CurlFlux

Curling rules for beginners

This page is for anyone who watched curling on TV and couldn't work out what was going on.
Read it from the top and you'll go from the bare minimum you need to follow a game, through the finer points of the rules and the types of shot, to how teams think about strategy.

The position links along the way open real positions from the Olympics and the Japan Curling Championships in CurlFlux. From the position that opens, you can throw stones yourself and try things out.

What you want to knowWhere to read
I just want to be able to follow a game1. Start here: curling in three minutes
Things you wondered about while watching (What are they shouting? Why did they shake hands and stop early?)1-8. Things you notice on TV
The finer points of the rules2. The rules in detail
What's a "double" or a "freeze"? What does "7!" mean?3. Types of shot
Why teams choose the plays they do4. Strategy and 5. Tactics
Terms you don't knowGlossary

The rules here follow World Curling's "The Rules of Curling and Rules of Competition" of 1 September 2026, and centre on the four-player game. The number of ends, thinking time, the last stone draw, conceding, and the details of mixed doubles and wheelchair curling can differ by event and discipline; at a real game, that event's conditions and the latest rules take precedence.

1. Start here: curling in three minutes

1-1. What the game is about

Teams slide stones along the ice toward a circle (the house) about 40 m away, trying to get closer to its centre than the other team (the sheet itself is about 45.7 m long).
At the end of an end, each of your stones that lies closer to the centre than every one of the opponent's stones scores a point. This is repeated ten times (10 ends), and the total score decides the winner.

Diagram of a whole curling sheet. Stones are thrown from the hack on the left toward the house about 45.7 m away. Each end has a house and a hog line
The whole sheet. Throw from the hack on the left; the teams score in the house on the right

1-2. How scoring works

When an end is over, only the team with the stone closest to the centre of the house (the button) scores.
They score one point for each of their stones that is closer than the opponent's closest stone.

Three scoring examples: red scores 1, red scores 3, and no stones in the house so nobody scores
Count the red stones inside the dotted circle (the distance to yellow's closest stone). That is the score

2026 Japan Curling Championships, women's final: the last stone of the last end. SC Karuizawa Club got three stones inside and scored 3 to come from behind and win the title
Before the shotAfter the shot

In CurlFlux, stones in the house are numbered from closest to farthest, and scoring stones get a white circle. You can use it as it is to practise counting.

1-3. How an end goes

The 16 stones of an end. Red and yellow alternate; lead, second, third and skip throw two each. Stone 16 is the hammer
Red and yellow take turns. The last stone (stone 16) is the hammer

1-4. The hammer (last stone)

The last stone of an end is called the hammer. The team throwing second sees all the opponent's stones before throwing last, so it has the advantage.

When commentators say a team "has the hammer" or "has last stone", this is what they mean.

1-5. Why do they sweep?

Sweeping the ice in front of the stone with a brush reduces friction, so the stone travels farther and curls less.
It's the main way to adjust distance and curl after the stone has been thrown.

Most of the shouting you hear is about sweeping. The common calls are below (the exact words vary a little from team to team).

CallMeaning
"Yes", "Yah", "Yup", "Go"Sweep
"Hard", "Hurry", "Hurry hard"Sweep hard
"Clean"Sweep lightly, mainly to keep the path clean
"Whoa"Stop sweeping
"Off"Take the brooms off the ice; don't sweep at all

The skip in the house watches the line (the curl), while the sweepers running alongside the stone feel the weight (how far it will go), and they shout to each other. The numbers the sweepers shout say how far they expect the stone to go (the zones in 3-1).

1-6. Why do stones curl?

When throwing, the player gives the stone a slow spin (4 to 5 rotations per throw is typical in today's game; top players use 5 to 7). The stone bends in the direction of its spin (the curl).
It doesn't curl evenly: while it is fast it hardly bends, and most of the curl comes as it slows down in front of the house.
Because it curls, it can come around behind a stone in front (a guard).

Paths of two stones thrown with clockwise and counter-clockwise turn. Both aim at the button and curl right and left
Two stones aimed at the same button. The direction of the turn decides which way the stone curls (paths computed by CurlFlux's physics)

1-7. Tips for watching

  1. Watch which team has the hammer (the TV score display marks it)
  2. Watch the ends left and the score difference. The basic aim: with the hammer, score 2 or more; without it, hold the opponent to 1 or take a point yourself (a steal)
  3. In the last few stones, keep counting whose stone is closest in the house right now

1-8. Things you notice on TV

A CurlFlux replay screen with the scoreboard at the top left and a broadcast-style caption
The scoreboard at the top left shows the points for each end, the total, and which team has the hammer

2. The rules in detail

These rules follow World Curling's rulebook, "The Rules of Curling".

2-1. The sheet and the house

Diagram of the scoring end: hog line, tee line, back line, hack, the circles of the house and the centre line
The scoring end. The hog line is 6.4 m from the tee line
PartSize and meaning
SheetOne strip of ice. About 45.7 m long and up to 4.75 m wide (in existing facilities it can be as short as 44.5 m and as narrow as 4.42 m)
HouseA circle 3.66 m (12 feet) across. Inside it are the 8-foot (2.44 m) and 4-foot (1.22 m) circles and, at the centre, the button (radius at least 15.2 cm)
Tee lineThe line across the centre of the house
Centre lineThe line running lengthwise down the middle of the sheet
Hog lineA thick line 6.4 m out from the tee line. There is one at each end
Back lineThe line touching the back edge of the house
HackThe foothold a player pushes off from when throwing

The two hog lines are about 21.9 m apart (inside edges), and the two tee lines about 34.7 m apart.

2-2. Stones

A stone is made of granite and weighs between 17.24 and 19.96 kg by rule (20 kg at most), with a circumference of at most 91.4 cm and a height of at least 11.4 cm. It has a handle on top, and the two teams are told apart by color (for example, red and yellow).

2-3. Delivery rules, and the lines that put a stone out of play

The stone must be released before it reaches the hog line at the throwing end. A stone that breaks this rule is removed (some events judge this with an electronic sensor in the handle).
If the stone has not yet reached the tee line at the throwing end, it can be returned to the player and delivered again — a separate rule from where the stone has to be released.

Each line puts a stone out of play on a different condition. This is one of the harder things to follow on TV.

LineConditionHow to remember
Far hog lineA stone that has not completely crossed it is removed (unless it hit another stone)It has to cross to count
Back lineA stone that completely crosses it is removed (a stone still touching the line is in play)Fully past means gone
Sideline (the divider to the next sheet)A stone that touches it is removed at onceTouch it and it's gone

2-4. Free guard zone (five-rock rule)

This rule stops guards placed early in an end from being knocked out straight away.

Diagram of the free guard zone: the hatched area between the hog line and the tee line, excluding the house
The hatched area is the free guard zone. Until stone 6, an opponent's stone here must not be knocked out of play

A centre guard: Beijing 2022 women's semifinal, 2nd end, the first stone of the end, thrown by Japan's Yurika Yoshida (Japan threw first). A guard placed in front of the house, on the centre line Before the shotAfter the shot

It began in 1993 as "up to the fourth stone" (the four-rock rule) and was extended to "up to the fifth stone" in 2018. The aim is to leave more room for attacking play, so that games stay winnable even when one team falls behind.

2-5. No-tick shot (2022 onwards)

Up to the fifth stone, you also may not move an opponent's stone that is in the free guard zone and touching the centre line to a position off the centre line, or out of the free guard zone (a ban on the sideways "tick shot").

The rule shuts down a standard early-end pattern: the team throwing first puts a guard in the centre, and the team with the hammer ticks it aside to escape.
The Beijing 2022 example in 2-4 is a guard touching the centre line. Under today's rules, it couldn't be moved aside during the first five stones (at Beijing 2022, the no-tick rule didn't exist yet).

2-6. Sweeping rules

If a moving stone is touched (also called a "burned stone"), what happens depends on where it was touched and which team touched it.

2-7. How a game ends

2-8. Thinking time and timeouts

In major events, each team has a fixed allowance of time for planning (thinking time). A team that uses it all up loses.

World Curling's rules of competition set these:

FormatThinking time
Four-player, 10 ends38 minutes per team
Four-player, 8 ends30 minutes per team
Wheelchair38 minutes per team
Wheelchair mixed doubles26 minutes per team
Mixed doubles22 minutes per team

A 10-end four-player game often takes around two and a half to three hours, but this varies a lot with how the game goes.

2-9. Mixed doubles

Two players per team, one man and one woman. Differences from four-player curling:

Where the pre-placed stones go in mixed doubles: normally a guard on the centre line and a stone behind the 4-foot; in a power play both move to one side
A is the pre-placed guard, B the pre-placed stone in the house. In a power play both go to the same side

2-10. Wheelchair curling

Players deliver the stone from a stationary wheelchair, using their hand or a delivery stick (a long pole). There is no sweeping. Games are 8 ends.
At World Curling events, the four players on the ice all deliver stones, and the team must include both men and women at all times.

3. Types of shot

Shots have names. World Curling's official records classify every shot using these categories.
The success rates come from counting about 480,000 four-player shots in the official records. World Curling scores every shot from 0 to 4, and we show the average with 4 = 100% (the shot categories are the official ones; the counting is ours).

ShotWhat it doesSuccess rate
DrawStops in the house79%
GuardStops in front of the house to protect stones behind it86%
FrontStops just in front of the house91%
RaiseHits a stone in front and pushes it farther in69%
WickGlances off the edge of another stone to change direction69%
FreezeStops tight against an opponent's stone (hard to knock out)66%
TakeoutKnocks an opponent's stone out82%
Hit and rollKnocks a stone out, then rolls to a good spot77%
ClearingClears away guards and other stones with force (peel)90%
Double takeoutKnocks two stones out with one throw71%
Promotion takeoutPushes a stone in front into a stone behind to knock it out (runback)63%

Placement shots (front, guard) have high success rates, and shots that go via another stone (promotion, freeze, raise, double) have low ones. They are thought to be harder because the stone has to be played precisely off another stone.

Six common shots, each from a real game (replayed with CurlFlux's physics)

Real examples (open each one to compare the position before and after the shot)

3-1. Weight: zones for draws, seconds for takeouts

How weight (how hard to throw) is called depends on the shot. Neither method is a rule; both are just what teams use.

For draws (shots meant to stop), where the stone will stop is often called as a "zone" from 1 to 10. This is known as the "Ferbey system", and many teams use it.

Draw weight zones 1 to 10: zones 1–3 between the hog line and the house, 4–6 the front of the house, 7 the button, 8–10 the back of the house
The Ferbey system of zones. These are the numbers the sweepers call out
ZoneWhere the stone stops
1–3From the hog line to just in front of the house (guard depth; 1 is nearest the hog line)
4Just inside the house (front of the 12-foot)
5Front of the 8-foot
6Front of the 4-foot
7The button (centre)
8Back of the 4-foot
9Back of the 8-foot
10Back of the 12-foot (in front of the back line)

Right after the throw, the sweepers shout where they expect the stone to finish ("5!", "7!") and decide with the skip whether to sweep. Some teams divide the zones differently.
Some teams borrow the marks used for the mixed doubles positioned stones (the four points on the centre line in front of the house; see 2-9) and call a spot by them, saying things like "third dot".

For takeouts (shots meant to hit), weight is often given in seconds. The most common is the time the stone takes between the two hog lines (hog-to-hog time): the shorter the time, the harder the throw. Some teams use a "split time" measured at the throwing end instead; which number is used varies by team and region.

Guide values in CurlFlux (hog-to-hog time: CurlFlux's weight presets, calculated on top-event ice)

WeightHog-to-hog timeUsed for
Board12–13 secondsThe softest hit, just reaching the board behind the house
Normal9–10 secondsA standard takeout
PeelAbout 8 secondsClearing away guards and other stones with force

Draws aim at a spot to stop on, so they depend heavily on how fast the ice is. In our video measurements, a draw that stopped on the button took 13.5–13.7 seconds hog to hog at the Olympics and around 14 seconds at domestic events in Japan.

3-2. Which way to spin

Whether to throw clockwise or counter-clockwise depends on which way you want the stone to curl.
In our data, there is almost no difference in success rate (counter-clockwise 80.6%, clockwise 80.2%).

4. Strategy: planning a game

From here on, the question is why teams choose the plays they do.
The numbers come from counting 22,384 men's and women's four-player games in World Curling's official records.

4-1. With the hammer, score 2; without it, hold them to 1

These are rules of thumb rather than rules of the game, and they shift with the score, the ends left and who has the hammer.

4-2. Blank ends

When the team with the hammer is unlikely to score 2, it may deliberately clear the house and score 0, keeping the hammer for the next end.

Beijing 2022 women's final, 3rd end. Japan had three stones lined up, and Great Britain's double takeout blanked the end Before the shotAfter the shot

The numbers agree: when tied with the hammer, a team wins more often by blanking than by scoring 1 (61% vs 57% with seven ends left). But with two ends left, the difference disappears (65% vs 67%).

4-3. Tied in the last end, with the hammer

A team going into the last end tied, with the hammer, wins 72.9% of the time. At World Championships and Olympics alone, it's 78.3%.
The "80%" often quoted on TV is close to the mark only for top events.

4-4. One up without the hammer, one down with it

People say "one down with the hammer isn't bad", but in the numbers, one up without the hammer was better at every stage.
One down with the hammer wins only 33.5% at its lowest point, with two ends left.

4-5. A lead built by stealing holds up

For the same one-point lead, the records show a lead built by a steal winning about 7 percentage points more often than one built by scoring with the hammer (65% vs 58% with six or more ends left).
The gap remains after accounting for differences in team strength, but it is an observed difference: it does not prove that stealing itself raises the win rate.

PyeongChang 2018 women's bronze medal game, 9th end: Fujisawa's draw steals 1 and takes the lead Before the shotAfter the shot. Japan stole again in the 10th end to win bronze

4-6. When the rules change, strategy changes

With the five-rock rule (2018) and the no-tick rule (2022), blank ends fell from 12.2% to 9.6%, because it became harder to clear guards early in an end.
Meanwhile, at World Championships and Olympics, the share of games that blank the first end rose from 28% to 36% after the no-tick rule came in.

5. Tactics: reading the position

5-1. Centre guards and corner guards

A centre guard and a corner guard, with the paths of two stones curling in behind each of them
The team without the hammer guards the centre, the team with it guards a corner, and each comes around behind its guard

Centre guard: Beijing 2022 women's semifinal, 2nd end, Japan without the hammer Before the shotAfter the shot
▶ Corner guard: the same game, 3rd end. Japan, now with the hammer, places a guard in front of the house, off to the side Before the shotAfter the shot

5-2. Build up the house, or clear it?

The more stones there are around the house, the harder it is to predict what will happen.
The team that's ahead takes stones out to clear the house, and the team that's behind keeps stones in play to go for a big end.

5-3. Why are the last two stones so hard?

The skip's success rate (the last two stones) is 77%, lower than the lead's 86%. That's not because skips are worse players: they are more often left with the difficult shots.
On draws, leads make 84% and skips 75%. On takeouts, by contrast, skips are the highest at 84%.

5-4. What would you throw? (Real positions)

Once a position opens, switch to "Board" at the top of the screen to throw the next stone yourself (the shot described below). Open "Suggest" to see the win probability for that position and some candidate shots.
The "Try" button on the board re-throws the shot that produced the position you are looking at, so it takes you one stone back. Use "Board" here.

5-5. Practice puzzles

Each one opens on "Board", so you can throw and check your answer right away.

Answers: ① Red scores 2. Two red stones are closer than Yellow's closest stone (the third red stone is outside it). ② The yellow stone in front of the house. Up to the fifth stone, you can't remove an opponent's stone in the free guard zone from play. The yellow stone in the house and your own red stones may be removed.

Glossary

TermMeaning
Back lineThe line touching the back edge of the house
Blank endAn end in which neither team scores. The team with the hammer keeps it
BroomThe target marker the skip holds in the house (a brush)
Burned stoneA moving stone touched by a player's body or brush
ButtonThe circle at the centre of the house
Centre guardA guard placed right in front of the house
Centre lineThe line running lengthwise down the middle of the sheet
Clearing / peelKnocking guards and other stones away hard
ConcedeTo admit defeat and end the game
Corner guardA guard placed in front of the house, to the left or right
CurlThe stone bending in the direction of its spin
Double takeoutKnocking two stones out with one throw
DrawA shot meant to stop in the house
EndOne round of 16 stones (5 per team in mixed doubles). Four-player games have 10 ends
Extra endAn extra end played when the score is tied
Five-rock ruleThe rule that an opponent's guards can't be removed from play until after the fifth stone (2018 onwards)
ForceWhen the team without the hammer holds the team with it to just one point
Free guard zoneThe area where an opponent's stones can't be removed from play early in the end
FreezeA shot that stops tight against an opponent's stone
GuardA stone placed in front of the house to protect stones behind it
HackThe foothold a player pushes off from when throwing
Half-timeThe 5-minute break halfway through a game
HammerThe last stone of the end; also the team that has it (throwing second)
Hit and rollKnocking a stone out, then rolling your own stone to stay in a good spot
Hog lineThe line by which the stone must be released. A stone that doesn't cross the far hog line is removed
Hog-to-hog timeThe time the stone takes between the two hog lines. A measure of weight
HouseThe circles the teams score in
In-turn / out-turnThe direction of spin: turning the handle inwards / outwards, as seen by the thrower. It swaps with the throwing hand (for a right-hander, out-turn = counter-clockwise = the stone curls left; in-turn = clockwise = it curls right; for a left-hander it is the other way round). This app labels the two by the way the stone curls, which does not depend on the hand
Last stone draw (LSD)Before the game, each team delivers two stones to the centre of the house, and the team with the smaller total distance chooses who throws first in the first end
Lead / second / thirdThe players who throw stones 1–2 / 3–4 / 5–6. The third is also called the vice
No-tick ruleThe rule against moving a guard on the centre line aside early in the end (2022 onwards)
Number one (No. 1)The stone closest to the centre of the house
PebbleTiny bumps made by sprinkling water on the ice and letting it freeze. They reduce friction between the stone and the ice
Promotion takeoutPushing a stone in front into a stone behind to knock it out (runback)
RaiseHitting a stone in front to push it farther in
SheetOne strip of ice
ShooterThe stone that has just been thrown, as distinct from the stones already in play
Shot stoneThe stone closest to the centre of the house; the same as number one (No. 1)
SkipThe team's leader. Usually throws the last two stones and gives instructions from the house
SliderThe slippery sole on the foot a player slides on when throwing
StealScoring without the hammer
SweepingBrushing the ice with a broom. It makes the stone go farther and curl less
TakeoutKnocking an opponent's stone out
Tee lineThe line across the centre of the house
WeightHow hard the stone is thrown. Often called as a zone (1–10) for draws, and in seconds for takeouts
WhoaThe call to stop sweeping
YupThe call to sweep
ZoneA number from 1 to 10 for where a draw stops (in the Ferbey system, 7 is the button)

Frequently asked questions

Why do they sweep the ice?

To reduce friction so the stone travels farther and curls less. It's the main way to adjust distance and direction after the throw

What are the players shouting?

Mostly sweeping calls. "Yup" means sweep and "Whoa" means stop. The numbers say how far the stone is expected to go (the zone)

Why is throwing last an advantage?

Because you see all the opponent's stones before settling the end with the last one

Why would a team finish an end with 0 points on purpose?

So the team with the hammer (the last stone) keeps it for the next end. Scoring 1 would pass the hammer to the opponent

What is a "steal"?

Scoring without the hammer. For the team with the hammer, it's a painful loss of points

How heavy is a stone?

17.24 to 19.96 kg, about 20 kg

How many players are on a team?

Four (lead, second, third and skip). Some events also register one alternate. In mixed doubles, teams have two players, one man and one woman

How long does a game take?

A 10-end four-player game often takes around two and a half to three hours, but this varies a lot with how the game goes

Why do some games end early?

Because a team that judges a comeback unlikely concedes

Is there a break during a game?

Yes. There is a 5-minute break halfway through (half-time), when players have a snack

What is the five-rock rule?

Up to the fifth stone of each end, you may not remove an opponent's stone in front of the house from play

Can I try throwing myself?

With CurlFlux you can, in just a browser, with physics on a sheet with the same dimensions as a real one. No sign-up needed

Sources

Every position on this page opens in CurlFlux, ready to throw. No sign-up, nothing to install.

Open CurlFlux