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WNL Rules

WEDNESDAY NIGHT LADIES’ LEAGUE (WNL)

Rules of Play

1.1:      General

All games will be played in accordance with the current Rules of Curling for General Play, as set out in the Canadian Curling Association: https://www.curling.ca/about-curling/getting-started-in-curling/rules-of-curling-for-general-play/. In the case of any conflict between the CCA Rules and any item specifically listed in the Wednesday Night Ladies’ League Rules, the League Rules shall govern for that specific item only. Suggested changes to these rules can be submitted in writing to the Games Convenor.

1.2:      Ends

All games will be a maximum of eight ends in length, unless otherwise indicated. 

1.3:      Bell Rule

WNL will abide by the Oakville Curling Club’s Standard Bell Rule, which states:

  • After 1 hour and 40 minutes (15 mins left on the game clock) the bell will sound as a reminder for Teams to finish the end in play and complete one more end;
  • After 1 hour and 55 minutes (0.00 mins left on the game clock) the game clock will expire at which time the bell will sound a second time indicating the game is in the last end – no new end of play can commence after 1 hour and 55 minutes.
  • In the interest of safety, the 7th end will be considered underway once the final rock of the Skip with hammer crosses the delivering tee line in the 6th end. Similarly, the 8th end will be considered underway once the final rock of the Skip with hammer crosses the delivering tee line in the 7th end.
  • The Club’s objective to have all games completed within 2 hours remains in place.
  • Deliberately delaying a game is not an acceptable practice and is not in keeping with proper curling etiquette.

1.4:      Teams

Each team must have a minimum of three (3) players, one of whom must be a regular team member. If any team has less than one original team member, the game shall be considered defaulted with the win being awarded to the non-offending team. All team members must be declared prior to the start of the first game of the season.

1.5:      Spares 

League play at the Club is focused on "fun & fairness" which is best achieved through a relatively level playing field. Sparing at an inappropriate level can significantly impact the outcome of a game and result in an unpleasant experience for the players involved. WNL shall abide by the following spare rules:

  • A substitute player shall play in a position no higher than that of the player for whom they are substituting.
  • Members whose names have been added to the Spare List of a respective Ladder League may spare at any Divisional level and may spare at any Team position within such Ladder League.
  • Members who have registered on the WNL Spare Lists should be given first priority.
  • Members who play on a regular Team in any of the Ladder Leagues can only spare in their own respective Division, one or two Divisions lower or any higher Division.
  • For Members who do not play on a regular Team within WNL and whose names are not on the Spare List, sparing between is permitted as long as the sparing Member delivers LEAD or SECOND rocks.
  • Junior members may be used as substitute players, provided they are at least 17 years of age as of December 31st of the current curling season.

It is the joint responsibility of both the recruiting Member and the sparing Member to ensure the spare meets Membership and/or sparing eligibility requirements. 

Utilization of an ineligible spare may result in a "Loss" being recorded for the offending Team and a "Win" for the non-offending Team. 

1.6:      Lateness

Games are scheduled to begin at 6:40 pm and 9:00 pm. For delayed games the WNL league will abide by the Oakville Curling Club Rules for Play & Member Conduct, which states:

“If a team does not commence play at the designated time (and has not cancelled the ice time and notified the opposing team) then the following will apply:

  1. If the delay of the start of play is 1-15 minutes, then the non-offending Team receives 1 point and will have last rock in the first end of actual play. One end is considered completed;
  2. If the delay of the start of play is 15-30 minutes, then the non-offending Team receives 1 additional point and will have last rock in the first end of actual play. Two ends are considered completed;
  3. If play has not started after 30 minutes, then the non-offending Team is declared winner by forfeit. The final score will be recorded as a "Win" for the non-offending Team and a "Loss" for the offending Team.”

1.7:      Delay of Game

Teams will make every effort to keep the game moving. There will be no coaching from behind the glass or electronically. Play will continue when a player must leave the ice surface for personal reasons; making adjustments as necessary (e.g. One sweeper/ vice moving into the house to call shots).

1.8:      Rescheduling

If a regular game cannot be played as scheduled, there must be agreement to either a ‘W/L’ or ‘T/T’. In the event the skips cannot agree, the non-offending team has the ‘W’ (win) and the offending teams will be scored a ‘L’ (Loss) in accordance with the point system set out below. 

1.9:      Scoring

The Vice for each team shall be responsible for the posting and verification of the results of each game in the scoreix computer screen @ the bar. Scoring to be completed after each game and in the event of ‘blank’ entries, they will be recorded as losses. It is the responsibility of the Vice to ensure scoring is current. 

The scoring will be recorded as follows:

Win mark with a ‘W’
Tie mark with a ‘T’
Loss mark with an ‘L’

Points will be awarded to each team by the Games Convenor in accordance with the following:

DivisionW T L
A 12 9.5 7
B 11 8.5 6
C 10 7.5 5
D 9 6.5 4

It is not necessary to record the actual game score on the score sheet.

Teams on a ‘bye’ will accrue point’s equivalent to a tie.

1:10:    Ties

Since the WNL Rules allow for ties, there shall not be any extra end(s) played in order to break a tied game, except in the case of a play-off game (Section 1:11). 

1:11:    Team Standings 

At the start of each new season, the team ladder will be determined by the position earned at the end of the third series of the prior season. These rankings are reserved for teams consisting of skip plus 1 returning player or 3+ returning players. New teams will be slotted into vacant brackets based on experience and available openings. 

Upon completion of each Series, the Games Convenor shall award points to each team in accordance with the Scoring rules set out above (Section 1.8). 

Ties in the standings will be determined by the relative positions in the ladder prior to the rearranged ladder.

For ranking purposes, 50% of the accumulated points from the previous draw will be carried forward.

1:12:    Playoffs

Playoffs will be a single knock-out competition. Divisions B and D will have their first playoff game at 6:40 pm. Divisions A and C will have their first playoff game at 9:00 pm.

For Round 1

The bell rule is in effect for Divisions B, C, and D. Ties are broken by a single draw to the button with sweepers*. Division A will have no bell rule and an extra end will be played to break ties.

For Round 2 and 3 Division Finals

There will be no bell rule for all Divisions, and an extra end will be played to break ties.

Spares must come from the spare list, or from the same division or lower. Division D may obtain spares from Division C.  Any spares from other teams can play only their own position or higher.

  1. Coin toss: The team winning the coin toss will decide whether they will throw first or second.
  2. Each team will decide on 4 players to take part in the draw. 1 person will throw, 2 people will sweep and 1 person will “skip” to direct the shot. These positions will be determined at the time of the coin toss. Sweeping rules will follow regular game rules.
  3. The first rock will be delivered, and the “skips” will decide on where the rock landed. The rock will then be removed to allow the second rock to be thrown at an empty house.
  4. Once the second rock is thrown the same players will decide where the rock has landed and decide a winner. If no winner can be determined, the teams will repeat steps (iii) and (iv).
  5. If no rocks land in the house, the teams will repeat steps (iii) and (iv). The same order will be maintained throughout the shootout.