Thursday Night Open League - Rules

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    The majority of the rules have been evaluated, further defined and/or re-crafted for the 2019-20 season. Please review them.

    Spirit of Curling, Respect & Fair Play

    • Curling is a game of skill and traditions.
    • Curlers play to win but never to humble their opponents.
    • A good curler never attempts to distract an opponent or otherwise prevent them from playing their best.
    • No curler ever deliberately breaks a rule of the game or any of its traditions. But, if they should do so inadvertently and be aware of it, they are the first to divulge the breach.
    • No curler or team of curlers shall deliberately take advantage of the end of game notifications by intentionally slow playing to preserve a scoring advantage.
    • The spirit of the game demands good sportsmanship, kindly feeling and honourable conduct.
    • We shall respect the time and efforts of our teammates, our opponents, and all other members at the Club on and off the ice, including the Club staff at all times.
    • “Fair Play begins with the strict observance of the written rule; however, in most cases, Fair Play involves something more than even unfailing observance of the written rule. The observance of the spirit of the rules, whether written or unwritten, is important.” – Canadian Curling Association

    1.  Teams & Team Composition

    1. The maximum number of teams the league can contain is 28.
    2. Team entries will be composed by any combination of men and women totaling a minimum of three (3) and a maximum of six (6) players.
      1. An individual can only be listed as part of one team.
      2. Team members need to designate a position for the purposes of registration but may choose to change which positions they play throughout the season.
    3. Each team member must be a member in good standing, as described in the Club’s By-Laws, and registered to participate in the Thursday Night Open League.
    4. There are no restrictions or requirements placed on each team member in terms of past curling experience or league involvement.
    5. Players are expected to be 18 years-old or older, as calculated at the start of the season, however, young-adult players/teams can participate but cannot consume or be expected to purchase alcohol for their adult opponents.
    6. Any team in excess of four players (4) is considered to have a bench.
    7. A minimum of three (3) to a maximum of four (4) players will be playing on the ice surface at any given time.
    8. Players on a team’s bench can be introduced into game play, as per the CCA’s rules.
    9. Teams that do not have a bench and are in need of temporary players to fill in may invite others, as spares, to participate in a game.

    2.  Spares

    1. On any given occasion a team or team member, may ask another eligible person to fill in for a game.
    2. In order for a person to be eligible as a spare, they must be:
      1. A member of the Club in good standing; and
        1. Paid a membership fee that includes the Thursday Night Open League; or
        2. Paid a membership fee that includes two or more leagues; or
        3. Participated in no more than five (5) individual Thursday Night Open League games that season; or
      2. A guest of the Club that has filled out all necessary documentation as prescribed by the Club and not participated in more than three (3) individual games that season.
    3. Any person agreeing to spare who does not fit the eligibility classification will be prevented from participating in a game until they become eligible, and if non-compliant will be asked to leave the ice surface.
    4. Any eligible spares that have been playing an inordinate amount of games for the Thursday Night Open League in the current season may be asked to register for a second league as per the Club's By-Laws and season registration requirements.
    5. Eligible spares can play any position on the team.
    6. A team may have as many as four spares fill in for them in any single game if they wish to.

    3.  Safety

    1. Players are prohibited from entering the ice house until the ice technicians have prepared and left the sheet of ice they are to play on.
      1. Ice technicians are prohibited from preparing a sheet of ice while curlers are on it.
      2. The ice technicians will take down the scoring tags off of the scoreboard and place them in their holder to indicate to players when their sheet is ready and available for game play.
    2. Players should be aware of their surroundings at all times.
    3. Players are encouraged to wear comfortable clothing and use equipment that can reduce their risk of injury, provided that such equipment is in good condition and will not cause injury to others.
    4. If not feeling well a player should excuse themselves from the game and seek the appropriate medical attention.

    4.  Game Duration & Start Delays

    1. Game Duration
      1. In terms of time, a game will be no more than two (2) hours (120 minutes).
      2. In terms of the number of ends, a game will be no more than eight (8) ends within a two-hour duration (maximum of 128 total stones thrown).
    2. Handling of Starting Delays
      1. See the CCA’s rules (Section 16 – subsection 3) regarding delays or postponements to the start of a game and how they are to be scored.
      2. Inform the league's Section Head if the ice technicians have not made a sheet of ice ready by 6:55pm for the early draw so they can keep track of the number of such slowdowns and so the league's Section Head can inquire as to the cause of the delay.

    5.  Cancellations

    1. Before Games Have Started - League or Draw Wide
      1. In the event that the Club is closed due to an act of nature or some other unforeseen event and a weather day is scheduled within the current draw's schedule:
        1. All games will be rescheduled to be played on the weather day.
        2. The game start time of any league-wide set of rescheduled games may not be exactly as originally planned.
      2. In the event that the Club is closed due to an act of nature or some other unforeseen event and no weather day is scheduled within the current draw's schedule:
        1. All games will be marked as a tie (T) with each team receiving three (3) ends.
    2. Before Games Have Started - Individual Teams
      1. If an individual team knows they cannot field enough players in order to play a game they should inform their opponent as soon as possible. These teams will be considered to have forfeited the match.
        1. The team that has forfeited a match may ask their opponent to reschedule their game to another day and time but their opponent is under no obligation or commitment to consent to the request.
      2. If both teams of a match cannot field enough players to play a game and have informed each other as such, then both teams will be considered to have forfeited the match.
        1. The two teams may attempt to reschedule the match within the current draw's schedule but if unsuccessful they will remain equally responsible for not being able to play the scheduled game.
        2. If unable to play the match at a later date, it will be considered to be a tie (T) with each team receiving three (3) ends.
    3. After Games Have Started - League or Draw Wide
      1. In the event that the Club must closed for the safety of its members after games have been started:
        1. If less than four (4) full ends have been completed and a weather day is scheduled within the current draw's schedule:
          1. All games will be re-scheduled for the weather day and the games will be replayed from the very start.
          2. Previous scores and ends earned will not be carried over.
        2. If less than four (4) full ends have been completed and a weather day is not scheduled within the current draw's schedule:
          1. All games regardless of the score or how the current end is shaping up will be marked as a tie (T).
        3. If four (4) or more full ends have been completed and a weather day is scheduled within the current draw's schedule:
          1. All games will be allowed to play to finish their matches to completion.
          2. The score and count of ends will carry over from the original match.
          3. The currently end in play will be restarted.
        4. If four (4) or more full ends have been completed and a weather day is not scheduled within the current draw's schedule:
          1. All games will be considered completed with the current score as the final score.
          2. Any ends within the first six (6) ends that were not completed will be evenly distributed to both teams.
    4. After a Game Has Started - Individual Teams
      1. If an individual team cannot field enough players after a game has started, they will be provided an opportunity to find enough spares to be able to play as a three-person team.
        1. For the purposes of the official match play, their opponent is under no obligation or commitment to supply a player to substitute for the player(s) that can no longer continue to participate.
        2. If more than five minutes have elapsed and the individual team still cannot field a three-person team, they will have been considered to have forfeited the match regardless if they were leading at the time.
        3. The team that forfeited the match will be assigned a loss (L) yet retain all the completed ends that they have won within the first six ends of play.
        4. Their opponent will be awarded a win (W), retain all the ends that they have won and awarded all the uncompleted ends within the first six ends of play.
        5. For the purposes of unofficial play, their opponent can provide a player to substitute for the player(s) that are unable to play for the purposes of continuing the match but understanding it is only for social reasons.
      2. If both teams of a match cannot field enough players to continue play:
        1. The game will immediately be halted; and
        2. The rules as if for when "After Games Have Been Started - League or Draw Wide" will be enforced.

    6.  Slow Play, Efficient Play & Timekeepers

    1. Slow Play
      1. “Players shall be ready to deliver when their turn comes. Delay of a game in progress by a player for any reason (excluding accident or illness) shall not exceed three (3) minutes.”CCA Section 8 subsection 9
      2. If a team or an individual, repeatedly causes delays to games they will be notified by the league's Section Head and a meeting will be held.
    2. Efficient Play
      1. Being efficient is more than throwing your stones quickly. Efficiencies can be found in all the aspects of game play, and even before the game has started. Examples:
        1. When cleaning up stones after an end has completed, players should group like coloured stones in their designated areas, yet not worry about pairing up the stones immediately. This can be done as the first few stones of the end are thrown by each team.
    3. Volunteer Timekeepers
      1. Volunteer timekeepers will be sought out and used to better understand where inefficiencies may exist.
      2. All timekeepers will be trained as to what data is to be focused on and how it will be collected.
      3. Timekeepers will be assigned to matches as equitably as possible, but it will largely depend on the number of volunteers.
      4. Volunteer timekeepers are not officials, referees or umpires. Their sole duty is to record speed of play time related information for future analysis.
        1. They will not provide in-game updates of the match they are observing.

    7.  Official Time Clock & Game Start Times

    1. Official Time Clock
      1. The official game clock will be the one displayed at the back of the ice house.
      2. All references within the rules regarding specific times will be based on the official game clock.
    2. Game Start Time
      1. Early Draw (Strict start time 6:55pm or earlier).
      2. Late Draw (Relative start time 9:00pm).

    8.  Start of Play & Start of an End

    1. Start of Play
      1. A game may commence once the ice technicians have finished preparing the ice and a minimum of three (3) players on each team are ready to play.
        1. Consider the current time to that of the official game start time and which players may be missing to properly evaluate if a game should begin early, wait until the official start time, or to apply any penalty to the team causing the delay.
    2. Start of an End
      1. A new end is considered currently in play under three conditions:
        1. For games on the Early Draw, the official game time clock reads 6:55pm; or
        2. When the player throwing the very first stone of the game has approached the hack; or
        3. When the last stone thrown of an end has come to rest, gone out of bounds, or is intentionally thrown away.

    9.  Last End

    1. Regardless of what actual end a match is currently at, no new end shall commence after:
      1. Early Draw - 8:45pm (Strict time).
      2. Late Draw - 11:00pm (Strict time).
    2. Exceptions to this are allowed only for playoff games that have implications towards the Championship.
      1. A Main Event playoff game, but not the Championship Game, that is tied after the last end shall be allowed to break the tie with a draw to the button. (See the Playoff Season section for more details)
      2. The Championship Game playoff match that finds itself tied after the last end shall be allowed to continue normal play until the tie is broken. (See the Playoff Season section for more details)

    10.  Notification Bells & Music

    1. Start of Game Notification Bells - Early Draw Only
      1. A bell will ring at 6:50pm to indicate that all players should head into the ice house, provided that their sheet of ice has been prepared by the ice technicians.
      2. A bell will ring at 6:55pm to indicate that all games scheduled for the early draw should commence play if they have not done so already.
    2. End of Game Warning Bells
      1. A bell will ring to provide an audio cue for all teams that their games are nearing the end.
        1. Early Draw at 8:30pm.
        2. Late Draw at 10:40pm.
        3. Unlike other leagues, these warning bells DO NOT explicitly mean that teams will play the current end and one more.
    3. End of Game Music
      1. Music will be played to provide an audio announcement that games will finish with the end that is currently in play.
        1. Early Draw at 8:45pm. (sample)
        2. Late Draw at 11:00pm. (sample)
      2. In accordance with the Last End rules, no new end shall commence after the End of Game Music has been broadcast.
    4. Technical or Mechanical Issues
      1. If a technical or mechanical issue occurs such that any of the notification bells or music cannot be heard, the observance of the rules remains in effect, especially the Last End rule, with no exceptions.
      2. Players should report any technical or mechanical bell or music issues to the league's Section Head, General Manager or the Assistant Manager, as soon as possible.

    11.  Regular Season

    1. Seeding at the Start of the Season
      1. Teams will be seeded based on the previous year’s regular season results. These teams will be considered ranked teams.
      2. Ranked teams that have split apart will retain their previous rank if the new team consists of a minimum of two members of the former team.
        1. If a team has split apart equally in half, the new team which retains the Skip of the former team will have the higher seed.
      3. All non-ranked teams, those that have not played in the previous season, will in general be seeded based on the order of registered payment.
      4. The league's Section Head has the authority to seed a non-ranked team higher than a ranked team, based on the level of ability and experience on the whole of the non-ranked team.
    2. Flights, Elevation/Relegation and Byes
      1. The number of flights and teams assigned per each flight are determined and calculated from the total number of teams that are registered in the league.
        1. The minimum number of teams in a flight will be four (4).
      2. The purpose of having flights is to:
        1. Group like-skilled teams together,
        2. Organize mini-schedules (draws) throughout the season; and
        3. Use the last set of regular season rankings to inform the playoff seeding.
      3. After each regular season draw has completed, teams will be re-seeded based on their performance within their flights.
        1. The number of teams that are elevated/relegated between flights depends on the total number of teams in the league. In general the number of teams moved is two (2), but there is one case where it is three (3) and a few situations where it is only one (1).
        2. In Flight A, no teams will be elevated upwards.
        3. In the lowest flight, no team will be relegated downwards.
      4. In case two or more teams have the same point totals at the end of a draw, the tie will be broken by:
        1. The greater total number of non-bye wins from the current draw.
        2. If a tie should still exist between two or more teams, their head-to-head win/tie/loss record from the current draw.
        3. If a tie should still exist between two or more teams, their head-to-head ends-won record from the current draw.
        4. If a tie should still exist between two or more teams, the total number of non-bye ends won from the current draw.
        5. If a tie should still exist between two or more teams, the greater total number of non-bye wins from the current season.
        6. If a tie should still exist between two or more teams, their head-to-head win/tie/loss record from the current season.
        7. If a tie should still exist between two or more teams, their head-to-head ends-won record from the current season.
        8. If a tie should still exist between two or more teams, the total number of non-bye ends from the current season.
        9. If a tie should still exist, then the fewest number of forfeited matches they were responsible for.
        10. If a tie should still exist, then their original seeded rank at the start of the season.
      5. When elevated or relegated:
        1. The team(s) being transferred between two flights shall take the ranked position of the teams being moved in the opposite direction in the new flight for purposes of the next draw.
      6. If our league is composed with a total number of teams that require a bye to be shifted between flights after each draw, then an additional team will be transferred between flights in the same direction that the bye is moving.
    3. Schedule
      1. The schedule is generally calculated from four factors:
        1. The total number of teams in the league
        2. The total number of curling weeks in the season
        3. The total number of weeks allocated for the Playoffs, and
        4. The total number of Weather/Fun days.
    4. League Scoring
      1. Each regular season game, regardless of which flight the match is in, will have a total value of 1060 points to be fought over.
        1. A win (W) is worth 1000 points.
        2. A tie (T) is worth 500 points.
        3. A loss (L) is worth 0 points.
        4. Each end won, of the first six ends played, is worth 10 points.
        5. Each blank end, of the first six ends played, is worth 5 points.
        6. Each end played, after the sixth end is worth 0 points.
      2. In the event that a regular season game is completed before the sixth end is played, it will be considered that the winning team has won the remaining ends.
      3. In the event that a regular season game is forfeited by a team, the winning team will be awarded 1060 points and the other team will be awarded 0 points.
      4. In the event that a regular season game is forfeited by both teams, the result of the match will be considered a tie (T) and each team will be awarded three (3) ends for a total of 530 points.
      5. In the event that a team has a regular season bye, the team will be awarded 1060 points as if they won the game and all of the first six ends. Teams will not be penalized for schedule irregularities.
    5. Pre-Game Duties and Preparations
      1. Teams should be ready to go on their assigned sheet of ice as soon as the ice technicians have finished their preparations.
      2. It is encouraged that the team Vices determine who starts with hammer and the stone colour assignments while waiting in the Club’s lounge.
      3. If possible, players should shake hands with their opponents before going into the ice house.
        1. Anyone unable to shake hands before the game, should do so at the first logical opportunity after the game has started.
      4. If the ice has been prepared and it is safe to use, players are allowed to practice on the assigned sheet of ice prior to a regular season game provided that they ensure any practice does not impede the prompt start of their game.
    6. Post-Game Duties and Traditions
      1. Leave ice house as quickly as possible to allow the ice-technicians to prepare for the next match.
      2. The winning team's Vice is responsible for entering the game results (Win/Loss/Tie and number of ends won by each team) on the tablet in the lounge or via the web.
        1. If the game ended in a tie or the winning team's Vice is unable to enter the game results, then the other team's Vice should ensure that the game results are entered into the system.
        2. If neither of the game's Vices are able to enter the results, then the next most experienced player from either team is responsible for ensuring that the game results are entered into the system.
    7. Weather (or Fun) Days
      1. Weather days, if any, are scheduled to be used in case the Club closes for any circumstance where normal league play could not be allowed.
      2. If the Club had no need to close prior to a Weather day, the day will be used as a Fun day and any result will not be added towards the current schedule and standings.
        1. Fun days will be used to encourage social interaction amongst players and teams.
        2. Participation in a Fun day is optional.

    12.  Playoff Season

    1. The playoff season will be comprised of two distinct parts:
      1. The Championship Event (also known as the Main Event); and
      2. The Highland Winter Games
      3. Each part will have specific rules and curlers should be aware of the differences.
    2. The number of teams that make it into the Championship Event will be determined by how many teams are in the league and by how many weeks are allocated for playoffs.
    3. The teams that do not qualify for the Championship Event will be assigned to the Highland Winter Games.
    4. Teams that are knocked out of the Championship Event will be transported into the Highland Winter Games.

    13.  Championship Event

    1. Qualification and Seeding
      1. The number of teams that qualify for the Championship event depends on the total number of teams and the total number of playoff weeks scheduled.
      2. For the 2019-20 Season we have 24 teams and four (4) weeks scheduled for playoffs, therefore, the top 16 teams as determined after the final regular season schedule will qualify.
      3. The seeding order of teams will be determined by the Flight and ranking within the Flights.
    2. Schedule
      1. Please see the Master Schedule for the general matchups, ice sheet assignments and game times.
    3. Scoring
      1. Each Championship Event match will have no points to be fought over. 
        1. A win (W) means a team moves onto the next round within the Championship Event.
        2. A loss (L) means a team is transferred over to the Highland Winter Games.
          1. The two teams that lose in the semi-finals will remain in the Championship Event to determine which team ends up in third place (Bronze game).
    4. Pre-Game Duties and Preparations
      1. Teams should be ready to go on their assigned sheet of ice as soon as the ice technicians have finished their preparations.
      2. The higher seeded team will start with hammer.
      3. The higher seeded team will be given the choice of which stone colour to play as. The selection of colour to be determined while waiting in the Club’s lounge.
      4. If possible, players should shake hands with their opponents before going into the ice house.
        1. Anyone unable to shake hands before the game, should do so at the first logical opportunity after the game has started.
      5. If the ice has been prepared and it is safe to use, players are allowed to practice slide (but not slide with or throw any stones) on the assigned sheet of ice prior to a regular season game provided that they ensure any practice slides do not impede the prompt start of their game.
    5. Braking Ties - Non-Championship Trophy Deciding Matches
      1. A tie in any playoff game that is not deciding the winner of the Thursday Night Open League Championship trophy will be decided by a draw to the button by both teams.
      2. The team closest to the pin will be deemed the winner.
      3. The team that has earned the hammer will throw last.
      4. Any player from a team can be selected to throw the draw to the button.
      5. Sweeping:
        1. Only the throwing team is allowed to sweep their stone
        2. The non-throwing team is not allowed to sweep the opponents stone even if it passes the T-line.
      6. Players will start from the farther hack and throw towards the house nearest the Club lounge.
      7. A throw that does not land in the house or is burnt while sweeping will be determined to be 73 inches away from the pin.
      8. Once a stone has rested, both Vices will measure and agree to the distance it is from the pin using a measuring tape.
        1. If a stone lands on the pin, both Vices will measure and agree to the distance it is from the inner 4-foot ring at it's largest point. 
      9. Once agreed upon the distance, the stone will be removed and the team with the hammer will throw next
      10. In the event of a tie, both teams will draw to the button again with the following changes:
        1. The team that had hammer will now throw first.
        2. Any player can continue to be selected to throw the draw to the button including same person who throw the previous attempt.
        3. These rules shall continue until a winner is determined.
    6. Braking Ties - Championship Trophy Deciding Match
      1. If a game is tied after the maximum number of ends has been reached or the Last End start time has been exceeded, the game will continue with the play of an extra full end.
        1. The direction of play will continue as per the flow of the game.
        2. These rules shall continue until a Champion is determined.
    7. Post-Game Duties
    8. Transfer to Highland Winter Games
    9. Declaring the Champion

    14.  Highland Winter Games

    1. Qualification and Clan Assignment
    2. Schedule
    3. On-Ice Scoring
      1. All individual games will continue to be scored as regular season matches are scored.
      2. All individual game scores will be used to formulate a portion of the Clans total scores.
      3. The on-ice game scores will be combined with the off-ice event scores.
    4. Pre-Game Duties and Preparations
      1. Teams should be ready to go on their assigned sheet of ice as soon as the ice technicians have finished their preparations.
      2. The starting hammer will be determined in advance and be assigned to all the teams of a Clan.
        1. The starting hammer will be rotated between the clans every other week.
      3. Teams will be assigned their stone colour based on their Clan's colours, without exception.
        1. It is encouraged that teams wear their Clan's colours during the Highland Winter Games.
      4. If possible, players should shake hands with their opponents before going into the ice house.
        1. Anyone unable to shake hands before the game, should do so at the first logical opportunity after the game has started.
      5. If the ice has been prepared and it is safe to use, players are allowed to practice slide (but not slide with or throw any stones) on the assigned sheet of ice prior to a regular season game provided that they ensure any practice slides do not impede the prompt start of their game.
    5. Braking Ties
      1. Ties will not be broken.
    6. After Curling Events and Scoring
      1. Only teams in the Highland Winter Games will participate in off-ice events.
      2. Rules and the scoring methodology of an event will be provided to the teams before the event is started.
      3. Events will be designed to be played on the stage area, in the dinning area or at the lounge tables.
      4. All off-ice event scores will be used to formulate a portion of the Clans total scores.
      5. The off-ice event scores will be combined with the on-ice game scores.
    7. Post-Game Duties
      1. Vices will continue to perform their match scoring duties exactly like they did during the Regular Season.
      2. Vices will also provide the off-ice event scores to the league's Section Head, or other pre-designated person, when the event is completed.
      3. The total scores for each Clan will be updated and posted in an area on the league's web page by the league's Section Head.
    8. Declaring the Winners of the Games

    15.  Prize Money & Prizes

    1. Prize money fees will not be collected and there will be no monetary prizes for game play.

     

     

    ---------- Old Rules (below) ----------

    General

    The Thursday Open League plays games starting at 6:55pm and 9:00pm We will attempt to even out, as much as possible, the number of 6:55pm and 9:00pm games that each team plays.

    Game Times & Bell Rule

    Game times: Thursday nights at 6:55 pm & 9:00 pm

              • For the early draw, be on the ice at 6:50 pm for handshakes, the coin toss and practice slides. The first rock should be thrown by 6:55 pm. Start the game on time, even if only 3 players are ready.  (Coin tosses would ideally be done before going out to the ice.)
              • A bell will ring at 6:50 indicating you should be on the ice.  A  second bell will ring at 6:55 indicating that the game should be underway.
              • Both the early draw and late draw have an end of game bell. When the bell rings, finish the end currently in play and one more.  An end is considered currently in play if the last rock of the previous end has come to rest.
                • Early draw bell time: 8:30 pm
                • Late draw bell time: 10:50 pm

    Teams playing a late game may start the game early if the previous game has finished and the ice has been prepared.

    Starting a game late (from CCA rules). If a team does not commence play at the designated time (early draw: 6:55 pm; late draw: 9:00 pm or when ice is ready, whichever is later):

              • If the delay of the start of play is 1-15 minutes, then the non-offending team receives one point (so 1-0 score) and will have last stone in the first end of actual play. One end is considered completed.
              • If the delay of the start of play is 15-30 minutes, then the non-offending team receives one additional point (so 2-0 score) and will have last stone in the first end of actual play. Two ends are considered completed.
              • If play has not started after 30 minutes, then the non-offending team is declared winner by forfeit. The winning team is awarded all 6 ends for scoring purposes.

    Players should not enter the doors to the ice rink, for either the early or late draw, until the ice has been prepared and the numbers have been taken down from the scoreboard.

    Spares

    Spares cannot throw the last 2 rocks and spares must throw in the position of the player they are replacing, or earlier in the throwing order. Teams must have 1 original team member in the regular season and may get up to 3 spares.

    Examples:

              • A team's skip is away. The spare may throw in the third, second or lead position.
              • A team's second is away. The spare may throw in the second or lead position.
              • A team's lead is away. The spare must throw in the lead position.
              • A team's third and lead are away. One spare may throw in the third or second position, and the other spare must throw lead.
              • A team's skip, third and second are away. The original lead must throw last, and the 3 spares throw in the third, second and lead positions.

    Standings

    Vices should mark a W/L/T with the number of ends won on the tablet in the lounge. Only the first 6 ends count towards the "ends won" total. If the game ends prior to the 6th end, the winning team is awarded all remaining ends. Blank ends count as 1/2 and end for both teams. In case of a default or forfeit, the winning team gets 6 ends and the losing team gets zero ends.

    Points will be awarded as follows per game:

              • A Division: W = 10 pts; L = 5 pts; T = 7.5 pts
              • B Division: W = 9 pts; L = 4 pts; T = 6.5 pts
              • C Division: W = 8 pts; L = 3 pts; T = 5.5 pts
              • D Division: W = 7 pts; L = 2 pts; T = 4.5 pts

    After each draw, the top 2 teams in each division will move up to the next higher division, and the bottom 2 teams will move down. Seeding order:

            1. Total points
            2. Total wins
            3. Head-to-head record
            4. Head-to-head ends won
            5. Total ends won
            6. Coin toss

    Fees and Prize Money

    The fee is $100/team for the season.

    Prize money will be awarded at the end of the season for the overall points, draw winners, and the playoffs.


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