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A Beginner's Guide to Points, Ends, the Hammer, and Mixed Doubles Rules
In curling, teams take turns sliding stones toward a target called the house. After all stones are thrown in an end, the team with the stone closest to the center (the button) scores one point for each of their stones that is closer to the button than the opponent's closest stone. Only one team can score per end. A standard game has 10 ends; mixed doubles has 8.
Curling is played in rounds called ends — think of them like innings in baseball. In each end, both teams slide stones down a sheet of ice toward a circular target called the house. The goal is simple: get your stones as close to the center of the house (the button) as possible, while keeping your opponent's stones away.
After all stones have been thrown in an end, only one team scores, and only for stones that are inside the house. The scoring team is whichever team has the stone closest to the button. That team then scores one point for every one of their own stones that is closer to the button than the opponent's closest stone.
If neither team has a stone inside the house, the end is blanked — no points are awarded. This happens intentionally as a strategic move (see: Hammer Advantage).
A standard curling game consists of 10 ends. Mixed doubles is played over 8 ends. If the score is tied after regulation, teams play an extra end to determine the winner.
Each end follows a structured sequence that both teams complete together:
Stone delivery: Each team has 8 stones per end, for a total of 16 stones thrown per end. The teams alternate throwing — one stone from Team A, then one from Team B, back and forth. Each player on a four-person team throws 2 stones per end. The delivery order within a team matters strategically: the skip (team captain) always throws last.
The skip's role: While one player is in the delivery hack preparing to throw, the skip stands at the far end of the sheet near the house and calls strategy — directing which type of shot to play, where to aim, and how hard to throw.
Sweeping: After a stone is released, the two non-throwing players can sweep the ice in front of the stone with brooms. Sweeping reduces friction, which makes the stone travel farther and curl less. The skip watches the stone's path and shouts instructions — sweep or don't sweep — in real time. This is a critical tactical element that can change a stone's final resting position by several feet.
Scoring the end: After all 16 stones are thrown, the teams measure which stone is closest to the button. The team with the closest stone scores, counting all of their own stones that are closer to the button than the opponent's nearest stone. Stones entirely outside the outer ring of the house do not count.
The scoring rule in curling has one key principle: only one team scores per end, never both.
Step 1: Find the stone closest to the button across both teams. Whichever team owns that stone is the scoring team for this end.
Step 2: Count how many of the scoring team's stones are closer to the button than the opponent's nearest stone. Each of those stones is worth 1 point.
What this means in practice: If Team A has the closest stone and Team B has no stones closer than Team A's second stone, then Team A scores 1 point (just the closest stone). But if Team B's nearest stone is behind all three of Team A's stones near the button, then Team A scores 3 points in that end.
Maximum possible score in one end: In theory, 8 points (all 8 of one team's stones closer than the opponent's nearest stone). In practice, scores of 3 or more in a single end are unusual and often result from a significant mistake by the opponent. Scores of 1 or 2 per end are most common.
Measuring: When it is not visually clear which stone is closer to the button, an official uses a measuring device — typically a compass-like tool fixed to the center pin of the button — to precisely compare distances. Both teams can request a measurement.
Blank ends: If no stones from either team are in the house after all 16 stones are thrown, the end is blanked and no points are scored. The team that last had the hammer retains it for the next end.
The hammer is the last stone thrown in an end, and it is one of the most important concepts in curling strategy.
Why the hammer matters: The team throwing the last stone has a decisive advantage — they can react to whatever the opponent has set up, place a scoring stone when the house is clear, or remove an opponent's stone that would otherwise score. Having the hammer in the final end of a close game is considered a major advantage.
Who gets the hammer? At the start of the game, the hammer is decided by a coin toss or a pre-game draw to the button. After that, the rule is: the team that does NOT score in the previous end gets the hammer in the next end. This is the central tension of curling strategy.
Blanking an end to keep the hammer: If a team has the hammer and cannot set up a large score, they may choose to deliberately blank the end — intentionally throw the last stone past the house so no stones remain in scoring position. No points are scored, but the team retains the hammer for the next end. This is common strategy when a team holds the hammer but is trailing: they blank ends until they find a situation where they can score 2 or more points.
Stealing: If the team without the hammer manages to score in an end, that is called a steal. It is extremely valuable because the scoring team not only gains points but also forces their opponent to throw the hammer in a losing position — and the opponent now loses the hammer for the next end. A steal of 2 points can swing a game significantly.
Giving up 1: Teams with the hammer often prefer to score 2 or more points rather than just 1, because scoring only 1 means surrendering the hammer to their opponent. A team may even attempt risky shots late in an end to avoid being forced to score just 1.
Standard Curling (Four-Person Teams)
The traditional format features teams of 4 players: lead, second, third (also called the vice-skip), and skip. Each player throws 2 stones per end. Games are played over 10 ends, with each end lasting approximately 15 minutes.
Time limits are enforced using a thinking time clock — teams have a set amount of thinking time (typically 38 minutes per team in World Championship play) to use for all of their strategic decisions over the course of the game. Once thinking time expires, teams must deliver stones promptly without additional deliberation.
If the score is tied after 10 ends, teams play a single extra end to determine the winner. There is no sudden death in the extra end — it is scored the same as any other end.
Mixed Doubles
Mixed doubles curling features teams of just 2 players — one male and one female — and is an Olympic discipline since 2018. Games are played over 8 ends.
Each team throws 5 stones per end (rather than 8 in the standard format). The delivery pattern is: one player throws the first stone, then both players alternate, and the other player throws the fifth stone. With pre-positioned stones, each team has 6 stones in play per end (5 thrown + 1 pre-placed).
Mixed doubles also features pre-positioned stones: at the start of each end, each team has one stone already placed on the sheet before any throwing begins. The scoring team from the previous end places their stone in the house (in the four-foot ring, on either side of the center line), while the other team places their stone in the guard area in front of the house. These pre-positioned stones affect strategy from the very first throw of each end.
Mixed doubles curling follows the same basic scoring rules as the standard game but has several important structural differences:
Team size: 2 players per team (one male, one female) instead of 4.
Ends: 8 ends per game instead of 10.
Stones per team: Each team throws 5 stones per end (compared to 8 in standard curling). The delivery pattern alternates between the two players, with the player who throws the first and last stone varying based on strategy. The player throwing the last stone (the hammer) is a key tactical decision.
Pre-positioned stones: At the start of each end, before any throwing, one stone from each team is already placed on the sheet. The team that scored (or won the pre-game draw) positions their stone in the four-foot ring of the house; the other team places theirs as a guard in front of the house. These stones are in play and can be moved or removed like any other stone.
Power play: Each team may use a power play once per game. When a team invokes the power play, they can change the position of both pre-placed stones — moving them to an off-center position (toward one of the side lines rather than the center line). This creates an asymmetric setup that opens different strategic options. A team might use a power play when they have the hammer and want to create a more favorable scoring opportunity.
Thinking time: In mixed doubles, thinking time is shorter (typically 22 minutes per team) due to fewer players and ends.
| Term | Description |
|---|---|
| House | The circular target at each end of the sheet, consisting of four concentric rings (12-foot, 8-foot, 4-foot, and button). Only stones inside the 12-foot ring can score. |
| Button | The small circle at the very center of the house. The stone closest to the button wins the end. Distance to the button determines scoring. |
| Hammer | The last stone thrown in an end, giving the throwing team a significant strategic advantage. The team that did not score in the previous end receives the hammer. |
| Blank End | An end in which no stones from either team are in the house when scoring occurs. No points are awarded. The team that had the hammer retains it for the following end. |
| Steal | When the team WITHOUT the hammer scores in an end. Considered a major achievement because the scoring team gains points and takes the hammer away from their opponent. |
| Hack | The rubber block fixed in the ice at each end of the sheet from which players push off to deliver their stone. Equivalent to the starting block in athletics. |
| Hog Line | A line marked across the sheet a set distance from the hack. A player must release the stone before it reaches the hog line; if the stone is still held past the line, it is removed from play. |
| Guard | A stone delivered to a position in front of the house to protect other stones behind it from being removed by the opponent. A key strategic tool. |
| Takeout | A shot played with enough weight to remove an opponent's stone (or sometimes your own) from the playing area. Also called a hit. |
| Draw | A shot played with just enough weight to stop the stone in a specific target position — typically in or near the house. Opposite of a takeout. |
Let's walk through three ends to see how scoring, the hammer, and stealing play out in a real game.
End 1 — Team A has the hammer
After all 16 stones are thrown:
Team A's stone at 4 inches is closest. Team B's nearest stone is at 8 inches. Team A counts stones closer than 8 inches: the 4-inch stone qualifies, the 10-inch stone does not.
Team A scores 1 point.
Because Team A scored, Team B receives the hammer for End 2.
End 2 — Team B has the hammer
Team B uses the hammer effectively, placing two stones at 3 inches and 6 inches from the button. Team A's nearest stone is at 9 inches.
Team B's stone at 3 inches is closest. Both of Team B's stones (3 inches and 6 inches) are closer than Team A's nearest (9 inches).
Team B scores 2 points.
Score after 2 ends: Team A 1, Team B 2. Team A receives the hammer for End 3.
End 3 — Team A has the hammer, attempts a steal by Team B
Team A struggles with shot-making. After the first 15 stones, Team B has a stone sitting at 5 inches, and Team A has nothing inside the house.
Team A throws the hammer (last stone) and successfully draws into the house — but lands at 7 inches from center.
Team B's stone at 5 inches is still closer. Team B steals 1 point (only their 5-inch stone is inside the house and closer than Team A's 7-inch stone).
Score after 3 ends: Team A 1, Team B 3. Team A retains the hammer for End 4 (because they did not score).
This example shows the hammer switching after a score, blanking not happening (Team A could have blanked End 1 to keep the hammer rather than scoring 1), and a steal punishing poor execution by the hammer team.