Curling Haus Est. MMXI
Before you play
A crash course in the basics. Work through the sections and you’ll step on the ice knowing what you’re doing.
Three things and you can follow the whole afternoon.
And the one rule that applies to everybody: no street shoes on the ice. Even a clean sole carries grit that wrecks the surface.
The oldest curling stone we have is carved with the date 1511. It sits in a museum in Stirling, found with a second stone dated 1551 when somebody drained a pond in Dunblane. The first written record turns up in 1540, when a notary in Paisley wrote down a challenge between a monk and a local man.
For most of the next three hundred years this was played outdoors on frozen lochs, by people who then went inside to a fire. The customs came out of that, and they came first. The rules were only written down nationally in 1838.
That order explains how the game still behaves. Curling has no referee at club level. Players call fouls on themselves, agree the score between them, and the governing body prints a passage about conduct on the page before the first rule.
Granite, and heavier than it looks: between 38 and 44 pounds. Nobody picks one up. You push it and let the ice carry it. Each team throws eight in an end, two per player.
Before play the ice is sprayed with water droplets that freeze into small bumps. This is pebble, and the stone rides on the tops of it.
Most of what follows depends on this. Pebble is why sweeping works, why a stone curls, why street shoes are banned, and why you keep hands and knees off the ice. Body heat melts pebble. So does grit off a boot.
One foot slides and one foot grips. The sliding shoe has a slick sole; the other has rubber. Once you know which foot is which, standing on curling ice stops being alarming.
Two jobs. You sweep with it, and you lean on it for balance while you deliver. The second one is what keeps you upright.
A stick that clips onto the stone's handle so you can deliver standing up instead of going down into the slide. It is in the rules of the sport, and the only real restriction is at world championship level.
It has nothing to do with age. People use one because sliding out of the hack is hard on the knees, and a stick keeps them playing. If your knees are a question mark, use one and enjoy the day.
A game is two teams of four. Eight people on the ice, sixteen stones between them, and that is the whole cast. Our day has four teams, so two games run side by side on the two sheets.
Each team throws in a fixed order that is set before the game starts and does not change: lead, second, vice, skip. Everyone throws two stones, and you throw in your slot in every end. The teams alternate, so the stones go red, yellow, red, yellow all the way through.
The roles come with the slots, and the two that matter are at the end of the order. The skip runs the team and calls every shot from the far end. The vice takes over calling while the skip is throwing.
You throw from a foothold called the hack at one end toward the rings at the other. The rings are the house, twelve feet across, with the button at the centre.
The thick line fifteen feet in front of the house is the hog line, and it does two different jobs at opposite ends. At your end you must let go of the stone before you reach it. At the far end the stone has to cross it completely or it comes off.
An end is the unit the game is built out of. Both teams throw all eight of their stones, the score is agreed, and that is one end finished. A full game is eight or ten of them and runs an hour and a half to two hours.
An end is roughly an inning. Both sides get their turn inside it, and you play a set number of them rather than a clock.
Two differences are worth holding on to. Only one team can score in an end, so there is no such thing as both sides putting runs on the board in the same one. And there is nothing like an out — every end runs the same fixed sixteen stones, however well or badly it is going.
We are playing a shorter format than a full game, and the number of ends will be confirmed before we go on.
The team throwing the last stone of an end has the hammer. It is a real advantage: the final say on a house that is already full.
In the first end it comes down to a coin flip between the two leads. The winner takes the hammer nearly every time, and the loser picks which colour of stone to throw. After that it changes hands on its own.
Only one team scores in an end. The team whose stone is closest to the button is that team, and they score one point for each of their stones closer than the other team's best one. A stone has to be touching the house at minimum to count.
The rings are a measuring aid. A stone on the outer ring beats one on the inner ring if it is closer to the button.
When two stones are too close to call by eye, somebody fetches a measure — an arm that pivots on the button and swings round to compare them. It settles it, and it is the closest thing to a referee you will see all day.
Club scoreboards work differently from the ones on television, and almost everybody reads them backwards the first time.
The printed row down the middle is the running total. The card you hang is the end it happened in.
The only part of this page that teaches something physical, and the part worth watching rather than reading.
Discover Curling, produced by World Curling and Curling Canada. It covers the delivery stick as well.
A throw is three things. The line you send it on, the weight you put behind it, and the turn you put on the handle. Your skip hands you the line and the turn before you throw. Weight is the one that is yours.
1Setfoot in the hack, stone in front
2Pull backhips rise, the stone draws back
3Push outdrive off the hack, the stone leads
4Slidelow and long, broom out for balance
5Releaseturn the handle and let it run
A stone curls in the same direction it is spinning, which is the opposite of what a spinning ball does. Physicists have argued about why for a century without settling it. The behaviour is completely predictable, which is all anybody needs on a Sunday.
Nobody shouts "sweep, please." The calls are Sweep, Yes, Yup and Hard, and they all mean the same thing: brush, now. The volume is about distance rather than temper. Whoever is calling is a hundred feet away.
Weight is the one thing this page cannot teach you. How hard to push is learned by throwing stones, which is what the ice time is for.
Your skip calls every shot, so none of this is on you to work out. It is here because an afternoon of curling makes far more sense once you know what the two teams are actually trying to do.
The first stones of an end, thrown by the two leads, are usually guards. The shape of the end is being set before anybody has thrown at the house.
Everything turns on who has the hammer, the last stone of the end. The two teams want opposite things, and once you can see that, the whole afternoon reads differently.
The team with the hammer wants a crowded house. More stones in play means more ways to end up with two, three or four of them counting. So they throw guards, tuck stones behind them, and keep things messy. Taking a single point with the hammer is a disappointment, because scoring hands the advantage to the other team.
The team without it wants the ice clean. Fewer stones means fewer things that can go wrong for them. So they hit stones out, keep the middle open, and try to hold the other side to a single point. In curling that counts as a win for the end.
A steal is scoring without the hammer. It is the best thing that can happen to a team and the room will let you know.
A blank end is throwing your last stone away on purpose rather than take one point, so you keep the hammer for the next end. It looks like a mistake and it is not.
The broom the skip is holding out is a target, not a signal. Aim at the head of it and let the sweepers do the rest.
Curling polices itself. There is no referee at club level, players call fouls on themselves, and the two halves of this section are really the same subject.
Every one of these has a plain remedy. A stone comes off, or goes back, or the other team picks what happens. Beginners break all of them and nobody makes anything of it.
The rulebook opens with a passage called the Spirit of Curling, printed before the first rule.
"Curlers play to win, but never to humble their opponents. A true curler never attempts to distract opponents, nor to prevent them from playing their best, and would prefer to lose rather than to win unfairly."
"Curlers never knowingly break a rule of the game, nor disrespect any of its traditions. Should they become aware that this has been done inadvertently, they will be the first to divulge the breach."
You shake hands with everyone on the other team before the game and again after it. The words are "good curling."
And the people watching clap you off the ice at the end. If you came to watch rather than play, that part is yours.
Stand still and stay quiet, off to the side, out of their eyeline. Phones away.
Complimenting a good shot by the other team is expected rather than optional. It costs nothing and it is one of the things that makes the sport feel the way it does.
Clean shoes before you step on. Keep hands and knees off the surface where you can, because body heat melts pebble. Do not bang the broom on the ice. Food and drink stay off it entirely.
The winning team buys the losing team the first round, and the losers buy the next one. It is called broomstacking, from when players stacked their brooms by the fire and stayed to drink after playing outside all day.
The tradition is the winners looking after the losers. What is in the glass has never been the point, so buying somebody a Coke counts exactly the same.
Everything above is true of curling anywhere. This part is true of one building, and it comes from the people who run it.
The one below is ours. It says you have read this page and know what you are walking into, and it is not a substitute for whatever release the club itself asks you to sign.
Put your name in and confirm you have read it. That is how the club knows how much of the teaching they can skip, which is the whole reason this page exists.