How does the scoring system in Curling work?
110250
"Each game consists of 10 ends. One end is completed when each team has delivered eight stones each.\n\n"Only one team scores points per end. A stone can score only if it is in, or touches, the house. One point is scored for each rock closer to the center than any of the other team's stones.\n\n"The team with the most points after 10 ends is the winner. If the score is tied after the 10th end, another end is played."
1094257
the points go like this if you are serving and win a point it is 15-0(0 is love)  the servers score is always first\n15-15 they won a point\n30-15 you won a point\n30-30 they won point\n40-30 you won point and now its game point\n40-40= Duece the won point and its now called duece your tied at 40\nAD in you won point and now its your advantage\nyou win another point is game   so the set score is 1-0 your winnining then you keep playing by those points and then its first person to 6 in the set score you do that 3 times  6-other score \n6-other score 6-other score
698606
Hmm, interesting question, actually, and a practical application of math.  Hey, all you folks who ask what this stuff is good for, here is a real-life situation where you can use it!\n\nGetting to the problem.  Obviously, the contestant to go last spins again if his score is lower than the best score.  If tied, there is a spin-off where his winning chance is 50%; so, if there is a tie, he should respin if he has 45 or less (giving him at least 11 out of 20 good numbers), not spin if he has 55 or more (giving him at most 9 out of 20 good numbers - better to go to the spin-off, where he has a 50% chance), while 50 is a "push".   \n\nNow, for the contestant to go 2nd to last: First, let's assume the first player busts (of course, the second player respins if his score is lower than the first player), which essentially makes this a two-player game.  Based on what number the second player stops on, this is the winnning percentage I calculate for the last player:\n\n100 - 4.875%\n95 - 14.375%\n90 - 23.375%\n85 - 31.875%\n80 - 39.875%\n75 - 47.375%\n70 - 54.375%\n65 - 60.875%  \n60 - 66.875%\n55 - 72.375%\n50 - 77.375%\n\nSo, you may think the second player should respin whenever his odds are under 50%, but that is actually incorrect.  For example, if the second player has 70, giving him a 45.625% chance of winning, respinning would give him a 70% chance of going bust - he is better off stopping with the 45.625% chance.  To determine whether or not respinning improves the second player's chances, a second calculation is needed that considers each of the 20 scores after the second spin - some of them bust the player but the others improve his chance of winning.  Based on that, here is a new table, giving the last player's chance of winning if the second player respins with the score given:   \n\n95 - 95.24375%\n90 - 90.9625%\n85 - 87.13125%\n80 - 83.725%\n75 - 80.71875%\n70 - 78.0875%\n65 - 75.80625%  \n60 - 73.85%\n55 - 72.19375%\n50 - 70.3125%\n45 - 69.68125%\n\nSo, comparing the two tables, the critical points are 55 and 60.  If the second player has 60, he should stop - the last player's chance of winning improves if the second player spins.  At 55, however, the second player should spin, improving his odds by about 0.2%.\n\n\nMoving on to the three player game... now it gets really messy.  The player to go first needs a score that can beat the other two players.  Does he stop on 55 again, hoping the other two players both bust?  He'll need a better score than that to have a 50% chance of winning, but, as was noted in the two-player analysis, stopping with a 30% chance can be better than making a second spin.  As for how to do a complete analysis, uh, beats me.  This may require a computer to do all the math.\n\n* * * * * *\n\nThinking about the three-player game, maybe it isn't as messy as I initially thought - the only additional consideration for the first player, as opposed to the second player, is that either player will stop if the first player's score is beaten.  This can be calculated from the first table.  For this table, listed is the chance of the first player losing (i.e. either player beats him) if he stands on the score given:\n\n100 - 9.51% \n95 - 26.68%\n90 - 41.29%\n85 - 53.59%\n80 - 63.85%\n75 - 72.31%\n70 - 79.18%\n65 - 84.69%\n\nSimilar to the two-player game, I can now calculate the odds if the first player decides to respin.  Since I’m getting a little tired crunching these numbers, for this last table I’ll only list the critical ones:\n\n70 - 83.4%\n65 - 82.3%\n\nIn other words, the first contestant should respin on 65, stop on 70.\n\nIn conclusion, I think the optimum strategies are.....\n\nFirst player: spin on 65, stop on 70\n\nSecond player: spin on 55, stop on 60 (assuming his score at least matches the first player)
335801
What does this have to do with curling?
1149273
Curling is a joke\nhahaha sorry, I love curling, but I don't know any jokes about it\n\nIt's easy to make fun of, I guess... :-&#92;
1181578
3 points for a win\n\n1 point for a draw\n\n0 points for a loss
32389
Except for the goalies, if you're on the ice for an equal strength goal, you get a plus, if it's a goal against, you get a minus.\n\nShort handed and power play goals don't figure into this stat.
51075
It's actually pretty complicated but here goes (just remember everything is in two's):\nThe serve is made starting on the left behind the baseline (the farthest box). It has to cross the net (in the air) and then go into the service box on the opposite side. But you have two chances to get the ball in. That is, unless you get the ball in the box and hit the net. There you have a let and still two chances (unless it's the second chance).\n\nThen, the ball is bantied about until somebody doesn't hit it before it hits the ground twice, someone hits it out of bounds or someone hits the net. The ball can only bouce one on your side, but doesn't have to bounce. \n\nThen the server switches sides and the steps are repeated. \n\nWhat's quirky is scoring. You have to win by two. Points are awared in increments of 15, 30, 40 then win. But when the players are tied it's deuce. You have to win the game by two. When someone wins the point after duece it's advantage. If that player wins the next point they win the point. If not it's back to deuce. \n\nSets are to 6 unless both get to 5, then it's to 7 unless both get to six and then it goes to a tiebreaker. You have to win by two or two in the tiebreaker.\n\nMatches are won based on the number of sets. 3 set match you have to win 2 sets. 5 set match you have to win 3 sets.
115738
3 people. 1 ice rink. 2 brooms. 1 curling stone.\n1 person throws curling stone from starting line.\nOther 2 sweep in front of stone to make it go faster.\nTry to knock opponets stons out of ring that you are aiming from.\n\n\nyes, it`s a useless but highly entertaining game!
565136
Doesnthaveanythingtodowith   Curling
1054592
Hey!!!  A curling question!!!
148856
Rules of Curling\n\nCurling is a team game that is performed on a frozen pitch, the concept of which is very similar to bocci. It consists of sliding 19.96 kg blocks of stone (called rocks) which have a handle so that they stop as close as possible to the centre of a target drawn on the ice (called the house).\nThe team\nEach team consists of four players. The lead is the one that makes the first throw. The second is a good points maker, but also good at eliminating the stones of the opponents that are in the way. The third is faced with a more tricky game. The fourth player, the skip, is the most experienced player, who devises tactics, advises his teammates on each throw and throws last.\nThe delivery of the rock\nThe lead makes the first throw, known as the delivery, from a type of block known as a hack. In order for the delivery to be valid, the rock must be released before a line known as the hog line. The two leads deliver their rocks one after the other, followed by the 4 deliveries of the two seconds and the 4 deliveries of the two thirds, while each end is concluded by the four stones delivered by the two skips.\nSweeping\nFollowing the delivery, two sweepers go into action. They position themselves on the ice (called the sheet) a couple of steps ahead of the rock and, with brooms made of horse hair, hog hair or synthetic material, sweep the ice in front of the rock to help determine its path, prolong the rotation of the rock, and extend or shorten its path. The sweeping is performed in a side to side motion directly in front of the stone, and the last movement of the broom must be made towards the outside. Once the stone has passed the tee line the skip or second are allowed to sweep. They can only start sweeping after the opponent's stone has passed said line. On the other hand, by stopping the sweeping action at the right time, the stone can be slowed and stopped at a precise point. The sweepers can only sweep in the area between the two teelines.\nGame strategy\nLike in bocci, a stone can knock the opponent's stone out of the scoring area. The skip can therefore ask his teammates to deliver the stone in the house (draw) or to knock an opponent's stone out of the way (take out). Game strategy can be very complicated based on score and game situations.\nScoring\nPoints are calculated based on the number of stones that finish closest to the centre of the house, before the closest stone of the opponent. Only one team can score in an end. Each team is allowed 73 minutes of play for 10 ends. If the match is a tie, an extra end is played to determine the winner.\nField of play\nCurling Sheet\n\nSheet: A 44.5 m long area of play. Its shape allows to play in both directions.\nHouse: The area where points are scored: 3.66 m in diameter, with internal rings of 1.22 and 2.44 m in diameter.\nTee: The centre of the house, also known as the button.\nHack: A rubber foothold from which curlers deliver the stone.\nHog Line: The stone must be released before the near hog line, and travel beyond the far hog line, otherwise it is removed from play.
1172674
Probably a lottery or a coin flip.\n\nFrom the Wiki, the tiebreakers are\n\n"If teams are even on points at the end of group play, the tied teams will be ranked as follows:\n\n-greater number of points obtained in matches between the tied teams \n-goal difference in matches between the tied teams \n-greater number of goals scored in matches between the tied teams \n-goal difference in all group matches \n-greater number of goals scored in all group matches \n-a play-off on neutral ground, with extra time and penalties if necessary (in qualifying) \n-drawing of lots (at the final event)"
410998
It's based on scoring shorthand ... before we ubergeeks sat at laptops ... people would get a scorecard and actually have a shorthand system that they could follow every pitch of every game.\n\nYou're right one is the pitcher ... two is then the catcher ... three is first base ... and so on across the position players. From your short hand, 4-6-3 would be a ball hit directly to the second baseman who threw it to the shortstop covering second and then the shortstop threw it over to the first baseman for a double play.  \n\nI attached a link to a website that tells you how to actually score a game. If you want to watch every moment and see the game unfold, this is one of the best ways to do it.
678988
There are two types of scoring to volleyball, rally and regular point system. In Rally, the most commonly used, The point is scored by either team that is able to ground the ball on their opponent's court, goes “out” or a team fails to return it properly. In regular scoring only the team serving can be awarded a point for grounding the ball, the ball going out or the opponent failing to return. \n    Each team is allowed three touches on the ball to return it or the rally is over. If any player has a double contact (a player hits the ball twice in succession or the ball contacts various parts of his/ her body in succession), Four hits (a team hits the ball four times before returning it, Assisted hit (a player takes support from a teammate or any structure/object in order to reach the ball within the playing area) or catch the ball are considered faults or the inability to return the ball. \n     Out is the ball touching the ground out side of the lined playing court or outside of the antennae on either side of the court. \n     This is for an Official International Score sheet. On score sheet it is important to first determine which team is A & B. This is given by the head official after the coin toss. The you add the starting line up to the designated sides. Match the roman numerals on the line up card with those on the score sheet. And bubble in which one is serving and which is receiving. Mark an X in the first box of the receiving team.\n    When the game begins check the small number in the box and mark the points to the appropriate side and at the end of that player’s service write that teams score in the box and switch to the other team. This will keep track of rotation and who should be serving. This continues till the end of the match. After match scratch out all other scores in the row with an hour glass shape to block any further changes. Circle the last rotation score for each team. \n    In the event of a substitution you cross out the player that is being subbed out and write the number of the player coming in. Then mark the score at the time of the substitution. The team substituting score goes first. \n   If there is a time out write the score at the time of time out in the designated area with the score of the team requesting the time out first. \n    The libero is a defense specialist you are only allowed to have one per game. The libero must wear a different jersey from all other players. The libero is allowed to replace any player in a back row position. He/she can only play in the back row and is not allowed to complete an attack anywhere if the contact happens and the ball is higher than the net. He/she may not block or attempt to block. A player may not hit off a ball coming from the libero if the libero is in front of the ten foot line.
1184931
listen ill explain\n\n\nIn every group of four each team plays everyone else in their group. (for example: A vs. B and C vs. D) then when those matches are done A vs. C and B vs. D then the last matches of the "group stages" A vs. D and B vs. C---- Now a win is 3 points a tie or draw is 1 point and a loss is 0 points. The top 2 teams in each group proceed to the next round of 16 while the rest are out of the competition
81374
It's like a game of bocce ball. On pebbled Ice. Curling is played by "ends" like "innings" in baseball. \n\nThere are 10 ends. In each end only 1 team can score points. The team with the rock closest to the button is awarded one point for each of its own rocks that is closer than the opponent's closest rock. If you happen to have multiple stones closer to the "button" than any of your opponents stones inside the "house" those are added to your score. Each team throws 8 stones per end. A maximium of 8 points is possible per end. If both teams are outside the house, no points are awarded in that end. The "sweeping" is to smooth the surface out to allow the stone to move farther and move straighter. It's better explained at the link I have provided but I wanted to give my own interpretation.