. Types of shots: Essentially, there are three kinds of shots in curling, the guard, the draw and the takeout; there are many variations of these shots, however. Guards are shots thrown in front of the house, usually to guard shot-rock (rock closest to the button at a certain time) or to make the opposing team's shot difficult. Draws are shots in which the stone is thrown only to reach the house, while takeouts are shots designed to remove stones from play. Choosing which shot to play will determine whether the thrower will use an in-turn or out-turn—for a right-handed person, the clockwise and counter-clockwise rotation of the stone, respectively. Possible guard shots include centre-guard and corner-guards (left and right sides of the centre line). Draw shots include raise (and angle-raise), come-around, and freeze, and takeout shots include peel, hit-and-roll and double. Free guard zone: Until four rocks have been played (two from each side), rocks in the free guard zone (those rocks left in the area between the hog and tee lines, excluding the house) may not be removed by an opponent's stone. These are known as guard rocks. If the guard rocks are removed, they are replaced to where they were before the shot was thrown, and the opponent's rock is removed from play and cannot be replayed. This rule is known as the four-rock rule or the free guard zone rule (for a while in Canada, a "three-rock rule" was in place, but that rule has been replaced by the four-rock rule). The three-rock rule, known as the Modified Moncton Rule, was developed from a suggestion made by Russ Howard for a cashspiel (with the richest prize ever awarded at the time in a tournament) in Moncton, New Brunswick, in 1991. "Howard's Rule" (also known as the Moncton Rule), used for the tournament and based on a practice drill his team used, had the first four rocks in play unable to be removed no matter where they were at any time during the end. The Modified Moncton Rule was quickly adopted in Canada, while the four-rock Free Guard Zone was adopted by other countries and for international competition. After several years of having the Modified Moncton Rule used for the Canadian championships and the winners then having to adjust to the four-rock rule in the World Championships, the Canadian Curling Association adopted the now-standard Free Guard Zone. This rule, a relatively recent addition to curling, was added in response to a strategy of "peeling" opponents' guard stones (knocking them out of play at an angle that caused the shooter's stone to also roll out of play, leaving no stones on the ice). A team in the lead would often employ this strategy during the game. By knocking all stones out, the opponents could at best score one point (if they had the hammer). Alternatively, the team with the hammer could peel rock after rock, which would blank the end, keeping the last rock advantage for another end. This strategy had developed (mostly in Canada) as ice-makers had become skilled at creating a predictable ice surface and the adoption of brushes allowed greater control over the rock. While a sound strategy, this made for an unexciting game. The 1990 Brier was considered by many curling fans as boring to watch because of the near-constant peeling, and the quick adoption of the Free Guard Zone the following year reflected how disliked this aspect of the game had become. One strategy that has been developed by curlers in response to the free guard zone (Kevin Martin from Alberta is one of the best examples) is the "tick" game, where a shot is made attempting to knock (tick) the guard to the side, far enough that it is difficult or impossible to use but still remaining in play while the shot itself goes out of play. The effect is functionally identically to peeling the guard but significantly harder, as a shot that hits the guard too hard (knocking it out of play) results in its being replaced, while not hitting it hard enough can result in its still being tactically useful for the opposition. There's also a greater chance of the shot missing the guard entirely due to the greater accuracy required to make the shot. Due to the difficulty of making this type of shot, only the best teams will normally attempt it, and it does not dominate the game the way the peel formerly did. Last rock (the "Hammer"): Last rock advantage in an end is called the hammer. Before the game, teams typically decide who gets the hammer in the first end either by chance (such as a coin toss) or by a "draw-to-the-button" contest, where a representitive of each team shoots a single rock to see who gets closer to the center of the rings. In all subsequent ends, the hammer belongs to the team that did not score in the preceding end. In the event that neither team scores, the hammer remains with the same team. Naturally, it is easier to score points with the hammer than without; in tournament play, the team with the hammer generally tries to score two or more points. If only one point is possible, the skip will often try to avoid scoring at all in order to retain the hammer until the next end, when two or more points may be possible. This is called a blank end. Scoring without the hammer is commonly referred to as stealing, or a steal, and is much more difficult. Scoring: After both teams have delivered eight rocks, the team with the rock closest to the button is awarded one point for each of its own rocks that is closer than the opponent's closest rock. Rocks that are not in the house (further from the center than the outer edge of the 12-foot (3.7 m) ring) do not score even if no opponent's rock is closer. A rock is considered in the house if any portion of its edge is over any portion of the 12-foot (3.7 m) ring. Since the bottom of the rock is rounded, a rock 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 rock is known as a "biter." The score is marked on a scoreboard, of which there are two types. One is the baseball-type scoreboard, which is usually used for televised games. On this 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. The number of points each team gets in an end is marked this way. The other form of scoreboard is the one used in most curling clubs (see photo). It is set up in the same way, except the numbered row indicates a team's progress in scoring points rather than marking ends, and it can be found between the rows for the teams. The numbers placed are indicative of the end. 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 can exist if no team gets points in an end. This is called a blank end, and the end number usually goes 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. Conceding a game: When a team feels it is impossible or near impossible to win a game, they will usually shake hands with the opposing team to concede defeat. This may occur at any point during the game, but usually happens near the final end. When a game is completed by playing all ends, both teams also shake hands. Hands are also shaken before the game, accompanied by saying "Good curling!" to the opposing team. In the Winter Olympics, a team may concede after finishing any end during a round-robin game, but can only concede after finishing eight ends during the knockout stages. Unlike other sports, there is no negative connotation associated with conceding in curling. In fact, in many competitions, a team is required to concede when it is mathematically impossible for them to tie a game. In more social situations, it is often considered a breach of etiquette (or at least looked down upon) to keep playing when the game is well out of reach. 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 third, or vice skip. No players other than the third 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 third is the failure of the thirds to agree on which rock 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 center of the button. When no independent officials are available, the thirds measure the distances. Strategy: Strategy in an end of curling depends on the circumstances. It depends on the team's skill, the opponent's skill, the conditions of the ice, the score of the game, how many ends remain, and whether the team has last rock advantage. A team may play an end aggressively; that is, to have a lot of rocks in play by throwing mostly draws. This makes for an exciting game, but is very risky. However, the reward can be very great. A team may also wish to play an end defensively. This means throwing a lot of hits preventing a lot of rocks in play. This is generally considered to be less exciting, and is 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, they will opt to try and clog up the four-foot (the four-foot wide area surrounding the centre line) so as to prevent the opposing team from accessing the button. This can be done by throwing "centre line" guards (rocks in front of the house touching the centre line). These can be tapped into the house later or drawn around. If a team has hammer, they want to keep this four-foot zone free of rocks so that they have access to the button area at all times. A team with the hammer may throw up a "corner guard" as their first rock of an end to utilize the free guard zone. A corner guard is a rock in front of the house that is not in the four-foot 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 team's shot to remove it more difficult. Ideally, the strategy in an end for a team with 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 can't 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 hammer would want to either force the team with hammer to only one point (so that they can get 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 your opponent's stones, it removes opportunities for their getting multiple points, therefore defending your lead. If your lead is quite comfortable, leaving your own rocks in play can also be dangerous. Guards can be drawn around by the other team, and rocks 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 rock is difficult to remove, because it is "frozen" (in front of and touching) to the opponents rock. At this point, a team will opt for "peels," meaning that the rocks 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.
  • I can't top answer # 1. I just want to say: Boy, does it look HARD!

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