So, for whatever reason, your looks, your skills, your financial position etc.. your team has decided that you should be THE SKIP!!
Perhaps you forced your will on them or, most likely, you were the only one willing to stand out there and take the pressure, take the blame for the team's losses and heap praises on the team if and whenever you do win a game. Whatever, you're it for at least a game. How do you play those few first games? Here are a few hints to help you look good.
SIGNALLING
A rink can be a noisy place so you and your team must agree to a few signals.
First and foremost, whatever you call as a shot, you must insure that the shooter knows what it is that you expect of him or her. You should tell the members of your team that if they are unsure as to what shot you have just called for, they should stand up in the hack; when the shooter does stand up in the hack, do repeat your request. The two sweepers should converse with the thrower and ensure they all know what the call is.
The first part of your signal should be a "pantomime" description of the results you expect from the shot; the second part of your signal, not required at all times, should indicate the force or weight you expect the shooter to use. Here are some examples.
CALLING FOR A DRAW OR GUARD.
First, pat the ice where you expect the stone to come to rest, then move the broom to where you think the shooter should aim for and indicate the turn to use by raising the appropriate hand. The shooter will then determine the weight to use.
CALLING FOR A RAISE.
A raise is used to promote one of your rocks. Tap the stone that you wish to promote, and signal a raise by holding the broom in two hands and parallel to the ice surface. You can then indicate where the raised stone should end up. Then place the broom where the shooter should aim for and indicate the turn.
CALLING FOR A TAKE OUT.
First touch the target stone and indicate a take out with a sweeping motion towards the back. If you want the shooter to stay, roll behind a guard or even go out of the house, indicate that too with the appropriate motions. Place the broom where the shooter should aim for and indicate the turn. Since this is a take out, there is a second part to the request, the weight or force of the stone. Indicate this by yelling the weight ( hack, board, regular, control or peel) or, by touching your arm at the shoulder (heavy), the elbow (medium) or the wrist (light). You'll soon develop your own signals for weight.
So now, you are ready to call for your first shots. What do you call for, what is your strategy to be. Here are some suggestions. (See also the pamphlets FIRST, MIDDLE and LAST ends)
We will presume that you know that the first two stones cannot be removed from play unless they touch the house.
CALLING THE FIRST STONES WHEN YOU HAVE THE HAMMER
Your strategy should be try to score more than one point.
If your team has the hammer, it means you will be throwing the very last rock of the end. Wouldn’t it be nice if all you had to do then is a simple draw to the house without any stone in the way?
Therefore, you should call for your first shots to be on the side of the house, either in or just in front. Later, you can draw some shots behind those guards to try to score more than one point.
If your opponent places rocks on the center line, you can get rid of them, or at least replace them with some of your own that can be promoted later. It is best to keep the center of the ice free for your last shot.
When you are at your last rock, consider blanking the end if there are no stones or just one opposition stone in the house.
CALLING THE FIRST STONES WHEN YOUR OPPONENTS HAVE THE HAMMER
Your strategy should be to steal one or more points, or allow your opponent to score only one point.
The best way to steal a point is to be able to curl a stone behind some guards. Therefore, for the first few stones, try and position one stone on the center line about 4 to 8 feet in front of the house. Then, when the opposition misses removing that stone, or replaces it with one of theirs, you can come around it and place your stone on the button. When the time comes for your last stone, guard if you are shot or good second shot. If the opposition is first shot, consider a freeze to limit the damage or a guard to keep them from scoring two.
AVOIDING THREE AND FOUR ENDERS AGAINST YOU
Once the first eight rocks have been thrown, you can usually tell if things are proceeding according to plan or if a disaster is in the makings. If you are in control, great, but, if your third is about to throw his first rock and the opposition is sitting four rocks in the house to your zero rocks, consider mitigating shots. Look for opposition stones that can provide a good pocket for you to curl to. Ask for "safe" shots that will give you a chance to leave your stone in the house. A come around draw can really be of help to you at this point. Ensure that your third knows that it is better to be short of the house rather than through the house; you might then be able to promote that stone.
LEARNING FROM YOUR MISTAKES
So, malgré tout, the opposition has scored more than you and you are sitting in the lounge with your team and «them»!! This is a good occasion to discuss the game with your members and with the opposition, without belabouring the issue. We can all learn from the expertise of others as well as from our mistakes.
Good Curling
Norm Danylo