CurlTi.me/Learn/Weight by number
Calling weight by number
Weight is the one thing a curler actually chooses, and it is called as a number. The numbers are not a difficulty scale — they are places on the ice, and once you see that, the whole system reads itself.
Last updated 2026-08-16
Weight is a distance, not an effort#
The single most useful thing to understand about curling is that "weight" does not mean how hard you push. It means where the stone would stop. A curler asking for more weight is asking for the stone to finish further down the sheet, and the amount of muscle involved is nobody's business.
That framing is what makes weight callable at all. If it were an effort you could only learn it by feel, and you could never hand it to a teammate. As a distance it has a number, and the number can be spoken across fifty metres of ice.
The numbered scale#
The scale runs from 1 to 10, and every number is a place. The house does most of the work of dividing it up: the rings put lines on the ice two feet apart, so 4 is the front edge of the house, 7 is the button, 10 is the back line, and 5, 6, 8 and 9 land on the eight- and four-foot lines either side of the tee.
Point at a row to find it on the ice.
| Call | Stops at | From the hack | Hog to hog | What it is for |
|---|---|---|---|---|
| 1 | A deep guard | 111 ft | 16.48 s | A deep guard, well out in front. Hard to draw around, easy to leave useless. |
| 2 | A guard | 114 ft | 15.58 s | The standard guard. Far enough out to hide behind, close enough to matter. |
| 3 | A tight guard | 117 ft | 14.87 s | A tight guard, right off the rings. Protects the front of the house without blocking your own draw. |
| 4 | The top of the house | 120 ft | 14.27 s | The front of the rings. Counts, but only just. |
| 5 | The top of the eight-foot | 122 ft | 13.92 s | Top of the eight. The workhorse draw when something has to sit in front. |
| 6 | The top of the four-foot | 124 ft | 13.60 s | Top of the four. Close to the middle and still coverable. |
| 7 | The button | 126 ft | 13.31 s | The button. The default answer to "where do you want it?". |
| 8 | The back of the four-foot | 128 ft | 13.04 s | Back four. Behind the tee line, close to the middle, awkward to remove. |
| 9 | The back of the eight-foot | 130 ft | 12.78 s | Back eight. Deep and safe from anything drawn in front of it. |
| 10 | The back line | 132 ft | 12.55 s | The back line. The last position that scores, and a foot from being gone. |
Once you have the symmetry, nothing needs memorising. The button is 7. Every step of one is two feet. So a 9 is four feet past the button — the back of the eight-foot — and you worked that out rather than recalled it.
Why the guard numbers step three feet#
In front of the rings there is nothing to measure against: fifteen feet of blank ice between the hog line and the front of the house. Two-foot steps would need eight numbers to cross it and none of them would land on anything you could see. So the guard zone gets three numbers at three-foot steps — 3 is a tight guard just off the rings, 2 is a guard, and 1 is a deep guard close to the hog line.
The numbers in between#
Nobody writes 6.4 on a chart, but it is a shot a curler can genuinely ask for — a foot in front of the button is a real place and a real instruction. The scale is continuous rather than ten fixed calls, which is why CurlTi.me puts a fine control between the number buttons rather than making you pick one of ten.
The other way: a stopwatch#
The second way to call weight is a time. Somebody at the delivering end starts a watch as the stone crosses the near hog line and stops it as it crosses the far one — 72 feet of travel — and reads off a number in seconds. That is the hog-to-hog split, and it is the language teams use to talk about the ice.
It runs backwards from the numbered scale, which catches everybody out once: a bigger time is a lighter stone. A 13.3 is a draw to the button; a 12.5 will run to the back line; a 16.5 barely reaches the guard zone.
Some teams time from the back line to the near hog line instead — about 3.75 seconds at draw weight. That measures something different: the stone is still being carried during that stretch, so it times the delivery rather than the slide. Both conventions are in use and both are right; they just answer different questions.
Why the same number takes a different time#
Here is the part that turns the stopwatch from a gadget into an instrument. The number 7 always means the button. The time a 7 takes does not, because it depends entirely on how fast the ice is.
| Sheet | Friction | Its own draw to the button | A stone thrown at the calibration sheet's button weight |
|---|---|---|---|
| Club | ×1.10 | 12.72 s | stops at 117.5 ft — 8.5 ft short of it |
| Normal | ×1.00 | 13.31 s | stops on the button |
| Championship | ×0.85 | 14.37 s | stops at 142.4 ft — 16.4 ft past it |
Throw the identical stone on club ice and on championship ice and it finishes nearly twenty-five feet apart. That is the whole reason teams stand at the far end with stopwatches during the first end: they are not measuring the thrower, they are measuring the sheet. Once you know a button draw is taking 13.9 seconds on this ice tonight, you know what to call for the rest of the game.
Ice speed, and what to expect from a sheet goes into how much a sheet varies, how it changes during a game, and how to read one from a single stone.
Above the scale: the takeout weights#
The numbers stop at 10, because the house stops at the back line and there is nothing left to name. Everything harder than that is a takeout, and takeouts are defined by the fact that they would keep going. So they get names instead, and the names are places too — just places past the end of the house:
| Weight | Would stop at | Hog to hog | What it is for |
|---|---|---|---|
| Back Line | 132 ft | 12.55 s | The lightest weight that reliably removes a stone. Yours is likely to stay in the house. |
| Hack | 138 ft | 11.93 s | A soft takeout. Enough to clear, gentle enough to control the roll. |
| Board | 144 ft | 11.40 s | The everyday hit. Removes the target and leaves your stone somewhere predictable. |
| Control | 175 ft | 9.54 s | The standard modern takeout. Still curls, so it can be thrown around a guard. |
| Normal | 198 ft | 8.65 s | A firm hit. The target goes; so, usually, does yours. |
| Peel | 274 ft | 6.91 s | Maximum weight. Travels almost straight, which is why it is used on guards. |
Those names are not arbitrary and they are not modern inventions — why the weights are called what they are traces each one back to the thing on the ice it is named after.
Which weight to throw#
Roughly, and with a great deal of argument available about the edges:
- Draw weight (4–10) — when you want the stone to stay. Everything about position play is drawn.
- Guard weight (1–3) — when you want to block rather than to score.
- Hack or board weight — a controlled takeout. Heavy enough to remove a stone, light enough that yours might stay in the house afterwards, which is what a hit-and-stay or a hit-and-roll needs.
- Control weight — the standard takeout in most modern play. It curls a little, so it can be thrown around a corner, and it still clears cleanly.
- Normal and peel weight — when you want the target gone and you do not care what happens to your own stone. Peel weight travels almost straight, which is precisely why it is used on guards: there is no curl for the other team to have planned around.
Heavier is not safer. A harder throw curls less, which means it is less forgiving of a missed line, and it arrives with enough energy that a thin contact sends both stones somewhere nobody intended. There is a reason control weight is called that.
Calling weight on CurlTi.me#
The game takes weight the same two ways the ice does: pick a number from 1 to 10 and nudge the fine control between them, or set a stopwatch time directly. Switching between the two carries the value across rather than resetting it, because they are the same axis expressed differently.
Every split time on this page comes out of the game's own physics rather than from a chart somebody typed in, which is why they are given to two decimal places: they are computed, not remembered. The friction law underneath is µ(v) = 0.00662 + 0.00231/√v — friction that rises as the stone slows, which is the correction that makes real curling timings reproducible at all.