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CONTINENTAL CUP

General

There will be six men’s and six women’s teams in the competition, composed of three teams of each gender from both Team North America and from Team World.  The North American Team will comprise two men’s and two women’s teams from Canada and one men’s and one women’s team from the United States.  The Continental Cup is a total points competition featuring Team World versus Team North America. The first side to score 201 points (from 400 total available points) will be declared the winner.  The competition will be composed of four events: Mixed Doubles, Team, Singles and Skins.

Mixed Doubles

Each side will pick six doubles teams.  A doubles team will consist of two throwers (one man other and one woman) and two sweepers (one man and one woman). General rules for Mixed Doubles will be as follows:

  • Length of game will be six ends.
  • A rock cannot be removed from play until the third rock of each end is delivered.
  • Each team will be allocated six minutes to complete each end or 36 minutes per game.
  • Last rock for each game will be determined in a pre-competition draw to the button contest between a player selected from each team.
  • There will be markings placed on the ice to allow the officials an easy guide for the placement of two stationary stones prior to the start of each end.  One rock marking will be on the centre line, 12 feet in front of the house while the other will be behind the button so that the leading edge of the placed stone will touch the tee.  Placement of the stones is simple.   If you win the draw to the button, you have the choice and if you lose the end you have a choice.  The choice is you can place your stone either as the 12-foot guard or in the position behind the button.  If you choose the 12-foot guard, your opponent’s rock will automatically be positioned behind the button or vice versa.  This will be done by the officials.  If your stone is behind the button, the opponent will throw first but if the opponent’s stone is positioned behind the button, you will deliver first.
  • Each team throws five rocks.  The person delivering the first stone of the end must also deliver the last rock of the end while the person throwing the second stone must deliver the third and fourth stones of each end as well.  This rotation may be changed from end to end and is simply determined by who delivers the first stone each end.  When each end has been completed the teams will be given a period of sixty seconds to determine who will throw the first stone of the next end.
  • World Curling Federation rules otherwise apply.
  • A total of six points will be awarded for each doubles game won.  In the case of a tie, each team will receive three points.  With six games being played, a total of 36 points is available in Mixed Doubles (18 for each gender).
  • Mixed doubles games will be played Thursday and Friday mornings.
  • The opponents in each game are determined by one team captain declaring his team and then the other captain naming his team.  The captains then alternate in naming teams for the balance of event.  The naming of teams would take place at a pre-determined time a day prior to the competition.  A coin flip will determine who has first choice.

Singles (Hot Shots)

The regular play procedure, as in the Ford Hot Shots competition, would be incorporated.  The key elements would be as follows:

  • Six players from each side will be required to participate in the 12 singles matches (six men’s and six women’s).  However, other team members will be involved as sweepers and skips, so all 12 players from each side must participate at least once.
  • It is match play, with the winner of each game declared awarded two points.  The winning side (highest total score) will also be awarded eight bonus points.
  • Singles will be contested on Saturday morning.
  • The procedure for determining opponents will be the same as in doubles competition.
  • A total of 12 points will be available for men’s singles and 12 points for women’s singles.  Eight bonus points will also be awarded for the highest aggregate score, making the singles competition worth a total of 32 points.
  • The Game

    In each round of the competition, a total of six shots will be thrown by each player with a maximum of 30 points possible to be scored.  In general terms, points will be distributed as follows:
     
    The button Five (5) points
    Four-foot Four (4) points
    Eight-foot Three (3) points
    Twelve-foot Two (2) points

    On draw shots, if the rock reaches the free guard zone it will count as one point.  A single point will also be awarded on takeout shots which result in the stationary rock (s) being removed from play.

    Hit and Stay

    A rock is positioned with the centre of its edge touching where the centre line and tee line intersect.  The thrower may use either the in-turn or the out-turn, with the points awarded as follows:

    Hit and stay on the button Five (5) points
    Hit and stay in the four-foot Four (4) points
    Hit and stay in the eight-foot Three (3) points
    Hit and stay in the twelve-foot Two (2) points
    Hit and roll out  One (1) point

    Draw the Button

    Again, using the in-turn or the out-turn, the thrower will attempt to draw a rock to the button.  Points will be awarded as follows:

    Draw the button Five (5) points
    Draw the four-foot   Four (4) points
    Draw the eight-foot Three (3) points
    Draw the twelve-foot Two (2) points
    Draw the free guard zone One (1) point

    Draw the Port

    The thrower may use either the in-turn or the out-turn and attempt to draw a rock to the button through the port.   Points will be awarded as follows:

    Draw the button Five (5) points
    Draw the four-foot   Four (4) points
    Draw the eight-foot Three (3) points
    Draw the twelve-foot Two (2) points
    Draw the free guard zone
    and be clearly behind the
    two guards
    One (1) point

    The Raise

    The thrower may use either turn and must play to raise the front rock into the circles.  Points will be awarded as follows:

    Raise the rock to any
    portion of the button
    Five (5) points
    Raise the rock to any
    portion of the four-foot
    Four (4) points
    Raise the rock to any
    portion of the eight-foot
    Three (3) points
    Raise the rock to any
    portion of the twelve-foot
    Two (2) points
    Raise the rock forward so
    there is space between the
    shooter and the stationary rock  
    One (1) point

    Hit and Roll

    The thrower again may ask the stationary rock to be positioned so that either the in-turn or out-turn can be used.  Points are awarded as follows:

    Hit and roll to the button Five (5) points
    Hit and roll to the four-foot    Four (4) points
    Hit and roll to the eight-foot   Three (3) points
    Hit and roll to the twelve-foot  Two (2) points
    Remove the stationary rock
    from play     
    One (1) point

    Double Takeout

    The thrower may ask to have the rocks positioned so that either the in-turn or out-turn can be thrown.  Points are awarded as follows:

    Make the double and have
    the shooter stop, touching
    any portion of the button  
    Five (5) points
    Make the double and have
    the shooter stop, touching
    any portion of the four-foot
    Four (4) points
    Make the double and have
    the shooter stop,
    touching any portion of
    the eight-foot
    Three (3) points
    Make the double and have
    the shooter stop, touching
    any portion of the twelve-foot
    Two (2) points
    Make the double and have
    the shooter roll out of the rings
    One (1) point

          Rules

  1. Each player is allowed a five minute practice session prior to the start of each game.

  2. The rock color will be pre-determined with the first team listed throwing red rocks.  Yellow rocks will practice first. Once a rock color has been assigned, the player can only throw that colour during the practice as well as the game.

  3. Once the first shot has been thrown, the last rock will alternate from player to player and from shot to shot.  That is, the player who threw the Hit and Stay shot first will throw the Draw to the Button shot second.

  4. The curler can use the in-turn or out-turn for each game but once a turn has been selected the player must use that turn only for the six shots in that game.

  5. The official on each sheet of ice will make a visual decision on the score after each shot has been completed and all rocks have come to rest. 

  6. The shots will be played in the following order.  Hit and Stay, Draw the Button,  Draw the Port, The Raise, Hit and Roll and Double Takeout.

  7. Players deliver all shots on cue.  Once the cue has been given, the player must complete the delivery of the shot within 60 seconds.  The cue is “Curlers, the officials are ready.”

  8. The officials on each sheet will replace all the stationary rocks required at the completion of each shot.

Team Competition

The team competitions are games of regular curling and will be administered in the following manner:

  1. Each side will play a total of six men’s and six women’s team games. 
  2. The points available for each gender will be four points per game for a total of 24.  Ties will be recorded as two points per side.  A bonus of 12 points will be provided to the winning men’s side and another 12 points to the winning women’s side.  If the score is tied, then the bonus points are divided equally.
  3. World Curling Federation rules will apply.   The games will be eight ends.
  4. Each team will be provided with a 10-minute practice session prior to each game.
  5. Last rock will be determined by a draw to the button contest between selected members of each team prior to the start of each game.
  6. Rock colour will be assigned.
  7. The opponents for each Team game will be determined in the same manner that opponents are selected for Doubles and Singles.  One side will determine the four players who will play in a particular game and the other side will counter by naming the opponent.  Substitution will be allowed in the case of injury or illness.
  8. Each team will be allocated eight minutes to complete each end or 64 minutes per team per game.

Skins Competition

This is the most heavily weighted in points of all the events.  The total points for the Skins competition for each gender will be 130 points, while the total points for the other three segments are only 70 for each gender.  The Skins format will be as follows:

  1. Each gender will play three Skins Games but the points value will be different for each game.
  2. On Saturday afternoon, two women’s Skins Games will be played.  These two games will be of different values.  Game A will be worth 30 points while B will be valued at 40.
  3. On Saturday evening, two men’s Skin’s games will be played. Game A will be worth  30 points while B will be valued at 40.
  4. On Sunday morning, the women’s C game will be worth 60 points.
  5. On Sunday afternoon, the men’s C game will also be worth 60 points.
  6. In each case, the opponents would be determined in a manner similar to the other events.

Rules

  • A member from each team will throw a draw to the button at the start of each game to determine who will have last rock in the first end.
  • Each end is referred to as a ‘skin’.  To count a skin when you have the hammer, you must score a minimum of two points.  If you do not have the hammer, in order to count a ‘skin’ you must steal at least one point.
  • If a team scores only a single point with the hammer, then the end goes into a ‘carry-over’, which means the amount at stake is carried over to the next end, with the hammer now going to the other team.  If the end is blanked, a ‘carry-over’ would also take place.
  • Normal World Curling Federation rules will apply. 
  • Rock colour will be assigned.
  • Each game will be eight ends.
  • Each team will be provided with a ten minute practice session prior to the game’s start.
  • The opponents for each Skins game will be determined in the same manner that opponents are selected for Doubles, Singles and Team games.  One side will determine the four players who will play in a particular game and the other side will counter by naming an opponent of four other players.  Substitutions will be allowed in the case of injury or illness.
  • Each team will be allocated eight minutes to complete each end or a total of 64 minutes per team per game.

Game A - 30 Points

End 1 2 3 4 5 6 7 8 9 10
Points 1 1 2 2 2 2 3 4 6 7

Game B - 40 Points

End 1 2 3 4 5 6 7 8 9 10
Points 2 2 2 2 3 3 4 5 7 10

Game C - 60 Points

End 1 2 3 4 5 6 7 8 9 10
Points 3 4 4 4 5 5 6 7 9 13

Prize Structure

With a $200,000 purse, the winning side will receive $125,000, the losing side $75,000.

Points** (subject to change)

Category Men Women
Doubles 18 18
Singles 16 16
Team 36 36
Skins 130 130

The first side to score 201 or more points will be declared the winner.

CONTINENTAL CUP TENTATIVE SCHEDULE

Day Time Competition
Thursday Nov 7 10:00 AM - 12.00 noon Mixed doubles
  02:00 PM - 05.00 PM Team (Women)
  06:30 PM - 09.30 PM Team (Men)
Friday Nov 8 10:00 AM - 12.00 noon Mixed doubles
  02:00 PM - 05.00 PM Team (Women)
  06:30 PM - 09.30 PM Team (Men)
Saturday Nov 9 10.00 AM - 12.00 noon Singles (Women and Men)
  01.30 PM - 04.30 PM Women's Skins ( A & B games)
  06.00 PM - 09.00 PM Men's Skins (A & B games)
Sunday Nov 10 10.00 AM - 01.00 PM Women's Skins (C game)
  03.00 PM - 06.00 PM Men's Skins (C Game)

All times Central.  Eastern time: + 1 hour

2002-05-10

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