Team rosters posted on the website will be considered the official team and all spare rules will apply based on the listed (registered) players. Any team changes requested after the season starts will require approval from the convenor.
An optional 5th player may be registered for each team. 5th players are exempt from standard sparing rules, can play any position at any time, and count towards the "two registered players" minimums. Except in rare, pre-approved circumstances, teams may not have more than 5 registered players (6th players are not listed on the website).
Teams will be seeded into the league based roughly on previous year results (regular season and playoffs). In order to be as fair as possible, all new teams will be seeded into C flight regardless of skill level.
A new team is defined as:
Note: Varsity / Academy Teams are exempt from "new team" re-seeding rules and are considered "returning" teams regardless of roster changes.
All rules not mentioned on this page are based on the standard Curling Canada Rules for General Play.
Regularly scheduled game times are:
Team schedules are balanced across all timeslots and ices as evenly as possible, meaning you will likely play during all possible game times during a single series. Schedules are relatively random and generally do not follow a particular "rotation" (eg. you may play the same timeslot twice in a row).
Whenever possible, games that are cancelled due to weather will be made up during regular game times, potentially resulting in playing two games in one week. There may be rare occurances where games are required to play on a day other than Wednesday/Thursday.
Games can be rescheduled if both teams agree. All games must be played PRIOR to the end of the current series.
Timeclocks are used and strictly enforced for both 6:30PM and 8:45PM draws. The clock is set for 1h55min and will start as closely to the scheduled draw times as possible. If the ice is ready prior to draw times, you may start your game early to bank additional time. It is the responsibility of both teams to monitor the timeclock (using the guidelines to the right) and keep the game at a reasonable pace.
When time runs out, teams may finish the current end in play but may not start another end.
It is recommended that all teams should be on the ice 5 minutes ahead of gametime for practice slides and handshakes so that the game can start exactly at the scheduled time.
Teams MUST have at least TWO registered members present for each regular season game. A maximum of two spares may play in a regular season game; The first spare may play any position while the second spare must play front end. Failure to do so will result in a forfeit of that game.
All games are 8 ends, unless shortened by timeclocks, with points distributed based on Wins and Losses. (See Regular Season Structure below for more information)
Ties after regulation will be broken by skips rocks. You may only sweep your own teams rocks during skips rocks.
Playoffs will follow the standard regular season rules with the exceptions of the items listed below.
Playoff game times are:
Due to the time-sensitive nature of the playoffs, rescheduling games is not permitted unless pre-approved by the convenor. Finals games are NOT permitted to be rescheduled. Teams will typically have to play multiple games in one week during the playoffs (typically Semi-Finals and Finals).
If your team is aware that you will be unable to legally field a team during any game of the playoffs, you are required to inform the convener who will then decide the appropriate action to take.
The timeclock is not enforced for playoff games (although, hopefully, it will be running as a guideline for teams). This does mean that playoff games tend to run longer, however, it is preferred over losing a game on a technicality (and the convener needing to deal with the fallout).
Only ONE spare may play in a playoff game and must play front end (if 3 registered team members present) or lead (2 registered team members present).
In the event of a tie, a full extra end will be played towards the glass. Should a winner still not be determined, the game will be decided by skips rocks.
The regular season will consist of four five-week series of round robin games between teams in each flight.
Points are awarded for each win and loss with higher, more difficult, flights receiving more points per win:
The winner of each series will receive a bonus of 2 points. Teams in a three-way tie for the series that cannot be broken by head-to-head results win will receive 1 point each.
The team with the most points after the regular season is crowned the Regular Season Champion.
For each five-week series, teams are grouped into similar skill levels called flights. Some flights contain multiple divisions (referred to as X1, X2, etc). Each division is identical in terms of skill level and exist to allow more teams to participate in that flight. For example moving from X1 to X2 should not be considered a demotion, nor moving from X2 to X1 considered a promotion; They are equivalent and could be viewed as simply "X Flight East" and "X Flight West".
At the end of the each series, teams will be re-seeded into flights as determined by series Win/Loss records:
Ties for positions within the flights that will result in a team being promoted or demoted will be broken in the following order:
All teams at the end of the regular season qualify for playoffs
Due to the nature of recreational curling, the playoff structure can vary depending on the number of participating teams, season length, and any previous weeks lost due to weather / unforeseen issues.
Optimally, playoff formats will be one of the two following options:
Ties for post-season seeding will be broken in the following order:
The winner of the A Flight Playoff Series will be considered to be the Club Champion.
The winner of the B - E Flight Playoff Series will be considered to be the B - E Champions.