Learn Curling

Tactics

Curling strategy can get complex at high levels, but a few basic tactics will get you started.

Your goal in each end depends on whether you have the hammer, the score, and how many ends are left. Rules of thumb:

With the hammer,
try to blank or or more

Without the hammer,
try to or the other team to take 1


Offence vs. Defence:
To score, you need to get your rocks into the house and protect them. But more rocks in play gives the other team chances too, so playing lots of and is called .

Removing rocks from play is : it lowers the chance of either team scoring several points.

Placing Rocks

Accurate placement is crucial, and not just at the centre of the house. You also need to place , other rocks, and more.


Draw:
The most obvious shot is a to the house. Here the red team to the centre to beat all three yellow rocks. If it's the last rock of the end, that accurate draw stops yellow from scoring.

Red draws near the button, inside three yellow rocks

Guard:
Red has 2 rocks in the house that could be removed, so they throw a to protect them. If the guard is off target, yellow can still play a .

Red throws a guard in front of its two rocks in the house

Raise:
Sometimes you can't place a rock directly. Here red can't draw to beat all the yellow rocks, so they their rock at the top of the house instead. Raises are very difficult.

Red's shot hits its own rock at the top of the house and raises it to the button, past five yellow rocks

Removing Rocks

Removing a rock from play is called a . The simplest is to throw straight at it. There are many variations for different purposes.

In a hit and stick, the removes another rock and stays in place.

In a hit and roll, the shooter rolls to the side after the hit, ideally into a better position.

In a peel, both the shooter and the target rock are removed from play.

Hit and stick: red knocks the yellow rock on the button out the back and stays; a red guard sits off to the left Hit and roll: red removes the yellow rock and rolls left, behind the red guard Peel: red removes the yellow rock and both leave play

Raise Take-Out:
When other rocks block a direct take-out, you can hit one of your own rocks in front and raise it onto the target.

Raise take-out: red hits its own rock at the top of the house onto the yellow rock on the button, which goes out the back

Double Take-Out:
Hitting at the right angles, you can often remove two rocks in one shot. Here the red team hits the yellow rock on the right, then rolls left to remove the second one, ending in a great spot behind the red guard. Double take-outs are difficult but can make a big difference.

Double take-out: red hits the right-hand yellow rock, rolls left into the second yellow, and stops near the button behind the red guard

Protecting Rocks

Getting rocks into the house isn't enough. You also need to protect them, with , rocks, and .


Guards:
A guard sits in front of other rocks to protect them. It's often thrown early so you can draw around it later, using the Free Guard Zone rule. Other times it protects rocks already in play.

Playing a guard early to draw around later

Using a guard to protect rocks already in the house

Red throws a guard on the centre line in front of an empty house Yellow throws a guard in front of its two rocks in the house

Overlapping Guards:
Overlapping guards are very effective. The opposition can raise a single guard, or two that don't overlap, into the house. When two guards overlap, the back one stops the front one being raised into the house, and the back one can only be raised at an angle.

Overlapping guards: a red shot hits the front guard (yellow), which runs into the back guard (red); the back guard goes out to the left, the front one glances out to the right, and the yellow rock in the house stays covered

Backing Rocks:
A rock placed in front of rocks already in play is backed by them. It's harder to remove, because it may hit a backing rock instead of going out of play.

In this example, red draws to the top of the , in front of other rocks. When yellow tries to take it out, the red rock hits a backing rock and stays in play.

Red draws to the top of the 4-foot, in front of red and yellow rocks Yellow's take-out drives the red rock into the yellow rock behind it; that one goes out the back and the red rock stays

Freezes:
A freeze is backing where the new rock stops right against the rock behind it. Lined up straight, the front rock can't be removed at all.

Freezes protect well, but they are very difficult, and a miss can make things worse.

Straight freeze: a red shot hits the frozen yellow rock straight on; the yellow rock stays and the red rock frozen behind it goes out the back Corner freeze: a red shot hits the frozen yellow rock off-centre; it is knocked out to the right and the red rock behind it goes out the back

Free Guard Zone

Top teams rarely miss take-outs. Without a rule to protect guards, a team could hit every guard and draw for a point to finish the game. That isn't much fun.

The Free Guard Zone (FGZ) is the area between the hog line and the tee line, not counting the house. The FGZ rule says an opponent's guards there can't be removed from play until after the 5th shot of an end. So the hammer team can throw 2 guards, and the other team 3, before either can remove the other's guards. This has a huge impact on strategy, letting teams play aggressively with lots of guards and draws.

If an opponent's guard is removed from play, the thrown rock is removed and the other rocks are put back. Rocks in the FGZ can still be moved around - they just can't be taken out.

These examples are all before the 6th shot, so the FGZ rule applies.

FGZ Violation: The yellow rock is removed from play, so it's put back and the red rock is removed.

FGZ violation: red knocks a yellow guard out of play to the right and rolls left

No Violation: The yellow rock moves sideways but stays in play, so the rocks stay where they are.

No violation: red moves the yellow guard sideways; it stays in the FGZ

No Violation: The yellow rock is raised out of the FGZ, but it stays in play.

No violation: red raises the yellow guard into the house

No-Tick Rule:
The no-tick rule also protects FGZ guards that touch the centre line. Until after the 5th shot, they can't be moved off the centre line or into the house. If one is, the non-offending team has the option to leave the rocks where they are or put them back.

The no-tick rule isn't typically used in casual games.

These examples are all before the 6th shot, and the yellow rock touches the centre line, so the no-tick rule applies.

FGZ and No-Tick Violation: The yellow rock is removed from play, so it's put back and the red rock is removed.

FGZ and no-tick violation: a yellow guard on the centre line is knocked out of play

No-Tick Violation: The yellow rock is still in play, but it was moved off the centre line.

No-tick violation: the centre-line guard is pushed off the centre line

No-Tick Violation: The yellow rock is still on the centre line, but it was raised out of the FGZ.

No-tick violation: the centre-line guard is raised straight down the centre line into the house

Under the no-tick rule, the guard can only be moved if it still touches the centre line. That's very difficult and rarely useful.

No Violation:
The yellow rock moved but still touches the centre line.

No violation: the centre-line guard is nudged but still touches the centre line
Conversion: When the team with the hammer scores 2 or more points.
Steal: Scoring without the hammer.
Force: Holding the team with the hammer to 1 point, so the other team gets the hammer in the next end.
Draw: A shot that stops in the house.
Guard: A rock placed in front of the house to protect rocks in the house.
Aggressive: Playing lots of draws and guards to get rocks into the house and protect them, so you can score several points. It risks giving up points to the other team.
Defensive: Playing lots of take-outs to keep the house clear and limit the other team's scoring chances.
Raise: A shot that pushes another rock forward without removing it from play.
Take-Out: A shot that removes another rock from play by hitting it.
Shooter: The rock just thrown.
Backing: Rocks behind another rock that make the front rock hard to remove.
Freeze: A shot that stops right up against another rock.
House: The target: the 12-foot, 8-foot, and 4-foot rings, and the button. Only rocks in the house can score.