League Rules
All games during league play abide by the Canadian Curling Association rule book. Click here for a pdf version of the official rules.
Season Play
The league is structured on the basis of 48 teams divided into six divisions of 8 teams each. The teams will play three rounds during the regular season followed by a single-elimination playoff round.
In round 1, each team will play a partial round robin of 6 games. In rounds 2 and 3, each team will play a 7-game divisional round robin. In round 1, the six divisions will be created by grouping teams of relative skill level. For more information on how the round 1 divisions were created, please see this [FAQ].
At the end of each round, teams will be re-ranked based upon the total points they have accumulated throughout the season, with the top 8 teams (in terms of points) being placed in division A, teams ranked 9 through 16 being placed in division B, and so forth. Team points will be capped to prevent a team from jumping up or down more than 2 divisions during this re-ranking process. For more information, please see this [FAQ].
At the end of the regular season (after the three rounds) each team will play 3 games in the playoff round.
Starting of Games
Games should begin promptly at scheduled start time. Rule 16(3) of the Canadian Curling Association Rule Book explains the procedure to be followed in the case that one team is not ready to start on time. The rule states:
16. Game Duration and Postponement
(3) If a team does not commence play at the designated time, unless otherwise stated by the rules governing the competition:
i) For each full five minutes that the offending team does not commence play, the non-offending team shall be granted one point and one end shall be considered to have been played; and
ii) If the non–offending team has been granted a point(s), the non-offending team shall be given the choice of last rock in the first end or color of handle. Play shall commence from the end of play that reflects the number of ends that are considered to have been played; and
iii) After 30 minutes has elapsed the non-offending team shall be declared the winner.
Speed of Play
Please play quickly. It is each skip's responsibility to ensure all team members are fully aware of the principles of etiquette in curling. Players should be in the hack quickly, cleaning their rock as soon as the opponent's rock is released, and ready to shoot as soon as the opponent's stone has come to rest. Also, clear the rocks, and start the next end as quickly as possible after the score for an end is determined. The rocks are numbered, so it is not essential to place them in order. If everyone cooperates, 8 ends can be completed in the time allowed. (Note that if our games were timed using the same rules as in top competition, two hours would be sufficient to play 8 ends, so you are not being asked to play faster than the "pros".)
Bell Rule
The PRCL Bell Rule (which is different than the rule for other leagues in the VCC) is that when the bell rings, teams complete the current end, and may play one more end, provided that they vacate the ice at the two hour limit imposed by our contract. The bell should be rung 25 minutes before the two hour point (i.e. 1:35 into your game).
A cowbell will be provided on ice. Teams still playing at the 1:35 mark who are nearest to the cowbell are asked to ring it for the benefit of all teams.
This rule should enable PRCL teams to use more of their two hour contracted ice time, and should give skips greater control over the strategy in the final end.
Points
In the regular season, each game will be recorded on the draw sheet as a Win, Tie, Loss or Default using the letters W, T, L, or D. The score for the game is not used to determine standings. The winning third should record the result for both teams.
A default occurs when one team either does not show, or does not have enough players to play the game. (3 players required to play, of which two must be members of the team.) The non-defaulting team will record a W and the defaulting team will record a D and receive a score of 0. Please be kind and phone your opposing skip to let him/her know that your team is defaulting well in advance of the game time. Also please advise the drawmaster so that any free ice may be offered to other teams needing to make up games.
Points System
| Division | W | T | L | D |
| A | 15 | 10 | 6 | 0 |
| B | 14 | 9 | 5 | 0 |
| C | 13 | 8 | 4 | 0 |
| D | 12 | 7 | 4 | 0 |
| E | 11 | 6 | 3 | 0 |
| F | 10 | 5 | 3 | 0 |
Points will be used to place teams into the 2nd, 3rd and playoff rounds. The following criteria will be applied (in order) to break any ties that may occur:
- Team with the fewer default games
- Team with the most number of wins
- Team that played opponents with the highest total point scores
- Head-to-head records between tied teams, year-to-date
- Head-to-head records between tied teams, last round
Random draw by a drawmaster (in the presence of a witness)
League Winner
The team with the most points after the regular season (the three rounds) will be the winner. If there is a tie, the results of all head-to-head games will be used to break the tie. If there is still a tie, then the most recent head-to-head game will determine the winner. If there is still a tie, then the 2nd most recent head-to-head game will be used.
Playoff Winner
Following the same procedure as used at the end of rounds one and two, the teams will be divided into divisions for the playoffs. In each 8-team division the first week is 1 vs 8, 4 vs 5, 2 vs 7 and 3 vs 6. The winners in the first playoff games will continue to play, and the losers are eliminated. The same procedure will be used for two more games. In the final week the two double winners play each other for the title of division champion.
In Playoffs there are NO TIES. One player from each team will throw one rock. the closer to the button will win. Sweeping is permitted. Sweeping the opponent's rock behind the T-line is NOT PERMITTED.
Spares
If a team requires one or two spares, it should contact the people listed on the Spares List.
If no spares from the Spares List are available, the team may use members of other teams within the PRCL.
If still no players are available, the team may use a member of another league within the Vancouver Curling Club. A $10 drop-in fee will apply for each game played.
If still no players are available, the team may use anyone who has not played in any game in any league in the Vancouver Curling Club this year. Such a spare may play once, and only once. A $10 drop-in fee will apply. The restriction on play is based on the insurance liability.
Spares may play any position including skip but must throw lead or second rocks. Note that there is an exception to this rule for Team Spare (see below).
Any spare who is not on the PRCL spare list, a regular member of another PRCL team, or a fifth member of another PRCL team, must pay a $10.00 drop-in fee for each game played and shall give the money directly to the PRCL Treasurer (if available), to a member of the Board, or to his or her Skip. Skips, please collect money from your spares and forward the money to the Treasurer.
Clarifications
If there are any questions regarding the rules, contact a member of the board at the time of the question so that it can be resolved at that time.

