Setting, placing, bringing, shooting away: how a Moarschaft divides the four jobs, does the maths on a Kehre and wins points with the Daube itself.
A Moarschaft scores in three ways: its own accuracy, shooting opposing stocks away, and moving the Daube [1]. Which of them is best is decided by the scoring rule — every stock of yours that ends the Kehre closer to the Daube than the opponent's best stock scores one point, at most four per Kehre; equal distance scores nothing [7][8]. Once that has sunk in, you suddenly play very different shots.
Straight talk: most recreational teams give away points because everybody aims at the Daube. Yet in almost every Kehre the question isn't "how do I get closer?" but "what makes the opponent's best stock worthless?".
Practice has four named jobs for this: setting, placing, bringing and shooting away [2]. Four players, six Kehren, one shot per player per Kehre [4] — 24 decisions per game, and every single one is tactical.
The possible jobs around best position are called setting, placing, bringing and shooting away [2]:
Whoever separates these four terms cleanly suddenly hears what experienced Moarschaften are actually talking about.
At the start the Moar sets the measure, the reference everyone else orients by [4]. The measure isn't merely a good first stock, it is your measurement of the lane: how much swing does it need today, does the lane run left or right?
Treat it accordingly: the second shooter doesn't correct their style, only their swing length relative to the measure.
Before every shot comes the same calculation: who holds best position right now? If the opponent holds it, your prettiest additional stock earns zero points as long as their best stock lies closer [7]. If you hold it, every further stock of your own also lying closer than their best is worth one more point [7].
From this follows the sport's most important tactical rule: secure and extend best position — or destroy the opponent's. Everything in between is decoration.
The target is movable, and that is your biggest chance: you are allowed to move the Daube [1]. If three opposing stocks lie neatly around it, one hit on the Daube shifts the entire evaluation — suddenly their stocks lie far away.
Worth knowing: if the Daube is shot out of the playing field, it returns to the Daube cross in the middle of the target field [5]. So the shot is never "wasted", but its effect depends on where the Daube goes — not merely on the fact that it moved.
The Moar has to be tactically experienced and assign his shooters properly [4]. A proven pattern: the most reliable setter opens, the placing specialists come in the middle, and the player with the best pace and line takes the last shot of the Kehre — because the final stock can turn the scoring of the whole Kehre — every stock closer than the opponent's best counts [7].
A team game has six Kehren, each player shooting once per Kehre [4]. Do the maths early: if you lead clearly, the safe stock beats the spectacular one. If you trail, the Kehre is the unit in which you take risk — not the single shot.
Tactics mean many stocks lie in the field and shots are played with force. So in the team game this holds especially strictly: nobody in the target field while a stock is on its way — a shooting stock can fling resting stocks away uncontrollably.
The Moar clears the target field, not impatience. Beyond that, still: firm, grippy footwear and a short warm-up for the throwing shoulder — precisely because shooting-away attempts are played with more pace than placing attempts [6].
And as always: this guide explains tactics and motivates — it never replaces the supervised club or course where an experienced Moar shows you the situations on a real lane.
Keep a Kehre log: one line per Kehre with job, shooter and result in points [3]. After two games you see in black and white which job earns you points and which costs them — and suddenly you stop arguing about gut feeling and start arguing about numbers. Most teams lose not on ability but on job selection.
Through three routes to best position: your own accuracy, shooting opposing stocks away, and moving the Daube [1]. Practice calls the jobs setting, placing, bringing and shooting away [2]. Which one makes sense follows from the scoring rule: one point for every stock of your own lying closer than the opponent's best, at most four per Kehre [7].
Like any other delivery — only with more pace and the same line. Body and gaze on the target stock, lunge step toward the target. What matters is the job choice beforehand: shooting away pays above all when it topples the opponent's best position [1][3]; otherwise placing is the safer source of points [2].
When several opposing stocks lie neatly around it: one hit on the Daube devalues their entire position at a stroke [1][3]. Be careful with the direction, though — if the Daube is shot out of the playing field it returns to the Daube cross in the centre [5], and the situation can turn against you too.
The Moar. He gives the commands, assigns the shooters and has to be tactically experienced for it [4]. A team game has six Kehren in which each of the four players shoots exactly once [4] — distributing those 24 shots across the right jobs is the Moar's real work.
Running Soles and Shore Hardness: How to Match Sole and Stock to Ice or Asphalt