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    RULES and SCHEDULE

    Thank you for joining us for the inaugural Richmond Hill Invitational Cash Spiel!

    General Rules:

    • Curling Canada / Curling Ontario rules are used in this event.
    • Free Guard Zone: The 5 rock free guard zone rule is in effect.
    • Sweeping devices: WCF approved sweeping devices and broom pads shall be used
    • The Drawmaster or their designate, shall be the umpire with respect to all games.

    Time of the game:

    • Please be aware of your time and play fast.
    • The practice and DSC shot should take no more than 3 minutes per team.
    • Ends should take 15 minutes to play. If the Drawmaster determines that a team is playing slower than reasonable, a warning will be issued. If the Drawmaster must issue a second warning, the game will be put on a buzzer rule and at the buzzer, the game will be in the last end and the offending team will not be allowed to throw any more rocks.

    Game length:

    • All games will be eight ends including the semi-finals and finals.
    • In case of a tie the round-robin games will be decided by a one rock shoot-out
    • In case of a tie the play-off games will be decided by playing one full extra end towards the glass.
    • If the championship games in events 1 and 2 remain tied after the first extra end they will be decided by playing a second extra end towards the glass.
    • If any play-off game remains tied after all allowed extra ends the game will be decided by one rock shoot-out too.
    • Teams can forfeit the game at any time, no minimal number of end is required
    • Teams must forfeit the game if they are mathematically eliminated from the game.

    One rock shoot-out rules:

    • one of the players in each team throws a rock towards the glass with sweeping, team can use any one of their rocks and rotation of their choice.
    • The team that scored in the last non-blank end (i.e. the team without hammer) throws first, their rock is measured (in cm) and removed from the house.
    • Then another team throws and their rock is measured.
    • If the rock covers the pin from above it will be counted as 0cm.
    • Measure the distance in a straight line from the striking band on the rock to the centre of the pin hole. Round up to the whole number
    • Measurement to be conducted by any one player of the throwing team and observed by any one player of the opposing team. Both players must agree on the number before the rock is moved. If the rock is moved by the throwing team before the number was agreed upon it will be counted as 195cm. If the rock is moved by the opposing team before the number was agreed upon it will be counted as 0cm.
    • If the numbers are identical for both teams, the shoot-out is repeated as many times  as needed but each time another player must throw for each team

    Game scoring (round-robin)

    • Team winning the game in 8 ends or less is awarded 3 standing points
    • Team winning the game in shoot-out is awarded 2 standing points
    • Team losing the game in shoot-out is awarded 1 standing points
    • Team losing the game is awarded 0 standing points
    • Ends and rocks scored are not tracked

    Game Start Time:

    • The Game Start Time is considered to be (a) the later of the scheduled start time and (b) the time when the ice becomes available for play.
    • Teams that are late for their game's start time will be penalized as follows:
      • 1 point, 1 end and loss of hammer after 5 minutes;
      • 1 point and 1 end for every 10 minutes after that;
      • After 35 minutes, the game shall be considered forfeited.

    Round-robin Hammer/Rocks:

    • The team listed first in each pair will throw RED rocks. The team listed second will throw YELLOW rocks.
    • The team listed first in each pair will throw first DSC shot using clockwise turn. The team listed second will throw second DSC shot using counter-clockwise turn.
    • The player assigned for DSC will throw two practice rocks, with sweeping.
    • A third rock, with sweeping, will be measured and recorded as DSC.
    • Teams will throw all practice and DSC rocks toward the glass.
    • Teams will alternate shots in their practice/DSC.
    • A different team member must throw the DSC in each round-robin game. Teams can decide which team member will throw in which game.
    • If teams are tied after their DSC rocks, a coin will be flipped to determine which team gets Hammer.

    Draw Shot Challenge (DSC) rules:

    • Record the distance in a straight line from the striking band on the rock to the centre of the pin hole.
    • If the rock covers the pin from above it will be counted as 0cm.
    • DSC distances will be recorded in centimetres and rounded up to the whole number.
    • Please turn the DCS cards into the Drawmaster at the end of the game, with the final score of your game.
    • A team that forgets to measure and record their DSC shot will receive the DSC score of 195cm.
    • Any rock that does not come to rest in the house will receive the DSC score of 195cm.

    Play-off Hammer/Rocks

    • The team with a higher seeding will have choice of Hammer OR rocks. Their opponent will get the other option.
    • Teams are allowed to throw up to three pre-game practice rocks but may choose not to use this option.
    • Rules for alternating throwing order and side of sheet still apply (Red rocks throw first using clockwise turn).

    Play-off Seeding

    • All teams from all pools are seeded by the following criteria:
      1. Total number of points
      2. Total number of "regulation" (3-point) wins
      3. Team's DSC score
      4. Fourth's DSC score
      5. Third's DSC score
      6. Second's DSC score
      7. Total number of beers consumed by the team
      8. Random criteria at the discretion of a Drawmaster
    • Teams are assigned to the following events:
      • Main (1st) event: teams seeded 1-4
      • 2nd event: teams seeded 5-8
      • 3rd event: teams seeded 9-12
      • 4th event: teams seeded 13-16
      • 5th event: teams seeded 17-20
      • 6th event: teams seeded 21 and 22
    • Teams seeded 23-30 are eliminated from Play-off

    Spares, alternates and 3-player teams:

    • Before playing in their first game teams are required to submit their official roster including up to two alternate players.
    • Teams are expected to play all games with 4 players.
    • Teams are required to use their own alternates.
    • Alternate players on the original roster can play any position, throw any rocks and call the game.
    • In case of an emergency when team's own player(s) and/or alternate(s) are unable to play the Drawmaster will grant permission to use the players:
      • from spare pool (if available)
      • from other teams that are eliminated from Play-offs
      • from team that have bye in this draw of round-robin play
    • Teams are allowed to play with 3 players one game without penalty
    • In each subsequent game played with 3 players the team will automatically forfeit the hammer, one end and one point (game starts with score 0-1). In round-robin teams are still required to do their DSC shots.
    • In case a spare is not on team's original roster, the member of the original team must throw fourth rocks. A spare is allowed to call the game and to hold the broom for the fourth rock thrower.

    Round-robin schedule:

    Friday

    Stage Groups Game time Byes
    Group play Draw 1 A, B, C 1:30pm A1, B1, C1
    D, E, F 3:45p D1, E1, F1
    Draw 2 A, B, C 6:45pm A2, B2, C2
    D, E, F 9:00p D2, E2, F2

    Saturday

    Stage Groups Game time Byes
    Group play Draw 3 A, B, C 8:30am A3, B3, C3
    D, E, F 10:45am D3, E3, F3
    Draw 4 A, B, C 1:45pm A4, B4, C4
    D, E, F 4:00pm D4, E4, F4
    Draw 5 A, B, C 7:00pm A5, B5, C5
    D, E, F 9:15pm D5, E5, F5

    Play-off schedule:

    Sunday

    Stage Game time
    Play-off Semifinals of the 4th and 5th events and the final of the 6th event 8:45am
    Semifinals of the 1st, 2nd and 3rd events 11:15am
    Finals in events 1 through 5 and the consolation final of the 1st event 2:30pm

     

     

     


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