Introduction to Curling

If you’re new to the sport, curious about how to get started, or planning your journey as a high-level curling athlete, we hope to use this space to answer some of your questions.

Keep scrolling to read through our Curling FAQ, discussion of basic topics, and a glossary of the curling lingo. Don’t forget that curling is closer than you think! Check out our Find a Club map to find curling opportunities near you.

Curling FAQ

You’ve got questions, we’ve got answers! Whether you’re brand new to the yelling and the sweeping, or you’re a seasoned fan looking to take your first slide, we’re here to help you get to know our amazing game and the exceptional community around it.

New To Curling

So you watched Curling at the Olympics and want to learn more? We’re glad you found us! Check out the FAQs below for how to try curling, and how to become a curler.

I’ve Tried Curling, What’s next?

You’ve taken a Learn To Curl and you fell in love? Great! Find out how to get started in your new life as a Curler below.

Basics of Curling

We hope the FAQ above provided some helpful, quick information to help guide your path to curling. Still have questions like how do you read a scoreboard, what does sweeping do, and what is hammer? We’ll answer those here.

Some key terms, marked with *, are defined in a glossary below

Sweeping and Curl

What’s with all the yelling? Why do the players sweep the stone? Why is it called curling? Let’s answer some more questions!

Curling gets its name from the motion of the stone on the ice. The delivering player can influence curl* by rotating the stone—rotating clockwise makes the stone curl to the right, rotating counterclockwise makes the stone curl to the left. Sweeping influences the curl and the distance a stone can travel. The skip is in charge of directing the sweepers in how to sweep so that they can best influence the path of the stone.

Traditionally, sweeping a stone will reduce how much it curls. If a stone is curling too much, the skip may yell at the sweepers to sweep “for line” which will help hold the stone straighter and keep it from wrecking on a guard or over curling. Sweeping can also help carry a stone further down the ice. If a stone doesn’t have enough momentum, or weight*, to make it to its target spot, the sweepers can sweep it to keep it moving longer.

Changes in modern sweeping technology and techniques have allowed sweepers to have more influence over the direction of a stone. Some techniques allow sweeping to promote curl, rather than just holding a stone’s path straighter. Recent years in curling have seen changes to the equipment permitted in competitions to reduce some of the influence sweepers can have on a shot. These equipment restrictions are generally reserved for competitive play and don’t usually apply to weekly league games among recreational curlers.

Curling Team

A curling team is typically made up of 4 people. Each teammate delivers 2 stones per end, but not all teammates sweep every stone.

  • Lead: Delivers the team’s first two stones. Sweeps the remaining stones in the end.

  • Second: Delivers the team’s 3rd and 4th stones. Sweeps the lead’s stones and stones after their deliveries

  • Vice (short for Vice-Skip): Delivers the team’s 5th and 6th stones. Sweeps the first 4 stones, then holds the broom for the Skip’s stones

  • Skip: Delivers the team’s last two stones. The captain of the team and literally calls the shots for the games. Typically does not sweep

Lead and Second make up the “Front End” of the team. Since they sweep the most stones, they are generally responsible for understanding the weight of a stone and knowing if it needs to be swept if it’s light.

Vice and Skip are the “Back End” of the team. The Vice often serves as the communicator between the Front End and the Skip. The Skip manages most of the strategy and tactics in a game, but the Vice may sometimes contribute to the Skip’s decisions.

Some teams use a non-traditional throwing order, where they skip or vice may not throw in the order defined above.

Hammer 🔨

Being able to throw the last stone in an end* is an advantage called “Hammer*.” The name comes from being able to brute-force your way to scoring with your last stone. Typically the team with hammer is expected to score 2 points in an end. If you score, you lose the advantage in the next end, and the non-scoring team gets hammer. The strategy a team uses in an end will depend on if they have hammer, how urgently they need to score, and how many ends are left in the game.

Determining the Score

All 16 stones in an end* have been thrown, it’s time to figure out the score. Only one team scores in each end: the team with a stone closest to the pin*—what we call the very center of the house. The stone closest to the pin scores, and the scoring team gets 1 additional point for each stone closer to the pin than the closest opposition stone. Stones must touch the rings (scoring area) to be eligible to score. Each scoring stone is worth 1 point, no matter the distance from center.

curling end with yellow scoring two points

Yellow scores two points. Stones must touch the colored rings to score points.

curling end with yellow scoring two

Yellow scores two points, red’s stones do not count because yellow is closer to the center. Red’s stones outcount yellow’s third stone touching the outer ring

curling end with red scoring one

Red scores one point, as the closest stone. Yellow does not score, even though they have many rocks in the house, because red is closer to the center

The Curling Scoreboard

If you’ve been watching the Olympics, you may have noticed a whole lot of 0’s on the scoreboard. If you’ve been to a curling club or seen a traditional scoreboard, you may have noticed the scoreboard looks…different.

Curling is scored using either a “Baseball-style” (Olympics and major championships) or a“Traditional” scoreboard (curling club settings). Curling is played in “ends” (a little like innings in baseball) where 16 stones are thrown in one direction, the score is determined, and then the stones are thrown in the other direction in the following end.

The Baseball-Style Scoreboard

For many new to the sport, the Baseball-style scoreboard is the easiest to interpret. The ends are shown at the top, much like innings in baseball, and the score in each end is shown below the end number. The total score is shown on the right and is updated throughout the game.

Red scored 1 in each of the first two ends. Yellow scored 3 in the third end and red took another 2 in the 4th. The score after 4 ends is 4 red and 3 yellow

The Traditional Scoreboard

Most curling clubs use a scoreboard that represents the score accurately and visually reflects the closeness of the game. In this scoreboard, the score is fixed, and the numbers added to red or yellow team rows indicate the end. The score is cumulative, so you only need to know the right-most score column to know the current score.

While it may be confusing to interpret at first, there are some tricks that can help you read it more easily. First, the distance between the right-most number in the top row and the bottom row is a visual indication of how close the game is. If those numbers are stacked on top of each other, the score is tied. If one row is much further to the right than the other, that team has a sizeable lead.

Yellow has a 5 point lead against red.
The Yellow score is much farther to the right than Red.
Red has 2 points. Yellow has 7 points. Six ends have been played
.

Red has a one point lead against Yellow.
The Yellow score is just one column away from the Red score.
Red has four points. Yellow has three points. Six ends have been played at this point in the game.

With that in mind, parsing the scoreboard becomes a bit less intimidating. The numbers for the score are permanently displayed on the board in the SCORE row, and the numbers on the cards represent the end in which that score was achieved. After the first end, the #1 card is placed in the column of the score of the first end. In the case below: After the second end, the #2 card is placed to show the cumulative score of the game after 2 ends.

  • First end: Red scored one. The #1 card (first end of the game) is placed in Column 1 of of the SCORE row.

  • Second end: Yellow scored one. The #2 card (second end) is placed in Column 1 of the SCORE row. Game is tied 1-1.

  • Third end: Red scored one. Added to the point from the first end, Red now has a total of two points. The #3 card (third end) is placed in Column 2 of the SCORE row. Red leads 2-1.

  • Fourth end: Yellow scored one. Add to the Yellow point from the second end, Yellow now has a total of two points. The #4 card (4th end) is placed in Column 2 of the SCORE row. The game is tied again at 2-2.

  • Fifth end: Yellow scored one again. Yellow now has a total score of three. Since this point was scored in the 5th end, the #5 card is placed in the Column 3 of the SCORE row. Yellow leads 3-2.

  • Sixth end: Red scored two. Two more points are added to the two points Red had scored previously. Since the two points were scored in the 6th end, the #6 card is placed in Column Four of the SCORE row. Red now leads 4-3.

GLossary Of Curling Terms

Curling, like many sports, has its own unique lingo. Here’s a glossary of common curling terms.

away end: The end of the sheet to which the first rock of a game is delivered
backline: The line tangent to the back of the house. Rocks coming to a rest touching the backline remain in play.
also A weight call intended to move rocks in play without removing them from play
biter: A rock that is just touching the outer edge of the house
blank end: An end in which no rocks are touching the house after all rocks have been delivered resulting in no score for either team
board (aka bumper): A takeout weight. Rocks thrown at this weight, if they did not hit anything, would come to rest about 6 ft behind the far hack. 
*bonspiel: A curling tournament or competition
broom: Used both for sweeping and support in the delivery
burnt rock: A rock in motion touched by a player or a player’s equipment. If this occurs between the hog lines, the rock is taken out of play. 
button: The smallest circle of the house. The size of the button can vary between venues
clean: To lightly sweep in front of a rock to remove any debris from its path
control: A takeout weight. Rocks thrown at this weight, if they did not hit anything, would come to rest about 12 ft behind the far hack. 
*curl: The curved path of the rock
draw: A call for a rock to come to a rest in the house
double takeout: A takeout that removes two of the opponents’ rocks from play
*end: segment of play in which teams alternate delivery of all 16 stones
fall: A defect in the ice that causes a rock to curl negatively
free-guard zone: The area at the playing end between the hog line and tee line not including the house. Rocks resting in this zone are not allowed to be removed from play until the 6th rock of the end 
guard: A rock resting between the far hog line and the house, positioned to protect another rock
hack: Fixture in the ice used to push off during delivery. also A down-weight takeout. Rocks thrown at this weight, if they did not hit anything, would come to rest at the far hack. 
handle: The part of the rock that is held by a player. also Used to describe the desired rotation of the rock during delivery
*hammer: The last rock delivered in an end
hog line: A line parallel to the tee-line 15 ft in front of the house on either end
hog line violation: Occurs when a rock is not released before reaching the hog line at the delivery end. The rock that is in violation is removed from play as a result
hogged rock: A rock that does not come to rest completely over the inside edge of the hog line at the playing end and is therefore removed from play
home end: The end of the sheet from where the first rock of the game is delivered
in-turn: For a right-handed thrower, the rotation applied to the handle of the rock such that the rock rotates clockwise
line: The path the rock follows as it travels down the ice (includes curl)
negative ice: A shot where the stone is thrown with the opposite handle for the direction in which the stone is expected to curl due to issues in the flatness of the ice
normal: A takeout weight. Rocks thrown at this weight, if they did not hit anything, would come to rest about 18 ft behind the far hack. 
out-turn: For a right-handed thrower, the rotation applied to the handle of the rock such that the rock rotates counter-clockwise
peel: Very fast takeout weight. Rocks thrown at this weight, if they did not hit anything, would come to rest about 30 ft behind the far hack
*pin: The dead center of the house (where the tee-line and center-line intersect)
slider: The sliding part of the shoe that is in contact with ice during delivery. Made of Teflon or stainless steel. These can either be attached to the shoe, as is the case with dedicated curling shoes, or step-on pieces that are available for play with non-curling shoes
shooter: The rock that is being delivered
*shot rock: The rock that is closest to the center of the house at any given time during the end
stabilizer: Used as a delivery aid for balance during the slide. Stabilizers provided by the club are made from PVC pipe. Stabilizers are also available in a number of forms for purchase from various curling equipment manufacturers
stone/rock: The object used in curling to score points. Made of granite or sometimes ceramic. The terms “stone” and “rock” are used interchangeably
tee-line: The horizontal line bisecting the house, perpendicular to the centerline. Draws are frequently called to be “tee-line weight”
takeout: When a rock is thrown with enough weight to remove another rock from play
*weight: Describes the speed of the rock as it travels down the ice. Weight calls for draws are typically made by calling out where the rock is expected to stop. Takeout weights are typically called as one of the weights described above

Glossary credit: Silicon Valley Curling Club (used with permission)