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Curling is a team sport played on ice. Curling originated back in the 1500's on the
lakes and ponds of Northern Europe. The
object of the game is for two teams of four players to slide 42-pound granite rocks down a sheet of
ice 140 feet long by 15 feet wide. The
rocks are delivered toward the center of a 12-foot diameter target
similar to an archery target. The
targets are painted into the ice at both ends of the sheet of ice, so the game
is played back and forth, usually eight times.
Each team positions rocks closest to the center of the targets in an
attempt to score more than their opponent.
Each player throws two rocks toward the target, alternating
with the opponent. Rocks traveling down
the ice have a tendency to curve or "curl", hence the name
curling. After all sixteen rocks have
been thrown; teams score one point for each rock closest to the center of the target than the opponent’s closest
rock.
A unique part of curling is the concept of sweeping. Players vigorously sweep, or brush, the ice in front of the rock to keep it moving. The friction caused by the sweeping polishes the ice by briefly heating the surface, which makes the rocks travel farther and straighter.
"Curling
is a game of skill and traditions. A
shot well executed is a delight to see and so, too, it is a fine thing to
observe the time-honored traditions of curling being applied in the true spirit
of the game. Curlers play to win but
never to humble their opponents. A true
curler would prefer to lose rather than win unfairly.
A good curler never attempts to
distract an opponent or otherwise prevent him/her from playing his/her best.
No curler ever deliberately breaks a
rule of the game or any of its traditions.
But, if he/she should do so inadvertently and be aware of it, he/she is
the first to divulge the breach.
While the main objective of the game
is to determine the relative skills of the players, the spirit of the game
demands good sportsmanship, kindly feeling and honorable conduct. This spirit should influence both the
interpretation and application of the rules of the game and also the conduct of
all participants on and off the ice."
Curling is one of the few sports in the world that
emphasizes etiquette. For the most part, there are no referees or
judges. Rules are based on the honor system and both teams and
spectators admire good shots. Missed
shots are never cheered.
Curling is a medal status sport in the Olympic Winter Games,
which debuted in the Nagano, Japan Games in 1998. This status should increase the competitive nature of the game,
as well as interest in the sport.
Despite the competitive aspect of the game, curling remains a highly social
sport for all age groups.
One of curling’s great traditions is broomstacking. The term refers to the social get-together
after each game. Originally, curlers,
half way through a curling game on the pond, would stack their brooms in front
of the fire and drink scotch with the opponent. Curlers now wait until the game is finished but this tradition is
still alive today at all levels of competition. You are expected to
socialize with your opponent after every game.
Competitive
Spirit (Advanced)
There is also a bit of broomstacking at competitive levels leading to world play. Although the focus of these competitive curling events is on determining a champion, socializing after the game still exists. Even at the most competitive levels, teams will get together after the game for friendly discussion.
Teams are made up of four
players. Each player throws two
rocks, alternating with the opponent.
The first player is known as the Lead
and throws the first two rocks. The
second player is known as the Second
and throws the second two. The third
player is known as the Vice Skip and
throws the third two rocks. The fourth
player is known as the Skip (team
captain) and throws the last two rocks.
The skip controls the game by determining all of the shots
and developing the game strategy. Since
the rocks curl as they travel down the ice, the throwers must aim at a point
other than the intended resting point.
The skip is responsible for providing an aiming point. The skip places his broom upright, directly
over the desired aiming point. The skip
is also responsible for determining whether sweeping is necessary and
communicating this to the sweepers*
* There are certain instances when the skip is not
responsible for determining sweeping. (See section on sweeping)
The lead:
Responsibilities: The lead is responsible for setting
up the end. In most cases, the results
of the lead rocks determine the tactical approach to any given end. In many cases, the outcome of the end is a
direct result of the leads shots. Once
the lead has thrown both rocks, the lead's responsibility is to be a supportive
teammate for the others and to become one of the core sweepers.
Profile: The lead is the type of person
that fully understands the role of the first player. In the past, the lead has usually been recognized as the least
experienced player or the least skilled player on the team. This may be the case on a league team, but
at the competitive level the lead may be as skilled and experienced as the
other players on the team. The
difference is now that the lead clearly recognizes the significant role that is
expected of him or her. Leads generally
throw draw shots with a few takeouts in between. Pick a lead that has very consistent draw weight.
Responsibilities: The second's primary responsibility
is to maintain the tactical initiatives developed by the skip and set up by the
lead. There are a wider variety of
shots at the second position. The
second often is asked to make the first offensive or aggressive move. This could be the first come-around of the
end. Because of the free guard zone
rule, the second may be the one to "get under" first, meaning the
first player to draw behind a guard or guards.
On the other hand, the second may also play the role of clean-up person
depending on the strategy of the end.
The second may be called upon to clear the area with heavy hits or
double take outs.
The second should have the ability to throw heavy weight
take-outs while still being able to aim properly (hit the broom).
Profile: The second, like the lead, is the
type of person that fully understands the role of a team player. Since the shot-making requirements are
broader than the lead, the second must possess a well-rounded set of
shot-making skills. The second is the
position that is the least recognized in the overall scope of the game. This person must realize that this position
is by no means a glamorous one. If a
cheerleader were present on the team, it would be a perfect fit at the second
position.
The Vice Skip:
Responsibilities: The vice is called upon to make
every type of shot known to the sport.
From guards to peels, from freezes to doubles. The vice skip must have the skills to throw any type of shot at
any time. The vice is often asked to
make the "kill" shot. This is
the shot that seals the end. In
addition to shot-making skills, the vice must have excellent knowledge of
strategy and house management. This is
the most difficult job on the team because the vice is expected to make
flawless sweep calls on the skip’s rocks.
Remember, the vice only calls sweeping on only two shots per end. In most cases, the vice is the most well
rounded player on the team.
Profile: The vice skip must also be a true
team player. Because their skill level
parallels the skip, they must support and have confidence in the skip as the
team leader. They must fully understand
that even though they might be the best shooter on the team, their role as vice
is critical.
The Skip:
Responsibilities: The skip’s role is to provide
overall leadership and strategic direction to the team; the biggest
responsibility of the skip is to "close" the end. This could be the final execution of the
tactics developed for the end. On great
teams, the skip is called upon to throw maintenance shots like guards, open
takeouts, open draws etc. However, in
many cases the skip is called upon to make key offensive shots like
come-arounds, freezes, hit and rolls, and four foot draws all under pressure.
Profile: The skip must have a stabilizing
influence over the rest of the team.
Even if the skip is not the best shooter on the team, he/she must be
able to calmly execute the final shots.
After the skip throws, the end is over.
Because of this, the pressure of any given shot may be extremely
high. The team must have the confidence
that the skip will close the end successfully.
Curling equipment comes in a range of complexity and
cost. The only essential items are a
"slider" and a "broom".
A slider is most often a
piece of Teflonâ,
plastic or steel that is slipped onto one foot in order to easily slide down
the sheet of ice. The modern game of
curling is designed around the ability to slide with no effort. The other foot usually wears a rubber-soled
shoe used to grip the ice. One foot
pushes while the other slides.
Right-handed curlers push with their right foot and slide on their left.
The broom or brush is used to sweep the ice (polish
it, actually) and most curling clubs have brooms available for use.
There are many distributors of curling equipment in Canada,
the United States and Europe.
Most veteran curlers choose to have their own curling
equipment; shoes, brooms, special curling gloves, pants, jackets, etc. The list of equipment is endless. Consult your local instructor or curling
professional for advice on appropriate equipment.
Curling facilities own a variety of equipment that directly
affects the game. The most critical,
and the most expensive are the rocks themselves. They are made from solid chunks of special, high-density granite
found in Scotland. The cost of each
stone is around $500.00! With proper care, curling stones can last
many decades.
Other equipment at the curling club includes measuring
devices, ice scrapers, large maintenance brooms, scoreboards and climate
control equipment.
Games consist of either eight or ten "ends" depending on the level of competition. League and bonspiel games are generally
eight ends while play leading to a national or world championship would be ten
ends. An end in curling is similar to
an inning in baseball. Each end takes
approximately fifteen minutes, so an eight end game would generally take two
hours to play.
Teams are usually assigned to a given sheet of ice (similar to a lane in bowling) at the curling
club. Curling clubs have anywhere from
two sheets to eight sheets of ice.
The game begins with a handshake. It is customary for each
player to shake hands with each
opposing player and each teammate.
Most curlers take a few practice "slides" before
actually throwing the first rock. This
is done by sliding out of the hack area with no rock. Do not throw rocks prior to any game unless it is specifically
mentioned in the league rules. Practice
slides help limber up the body (pre-game stretching is also recommended, see
the section on the Delivery) prior to throwing the first rock. The vice skips on each team toss a coin to
determine who has the last rock advantage in the first end. In most cases the winner of the coin toss
chooses to throw the last rock, the
loser of the toss chooses the rock color.
At this point, the skips move to the opposite end of the ice
and the team not delivering moves to between the hog lines. The skip calls the shot, the first rock is
thrown, and the game is on.
Note: In many clubs, the rocks are numbered from
one to eight. Unless told otherwise,
the lead should throw rocks number one and two, the second throws three and
four and so on.
Each player will throw two stones per end, alternating with
the opponent. Your team throws one, the
opposing team throws one, and so on. As
the lead is throwing, the second and vice are designated sweepers, with the skip
calling the shots. When the second is
throwing, the lead and vice are the sweepers.
When the vice is throwing, the lead and seconds are sweeping. When it comes time for the skips to throw,
the vice skip takes over responsibility of the house and calls all sweeping for
direction. The lead and second remain
as the sweepers for the skip's shots. Yes, the lead and second sweep more than
the vice, and the skip doesn't sweep at all.
Understanding where to position yourself on the ice is
critical to team performance as well as playing by the rules. The leads and seconds must position
themselves between the hog lines
unless they are about to sweep or about to deliver a rock.
If you are
about to deliver a rock, position yourself behind the hack and
remain quiet and still as your opponent delivers. As soon as the opponent delivers the rock, choose your rock and
move into the hack area. While the
opponent's rock is still in motion, begin the setup process in the hack.
If you are
about to sweep, position yourself on the tee line approximately one foot
from the sideline. As your teammate
begins to deliver, start moving forward and to the center trying to
"meet" the rock near the hog line.
At this point you may begin sweeping the rock if necessary.
When you have
stopped sweeping, return to the other end of the
ice. Be sure not to walk down the
center of the sheet, preventing the opponent from viewing. As you are walking back, try not to distract
the opponent in the hack. If time permits,
stop and remain still while the opponent is delivering.
Once all sixteen rocks have come to rest, the vice skips from each team agree on how
many rocks are counting and to which team they belong. Only
one team can score in an end and the most any team can score would be all
eight rocks thrown. Occasionally, when
the counting rock or rocks can't be determined by the naked eye, a special
measuring device is used (see "Measuring Devices" later in this
section). Normal scoring in an end may
be one, two, three or even four rocks.
Scores of five, six and seven are much less common. Scoring all eight rocks is as rare as a
hole-in-one in golf and many players never see one.
The vice skip of the
scoring team is responsible for posting the score after each end. On the curling scoreboard, the numbers 1
through 16 (possibly 17, 18, 19 etc.) are painted horizontally from left to
right. These numbers represent the rocks scored. At one end of the scoreboard, there is a stack of individual
numbers from 1 to 10. These represent
the ends and are hung either over or under the painted numbers. Since teams throw different colored rocks,
the ends are hung above or below the painted numbers depending on color. In curling the rocks scored are posted
cumulatively, meaning two rocks scored in the second end are added to the what
ever was scored in the first end (if any).
The team scoring in the end throws first in the next
end. This means that the scoring team
will never have last rock advantage after just scoring.
At the completion of the game, it is customary to again shake hands with your opponents and your
teammates. It is now time for
broomstacking. Most curling clubs have
some sort of gathering area for broomstacking teams. There will usually be table set up behind each sheet of ice
designated for this.
Most people find that fifteen minutes per end is a
comfortable pace for the game. In fact,
most league schedules and game times rely on this.
Slow play not only delays following games, but people will
get bored or cold if the pace of their game is too slow. It is important to be ready to throw when it
is your turn.
Occasionally rocks are too close to determine a counter with
the naked eye or players cannot determine whether or not a rock is in
play. For these reasons, there are three types of measuring devices
available.
The first and
most often used device is simply called the "measure". It is used
to determine the counting rock or rocks in the house. It is a piece of tubular metal approximately six and a half feet
long with a sliding gauge on it. It can
only be used after all eight rocks have come to rest.
The second device
is called the "six foot"
measure. It is used to determine
whether a rock is in play at the back of the house. Unlike the above device, it may be used during the end. There are only two reasons to use the
six-foot measure:
1. To determine if a
rock at the intersection of the back line and centerline is in play. The back line overlaps the back of the house
and if the lines were installed properly, a rock that is not within six feet of
the center, it is out of play.
Free Guard
Zone Measure
2. To determine if a
rock is in the house. If the rock is
not on the centerline and back line and the free guard zone rule is being
played, it can be used during the first four rocks.
The third is
called the "90 degree" measure".
It is an "L" shaped piece of metal use to determine if a rock
is in play around the perimeter of the playing area.
Vice skips are responsible for measuring rocks if
necessary. The following is the correct
procedure for measuring.
Measuring Two
Rocks
1.
After retrieving the measuring device, enter the back of the
house with the measuring point (the part that goes in the center hole) in your
right hand.
2.
You will measure rocks in a clockwise direction. Place the center point in the center hole
and put the measuring device on the ice 180 degrees from the first rock to be
measured. This allows you to place the
device on the ice away from the rocks in question.
3.
As you approach the first rock, determine if any adjustments
are needed in the device and make them.
4.
Measure the first rock, leave it in place and remember the
reading on the device.
5.
Swing the device clockwise to the next rock. The reason we go clockwise with the right
hand is to ensure the device is in front of you during the rotation. This prevents "backing" into other
rocks and displacing them.
6.
Measure the second rock and make a decision as to which one
is closer. The second rock either in or
out depending on the result. Always
point to the closer rock for spectators.
Measuring
Three Rocks
1.
After retrieving the measuring device, enter the back of the
house with the measuring point (the part that goes in the center hole) in your
right hand.
2.
You will measure rocks in a clockwise direction. Place the center point in the center hole
and put the measuring device to the left of the odd colored rock.
3.
As you approach the odd colored rock, determine if any
adjustments are needed in the device and make them.
4.
Measure
the odd colored rock first and leave it in place. This is the “control rock”.
5.
Swing the device clockwise to the next rock and measure it.
6.
After making the decision on the second rock, move it either
in or out depending on the decision. Do not move the first rock. Indicate with your hand the closer of one
and two.
7.
Move to the third rock and measure it. Again, move it in or out based on your
decision. The first rock will be your
reference rock and should not be moved.
In both situations it is acceptable to swing the device back
to the first rock for a closer look. If
rocks cannot be determined by device, a blank end will result. This is very rare.
If two or more rocks are so close to the button that the
device cannot be used, a decision will be made visually. Find an impartial person to do this for you.
Using the
Six-Foot Measure
1.
Enter the house from the rear with the pointer in your right
hand.
2.
Place the six-foot pointer in the center hole and rest the
device on the ice at 180- degrees from the first rock.
3.
Slowly swing the device clockwise until it either contacts
the rock or swings past it. Never throw
the device at the rock as it may come out of the hole and displace the rock.
If, during a free guard zone measure, another rock is in the
six-foot path, a decision will be made visually.
As mentioned earlier, the game originated on the frozen
lochs of Western Europe. There was a
point in curling history where temporary enclosures were placed around the
curling section of the frozen lake.
This was done to protect the curlers from wind and snow.
Ice that is prepared by nature is known as
"natural" ice. For natural
ice to occur, obviously the temperature must be below 32°
F. This limited the growth of curling
to Northern Europe. When the sport
finally came to North America (early 1800's), it was primarily played in
Canada, where the winter temperatures were consistently below freezing.
In the early 1900's, refrigeration technology allowed ice to
be prepared in natural temperatures higher than 32°. This ice is known as "artificial" ice.
Almost all curling facilities now have artificial ice, which allows
curling to thrive in the United States.
Artificial ice is produced using ammonia or FreonÒ to
super-cool a liquid such as brine which is then circulated under the ice. This is done by running pipes under the
playing surface. The pipes are usually
about four inches apart, run the length of each sheet, and carry cold
brine. A four-sheet club has
approximately six miles of piping under the ice. This system can be regulated and adjusted for different
conditions. Generally, the brine
temperature would be 20-24 degrees yielding an ice surface temperature of 23-26
degrees.
From a distance, curling ice appears perfectly smooth. After a closer look, you'll notice that the
ice appears bumpy. The rocks actually
ride on little frozen bumps called "pebble". The pebble is put on before each game with a
machine that works like a flower sprinkler.
Without the pebble, there would be too much friction between the ice and
the rocks, and it would take enormous energy to move the rocks forward.
The ice is maintained by sweeping the debris off the ice
between games and scraping the
surface two or three times a week. A
special scraping machine is manufactured just for curling ice. The machine completely removes the build up
of pebble and any ground-in dirt before new pebble is applied.
Occasionally, due to the uneven freezing of the surface, the
entire area is flooded and allowed
to freeze slowly. This levels the ice
and is usually done about every six to eight weeks.
It is very difficult to prepare a perfectly level ice
surface. Even though most imperfections
can't be seen, the way the rocks behave while in motion may indicate mysterious
ridges and troughs. This is part of the
game. Skips must determine what the
sheets are like as early as possible; similar to "reading" the green
in golf.
The air temperature in some clubs is controlled. The ideal air temperature is around 40°
F. This is comfortable for the curlers
and keeps the relative humidity low so frost won't build up on the ice. Some clubs have dehumidification
systems. This further decreases the
relative humidity.
This section will cover all aspects of sweeping. Specifically, the areas covered are:
·
The Purpose of Sweeping
·
Why Rocks Curl
·
Sweeping Equipment
·
Sweeping Mechanics
and
Advanced Sweeping Topics such as:
·
Team Sweeping
·
Corner Sweeping
·
Finishing The Draw
·
Judging Weight
In the early days of curling, when games were played
outdoors on the lochs, snow and other debris had to be cleared from the path of
the moving rocks. Bunches of sticks
were used as debris clearing devises.
However, as the sport evolved, it became clear that, in addition to
clearing debris, vigorous sweeping actually made the rocks travel farther and
straighter.
The purpose of
sweeping is twofold:
1. Sweeping makes the rock travel farther.
2. Sweeping makes the rock travel straighter.
Before discussing the technical aspects of sweeping, it is
crucial to understand what is happening underneath the rock as it travels down
the ice. Curling rocks are
approximately 12 inches in diameter; however, there is a ringed portion that
the rock actually rides on. This ring is
about 5 inches in diameter and is called the running surface.
Rocks are intentionally rotated either clockwise or
counter-clockwise when thrown. Most
rocks, if thrown without a rotation, will assume a rotation at some
unpredictable point. Intentional
rotation provides the necessary degree of predictability as the rock travels down
the ice. As the rock is rotating, one
side of the running surface will always be moving faster than the other as it
travels over the ice surface.
Example: When a rock traveling down the ice has
a clockwise rotation, the left side of the rock is traveling faster over the
ice.
The running edge of the rock that is moving faster is known
as the "outside edge" and the slower side is the "inside
edge". Objects moving faster create more friction, so the faster edge has
more friction than the slower edge. Because the fast side (the outside edge) has more friction, it
causes more “frictional melting” of the ice.
We also know that ice with water on it is more slippery than dry ice. This causes the rock to "bite" the
ice more on the dry side causing it to “pivot” to the right. Therefore, a rock with a clockwise rotation
will curl from left to right.
How Sweeping
Works
The sweeping motion briefly polishes the ice just before the
rock travels over it. This polishing is
accomplished by warming the ice slightly, increasing the overall frictional
melting, and allowing the rock to continue moving longer. This results in the rock traveling
farther. This is technically defined as
decreasing the rate of deceleration. The overall reduction in friction has
another effect: Since the rock is
biting less on both sides, the rock will travel straighter.
Sweeping
cannot make a rock move faster, only farther!
The amount of force necessary to propel rock forward is
known as “weight”. Good sweepers can
add an additional 8 - 12 feet to a rocks distance. This is important to know because as you are throwing the rock,
your throwing weight needs only to fall inside this 8-12 foot "weight
window". This provides a
fairly comfortable margin of error for the thrower.
Example: A rock thrown 8 feet short of the house without sweeping can easily be swept into the house by good sweepers. As a thrower, your responsibility was to hit the "window" and not the actual finished shot. This is what makes sweeping such a critical part of the game.
Let's talk about what makes a sweeper effective. The best sweepers today are effective and efficient. Sweeping effectiveness has been the focus of
much debate. While many people argue that
the most effective sweeping comes from rapid movement of the brush, others
argue that effective sweeping is caused by increased pressure of the brush on
the ice. We believe that a strong
balance of both will achieve optimum results.
Rapid movement with as much pressure as possible is what great sweepers
strive for. Sweeping efficiency refers
to a sweeper's ability to be the most effective
while using the least amount of
energy.
Stance
To start sweeping properly, take a standing position that is
45 degrees to the rock’s path, facing the rock and the skip at the same
time. With the brush head on the ice,
place the inside hand (the hand closest to the rock) on top of the brush handle
half way between the head and the end of the handle. This is the bottom hand and it will be supporting much of your
body weight during the sweeping stroke.
The outside hand (top hand) should be placed underneath the handle about
one foot from the top. The end of the
handle will be tucked into the arm.
Brush Motion
The rules state that you must move the brush from side to
side. It is not clearly stated as to
what side-to-side really means only that is should "roughly
perpendicular" to the stone's path and that brush head movement must be
“clear and visible”. The most effective
brush head motion is roughly 90 degrees
to the stone's path and covers an area just wider than the running surface,
which is about five inches. A sweeping
motion that is shorter than this is subject to scrutiny by the officials
(snowplowing) and a motion greater than this is waste of energy. The stroke should be away from your body,
and then back towards your body. Keep
your top arm tight to your body. By
staying tight, you will begin to put more and more pressure on the head as you
begin to move your weight over the top of the brush.
The power of the sweeping stroke comes from the top
shoulder. The shoulder actually
“drives” the brush head out and pulls it back.
Because this, most right handed curlers (strong right side) will feel
more comfortable sweeping on the right side.
For best
results, place the strongest sweeper about 4 to 5 inches in front
of the traveling rock. This is called
“taking the rock”. Move the brush head
across the path approximately 6 inches (slightly wider than the diameter of the
running surface). The second sweeper
should be as close as possible to the inside sweeper without risking contact
with the brushes. As a beginner, you
may want to stay well clear of the rock to avoid hitting it with the brush. The
most effective team sweeping is with the sweepers on opposite sides because the
brushes can easily stay close together.
Eighty percent of the sweeping effectiveness comes from the inside
sweeper. The outside sweeper
representing the other twenty percent.
However, the only way the inside sweeper can achieve this eighty percent
is with the second sweeper. The second
sweeper actually prepares the ice for the inside sweeper. They work together to create great
sweeping. Sweeping with only one person
will reduce the effectiveness by approximately fifty percent.
Note: Adding a third sweeper accomplishes almost nothing. As a skip or a thrower, avoid “jumping in” to help. This is a waste of time and only increases the chances of a teammate burning a rock.
The “Angle Brush”
The angle brush is a standard brush with the head turned at
a 45-degree angle. It was created to
cover the entire running surface while using a small brush head stroke. This was done to keep the path as clean as
possible without the need to move the brush quickly. Another strong benefit of the angle brush is the decreased
distance between the inside and outside sweepers since the angle brush head is
perpendicular to the path instead of parallel to it.
In the delivery section, the use of a slider was
discussed. Proper sweeping must be done
without a slider. If you throw with a
slider, remove it for sweeping. If your
slider is built into your shoe, cover it with a gripper. Sweeping effectiveness requires a solid
platform to sweep from. The proper
sweeping motion as the rock and sweeper travel down the ice, looks like a
skating motion. Walking fast or jogging
next to the rock is not very efficient.
As you move with the rock, your inside foot should be skating
forward. Your outside foot should also
be skating forward but it will lead the body.
The outside foot will extend much farther than the inside. The inside foot should also never cross the
outside foot during the motion.
To have the greatest degree of flexibility with your
teammates, learn to sweep effectively on both sides of the rock. This will allow you to sweep with anyone at
any time.
Sweepers are ultimately responsible for judging the weight
of the rock thrown. Is it moving too
fast, too slow or just right? It is not
realistic to expect the skip to judge the weight from 120 feet away. After the rock has been thrown, the sweepers
communicate the weight of the rock to the skip. The skip then makes a sweeping decision based on whether or not
the rocks curl needs to be straightened out.
Judging the weight of the rock is very difficult and takes
lots of practice. You can increase your
ability to judge rocks with a few sweeping techniques.
1. Sweep
as upright as possible, this allows you to visualize the entire field of
play and judging motion and speed becomes easier.
2. Take a
sweeping position that faces the skip.
This also helps view the entire field of play and allows you to view the
skip at all times. Curling clubs can be
very loud at times and visual contact with the skip may be the only way to
communicate. This can be done by
placing the hand that is closest to the rock in the lower position. This will naturally put you in a
"facing forward" position.
Team sweeping refers to teams striving for similar sweeping
styles. This continuity will make all
sweeping calls more consistent. For
example, the most effective sweeping is two
sweepers sweeping from opposite sides of the rock. This allows the brushes to be as close as
possible to each other, limiting the amount of cool down that happens after the
brush passes over the surface.
"Finishing"
the Draw
Most curlers associate sweeping with rocks traveling farther
and straighter. This is true for most
shots. There is a case though when
sweeping will cause a rock to curl more.
As a draw is coming to rest, many curlers continue to sweep the rock in
an attempt to keep it straight. This
actually continues the rocks curl.
Imagine the arc of a rock that is curling. It begins straight then starts to curl. The rock is now pointing in a different direction. If the rock could move forever, it would
eventually leave the sheet of ice across the sideline. Sweeping rocks after the curl begins does
two things:
1. It
reduces the amount of additional curl.
2. It
keeps the rock moving on its current path.
Finishing the rock refers to keeping it moving on its
arc. This pulls the rock even deeper
behind a guard because the rock is still moving on its new path (curling). This is important to know since many
come-around shots can be "finished", meaning the rocks can be swept
under the guard. For additional
finishing try corner sweeping once the rock passes the guard.
The mistake many new skips and vices make is to stop
sweeping. This only makes the rock stop
short and not continue to curl under.
On the other hand, if a rock is curling too much at the end, stop
sweeping. Additional sweeping here will
only continue the rocks path.
This section will introduce you to the fundamentals of
delivering the curling rock using CurlTech’s All-Body method. These “mechanics”, when applied
consistently, will improve shot making leading to overall enjoyment of the
game. The basics covered in this
section will enable any curler to enjoy club level social games as well as
top-level competitive games. The
delivery fundamentals are the same for all levels of play.
The term All-Body refers the coordination of many muscles
and body parts moving in fluid motion.
The combination of small and large muscle use will enable you to achieve
power and finesse in your game.
Discussed here are the major delivery components, the press,
drawback-step, the slide and the release.
Also discussed are the four key power generators in the delivery; weight
shift, body drop, and extension.
Several things make the All-Body delivery different from
other deliveries. The first being the
use of large and small muscles (all-body) to throw the rock. The next is fluidity. The delivery skills taught here, when done
properly, will become seamless. Nothing
about the delivery is stepped or broken.
This is critical for the development of the body’s kinesthetic sense of motion*
needed for judging draw weight and overall rock control.
The All-Body delivery has four macro (and many, many micro)
components. Macro components are
defined here as the moving delivery parts that are readily visible and
discernable. They are:
1. The
forward press
2. The
draw back & step (weight shift and hip elevation)
3. The
slide
4. The
release
If more than four macro parts can be identified, the
delivery is too complex. Fluidity in
the delivery is essential to judging proper weight and is discussed in the last
section.
* Kinesthetic sense
of motion refers to the body’s interpretation of relative movement through a
variety of sensory inputs.
The process for delivering a rock includes the thing
happening before and after. The four
component parts described earlier must be included in an overall process of
delivering the rock. Let’s first review
the entire process.
1. Setup & shot planning and pre-shot mental
preparation
2. Forward
press
3. Draw
Back & Step
4. Slide
5. Release
6. Follow-Through
As you can see, the four components are represented in the
process. These steps should become
seamless over time.
Setup refers to the body position in the hack. It should be comfortable and relaxed. As your opponent’s rock is traveling down
the ice begin this process. When your
skip is ready to call the shot you’ll be ready.
a) Start
from behind the hack and step into it by placing the ball of your foot against the back of the hack, toe pointing
towards the broom. Try to place the
foot as far towards the inside of the hack as possible.
b)
Most
of your weight should be on your hack foot at this time. It will stay there for the beginning portion
of your delivery.
c)
Drop
to a comfortable squatting position with
approximately 70% of your body weight on the hack foot. Keep your back straight but relaxed.
d)
Place
your sliding foot flat on the ice, slightly ahead and to the left of the hack
foot (heel to toe). There should be about one to two inches
between the toe of the hack foot and the heel of the sliding foot.
e)
Clean
the rock - Flip the rock and clean the running surface. With the rock still inverted, clean the ice
area under the rock and replace the rock in position. Do this to the side to keep debris away from the sliding area.
f)
Point
the knee of your hack leg directly down the line of delivery,
directly at the broom. The shoulders
and hips must also be square to the broom at this point.
g)
Holding the broom with the pad facing up, place the head of
the broom about one foot ahead of the sliding foot. The broom handle should be gripped one to two feet from the brush
head. The grip point depends on the
length of your arm and body. It should
be in a position to comfortably hold the broom with the head in the correct
position with the left arm slightly flexed.
It is important to keep the head
of the broom clearly ahead of you sliding foot throughout the
delivery. Allowing the broom to fade
back in the delivery will move your shoulder back and out of
"square".
h)
Position
the rock on an imaginary line between the skip’s broom and the center of the
hack*. The rock will be
under your throwing shoulder. Your
throwing arm must have a small degree of flex at the elbow at setup.
i)
Grip
the rock - Place your fingers under the handle until your middle
finger is directly over the center of the rock. Hold the handle with the first set of pads on the fingers. Your palm should never touch the handle. Bring your thumb across the handle to the
other side and place it near the tip of your index finger. Keep the wrist high. Your hand should remain in this position
throughout the delivery. Cock the stone
in the opposite direction of the intended turn. This is towards your body for inturns and away from your body for
outturns. The position should be at
1:30 to the right or 10:30 to the left.
Keep this angle throughout the delivery until you are ready to release
the rock.
You are now ready to begin preparing mentally for a
successful shot.
Use the power of positive thinking when about to throw a
shot. Remember that games should be
played swiftly (about fifteen minutes per end) so don’t spend too much time
here. This process should take only a
few seconds.
Mechanics
of the pre-shot mental preparation:
1. Prior
to setup, try to anticipate the shot called.
2. Get
in the proper setup position.
3. Understand
the shot called (confirm with sweepers if necessary).
4. Visualize
perfect mechanics.
5. Visualize
yourself hitting the broom with the
perfect weight.
6. Visualize
success.
7. Channel
your focus.
8. Execute.
It is important to visualize the weight and line before
visualizing the completed shot. The
entire setup and mental prep process should take 8 -12 seconds.
Once you are comfortable in the setup position, the skip has
called the shot and the sweepers are ready, the fluid motion of the delivery
starts. Begin by moving the rock
slightly forward approximately 4 to 5 inches.
This is the beginning of your body’s kinesthetic sense of motion, which
again is critical to proper weight judgement.
Remember to keep the grip described above.
As the rock is pressed forward, your lower body should
remain still. Move only at the waist
and keep both arms slightly flexed at the elbow. Your knee may drop slightly but try to avoid pressing forward
with just your arm; this will take your shoulders out of square before you even
begin the delivery.
When you begin
the forward press, also begin to elevate your hips. By the end of the press, the hips are fully elevated as in step
3. (This is the fluid version of the
trunk lift)
This component is one of the most important. Generating power in the delivery is critical to controlling the rock. Power generation starts with the draw back as the hips are elevated and shifted back. This positions the hips up and back which enables your body to drop and shift forward in the next step. The remaining power will be generated from leg drive and the arm extension. (discussed in step 3a). Think of drawing in energy then directing the energy forward toward the skip’s broom.
Draw the rock back to the side of your foot*. Simultaneously, shift your hips slightly up,
back and take a step straight back until your sliding foot is behind the
hack. Your throwing arm will almost be
straight. At this point, your hips should be back (anywhere from
directly over the hack to well behind it, depending on skill and ice
conditions) and about a foot higher than the setup position. Your weight has shifted to the sliding foot
with the foot about three to six inches behind the hack. It is very important that the sliding foot
is directly behind the position it started in.
If your weight is not on the sliding foot at this point, you probably
have not shifted properly, giving up critical delivery power.
Now is the time to generate power in the delivery. Power refers to the amount of forward
motion your body can generate. Power
equals control. The more power
generated, the more control you will have over the rock (and your game).
* Ask your
instructor if it is appropriate to draw the rock back to a place other than the
side of your foot. There may be
instances where drawing the rock to the center of the hack or to the hack toe
is better for you and your team.
With your arm still slightly flexed at the elbow, begin
shifting your body weight forward smoothly.
As your body begins to move forward, the rock must move forward with
it. This keeps the rock in front of
your body keeping it on the line of delivery.
Leave your sliding foot behind
the hack (straight back from setup) until the rock is two-three feet in front
of the hack. As your body moves
forward over the hack and then over the ice, quickly kick your sliding foot
under the center of your body. Your
foot should “catch” your body as it drops. Try and wait until the last moment
to bring your sliding foot forward and place it in a position on the ice that
will allow your body to balance over it.
As a reference, the rock should almost be half way between the hack and
the back line as the sliding foot is crossing the hack foot. This “body drop” enables the weight shift
and gravity to generate power. The
combination of the fast sliding foot motion and the weight of you body coming
forward and down to the delivery position will generate the power needed. With this combination move, you will
generate enough power to throw the wide range of shots with accuracy and
consistency. Be careful not to kick
your sliding foot past the center of your body (too far right). The result will be a drift to the right as
your body is not balanced over the sliding foot. Each of these power generators needs to be modified as conditions
change. See the section on “Harnessing
Power” at the end of the chapter for some ideas on how to adjust weight.
At this point
gently push out of the hack with your leg. The leg drive should perfectly compliment
the weight given to the rock by weight shift and body drop. Leg drive is 30% or less of the total power
of the delivery. Weight shift, body
drop and arm extension represent the remaining 70%. Excessive leg drive produces more of a “push” from the large leg
muscle (quadriceps) instead of a fluid “throw” from the whole body.
As you slide out, you will now be transferring all of your
weight from the hack foot to the sliding foot.
This is the most difficult part
of the curling delivery. A little
assistance from the broom during this shift may be needed.
Your sliding foot should move in behind the rock with the
heel on the line of delivery. The heel
should be on line in the center of the rock.
Once your sliding foot is in place, the heel should be underneath your
sternum. Try to angle your sliding foot
out at this point. By turning the foot
to the left (out) you increase the sliding area of the foot. Approximately 45
degrees is optimal however, some people cannot turn their foot in this
manner.
No downward pressure should be on the rock or the broom at
this point. Your hack foot should trail
directly behind your body, on the line of delivery.
Your upper body should be roughly 45° to
the ice. This position allows good
balance and visualization of the entire plane in front of you. A position that is too low will not allow
the visualization of the plane while a position too high will not allow good
broom alignment.
Your broom head is still clearly ahead of your sliding foot
and your shoulders are square. The
broom should be resting on the ice with minimal pressure. (If one of the sweepers kicked it, your
delivery would still be sound)
Your arm should still be slightly flexed and the handle
still cocked as you slide through the house.
They both should remain this way until just a few feet from the intended
release point which, depending on how much power is being generated by the
delivery, should be somewhere between the top of the house and a foot from the
hog line.
All of the rock's rotation is put on the rock within a four
to five foot area by shifting the handle from the cocked position to the twelve
o’clock position.
When you are four or five feet from the release point, begin
rotating your rock and straightening your arm.
The flexed arm allows you to throw the rock instead of just letting it
go. Rotate the rock so that your hand
finishes in the hand shake position.
In order to keep the rock on the line of delivery, the rock must be
rotated over its center point. The
pressure that turns the rock comes from only two fingers and the thumb, one
finger on each side of the center point.
For an in-turn, the thumb moving to the right and ring finger moving to
left, counter to each other. Each
pressure point is the same distance from the center axis of the rock. For the out-turn, the index finger and ring
finger apply the necessary pressure.
For consistency and predictability, the rock should rotate approximately
2-2 1/2 times during the length of the
shot.
Any lateral movement of the rock while putting on the turn
will result in the rock moving off the line of delivery. This is where many shots are missed.
Extend the arm through the skip’s broom. Never raise the arm at release. This will interrupt the fluid motion of the
release.
The follow through is also a key component of the
delivery. It is important to stay in
the sliding position for several seconds after letting go of the rock. This
will prevent you from "popping up" too early and will also give you a
good look at the shot as it travels down the ice. This is valuable in the assessment process that each player
should go through immediately following the shot. Avoid the temptation to follow directly behind the shot. This is a team sport and practically
speaking your team has control of your rock now.
Watch the rock as it travels down the ice. This will not allow you to see the rock’s
overall path for future reference. The
farther away you are the better your overall view of the entire shot. The skip is fully prepared to handle the
sweep calls.
Do not rest your
bare hand on the ice for longer than an instant. Your body temperature will melt and damage the ice in a matter of
seconds. Also, never rest your knee on
the ice for longer than a few seconds.
Even with pants on, your body temperature will melt and damage the ice.
During the assessment of each rock, determine if you hit the
broom with the proper weight. If it was
a good shot, try and remember what it felt like so you can do it again.
The responsibility of the person throwing the rock is to
throw the proper weight and hit the
broom. Because sweeping can add
8-10 feet of distance to a rock, the thrower only has to hit the "weight window". Depending on the quality of your sweeping,
the window is approximately ten feet deep, meaning that if a rock thrown ten
feet short of the intended stopping point, the sweepers can increase the
distance. So, any rock thrown inside
the ten-foot weight window is thrown correctly. It is then up to the sweepers to complete the shot. If a rock is thrown beyond the intended
stopping point, there is nothing the sweepers can do to help. In other words, it’s better to be a little
light than a little heavy.
Determining proper weight is difficult to teach because it
relies mostly on the body’s sensation of position and movement. This kinesthetic sense is enhanced by the
fluidity of the delivery.
One of the most commonly asked questions from beginning
curlers is “how do adjust the delivery for different weights”. Several different weights are required to
throw the different shots in curling.
In addition, ice conditions are different from club to club and within
the club, the conditions are constantly changing. From guards to peels plus, the All-Body method can
accommodate. The answer is that all
power generators of the delivery need to get stronger for stronger shots. Specifically, the weight shift, body drop
(leg delay) and to a certain degree, leg drive.
For example, on heavier shots and heavier ice, the weight
shift may change from hips being over the hack to hips being completely behind
the hack. Body-Drop may change from a
slight delay to a long delay. Leg drive
may change from almost nothing to a full push explosion.
Extra power is also need with small-framed, petite
curlers. The body weight/rock weight
ratio changes significantly from 100 lb frame to a 225 lb frame. The smaller framed curler must use the extra
power to throw all shots.
One the most commonly asked questions regarding any delivery
is how to adjust weight for different shots.
Unfortunately, the answer is not a simple one. Changing weight first depends on the body’s ability to generate
power and the ice conditions. Each
person has a varying degree of athleticism.
This is a big factor when it comes to describing how adjust weight. Early thinking on the no-lift delivery
centered around leg drive. More weight
– more leg drive. Less weight – less
leg drive. All curlers should generate
enough power to slide through the hog line (remember, you have to let go before
it).
Now that we understand about the other power generators, we
must adjust them all when adjusting weight.
The following matrix is directional only. Each curler may differ.
Use it as a base point and modify if necessary. The first matrix describes how the power
generators may work throwing different shots on different ice conditions.
Weight
Shift Leg Delay Leg
Drive
Large Frame Hips
over hack Medium Small
Small Frame Hips
behind hack Medium Medium
Junior Hips
behind hack Large Medium
Takeout on
23-second ice.
Large Frame Hips
behind Medium Medium
Small Frame Hips
well behind hack Large Large
Junior Hips
well behind hack Large Large
Draw on
25-second ice.
Large Frame Hips
over hack Small Negligible
Small Frame Hips
over hack Small Small
Junior Hips
over hack Medium Medium
Takeout on
25-second ice.
Large Frame Hips
over hack Medium Small
Small Frame Hips
behind hack Medium Medium
Junior Hips
behind hack Large Medium
As you can see, the delivery can compensate for different
ice conditions. Use these to start and
modify as needed.
The following matrix will help identify any problems with
your delivery. These apply to right
handed curlers. Lefties please adjust.
Drifting to the right Not
balanced Move
sliding foot left
My rocks curl more Short
release Recalibrate
closer to hog
Turning in
at release Hand shake
position
Outside/In
delivery Throw rock
from shoulder
My rocks curl less Inside/out
delivery Throw rock
from shoulder
I.
Place the ball of your foot on the back of the hack.
II.
Squat with weight on the hack foot
III.
Sliding foot heel to toe.
IV.
Place the broom head in front of the sliding foot.
V.
Cock the handle.
VI.
Relax the arms and shoulders
I.
Move the rock slightly forward.
II.
Draw the rock back.
III.
Simultaneously raise the hips and step back with the sliding
foot.
I.
Start moving forward with the rock.
II.
Delay the sliding foot.
III.
“Catch’ the body as it drops into the sliding position.
I.
Position the sliding foot with the heel on the line of
delivery.
II. Slowly extend the arm and rotate rock.
Essentially, there are only two types of curling shots, the draw
and the takeout. There are many
variations of these two shots, however.
Draws are shots that are only thrown hard enough only to
reach the field of play at the other end.
Takeouts are designed to remove rocks from play.
As mentioned earlier, rocks are intentionally rotated when
thrown. These rotations are called
turns. A clockwise rotation (for a
right-handed person) is called an In-turn while a counter-clockwise
rotation is called an Out-turn. The names originally come from the direction your elbow took as
you were throwing.
(The elbow pointed out
as you rotated the out-turn and
vice versa). This is no longer
appropriate because the elbow shouldn't move at all but the names remain.
Below is a
list of possible draw shots:
|
Guard |
a rock that comes to rest in front of another rock as
protection |
|
Free Guard Zone |
a guard that comes to rest on the centerline just a few
inches from the house |
|
Corner guard |
a draw short of the house and off to the side |
|
Come around |
any draw shot that curls around another rock |
|
Tap back |
a heavier weight draw designed to push another rock back
but not out of the house |
|
Freeze |
a draw that comes to rest touching another rock |
|
Corner freeze |
a draw that comes to rest on the edge of another rock |
Below is a
list of possible takeout shots:
|
Normal |
a takeout thrown with enough weight to firmly remove
another rock (a normal takeout
undisturbed should hit the back wall and bounce back about a foot) |
|
Hack Weight |
a takeout thrown with enough weight to gently remove
another rock (a hack weight takeout
undisturbed should come to rest at the back wall) |
|
Peel |
a takeout thrown with very hard weight to remove rocks
from play (undisturbed peel weight shots should hit the back wall and bounce
back several feet) |
|
Hit & Roll |
a takeout that, after making contact with another rock,
rolls to a designated place |
|
Chip |
a takeout thrown to strike another rock at an angle and
remove it sideways |
All shots called by the skip have an associated hand or arm
signal. Signals were developed due to
the length of the ice (the option is to scream to other players at the other
end). Also, many curling clubs are so
loud that talking is not possible.
Skip's signal can vary dramatically. Listed below are the most common signals
used. There are two basic types:
1. Signals
to determine the shot
Tapping the ice with the broom (intended
resting point)
Right arm extended (in turn for right
handers)
Left arm extended (out turn for right
handers)
Tapping the rock with the broom (intended
target)
2. Signals
to determine the weight
Tapping the hack with broom (intended weight)
Individuals do
not make shots, teams do. Curling is
one of the few sports (we can only think of one other, crew) where the whole
team directly participates in every shot.
Described
below is a sequence of events. One for
a draw, and one for a takeout. It may
seem like a lot a things are happening at once, but it all flows together. When a team is functioning properly, all of these things should happen every shot.
Note: It takes many months of practice as a team
for all of these things happen perfectly.
Don't expect your league team to be able to execute in this fashion.
The skip decides on the shot to be called
He/she communicates the shot to the other
team members.
He/she surveys the ice conditions and
places the broom for aim.
He/she communicates the weight required for
the shot.
At the other end, with the sweepers in
place and ready, the thrower confirms with sweepers the shot called and the
weight required.
The shooter focuses on the shot, channels
energy forward and throws the rock at the broom with the desired weight.
The skip gives the sweepers an initial
indication of relative line.
The sweepers return with an initial
indication of actual weight.
If the weight is too light, the sweepers
begin to sweep.
The skip continues to communicate the line
and may call sweeping if the line is tight.
The rock comes to rest; the skip and
sweepers were in communication the entire time.
Notice that during this sequence of events, the shooter only
has two responsibilities, hit the broom, and throw the weight.
The skip decides on the shot to be called.
He/she communicates the shot to the other
team members.
He/she surveys the ice conditions and
places the broom for aim.
He/she communicates the weight required for
the shot.
At the other end, with the sweepers in
place and ready, the shooter confirms with the sweepers the shot called and the
weight required.
The shooter focuses on the shot, channels
energy forward and throws the rock at the broom with the desired weight.
The skip gives the sweepers an initial
indication of relative line.
The sweepers return with an initial
indication of actual weight.
The skip calls sweeping if necessary.
The rock comes to rest; the skip and
sweepers were in communication the entire time.
Again, notice that the shooter still only has two responsibilities,
hit the broom, and throw the weight.
This chapter will provide the new and experienced curler
with an outline for strategic decision-making.
Each player, team, game situation and ice conditions are different so
we’ll concentrates on the decision-making process and not on individual shot
calling.
Someone once said that curling is chess on ice. This is true to some degree because, in
addition to throwing and making shots, the skip must determine the course of
action to be taken during the game, what shots to call and when to call
them. This is known as game strategy or "calling the game."
Strategy has two separate components:
1. Overall
strategic game approach
2. Shot-by-Shot
Tactics (shot calling)
The term “strategy” is often used to describe both of these
components, but we want to concentrate on the differences between them.
The term strategy best refers to the overall course of
action taken by any team during the game.
This “game plan” is determined before the game starts and is based on
known variables like your team’s general skill level, the opponent’s general
strengths and weaknesses, general ice conditions, etc. Even the format of the competition can
impact the game strategy. Strategy can
change, and sometimes should, during a game.
For the most part, the game strategy is determined before the game and
all shots called during the game are in support of the overall strategy.
Some examples
of overall game strategy are:
·
Play very aggressive shots and force the opponent to make
mistakes.
·
Play most shots in the house because you know you can out
play the opponent (you think the opponent will simply make more open mistakes)
·
Force the opponent to play draws around guards (opponent may
not have draw weight)
·
Play any shot, as long as its in play
·
In the early ends play conservatively then play aggressively
in the middle and late ends (you may think the opponent will tire faster than
you)
·
Play conservatively because all we need to do is make the
final four
Once the game strategy has been determined, the skip must
support it by thinking about how each end will be played. In each end, the skip then must determine
what shots to call and when to call them.
Shot calling represents the tactical support of the larger strategy.
There is no such thing as textbook strategy. There are guidelines, however, that apply in
many cases.
The first and
most important component to strategy is execution. Without proper execution of shots and sweeping,
no strategy will be effective. The best
strategy is the one that plays to your team's strengths and takes advantage of
the opponent's weaknesses. Any type of
strategy or tactics is appropriate if it's effective.
The term aggressive
refers to calling and executing shots that, when executed properly, have the
highest potential for forcing the opponent's mistake (or inability to
score). After all, games are won by
preventing the opponent from scoring. Aggressive
shots usually include different types of draw shots like "come
arounds," freezes, tap backs, etc.
In curling, as in other sports, this strategy has a high degree of risk
and a high potential pay-off. For
example, a perfect freeze almost eliminates the opponent's ability to remove
the rock, increasing the chances to score more than one. On the other hand, poorly executed freeze
may leave a rock wide open for a hit and roll, resulting in the opposition counting
or scoring two.
Teams who want to keep the game free of clutter use a
conservative strategy. The shots most
likely played in a conservative game would be mostly take-outs or shots thrown
into the rings without cover. Teams
playing a conservative game throw so many takeouts that some people believe the
game has become boring to watch.
Because of this, the World Curling Federation adopted a rule that would
force teams to play more aggressive games.
This rule is called the "Free
Guard Zone" rule. This rule
was adopted for spectators. You won’t
find many people watching your league games, but the National and World
Championships enjoy a sizable crowd both live and on television.
The rule reads like this.
"No rock
lying in the free guard zone can be removed from play by the opposition until
the first four rocks of the end have come to rest. The free guard zone shall be the area between the hog line and
the tee line, excluding the house."
Note: The rule states that no rock can be removed
by the opposition. This means that you
can remove your own rock from the free guard zone.
Because rocks thrown into the free guard zone cannot be
initially removed, teams are forced to play with one or more rocks in front of
the house. This creates a certain
degree of excitement with more aggressive shots being played.
All games leading to the world championships use this
rule. However, not all leagues or
bonspiels use it.
There are many factors that determine what shot to
throw. Because of the infinite number
of possible options, no strategy plan is absolute. Most of the time, shot calling is determined based on who has last rock. With last rock advantage, the idea is to score, usually more than
one rock. If more than one rock cannot
be scored, many teams will decide to blank the end, retain the hammer, and try
again next end. Without last rock, the
idea is generally to steal one or more.
Generally, with last rock, try to keep the center of the
sheet open. Since you have the last
rock, you will need to have access to the center of the house for the last shot
(the four foot). By not keeping the
center open, you will run the risk of having the center of the house blocked
for your last shot. Having last rock is
not an advantage if you can't score with it.
Without last rock, most teams try to steal one or more
rocks. To do this, try to throw rocks
short of the house, preferably in the center of the sheet. With these rocks in place, a rock can be
drawn behind, covered. This represents
the best chance to not only prevent the opponent from scoring but to steal the
end.
The Free Guard Zone is the area between the tee line and the
hog line, excluding the house. See the
rules of play for details. The states
that no opponent’s rock can be removed from play until four rocks have come to
rest. Generally, there are three
tactical approaches to playing with the Free Guard Zone Rule in place:
1. Be
the first team to the four-foot by drawing around a center guard.
2. Begin
clearing rocks from play once four rocks have come to rest.
3. Ignore
the center guards and draw to the sides
Unlike regular tactical guidelines, deciding when to use the
above guidelines depends more on the end and the score than who has last rock.
Option #1
Early in the game or in a game where the score is close,
even with last rock advantage, many teams decide to draw behind a rock in front
of the house, after all, your options are limited because you cannot remove the
front rock from play. There is risk
however, when deciding to play in the house.
The opponent uses front rocks to hide behind in order to steal the
end. If the hammer team does not draw
the four-foot, the opponent will.
Option #2
The other option is to wait a few shots then begin clearing
the front rocks in order to expose the four foot. Usually, by the time you're allowed to remove rocks, there are
multiple rocks in play. Teams that have
players, the second in particular, who can throw heavy weight are more likely
to be successful with this option. The
key to this approach is the heavy weight take out. The weight needs to be heavy enough to move (not necessarily
remove) multiple rocks.
Option 3#
The last option is used primarily with weaker teams.
Like many sports, practicing the curling delivery is an
important part of developing the needed consistency required to make shots on a
regular basis. The curling delivery is
very complex and it is not something most of us do very often.
Simply throwing proper practice rocks at the club will train
your body to recognize a proper delivery and develop some muscle memory. Throwing practice rocks can also be a trap
where bad habits can be reinforced.
This chapter describes some specific practice techniques that will help
you develop your skills.
There are two types of practice sessions;
1. Practice to make your team better
and
2. Practice to make your individual
contribution to a team better
If you play on a regular team, the best practices are the
ones with the entire team present.
If most of your curling is in leagues (on several different
teams), then you may want to concentrate on these practice drills. First, find someone to practice with. Try and find someone who can reasonably
assess your skills and provide feedback to you. Practicing alone can only develop your balance and give a good
sense of the overall delivery. The
mistake many people make is trying to practice hitting the broom alone. It is
virtually impossible for you to determine precise accuracy and line of
delivery from the throwing position.
The only way to practice accuracy and line of delivery is to throw at a
broom held by a person who can provide you feedback.
You can do this one alone.
Since the critical component to a good delivery is balance, this drill
is invaluable. Begin by taking a few
practice slides followed by throwing a few stones. This will loosen up the body for the balance drill. Now, go back to sliding without the rock but
this time raise the broom off the ice as you finish sliding. As you repeat the sliding drill, begin
raising the broom off the ice earlier and earlier until you can slide without
the use of the broom at all.
Finish the drill by throwing a few stones without leaning on
the broom.
Have a person hold the broom for you. Agree on what weight you would like to
throw. Hack weight seems to work
well. Throw the rock back and forth
with the other person changing the broom with each shot. Provide feedback on the shot each time. If you throw hack or takeout weight, you
could use the same rock over and over.
This is a great practice drill because you begin to feel and see what
its like to hit the broom.
Fitness and strength are not required for curling. You've probably already noticed that curlers
come in all shapes and sizes. Overall
fitness will, however, help your curling game.
We once had the opportunity to discuss curling with the US. Olympic
Training Specialist at the Olympic Training Facility in Colorado Springs. He mentioned some basic guidelines for
curling and fitness. Even if you don't
plan on curling in the Olympics, these guidelines should help. The fitness specialist mentioned two main
fitness components:
General fitness
Specific fitness
Being generally fit refers to having a healthy heart, not
carrying too much weight and having some basic muscle tone.
Specific fitness refers to the areas of fitness that are
specific to curling. Even the
specialist admits to only knowing a limited amount about curling. He mentioned the two key components to
curling fitness:
Conditioning -
Curling is an anaerobic sport. Most
players (except the skip) must sweep vigorously then calm down enough the
gently delivery the rock. This requires
the heart to calm down quickly, which is associated with general conditioning.
Muscle
Strength - Curlers need muscle strength to sustain the delivery
position for any length of time. The
leg muscles, specifically the quadriceps carry most of the body weight during
the slide. Strong quadriceps will help
with a consistent flat-footed delivery.
Lack of muscle strength in the legs is not noticeable if players are
playing games on an irregular basis.
Muscle strength becomes critical if a player is playing multiple games
per day or playing many games over an extended period of time
During team practices, a combination of mechanics and team
related drills should dominate. If the
entire team is present, they have the opportunity to practice actual
shots. This can be done by either
setting up a particular shot and throwing it over and over, or by playing the
"perfect team".
The Designated
Shot
Pick a shot that the team throws a lot. Execute the shot with full sweeping and line
calling. Agree on a standard for each
shot. For example, three come-arounds
in a row or three peels in a row or ten freeze attempts. This drill allows the players to practice a
common shot when the pressure is off.
This goes along way when the pressure is on.
The
"Perfect Team"
This refers to playing an imaginary team that does not miss
any shots. It begins with the skip
gathering a few opponents’ rocks at the house end. After the team throws a rock, the skip then determines what the
perfect shot would be and executes it by placing the opponents rock in the
perfect spot. The skip must play for
both teams. This drill is very valuable
because it can simulate game actual conditions without the need for an
opponent.
A word of caution when playing the perfect team. They're very good. Expect to give up multiple points. In fact, the goal of this drill is to try and limit the perfect
team to one or two points when they have the hammer and to steal when they
don’t.
One-On-One,
Two-On-Two, Etc.
Playing small games breaks up the monotony of any
practice. As part of a practice, play a
two end game of two-on-two (or one -on-one if you have another sheet
available). To make the game even more
interesting, do not allow any takeouts.
This forces the team to concentrate on finesse shots rather than
"blasting". If a player takes
a rock out by mistake, it must be replaced.
Once the rocks build up, it provides a good opportunity to practice
raises.
Four in the
Four
With this drill, the goal is for the team to draw the
four-foot, four times in a row. Start
with the normal team setup at the beginning of an end. The lead throws a draw to the four-foot with
the skip in position and the second and vice sweeping. After the lead throws, the second throws and
so on. Continue this until you have
drawn the four foot four consecutive
times. If one person misses, you
must start over. The purpose of this
drill is two-fold, to see and understand each delivery for sweeping purposes,
and to simply practice drawing to the four-foot. It develops a good sense of draw weight, what your sweepers are
capable of, and good practice for the sweepers making weight judgment calls.
This drill is harder than it sounds. If the team rule is to not move to the next
drill until four are in the four, then pressure builds up with each four-foot
draw.
Enjoy this one; it’s probably the only aerobic curling drill
in existence.
Some
commonly used terms:
|
BITER |
A
stone barely touching the 12-foot ring. |
|
BLANK END |
Neither
team scores in the end. |
|
BONSPIEL |
A
curling tournament. |
|
BURNED STONE |
A
stone touched while in motion. |
|
BUTTON |
The
smallest ring in the house. It is two
feet in diameter, also called the "pot". |
|
CCA |
The
Canadian Curling Association |
|
DELIVERY |
The
process of throwing a stone. |
|
DRAW |
A
shot that comes to rest within the house. |
|
EIGHT END |
An
end where all eight stones are counting |
|
END . |
When
sixteen stones have come to rest. Similar to an inning in baseball |
|
FREEZE |
A
stone coming to rest touching another stone. |
|
FREE GUARD ZONE |
The
area between the hog line and the tee line excluding the house. |
|
FREE GUARD ZONE RULE |
The
rule that states that an opponent’s rock cannot be removed from play until
four rocks have come to rest. |
|
GUARD . |
A
shot that comes to rest in front of another stone for protection |
|
HACK |
The
pieces of rubber you push off from at either end of the sheet. |
|
HAMMER |
The
last shot of the end. |
|
HOGGER |
A
shot that comes to rest short or on the hog line and is removed from play. |
|
HOG LINE |
The
thick black line 33 feet from the hack. |
|
HOUSE |
The
area within the outside circle at either end of the sheet. |
|
HURRY! |
This
means to sweep immediately. |
|
IN-TURN . |
A
stone that rotates clockwise for a right handed player |
|
OUT-TURN |
A
stone that rotates counter clock-wise for a right-handed player. |
|
PEBBLE |
The
frozen bumps on the ice that the stones ride on. |
|
PEEL |
A
hard takeout designed to remove guards. |
|
RINK |
A
curling team. |
|
SHEET |
The
total playing area for one game. |
|
SKIP |
The
captain of the team. |
|
SPINNER |
A
rock thrown with excessive spin. |
|
STEAL |
Scoring
a point without last rock advantage. |
|
TAKE-OUT |
A
shot thrown hard enough to remove another stone from play. Also called a "HIT". |
|
TEE LINE |
The
line that intersects the house at the centerline. |
|
THE "TOSS" |
The
toss of the coin to determine last rock in the first end. |
|
USCA |
The
United States Curling Association.
The main offices are in Stevens Point Wisconsin. |
|
WCF |
World
Curling Federation |
|
WCT |
World
Curling Tour |
There
are other subtle curling terms that may be synonymous with the terms listed
above. The more time you spend curling,
the more you will hear them.
|
"Hit
the broom" |
A rock thrown accurately at the aiming point. |
|
"On the
broom" |
Same as above. |
|
"Lost
its handle" |
A rock that loses its rotation. |
|
"Nice
rock" |
Good shot. |
|
"Nice
Toss" |
Same as above. |
|
Tee weight |
A rock thrown hard enough to stop on the Tee Line. |
|
Back ring
weight |
A rock thrown hard enough to stop in the back of the
house. |
|
Draw the
“lid” |
Draw to the button. |
|
Draw the “pin” |
Same
as above. |
|
“Fudge” |
The rock hits the
heavily slid area in the house and stops quickly |
|
Hack weight |
A rock thrown hard enough to stop near the hack. |
|
Normal hit |
A rock thrown hard enough to remove another rock from
play. |
|
Heavy hit |
A rock thrown hard enough to forcefully remove a rock from
play. |
|
"Split'em" |
Hitting a rock at such an angle as to split them apart. |
|
"You
dumped it" |
A rock thrown inside the line of delivery, usually at the
point of release. |
|
"You
flipped it" |
A rock thrown outside the line of delivery, usually at the
point of release |
|
"Take
the rock" |
Sweep closest to the rock. |
|
"The
rock picked" |
The moving rock picked up a piece of debris that altered
its course. |
|
Weld |
A perfect freeze. |