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League Info Friday Night Mixed

 

Friday Night Mixed 2024/2025

This is a mixed league. The convenor seeds returning teams using the previous year’s point totals. New teams and players are seeded into the divisions at the convenor’s discretion.

League Format

  • The league consists of up to 24 teams divided into several divisions. Each round is a round-robin format.
  • Teams accumulate points from wins, ties, byes, and losses.
    • Ties are not broken and are recorded as a tie.
    • A team that has a bye is awarded tie points.
  • At the end of each round, the teams are re-sorted into divisions based on their point totals.

Teams

  • Mixed League Teams must consist of two or more different gender identities with the following structure: positions of Skip and Vice must have players identifying as two different genders and again Lead and Second players must also identify as two different genders.
  • Based on entrants to the league, there may be exceptions at the convenor's discretion.

Only an official team can record a win. For a team to be an official team, it:

  • must have at least three players, and
  • must have at least two players from the registered team.

If you can’t field an official team, you can still field a non-official team, play a game, and record loss points (regardless of game result). Fielding a non-official team is often much better for all concerned than defaulting the game altogether. Loss points are better than default points and you don’t disappoint your opponents by not being able to play.

If you have a 3-player team composed of 3 regular team members, play in your normal order. For example, if you have a male skip, female vice, male 2nd, and female lead, if you are missing your male 2nd, play in the usual order with female lead throwing 3 rocks, female vice throwing 3 rocks, and male skip throwing 2 rocks.

Points for wins, losses, byes, and ties

A team is awarded points depending on their division and the result of their game.

Division    

Win    

Bye/Tie    

Loss    

A

10

7.5

5

B

9

6.5

4

C

8

5.5

3

D (if needed)

7

4.5

2

Entering Results

It is the responsibility of the vice of either team to enter the game results. You can enter the results:

  • On the website
  • On the scoresheet that is posted on the club bulletin board between the change rooms
  • By emailing the convenor, if neither of the above works.

Division Placement at end of round

At the end of a round, teams are re-seeded into divisions based on the number of points they accumulated during the round. If teams are tied, and only one of them can go up or down a division,the convenor will break the tie following these rules in order:

  1. Head-to-head result.
  2. Division placement. (Higher division team remains higher.)
  3. Tie-break shootout score. (See below.)
  4. Coin toss.

Regardless of points total, a team can only move up or down a division at the end of a round. For example, If an A team goes winless for an entire round and would be placed in C division based on points, they are nonetheless placed in B division.

There is no tie-break procedure for team placement within a single division. If you are tied with another team at the end of a round, your teams will be listed in an arbitrary order, for example alphabetically.

Tie-Break Shootout

Team shootout scores can be used to break ties in the standings.

At a convenient time, each FNM league member shall throw one rock, with sweeping, scoring points as follows:

  • 1 for 12 foot
  • 2 for 8 foot
  • 3 for 4 foot
  • 4 for button
  • 5 for pin.

The rock merely needs to touch the border of the scoring area to count points. For example, a biter counts 1 point (because it is touching the 12 foot).

Try to do your shootout throws as early as practical. It is not mandatory that you do a shootout, but if your team is tied with a team that did and shootout scores come into play, the team that recorded a shootout wins the tie-breaker. It is easiest to schedule your shootout after a 21:00 draw or after an early game that finishes quickly.  Do not start a shootout after an early draw if it will delay the start of the next game.

Defaults and Forfeits

If you can’t make it to the club for a scheduled game, work with your opponents, your convenor, and the club. Maybe the other team will agree to reschedule. If not, maybe the club or the opposing team might want to use your ice anyway. The points for a default depend on whether you give notification at least a day in advance of the game. But you should give your opponents as much notification as you possibly can.

  • Default with notification [Loss points]
    Occurs when the defaulting team has notified their opponent by email that they cannot play a scheduled game and offered to reschedule or simply default the game.
  • Default without notification [0 points]
    Occurs when the offending team fails to arrive for a scheduled game without notifying the other team. This is considered a forfeit.
  • Default because of team constitution [Loss points]
    If a team fields a 3-player or 4-player non-official team, its result is recorded as a loss (not a default), and the opposing team’s result is recorded as a win.

Start and Finish times

Start

  • Please be ready to play 10 minutes before your game’s start time. You should begin play before your scheduled start time if your sheet is ready!
  • Late start penalties for teammates getting to the ice late:
    • After 10 minutes past scheduled game time, the non-offending team scores one for the first end and has the hammer to start the second end.
    • After 20 minutes past scheduled game time, the non-offending team scores one for the second end and has the hammer to start the third end.
    • After 30 minutes past scheduled game time, the game is defaulted by the offending team.
  • Players need to play efficiently to complete 8 ends. Players delivering rocks should be ready to throw as soon as the previous rock has come to rest.

Finish

  • For draw at 19:00, do not begin a new end if there are less than 10 minutes remaining when the last rock of the previous end is thrown (the clock must read 6:49 or 8:49 or earlier)
  • For the draw at 19:00, please try to finish your last end in a reasonable time and be considerate of the time of the team that is playing next on the sheet
  • For the draw at 21:00, do not begin a new end once 23:01 is showing on the clock.
  • The next end is deemed to have started, once the considered underway once the final rock of the Skip with hammer crosses the delivering tee line in the current end.

In other words:

  • 19:00 start: If the final skip rock of the 7th end crosses the delivering tee line when the clock reads no later than 20:49, the 8th end can be played.
  • 21:00 start: If the final skip rock of the 7th end crosses the delivering tee line when the clock reads no later than 23:00, the 8th end can be played.

Substitution:

Find a spare

  • Club members who wish to spare Friday night can be viewed on the website: Member’s Home > League Information > Find a Spare.
  • If you need a spare and would like to give a newer non-member an opportunity, reach out to the convenor to see if there is any availability from the Learn to Curl participants.
  • Non club members may spare, please read the spare policy below. The non-member spare fee is $25 and they must sign a waiver, please read the policy below for more details.

Rules for spares and substitution

Curling Dates for this Season

Refer to the club website for the Friday Night Mixed schedule.

There will be no curling on the following nights:

  • October 10, 2025 (Mixed Doubles super series)
  • October 24, 2025 (Six pack bonspiel)
  • February 27, 2026 (U20 Provincials)
  • April 3rd, 2026 (Easter)

Convenor:

  • Michael Greenwood, This email address is being protected from spambots. You need JavaScript enabled to view it., 416 886 9297

 

 


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