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Aksarben Curling General Rules of Curling and Guidance

Aksarben Curling, unless otherwise specified for a specific league or event, follows the World Curling Federation (WCF) Rules of Curling with the following exemptions or modifications.

Spirit of Curling

The most important ‘rule’ of curling is the Spirit of Curling, page 2 of the WCF rulebook. The Spirit of Curling should guide the application of all rules. If your game is uncertain of a rule and how it needs to be enforced, please consult a neighboring sheet for guidance:

Curling is a game of skill and of 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. 

Expected Knowledge

Curlers are not expected to know the rulebook by heart, but to have a general understanding of the rules and flow of the game, especially with regards to the Free Guard Zone (R6).

No-Tick Rule — Not enforced

The “Center-line No Tick Rule” (R7) is not in effect.

Time Controls

Unless otherwise stated, games are 2 hours or 8 ends of play, whichever comes first. Games must finish within the 2-hour clock. To aid teams in achieving this, a buzzer or bell will sound after 90 minutes of play. When the buzzer is sounded, teams not already in their 8 th end are asked to finish the end they are currently playing and play one more end. That will be their final end of play.

Teams should play at a reasonably good pace so as not to shorten a game. For leagues, pace of play is often leveraged as a standings tiebreaker.

For Doubles, teams are asked to finish their game within 90 minutes, the buzzer will sound after 65 minutes.

Tie-Game Procedure (Shootout)

Games that are tied at the conclusion of the final end will play a Shootout (aka Skip-Draw). Each team nominates one player to deliver a draw to the tee (aka pin). The team that would have hammer in an extra end decides which team throws first.

Teams may sweep during their shot but may not sweep during their opponent's shot. Bumping an opponent's rock is not permitted, its position is set as it comes to rest. If a stationary rock could be displaced by an incoming shot, manually displace and then replace it before such a collision occurs — OR have it measured and removed before the upcoming shot.

If neither team places a rock in the house, the process is repeated. Teams may nominate a different player to deliver the rock.

If after 4 attempts for each team a winner is still not decided, the game ends in a tie. If the Shootout is not attempted each team will receive a skip-draw loss in the standings.

Wheelchair Curling

When able-bodied curlers are playing against wheelchair curlers, and the wheelchair curling team is unable to sweep their opposition’s stones behind the tee-line, the opposing team should refrain from sweeping opposition stones behind the tee-line.

Arithmetical Elimination – Optionally Enforced

Observation of rule (R12.A) Ending the game due to Arithmetical Elimination is under optional enforcement and is only enforced by the team that would lose under this rule.

Open Team Composition

Teams may be composed of any combination of curlers.

Playing as 3 Curlers

The minimum number of curlers on a team during a game is three. Teams operating with a 3-person line-up must deliver the stones in an end as follows:

  • Lead – first 3 stones
  • Second – second 3 stones
  • Third – final 2 stones

A team may start, continue, and complete a game with three curlers. WCF provisions that would otherwise require teams playing with three curlers to return to four curlers or forfeit the game are not enforced.

Substitute Players

In league play, teams can source substitutes from the club, designated visiting subs, or from other teams in the league if in a bind. Teams are not punished for having substitutes. The only circumstance where a team forfeits a game from having substitute curlers is if they must source subs from their opponent to field a team.

For Bonspiels, check with the bonspiel coordinators for a designated substitute list to pull from. 

Roster Size Limits

For leagues, teams can have as many as 6 curlers listed on their roster and are welcome to rotate their lineup as they see fit from match to match.

For bonspiels, a team can carry as many as 5 curlers.

Rules of Competition Are Not Applied

WCF rules C1-C10 are not applicable unless specified.

For further questions: please contact This email address is being protected from spambots. You need JavaScript enabled to view it..


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13 Sep 2026;
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13 Sep 2026;
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Email: [email protected]
Phone: 402-915-CURL

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Omaha, NE 68182

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