The following concept has been found to increase the "stake" in regular league curling, discouraging
canceling or missing games, and adding a whole lot of interest!

Before the beginning of each square draw, a "stake" is collected from each team wishing to participate in this
competition (all teams are not required to enter) -- for example, $20.00 per team ($10.00 per person) -- the
only input for the whole of that square draw. Then, whenever two participating teams play, one-quarter of the
losing team's stake is transferred to the winning team (on paper only). Absent teams lose one-quarter of their
stake. At the end of the draw, the collected money is distributed according to each team's final stake. When
a non-participating team is played, your stake does not change.

As an example, consider an eight team square draw, with all teams participating, and follow a few
hypothetical games.
As of 17 Jan 2006
Below are eight possible shots to test a player’s skill. Each competitor will throw two rocks for each skill; and
only the score of the better of the two shots will be used. NO SWEEPING is allowed. All shots will be toward
the home end. Points will be awarded as outlined below, and accumulated for each individual. Each skill is
worth a possible 6 points.
Note that no team's stake ever goes to zero, since only one-quarter of what they have at the time is ever
deducted. Even with all seven games being lost, that team would end up with $2.00. The most that can be
won depends on the amount the opposition has at the time they are played. In the above example, teams
A1 and A5 have both had 3 consecutive wins, but have accumulated different amounts.
as of 28 Mar 2006
NOTE: the following concept has been used for bonspiel draws as well (see "DRAWS"), except 1/2 rather than
1/4 of the loser's stake is transfered. One half of the stake works better with the fewer number of games
played in a bonspiel, and keeps the monetary values even. The quarter stake works better over the longer time
frame as it is more fair to a team losing few games, particularly near the end.

As of 26 Nov 2014
Download the Sturling Skins Rules
As of Sept. 30, 2019



1.The team that wins the coin toss, or that loses a skin, has their choice to throw first or last. On a carry-over, the team that just threw last, throws first.

Note that it is the loser of the toss, not the person to throw first, necessarily, who has choice of rock color.

2. The team that throws first has one of their stones placed on the center line, one broom length from top of house. The team that throws last has one of their stones placed on the center line, touching the outer back of four foot ring behind the button. Each team then alternately delivers five stones.

3. To win a skin, the team throwing first must score one (or more) and the team throwing last must score two (or more). Otherwise, the skin is carried over – added to the skin for the next end.

Use the scoreboard in the conventional manner, except record the number of skins won each end, not the number of points scored. The maximum each end will be one. A carry-over is recorded as a blank until eventually won, then the end number is moved to indicate which team won that skin.

4. If there is a carry-over on the sixth end, that skin is awarded to the team that draws a rock closest to the tee (of all four players).

5. Other rules of sturling apply.

As in the regular game, no stone may be removed from play until delivery of the fourth stone of the end. In skins, because of the two pre-placed stones, this means there must be 5 (or more) stones at the playing end before a stone may be removed.

As of 03 Nov 2015
STURLING - DOUBLES RULES         Download the Sturling Doubles Rules
As of Sept. 30, 2019              
Scoring is the same as regular Sturling curling – 6 end games.

Each team will alternately deliver five stones per end by one team member against their opponent.
A coin toss will determine which team gets hammer to start the game.

To start an end, each team will place one stone in either positions “A” or “B”
“A” Guard-bisecting the center line one broom length from the top of the house.
The team delivering first will place their stone in position “A”.
“B” House-bisecting the center line and the back of the stone touches the outer 4 foot ring behind the button.
The team with hammer will place their stone in position "B" .

The team that scores in the end will place their stone in position “A” to start the next end and deliver the first
stone of the end.

No stones can be removed from play until the 4th delivered stone of the end.
(The 4th delivered stone of the end is the first stone that can remove any stone from play.)
If there is a violation, remove the delivered stone and replace any other stones to their original position.

In doubles a blanked end results in loss of hammer, (so even if the house is empty the team with the hammer
will put their last rock in the house to settle for a single point)
or the hammer goes to the team that did not score like regular curling.

If the score is tied after six ends; an extra end is played. One player of each team will deliver two rocks
and their partners will deliver the last three; (similar to regular Sturling)
Other rules of Sturling apply