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Re: Skins games



Paul Little wrote:
It's pretty straight forward. You win a skin by taking two or more points in
an end where you have the hammer, or by stealing one or more points in an
end where you do not have the hammer. If an end is blanked, or the team with
the hammer only scores one, the skin is "carried over" and added to the skin
for the next end. If a skin is NOT scored, the last rock advantage changes
to the other team. You cannot blank an end to keep last rock. The winner is
the team with the most skins won at the end of the game. The number of
points scored is not tallied.



There are all kinds of variations that can be done for club curling for "total-point" skins bonspiels.

One that I have heard of has no carryovers... thus teams have to go all out and cannot play conservatively to get a carryover... if either does not score the skin, it dissappears. So playing for carryovers becomes a disadvantage for these two teams, against the rest of the field.

Another variation is to allow a bonus "skin" for "winning" the game on normal points. Throws in an extra wrinkle.

Then there is another which adds extra bonus full or partial skins for scoring *more* than 1 without-hammer or more than 2 with... Some of those weigh "stealing" of greater difficulty and might give a full bonus of 1 for stealing 2, but, say, only an extra .5 for getting 3 with hammer.




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