STRATEGY ON ICE · AT YOUR OWN PACE
Read the ice. Call the shot. Control the house.
THE PLAYING END
NO TIMER · CHOOSE YOUR SWEEP
Your matches are played on the ice. Other matches are simulated from team ratings.
WELCOME TO THE CLUB
A quiet practice, a friendly match, or a place in the bonspiel. Every shot is yours to consider.
Tutorials and challenges use precision delivery and club ice. Four- and six-end matches are convenient shorter formats. Team symbols are ◆ and ●; choose distinct handle colors.
MAKE YOURSELF COMFORTABLE
Audio starts after an interaction. Set either slider to zero for silence. Every announcement is also shown on screen.
A SEAT AT THE TABLE
Each team delivers eight stones per end. After the last stone, only the team nearest the button scores: one point for each stone in or touching the house closer than the nearest opposing stone. The rings have no separate point values.
Select a shot type, tap a target, then adjust weight (delivery speed), curl and sweeping. Negative depth is in front of the button; positive depth is behind it. A 100% draw aims to stop at that depth with sweeping off. Extra sweeping carries it farther. Heavier shots aim through the target.
The dotted route is an estimate, including collisions. With execution variation on, the real shot can differ slightly. The ghost stone marks the estimated end of the shooter’s route, not a guaranteed result.
During the first five deliveries of an end, an opposing free guard cannot be knocked out. It is restored and the shooter is removed. An opposing center-line guard also cannot be moved off the line or outside the guard zone without giving the opponent the choice to restore or keep the result. From the sixth delivery, those protections end.
A stone touching a side line is removed; at the back it must cross completely. A delivered stone must finish completely beyond the far hog line unless it contacted another stone. Live scoring is a visual estimate. Exact end measurements are listed after all sixteen deliveries. Equal nearest distances blank the end; ties for additional points do not count.
Every action works by button or keyboard. Focus the ice and use arrows to aim (Shift for finer changes). Number fields offer another aiming method. Sweeping checkpoints wait as long as you need. Continue always controls the next delivery. Pause or skip animation without changing the result.
Rules reference: World Curling, 1 September 2026. Deliveries are automatically released legally. Sweeping is simplified to the delivered team’s own shooter; no opponent sweeping, burned stones, equipment faults, or thinking clocks are simulated. The opening draw contest uses one stone per team, repeating ties. The physics is a consistent coaching model, not a laboratory reconstruction of ice.
Practice permits unlimited ends. Tutorials and challenges use late-end training positions. Other tournament games use a rating-based simulation. All play is local to this browser.
Export your save first if you would like to keep a copy.