DFW Curling

League Rules

DFW CURLING CLUB League Rules

The Spirit of Curling

 

Curling is a game of skill and tradition. A shot well executed is a delight to see and it is also 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 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.

While the main object of the game of curling is to determine the relative skill of the players, the spirit of curling 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.

– 2026 World Curling Federation Rules of Curling

 


1. General

  1. Remember to embody the Spirit of Curling in all interactions and gameplay.
  2. It is the intent of the Dallas/Fort Worth Curling Club (D/FWCC or the Club) to, as far as practical, abide by all rules as posted by the United States Curling Association (USCA) (doing business as USA Curling) for club level competition.
  3. Unless otherwise noted or amended, the World Curling 2026 Rules of Curling shall be considered in force.
    1. The World Curling Rules of Competition are not applicable.
  4. The following rules supersede USA Curling and World Curling rules when there is a conflict.

2. Team Composition

  1. League membership is open to all Club members in good standing.
  2. Groups of four wishing to play as a team may be allowed to do so, unless another team format for the specific league has been defined by the Board and/or Leagues Committee.
  3. Individual player requests will be honored as much as practical.
  4. Every effort will be made to even out the strengths of each team by placing new, or less experienced players with more experienced players.
  5. Every effort should be made to have complete four-member teams, however three-member teams are permitted in accordance with the rules herein.
  6. Each curler will be notified of their team prior to start of the first game of the league, and the same information will be kept on the club website.
  7. Any regular (non-substitute) team member may throw in any position desired as long as it follows normal curling rules.
  8. A typical curling team comprises four members. Unique rules for three- and five-member teams are noted below.
  9. A separate section for rules unique to Doubles Curling will be defined at a future time.

3. Skip Responsibilities

The Skip of each team is responsible for the following tasks:

  1. Getting their team members to assist with ice setup.
  2. Ensure each game’s final score is submitted in a timely manner via the scoreboard link or to the League Commissioner.
  3. Ensure substitutes playing on the team have:
    1. Paid a substitution fee, if required.
    2. Filed a current waiver with the Club.

4. Vice-Skip Responsibilities

The Vice Skip is responsible for the following:

  1. Before gameplay, selecting hammer or color of rocks to throw. A coin toss (or an alternative means accepted by both teams such as rock-paper-scissors) shall be used to determine who picks first.
  2. Hanging the score on the scoreboard during the game. No other players should touch the score board while the game is underway.
  3. Determining the score of each end.

5. All Players Responsibilities

  1. All players should assist with on-ice setup and take down as required.
  2. All players should assist with general housekeeping of the Club facility as needed.

6. Three-Member Teams

  1. The first two curlers deliver three stones each; the final curler delivers two stones.
  2. In regular (non-playoff games), a three-person team may play with up to two substitutes; however, they cannot field more than three total curlers (i.e., they cannot use subs to become a four-person team) unless the opposing Skip agrees.

7. Short-Handed Teams

  1. A four-member team may choose to play “short-handed” with only three players.
    1. A short-handed team is defined as a normally four-member team playing with only three people on the ice.
  2. A short-handed team may include up to one substitute in accordance with the Substitution Rules (and therefore must have at least two original members).
  3. Short-handed teams follow the rules for three-member teams with regard to delivering stones.
  4. If a short-handed team has their fourth player arrive late, they may enter the game in accordance with the Late Arrival Rule under the Substitutions section.
    1. If a substitute is in use, they may continue playing, bringing the team up to a full four-person team including the sub.

8. Five-Member Teams

  1. Teams may elect to have a team comprising five members, and rotate play through any combination of four players on a per-game basis.
    1. A maximum of four members can play in any single game and may not substitute the fifth member during the game.
    2. Five-member teams may not use the Early Departure Rules to allow their fifth player to enter the game. They must complete the game with three players.
  2. All team members meet the membership requirements of USCA and the Club.
  3. Extra members must notify the League Commissioner prior to the first game of the season in written communication.

9. Substitutions

  1. Each substitute member must be a full member of the Club in good standing.
  2. Every attempt should be made to obtain enough substitutes to avoid a forfeit.
    1. This can be done using the sub request distribution list or via other methods.
  3. Each substitute member needs to pay any relevant substitute fees.
  4. In regular season (non-playoff) games, any team (three- or four-member) may employ up to two substitutes.
  5. Substitutes are required to throw in the leading position(s) for the team, as follows:
    1. If there is only sub, they must throw in the lead position.
    2. If there are two subs, then the subs must play in the lead and second positions, but their respective order is up to the team.
    3. Other team members throw in the remaining spots on the team as desired.
    4. There is no requirement for who “holds the broom” or calls the shots, only in the order of throws.
    5. The only exception to these rules is if both opposing Skips agree to change the order of when the substitutes throw and who can skip.
  6. Late Arrival Rule:
    1. If one or more team members arrive late, the teams finish the current end, and the original member(s) can replace the substitute(s).
    2. If the team with the substitute fielded three players, the late arrival may fill the team up to four players.
    3. After 30 minutes of game time has expired, a late original team member may no longer enter the game, unless both Skips consent to the change.
    4. If the original team member replaces the substitute, the substitute player will be refunded their payment for the game, as required.
    5. Any players may only join a game at the conclusion of an end.
  7. Long Term Substitution: If a team member is unavailable for an extended period, the team may arrange a “permanent substitute”. If the permanent substitute plays at least four games for the team, then they will be considered as an original member with regard to the Substitution and Playoff rules.

10. Early Departures

  1. If at least six ends have been completed and the Skips agree, the Skips may decide jointly to end the game and record the current score as the final. If six ends have not been completed or the Skips cannot agree, the remaining rules of this section apply.
  2. If a four-person team loses a player during a game (due to injury, early departure, or any other reason), that team – at their Skip’s discretion – may:
    1. Continue the game using the Three-Member Team Rules.
    2. Obtain an immediate substitute from available players, in accordance with the Substitution Rules.
    3. Elect to forfeit the game.
  3. If a three-person team loses a player during a game, only options (b) and (c) above are available to the Skip.

11. Forfeits

  1. If a team cannot field a valid team of at least three qualified players in accordance with the Team and Substitution Rules defined herein, that team shall forfeit the game.
  2. If a valid team (as defined above) cannot be fielded by 30 minutes after the scheduled draw time, that team shall forfeit by default.
  3. If it is known in advance that a forfeit will occur, every attempt should be made by the forfeiting to notify the other team ahead of time out of courtesy.
  4. Both teams are welcome to use their scheduled sheet of ice as practice time or as a friendly (non-standing) game.
  5. Scoring implications for forfeits and unique playoff rules are defined later in this document.

12. Draw Time and Gameplay

  1. Each draw is allotted 2 hours (120 minutes) of ice time.
  2. Games may start whenever ice setup on all active sheets is complete.
  3. Game end is defined as follows:
    1. When there are 15 minutes or fewer of gameplay remaining; a new end shall not be started. The game is over.
    2. When the two-hour draw time allotment ends, the game is over.
    3. If both Skips agree, they may elect to end the game early (“shake hands”) at the completion of an end.
  4. A non-completed end does not count towards scoring.
    1. A completed end is defined as “the hammer team's skip's final stone has been released”.
  5. Tiebreaker: In the event a game ends in a tie, a single stone tiebreaker draw (“Skip’s Rocks”) will determine the winner.
    1. Any team member can throw the tiebreaker draw, as determined by the Skip.
    2. A team may sweep their own tiebreaker draw as if it were a normal delivery.
    3. Opposing players may not sweep a tiebreaker draw at any time.
    4. If neither tiebreaker draw results in a stone in the house, each team shall throw an additional tiebreaker draw. Either the same player or a different one may throw the additional draw, at the Skip’s discretion.
    5. Whichever tiebreaker draw is in the house and closest to the button is the winner.
    6. The team that would have hammer as a result of the final end shall throw second.
  6. Pace of Play Rule: Effort should be made to play each end in no more than 15 minutes.
    1. Teams shall not intentionally play at an unreasonably slow pace or use other delaying tactics.
    2. The League Commissioner will warn teams that they feel are intentionally playing slow or using delaying tactics.
    3. After a team has been warned about slow play, the League Commissioner may penalize offending teams (by deducting one or more points from a team's score) who continue to intentionally slow or delay play.
  7. Leagues shall enforce the USCA and WCF free guard zone (FGZ) rule.
  8. Leagues shall NOT enforce the USCA and WCF no-tick shot rule. Tick shots are allowed.

13. Game Scoring & Forfeit Rules

  1. As described above, the Skips are responsible for ensuring each game’s final score is submitted in a timely manner via the scoreboard link or to the League Commissioner.
  2. Forfeit Rule: In the event of forfeit, the final score will be recorded as 6-3, with the team not in default receiving a 4-2 end advantage.
  3. Double-Forfeit Rule: If both teams in a game forfeit due to Club rules, the game will be recorded as a 0-0 loss for both teams.
  4. If a team cannot field a valid team (as defined by the rules) at the designated draw time, one point and one end will be hung against them every 10 minutes.
    1. After 30 minutes, the team forfeits by default.

14. Standings

  1. Official team standings will be maintained by either the President, Vice President or their designee of the Club.
  2. Standings will be posted on the Club website within a reasonable amount of time after each draw.
  3. The following tiebreakers determine team standings, in the following order:
    1. Number of wins
    2. Head-to-head wins
    3. Total number of ends won
    4. Total number of points scored

15. Playoff Rules

The following rules apply uniquely to playoff games. In the case of conflict, rules in this section take precedence over other rules in this document.

  1. Choice of hammer or color will be given to the higher seeded team.
  2. Official four-member teams missing one person may not use a substitute and must play under the rules of a three-member team.
  3. Official four-member teams missing two people must obtain exactly one substitute in accordance with Substitution Rules. They play as a Three-Member Team with regard to delivering stones.
  4. Official three-member roster teams missing one person may use one substitute in accordance with Substitution Rules.
  5. Any team (four- or three-member) that cannot field a team of at least two original members plus one substitute forfeits the game.
  6. Double-forfeit rule: If both teams in a playoff matchup forfeit due to Club rules, the higher seeded team shall be deemed the winner.

16 Disputes or Discrepancies

  1. During play, a League Commissioner appointed by the Leagues Committee will be present to resolve on-ice issues when there is a dispute. Their decision will be final when the Skips are unable to come to an agreement.
    1. If the Commissioner is not present, they must designate an alternate.
  2. The Commissioner’s decision may be appealed in writing to the Leagues Committee within 1 week of the game in question.
    1. The Leagues Committee will review the complaint in a timely manner and decide on the best course of action.

 

 


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DFW Curling Club
1551 Corporate Dr
Irving, TX 75038

info@dfwcurling.com