HOT SHOTS RULES
 

  1. The “Hot Shots” Competition will consist of four shots: Draw to the Button, Raise to the Button, Hit and Stay, and the Come Around.
     

  2. Your team must be comprised of the four individuals that are registered on your application form. Spares may be used following the same guidelines as a regular game. If for whatever reason one of your team mates is unable to attend, the Third or Mate will be allowed to throw the fourth rock for your team. If the Third is the player missing, then it will move to the Second. If the Skip is the one missing then the team can decide who throws the last rock. However, you cannot enter the competition with less than three players.
     

  3. Each player on every team has to throw one of four rocks (one rock each). The other three players will sweep or skip and then alternate positions. Hence, you will get to choose whatever event you feel the most confident in to deliver your rock.
     

  4. The winning team will be decided upon by total points scored. In the event of a tie, the teams involved will have a shoot out whereby each team will play a draw to the button, any player on the team may deliver the rock. The same point scoring scheme will be in place and the judges’ decision is final. Each rock thrown for the tiebreaker will be measured and closest to the button will determine the winner if points are tied.

Hit and Stay

             The thrower may use either the in turn or out turn. The thrower will attempt to hit the rock placed at
the back of the button and stay. See Figure 1. The points will be awarded as follows:

Hit and stay on Button                          Five      (5)

Hit and stay on four-foot                       Four     (4)

Hit and stay on eight-foot                      Three   (3)

Hit and stay on twelve-foot                   Two     (2)

Hit and stay outside twelve-foot            One      (1)

Failure to hit rock                                 Zero     (0)

 

Rock placed at back of button in four-foot

  Draw to the Button

The thrower may use either the in turn or out turn throw. The thrower will attempt to draw to the button.
The points will be awarded as follows:
 

Draw to the button                    Five      (5)

Draw to the four-foot                Four     (4)

Draw to the eight-foot               Three   (3)

Draw to the twelve-foot            Two     (2)

Draw the free guard zone          One      (1)

 

   The Come Around

The thrower may use either the in turn or out turn throw. The thrower will attempt to draw around a
centreline guard to the button. The points will be awarded as follows:

Draw to the button                    Five      (5)

Draw to the four-foot                Four     (4)

Draw to the eight-foot               Three   (3)

Draw to the twelve-foot            Two     (2)

Draw the free guard zone          One      (1)

 

Rock placed on centreline approx eight feet from twelve-foot

 The Raise

The thrower may use either the in turn or out turn throw. The thrower will attempt to raise the guard to the button.
The points will be awarded as follows:

Raise to the button                    Five      (5)

Raise the four-foot                    Four     (4)

Raise the eight-foot                   Three   (3)

Raise the twelve-foot                Two     (2)

Raise the free guard zone          One      (1)

Failure to hit guard                    Zero     (0)

 

Rock placed on centreline approx eight feet from twelve-foot