waha hockey guide

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WENATCHEE AMATEUR HOCKEY ASSOCIATION GUIDE
TO YOUTH HOCKEY
Introduction - The following is by no means an encyclopedia of hockey but is meant to provide WAHA
coaches, players, and parents some basic hockey knowledge, terminology, and team tactics. It is not
meant to restrict a coach from adding their own drills, knowledge and style, but is a tool to improve and
standardize the way WAHA teaches hockey to their players. This will be a work in progress. Revisions
will be made as needed.
An emphasis will be placed on passing and the use of team tactics in both Mite and Squirt hockey. By
the time a player reaches Pee Wee level, each player in both Rep and House league should be familiar
with and able use the standard tactics and terminology in this manual. The hope is by improving player,
parent and coaching knowledge, the transition from House league to Rep hockey can be seamless. By
building on these basics, we can then start the building blocks of a stronger association. Well coached,
confident players will enjoy the game more and stay with our program longer. As players advance to
higher levels, this will allow more complex skills and schemes to be taught by our coaches.
Sections - This manual is broken into three topic areas. The first is a glossary of common language
terms and definitions. Second is a section on team tactics and basic hockey theory. Third is guide to
penalties. By better educating and understanding the guidelines for calling penalties, we hope to help
eliminate the frustration for coaches, players and parents during a game and encourage positive
behavior.
Coaches, please read and begin to use these basic tactics as part of your practices. You may adapt it as
you choose, but please assure that they basics are taught. Parents, to get the most out of your player’s
hockey experience, we hope that you thoroughly familiarize yourself with this guide. It will help you
understand what the coach is doing and why. It will help you understand hockey rules and what the
penalties are for breaking those rules. We encourage you to discuss this guide with your player. Should
you have any questions, your coach is a great resource.
W.A.H.A.
PO BOX 1065
Wenatchee, WA 98802
www.wenatcheehockey.com
HOCKEY TERMS (excluding penalties which are in the Rules section)
Assist - A pass that sets up a goal. Up to two assists may be credited on each goal.
Angling – The act of attacking the puck carrier from the side and influencing their movement, usually to the
outside of the ice or toward a fellow defender.
Attacking zone - The area in the opponents' end of the ice between the blue line and the goal line in the
offensive zone.
Back-check - To check an opponent while on the way back to the defensive zone.
Backhand - A shot or pass made from the side of the body opposite the stick hand.
Beat the goalie - To score a goal, usually by faking out or outsmarting the opposing goaltender.
Blade - The flat section of a hockey stick that contacts the puck.
Blind pass - A pass made without looking at the target.
Blocker - The goalie's blocking glove or the pad attached to it.
Blue line - One of two, 12-inch-wide lines that run across the width of the ice, 60 feet from the goal line. They
divide the ice into three zones. See attacking zone; defensive zone; neutral zone.
Boards - An enclosure of wood or fiberglass, 3 ½ to 4 feet high, that surrounds the rink.
Body check - A check made with the hip or shoulder to slow or stop an opponent's movement or to throw him off
balance.
Box - 1) A defensive formation, when a team is short-handed, in which the four remaining skaters form a square.
2) The penalty box.
Box Out – When a defender establishes a position between their goaltender and/or puck and the opposition thus
not allowing the opponent a rebound scoring opportunity.
Breakaway - A scoring opportunity on which a skater with the puck is behind the opposing defensemen and faces
only the goaltender.
Breakout - A method of moving the puck out of the defensive zone and beginning an attack.
Catching glove - The glove worn by the goalie on the non-stick hand.
Caught up ice - Descriptive of a player who is still in the attacking zone while the opponents are attacking at the
other end of the ice.
Center - The player in the center of a team's forward line. He takes most of the faceoffs and often leads an attack
by carrying the puck into the attacking zone, then shooting or passing to a teammate.
Center ice circle - The faceoff circle, 30 feet in diameter, surrounding the center ice spot, where faceoffs are held
to start a period and to restart the game after a goal.
Center the puck - To pass the puck from near a corner in the attacking zone into the area in front of the goal
cage.
Change on the fly - To make a line change or send other substitutes out while play is going on.
Check - Any tactic used by a defensive player in an attempt to slow down an opponent and/or get possession of
the puck. There are two main varieties: the body check and the stick check.
Checking line - A line made up of players known primarily for defense, not scoring.
Cherry picking – An individual or team tactic. When the puck is in at team’s defensive zone, a player remains in
the neutral zone behind the opposition’s defensemen, in an effort to get a pass and a breakaway opportunity. Not
a good long term strategy as it leaves your team short a player in the defensive zone.
Clear - To pass, poke, or deflect the puck away from one's own goal cage, or out of the defensive zone.
Clear the zone - To leave the attacking zone in order to avoid being called offside when the puck enters.
Coincidental - Descriptive of matching penalties assessed against players of both teams for simultaneous fouls.
Players serve until the penalty expires AND a whistle is blown. It gives neither team a man advantage.
Corner - An area of the rink near one of the four rounded sections where the sideboards and end boards meet.
Crease – The protected area the goalie plays in. Half circle in front of the net colored blue.
Crease Violation – A crease violation occurs when an offensive player has a skate and/or stick in the goalie
crease when their team has possession of the puck. A stoppage of play will occur and a face off will take place
outside the offensive zone. A player is allowed in the crease only after the puck is in the crease as long as they
do not interfere with the goalie.
Cross bar - The 6-foot-long horizontal bar that connects the tops of the goal posts.
Cycle – A series of drop passes, typically in the offensive zone, with players rotating positions in order to maintain
control of the puck.
Dasher - The small ledge at the top of the boards.
Defenseman - A player who is primarily responsible for preventing the opposition from scoring. There are usually
two defensemen on ice for a team at any given time, and they are usually positioned closer to their own goal cage
than the forwards.
Defensive zone - The area in a team's own end of the ice, between the blue line and the goal line.
Deflection - A shot or pass that changes direction when it strikes a player, skate, or stick. While often accidental,
a deflection may also be a deliberate act of a player who uses the stick to redirect a teammate's shot into the goal
cage.
Deke - To fake, either with the puck or the body, in order to get a defensive player out of position or off balance.
Short for "decoy."
Delayed offside - An apparent offside on which the linesman doesn't blow the whistle immediately because a
defending player has gained control of the puck near the blue line. If the player loses possession before crossing
the blue line, the offside will be called. For amateur hockey, this is only used in Canada.
Delayed penalty call - A penalty that isn't called immediately because the non-offending team has control of the
puck in an advantageous position. The referee raises an arm to signal the penalty but doesn't blow the whistle to
stop action and enforce the penalty until the offending team gets the puck.
Delayed penalty - A penalty that isn't immediately assessed because the offending team already has two players
in the penalty box. It is enforced when one of the two previously penalized players leaves the box.
Diamond - A defensive formation, used when a team is short-handed, in which the four remaining skaters form
into a diamond arrangement.
Drop pass - A pass on which a player simply leaves the puck behind on the ice for a teammate to pick up.
Dumping the puck – An offensive tactic used once the offensive team has crossed center ice. It is done by
shooting the puck into the offensive zone and then chasing the puck to re-establish control.
Empty net - A net that's unprotected, because the goalie is out of position or because he's off the ice in favor of
an extra skater.
Empty net goal - A goal scored when the net is not guarded by the goalie, usually because he's been pulled to
get an extra skater on the ice.
End boards - A section of the boards at an end of the rink.
End to end – The term used when a player skates the puck from one end of the ice to the other, through
defensive players, in an attempt to score. Not often successful.
Extra skater- A player, usually a forward, who is on the ice to replace the goalie, either during a delayed penalty
or when a team desperately needs a goal late in the game.
Faceoff - The method of starting play at the beginning of a period or of restarting after play has been stopped for
any reason. Two opposing players stand a stick-length apart with their stick blades flat on the ice and a referee or
linesman drops the puck between them. Other players must remain outside the faceoff circle or at least 15 feet
away if the faceoff is at a spot that's not in a circle.
Faceoff circle - There are five faceoff circles, each 30 feet in diameter, one at the center of the rink and two in
each end of the rink.
Faceoff spot - In addition to the faceoff spots located in the center of each faceoff circle, there are four faceoff
spots in the neutral zone, located directly in line with the faceoff spots in the end faceoff circles and 2 feet from
the blue lines.
Fan - To miss the puck completely when attempting a shot or pass.
Feed - To make a pass that sets a teammate up for a shot.
Five hole - The opening between a goalie's leg pads.
Flat pass - A pass that slides along the ice.
Flip pass - A pass on which a player lifts the puck off the ice with a quick wrist snap, usually to clear an
opponent's stick.
Flip shot - A shot that's similar to a flip pass, except that it's directed on goal.
Fore-check - To check members of the opposing team in their own defensive zone, both to slow down their
attack and to attempt to regain control of the puck.
Forehand - A shot or pass made from the same side of the body as the stick hand.
Forward - One of the three players who make up a team's forward line: the center and the right and left wings.
Forward line - The three forwards as a unit.
Freeze the puck - To hold the puck against the boards or the back of the net with the skate or stick, in order to
stop play and gain a faceoff. If a player freezes the puck when no opponent is trying to gain control of it, it's delay
of game.
Full strength - Descriptive of a team that has its full complement of six players on the ice.
Garbage/Garbage goal – Rebounds in front of the net are called garbage. Although a negative term, “garbage
goals” and “garbage players” are a very important part of offensive play.
Give-and-go - A play on which a player passes to a teammate, then skates past him, ready for a quick return
pass.
Glass - The plexi-glass sheet on top of the boards, which protects spectators and players on the bench from the
puck.
Glove hand - The hand on which the goaltender wears the catching glove.
Glove save - A save made with the catching glove.
Glove side - The side on which the goaltender wears the catching glove; the opposite of stick side.
Goal - 1) A score, worth one point, that is made when the puck goes entirely across the opposition's goal line,
between the goal posts. 2) Short for goal cage.
Goal crease - An area in front of the goal cage. In the National Hockey League, the crease is a rectangle 8 feet
wide and 4 ½ feet long, surmounted by the arc of a circle that extends a further 1 ½ feet at its height. Attacking
players are not allowed to interfere with the goaltender in the crease, although incidental contact is now allowed.
Goal line - A red line, 2 inches wide, that connects the goal posts and extends to the sideboards in both
directions.
Goal post - One of the two vertical metal bars that, with the crossbar, frame the goal cage.
Goal Side/Defensive Side – Is maintaining a position between the oppositions puck carrier and your own net
when battling for the puck.
Goals against - The total number of goals given up by a goaltender or a team within a given period of time.
Goals against average - The average number of goals given up per 60-minute game by a goaltender or a team
within a given period of time. The average is computed by dividing goals against by minutes played and
multiplying the result by 60.
Goaltender - The defensive player normally stationed directly in front of the goal cage, whose primary job is to
prevent goals by the other team. The goaltender wears special protective equipment and is given some special
protection by the rules, while he is in the goal crease. If assessed a minor, major, or misconduct penalty, the
goaltender remains in the game while another player goes to the penalty box in his stead.
Half Board – A term used to denote the location located approximately half way between the goal line and the
blue line along the boards.
Hand pass - The act of batting, deflecting, or throwing the puck toward a teammate, resulting in stoppage of a
play and a faceoff at the spot. A player is allowed to stop or bat the puck with a hand, provided it isn't deliberately
directed at a teammate. A hand pass is only legal when a player is in his own defensive zone.
Hat trick - The feat of scoring three or more goals in a game.
Head man - To pass the puck ahead to a teammate, especially on a rush; feeding the lead person in the play the
puck.
Heel - The section of a hockey stick where the blade is attached to the shaft.
High Slot – Being further out in the offensive zone towards the blue line. Typically beyond the face off dots.
High stick - A stick carried with the blade above shoulder level. A goal cannot be scored with a high stick. If a
puck is played by a high stick and a teammates gains control, a stoppage of play will occur and it will result in a
face off in the neutral zone.
Hip check - A check on which the defensive player bumps the opponent with the hip.
House – Used with younger players to explain the slot area extending from the goal line through the face off dots
and then angling to a point at the blue line, forming a house like shape.
House League – The term for teams that play locally only versus playing a traveling league.
Ice time - The amount of time that the player is on the ice during a game when the clock is running.
Icing - Shooting or directing the puck from behind the red line so that it crosses the opposition's goal line. Play
resumes with a faceoff in the offending team's defensive zone. It is not icing if the shooting team is short-handed
or if it can be played by the opposition.
In the net - Said of the goalie, as in, "Losha is in the net tonight."
Kick save - A save on which the goalie uses his skate or extended leg to stop or deflect the puck.
Kill a penalty - To prevent the opposition from scoring a goal on the power play. Typically the strongest defensive
players are on the ice for the penalty kill.
Lead pass - A pass sent ahead of a moving teammate.
Left wing - The forward who lines up and operates primarily on the left side of the ice, usually a left-handed
shooter.
Line - A group of forwards who usually play together for a team because their skills complement one another.
Line change - The substitution of one entire line for another, usually done every couple of minutes or even more
often to keep rested players on the ice. See also change on the fly.
Linesman - One of the two officials primarily responsible for calling icing and offside violations. The linesmen also
conduct most faceoffs, separate fighting players, and may inform the referee of fouls, but they cannot themselves
call penalties.
Loose puck - The puck when it is not being controlled by either team.
Low/Down Low – Refers to being down below or close to the goal line in the offensive zone.
Man advantage - The situation in which a team has one more player on the ice than the opposition. See also
power play.
Neutral zone - The area contained between the blue lines.
Offensive zone - The attacking zone.
Official scorer - An official who keeps a record of the game, including goals scored and the time of each score,
players credited with goals and assists, and substitutions.
Offsides - A violation committed when a player is already in the attacking zone, with both skates entirely across
the blue line, when the puck crosses the blue line into that zone. Play stops and a faceoff is held in the neutral
zone. See also delayed offside.
Off wing - A wing who is on the side opposite that on which he usually plays, or shoots from the "wrong side" for
his position; e.g., a left wing stationed on the right wing or a right-handed shooter playing left wing.
Officials - There can be as many as eight officials working a hockey game: one referee and two linesmen, known
as on-ice officials, plus two goal judges, a game timekeeper, a penalty time keeper, and an official scorer, who
are known as off-ice officials.
On the fly - See change on the fly.
One-man advantage - See man advantage.
One man back - Descriptive of the situation in which a team has only one defenseman between the goaltender
and the attackers, usually because the other defenseman has been caught up ice.
One-timer - A shot on which the puck is fired as soon as the player receives it, without stopping it.
Open ice - An area of the rink that is free of opponents.
Overtime - An extra period of play to break a tie. In most amateur hockey league and exhibition games, it will
stand as tied. In tournament championships games there is typically one sudden-death overtime period, followed
by a penalty shootout if the score remains tied.
Pad save - A save on which the goalie uses a leg pad to stop or deflect the puck.
Pass-out - A pass made by an attacking player from behind the opponent's goal line to a teammate in front of the
net.
Penalty - A punishment levied against a player, coach, or team official for a rules violation. See bench minor
penalty; game misconduct penalty; major penalty; match penalty; minor penalty; misconduct penalty in the
RULES SECTION.
Penalty box - An area containing a bench, just off the ice and behind the sideboards, where players serve
penalty time. There are two penalty boxes, one for each team.
Penalty killer - One of the players on the ice to prevent a power play goal by the opposition. Penalty killers are
usually good at back checking and puck-handling.
Penalty minutes - A statistic that shows the amount of penalty time accumulated by a player or team.
Penalty shootout - A method of deciding a winner, in amateur hockey, if the score is still tied after one overtime
period. Each team designates five shooters and a goalie, and the teams alternate penalty shots, with a different
shooter each time. If the score remains tied after each team has taken five shots, five new shooters are
designated and the shootout continues until one shooter scores and his counterpart on the other team fails to
score.
Penalty shot - A shot on goal, with only the goaltender defending, awarded for certain infractions. The player
taking the shot is given the puck at the center ice spot and must keep the puck moving forward once across the
blue line. Once the shot is taken, the play is over; a goal can't be scored on a rebound. If a penalty shot is
awarded to a player who was interfered with or otherwise fouled on a breakaway, that player takes the shot. In
other cases, such as when a defensive player other than the goaltender falls on a puck in the goal crease, the
team captain selects a player from among those on the ice to take the penalty shot.
Period - One of the three 20-minute playing segments of play in a regulation hockey game, or an overtime
playing segment.
Pinching – When the offensive team’s defender moves forward in an attempt to play the puck and keep it in his
offensive zone.
Point - 1) A goal or an assist credited to a player. 2) A unit used to determine league standings, in which a team
is given 2 points for a win and 1 point for a tie or overtime loss. 3) An area near the boards and just inside the
opposition's blue line, where a defenseman is normally stationed when his team has control of the puck in the
attacking zone.
Poke check - A stick check on which the player jabs his stick blade at the puck or an opponent's stick to dislodge
the puck.
Post - Short for goal post.
Power play - The situation in which a team has more players on the ice than the opposition because one or more
opposing players are in the penalty box. Typically the team’s strongest players are on the ice to score an goal
with the advantage.
Power play goal - A goal scored by a team on the power play. Compare short-handed goal.
Puck - A black disc made of vulcanized rubber, 1 inch thick and 3 inches in diameter, weighing between 5 1/2
and 6 ounces.
Puck-handler - The player currently in possession of the puck.
Pulling the goalie - To remove the goaltender from the ice and replace him with a forward to gain more attacking
power. The goalie is pulled when there's a delayed penalty on the opposition or when a team needs to score in
the closing minutes of a game.
Rag the puck - To retain control of the puck, without attempting to score, for a considerable period of time,
usually through clever stickhandling; a tactic used to kill time while a team is short-handed or when it holds a lead
with not much time left in the game.
Rebound - A loose puck that has bounced off the goaltender, the crossbar, or a goal post after a shot.
Red line - A line, 12 inches wide, that extends across the ice midway between the goal lines. Also known as the
center line.
Referee - The chief official in a hockey game, who calls most of the serious infractions and assesses penalties.
Referee's crease - A semi-circle with a 10-foot radius, marked in red, in front of the penalty timekeeper. When
the referee is reporting penalties, no player is allowed to enter this area.
Regroup – The act of turning the play around in the defensive or neutral zone by passing the puck backward to a
defenseman, allowing the forwards to skate up ice for a pass.
Rep. League – The term for “Representative” travel teams that play outside of the local area. Rep. teams
typically consist of those who wish to play at a higher competitive level. It includes more practice time, a higher
fee and weekend travel.
Right wing - The forward who lines up and operates primarily on the right side of the ice, usually a right-handed
shooter.
Rink - The playing area for hockey, an ice surface in the shape of a rectangle with round corners, 200 feet long
and usually 85 feet wide in North America but 100 feet wide in international play.
Rush - A rapid movement of the puck, by one or more players, into the attacking zone and toward the
opposition's goal cage.
Save - The act, by a goaltender, in deflecting or stopping a shot on goal. As a verb, to make a save.
Scramble - A battle among several players for possession of the puck.
Screen - To take a position between the goaltender and a teammate who controls the puck.
Screen shot - A shot taken when the goaltender's line of sight is blocked by players of either team in front of the
net.
Shadow - To cover an opponent, one on one, everywhere on the ice.
Short-handed - Descriptive of a team that has fewer players on the ice than the opposition because of a penalty
or penalties. See also power play.
Short-handed goal - A goal scored by a player whose team is short-handed. See also power play goal.
Short side - The side of the goal cage where the goaltender is playing; so called because there's a smaller area
to shoot at on that side.
Shot on goal - A shot that goes in the net or would have gone in the net if it hadn't been blocked or deflected by
the goalie or another defensive player.
Shut out - To hold the opposition scoreless for an entire game or any specified period of time.
Sideboards - The section of the boards along the side of the rink, between the goal lines.
Skater - Any player who is not a goaltender.
Slap shot - A shot on which a player raises the stick in a full backswing and then drives through the puck with a
strong follow through. These are allowed in PeeWee and above. Squirts and below are only raise their stick to
waist level.
Slot - An area immediately in front of the goal and extending about 10 yards out, considered the best area from
which to score a goal. The center usually tries to position himself in the slot when his team has control of the puck
in the attacking zone.
Smother (or Cover) the puck - To cover the puck with the hands or body. The goaltender is allowed to smother
the puck in the goal crease when he's being challenged or checked by an opponent, but otherwise it's an illegal
act that draws a minor penalty.
Snap pass - A quick pass made with a snap of the wrists, similar to a wrist shot.
Snap shot - See wrist shot.
Soft Side – Generally used a defensive zone term to denote the side of the ice with fewer opponents allowing for
an easier break out.
Split the defense - To skate between two defenders into or within the attacking zone.
Stick - The hockey stick may be no more than 63 inches long from the heel to the end of the shaft. A skater's
stick may be no more than 12 ½ inches long from the heel to the end of the blade. The blade of a skater's stick
must be between 2 and 3 inches wide at every point, with a curvature of no more than ½ inch, measured from a
straight line drawn between the heel and the end of the blade. The goaltender's stick must be no more than 15½
inches long from the heel to the end of the blade, and the blade must be no more than 3 ½ inches wide except at
the heel, where it must be no more than 4 ¼ inches wide.
Stick check - Checking an opponent with the stick.
Stick-handling - Carrying the puck on the stick while moving along the ice.
Stick save - A save made with the goaltender's stick.
Stick side - The side on which the goaltender holds the stick; the opposite of glove side.
Strong Side – Is the side of the ice that the puck is currently on. Can be used to label players, example: strong
side winger.
Sudden-death overtime - An overtime period that ends, along with the game, as soon as goal is scored.
Support – Where a player purposefully stays out or behind a battle for the puck or play and waits for a pass or
loose puck. Also leaves the supporting player in a defensive position.
Sweep check - A stick check on which the defender puts the shaft and blade flat on the ice and sweeps it along
the surface to knock the puck away from an opponent.
Take the body - To body check an opponent.
Third man in - A player who gets involved in a fight between two other players.
Three-on-one - A rush on which there are three attackers to only one defenseman.
Three-on-two - A rush on which there are three attackers against two defenseman.
Time out - A 30-second stoppage of play during which a team and coach can discuss strategy. Only allowed in
specific situations in youth hockey, typically tournaments.
Trailer - A player who follows along behind a teammate who has the puck, ready to receive a drop pass or
backward pass.
Trap - A defense designed to slow down the opposition's offense by trapping the puck in the neutral zone, then
regaining control of it.
Triangle - The defensive alignment generally used when a team is two players short because of penalties. The
three remaining players form a triangle, with one of them near the top of the slot to cover the points, while the
other two are near the goal cage.
Two-man advantage - The situation in which a team has two more players on the ice than the opposition. See
also man advantage; power play.
Two-on-one - A rush on which there are two attackers to only one defenseman.
Two-on-two - A rush on which there are two attackers confronting two defensive players.
Umbrella - A formation often used by a team on the power play to spread the defense; so named because it
resembles the shape of an open umbrella.
Up ice - In the direction of the team's attacking zone.See also caught up ice.
Washout - 1. A goal that is disallowed for one of several reasons, such as the puck being kicked into the goal
cage, or being batted in with a high stick, indicated by a signal from a linesman that is similar to baseball's "safe
signal." 2. The same signal, indicating that no icing or offside violation is being called.
Weak Side – The side of the ice the puck is not currently on. Can also be used to label a players, example: weak
side defenseman.
Wing, Winger, Wingman - One of the two forwards who flank the center and, with the center, make up a line.
Also known as a winger or wingman. See also left wing; right wing.
Wrist shot - A quick shot made with a snap of the wrist, using little or no backswing. See also snap pass.
Zamboni - The machine used to clean and resurface the ice between periods.
PLAYING TACTICS
Good hockey flows from zone to zone. That is to say that the play in the defensive zone sets up the breakout which sets up
the neutral zone play and hopefully carries into the offensive zone and a scoring opportunity. We have attempted to set this
section up with this in mind. It begins with defensive play and moves down the ice to offense and back.
Box + 1
The box +1 is a very basic defense that most teams use as players learn to play their position. It helps develop positional
defense and allows your team to be in a good position to break the puck out once your team gains control it.
It is a zone defense that divides the defensive zone into four sections. The two wingers and the two defensemen should
approximately be in a box if viewed from above. The four zones are split into left and right down the middle of the ice. They
are also divided into high and low, approximately at the top of the face-off dots. While not attacking the puck or puck carrier,
the defensemen will be stationed just outside the goal posts approximately 10 feet from the goal line on their respective side
of the ice. The wingers will be about the same width above the imaginary line between the faceoff dots.
Each of these four players will aggressively play the puck when it is in their zone. As this takes them out of the box
formation, the centerman becomes the replacement in their box position providing support to the attacking defender. This
keeps four players in an approximate box formation in the slot with the +1 player attacking the puck at all times. As your
team gains control of the puck each player proceeds to their breakout position.
Breakout
The breakout begins as your team gains control of the puck. Once this occurs each player will proceed to their breakout
position.
Typically one defenseman will gain control of the puck in the corner. The defenseman then has four options: skate it, pass it
to the strong winger, pass it to the center or reverse the breakout direction (D to D). The strong side winger will go to the
half-board, facing toward middle ice, to receive a pass. The centerman will skate down low in the zone on the strong side of
the ice and make himself available for a pass from the defensemen or the strong side winger to get the puck out of the zone.
The weak side winger should still be in the slot area in his defensive position helping on defense and reading the play. If it
looks like the puck is leaving the zone, he will go to his neutral zone position. The weak defenseman remains in front of the
net to support the play and maintain a last line of defense in case of a turnover.
When the play is reversed by the defenseman, the players change roles. This usually happens with a D to D pass which
allows our team to flank the opponent or get to the soft side of the ice. Weak side players then become the strong side players
and must shift to their new positions as listed above. No matter which side the breakout happens on, passing to the winger or
center allows your team to attack the blue line with two players, making it easier to exit the zone with speed.
The most important part of the breakout is to get the puck out of the defensive zone. The general rule is once a player has the
puck within approximately 10 feet of the blue line it becomes that player’s responsibility to clear the zone. Take what the
other team gives you. Bounce it off the boards around their defense, pass to a teammate, or just chip it out of the zone. Do not
lose it by trying to stick handle around multiple players. This leaves your team in a very poor defensive position and will
rapidly tire your team making it easier for the other team to score. Once the center, winger, or defensemen controls the puck
out of the defensive zone, the neutral zone transition begins.
Neutral zone transition
The neutral zone is where your team tries to maintain control and establishes momentum going into the offensive zone. This
also will help transition the offense into an attack triangle as they enter the offensive zone.
Mite/Squirt
As your team exits the defensive zone with possession of the puck, it is very important that the forwards spread out and
maintain positional distance from each other. This allows for better passing and gives the ability to attack the offensive zone
with speed. The simple rule is that you want to pass to the open player who has speed going into the offensive zone. This is
the head man. With young teams the wingers must learn to stay wide and in their position. Do not get sucked into the play.
This allows a player who cannot carry the puck further to pass the puck wide to the soft side of the ice enabling you to flank
and spread the defense, making it easier to get to the offensive zone. As kids get older, it becomes more and more difficult to
stick handle all the way down the ice and they will all eventually need to learn to pass the puck. The earlier they learn these
skills the better.
Squirt/Peewee
As teams advance in this area, they will need to learn to support the play and fill positions as they transition the neutral zone.
Once a pass is made it is natural for a player to go one way or the other (cut to the middle or go wide) with the puck. Let’s
say a winger passes up to a center near the middle ice and the center goes to the right side of the ice. At this point the right
winger needs to recognize this happening and allow the center room to attack the offensive zone on the right side. If the Rt.
Winger is ahead of the play they need to move to the center position along the blue line while not going off-side. If trailing
the play the Rt.winger simply curls to the middle of the ice and takes the center position. As the trailing player you also have
a responsibility to support the player with the puck. This means you trail the play about ten feet behind, just off the puck
carriers inside shoulder. Should they get in trouble, they can drop a pass to you or if the puck is turned over, the support
player becomes the first line of defense. This gives your team more offensive flexibility through the neutral zone and sets up
your offense to attack the offensive zone in the attack triangle.
Attack Triangle
The attack triangle is a very basic but good offensive attack formation. Although most teams use this type of offense it is very
hard to defend, gives a lot of offensive options and leaves you in a good defensive posture in case of a turnover. It is very
important to attack with as much speed as possible to not allow back checking opponents to become involved with the play.
Players’ position and responsibilities are determined by how and when they enter the offensive zone, not by their position.
They are labeled F1, F2, and F3. The F stands for forward and the number is how they entered the zone. F1 is the puck carrier
and typically the first to enter the zone (otherwise offside) and normally drives wide into the offensive zone toward the net.
The second forward into the zone is F2. F2 also drives toward the net on the opposite side of the ice roughly even with the
puck carrier. This gives us two forwards that can pass back and forth allowing us to attack the net. F2 will eventually end up
in front of or to the backside of the net for a pass or a rebound opportunity. F3 is the third or last forward to enter the
offensive zone and becomes the support for the play. F3 needs to remain behind the puck carrier approximately on their
inside shoulder to be available for a drop pass or to play defense in case of a turnover. As the play develops F3 will become
the high slot offensive option. These three players should try and maintain this triangle position while in control of the puck
allowing for two passing options at all time, no matter which player has the puck. It is also very important that the non puck
carriers keep moving to get open, allowing their teammates to have a pass option.
Dump and chase
Many times during a game particularly as kids get older you will be unable to carry the puck into the offensive zone with
control due to being outnumbered or being trapped by the opponent’s defense. When this happens it will be necessary to
dump the puck into the offensive zone and try to regain control for an offensive attack. Although it sounds like you’re giving
up on the play, it can be very effective strategy. Offense can be generated or it can allow time for a player change. The two
most common ways to dump the puck are around the boards or cross ice. When dumping the puck around the boards, it’s
important for it to be hard and to hit the side boards so it will ring around the end and go to the opposite corner. The cross ice
dump is just what it sounds like but needs to be softer or can be flipped up so it stays in the corner and does not rebound back
to the defense.
The basics of the dump are to try and put it in a corner of the ice were your team can regain control. Typically the puck
carrier is out of options, unable to carry or pass the puck to a teammate. Usually it is best to try and put the puck in the
opposite corner from the puck carrier. This is generally the farthest corner from the opposition’s defensemen and allows the
opposite side winger or other attacker to go get the puck and start the offense. As the defensemen are skating backward, the
forwards should have an advantage to the puck since they are skating forward and hustling to the puck.
Once the puck is picked up, the puck carrier (F1) should keep moving as the defense is closing in on them. This usually
means going to or behind the net with the puck and looking for a pass out to the slot for a shot. It is important for the puck
carrier to be patient with the puck and has their head up to make a good pass. The two other forwards should be moving into
the offensive zone and setting up the attack triangle as previously discussed. F2, the second man in the zone, will go down
low for a pass behind the net or go to the backside of the net for a pass or rebound opportunity. F3 comes into the high slot as
the top of the triangle and mirrors the puck carrier as F1 carries the puck. F3 must always work to be a pass option for the
puck carrier so he can receive a pass for a quick shot or another pass to F2 on the back side of the net. Another option is for
F3 to follow F1 and be a drop pass option, then have the original puck carrier curl to the net for a give and go. There are
many options but the most important part is to keep the puck moving and look for a good scoring opportunity.
Cycling
Cycling is the evolution of supporting the puck carrier and is a simple give and go pass that is very effective at all levels of
hockey. A cycle play can happen anywhere on the ice but is most commonly seen as a forward gains control of the puck in
the offensive zone corner. They begin skating the puck up the boards to the half-board. As another forward sees this they
follow the play down into the corner and call for a drop pass. The drop pass must be deep into the corner and off the boards,
otherwise the defender in the play will intercept it. As the puck goes back into the corner, the defender will follow the puck.
The original puck carrier then curls around the circle to the slot with their stick on the ice to receive a pass from their
teammate. They are very often wide open and can have an excellent scoring opportunity. If the player is not open for the
pass, the current puck carrier can move up the half-board with the puck and the play begins again as the name cycling
implies.
Bringing the puck out of the corner up the half-board is a very basic offensive play that opens up many opportunities for the
offense. As the puck carrier gets to the half-board they have 4 options with the puck. Dump it back down for a cycle. Pass to
the point for a shot on net. Pass to the weak side defense for a shot from the slot or simply curl to the slot, if open for a shot
or pass to the back side winger. This is the basics for a very good offensive attack. You can also teach your kids that if all
else fails, in the offensive zone, to dump the puck back in the corner and restart the offense rather than loose the puck to the
opposition.
Forechecking/Angling
This is when a team aggressively attacks a player or an opponent’s play before it develops in an attempt to break it up and/or
cause a turnover. This will typically happen in the opponent’s defensive zone as they gain control and try to break out or
transition to the neutral zone. The best fore-checkers never lose their defensive position and are relentless pests to the
opposition. A forechecker should never attack head on as it makes it very easy for an opponent to go around them and leave
them out of the play. A good forechecker will angle their opponent by coming in on one side giving the attacker only one
way to go. Normally a forechecker would like his opponent to go to the outside or toward the fore-checker’s defensive help.
The most important thing for a forechecker is to keep their feet moving and not lose position. By coming in on the angle
instead of straight in as the attacker moves up ice, the forechecker can turn and skate with them and limit their options. By
giving the attacker limited options it will help break up the play.
Back-checking
Is the basic concept of hustling back and helping on defense but is one of the hardest skills to teach. Young players are so
focused on trying to score, it's difficult to understand the necessity to back-check. Coaches must reinforce this responsibility
and work ethic from a very young age. Many players coast back down the ice only to see the opponent score because they
feel it is the defensemen’s job. All players are responsible for defense and must hustle back. As the play leaves your
offensive zone some of your forwards are naturally caught behind the play. Forwards then need to skate as hard as possible to
catch the play from behind and help their defense. The closest back-checker to the puck should try to catch the puck carrier
and break up the play. If unable to catch the puck carrier, they need to try and eliminate the passing options of the attacker.
The other back-checkers are also responsible for covering the opponents other offensive passing options. This allows the
defensemen to aggressively play the attacker and drive the opponent wide, preventing a good scoring opportunity. The earlier
the back-checkers can catch the play the better the chances of preventing a good scoring opportunity. Once the play is broken
up and a turnover created, your team now has a chance to regroup and attack down ice.
Neutral zone Regroup
Very often with a good back check you will create turnovers in the neutral zone and must have a way to turn the play around
and attack the offensive zone with speed and control. This is called a regroup. If a player picks up the puck in the neutral
zone and tries to turn it back up ice they will normally run into several opponents and the play will stall. So it is important to
use your defensemen once your team gets control of the puck. Whoever gets control of the puck makes a pass backward to an
open defenseman. This creates time and space to make a play and allows the forwards to turn in the middle of the ice and
gain forward momentum toward the offensive zone. The defensemen have the best view of the ice as they are facing forward
throughout the play and can see the open skaters. If they do not have time, they can pass D to D, this buys more time to allow
the wingers to get open. Particularly at younger ages, the wide weak side winger will be open and is the best option for a pass
to attack the offensive zone. From this point the puck carrier can pass, carry or dump the puck into the offensive zone for an
attack or change.
MISCELLANEOUS…
Faceoffs
An entire section and maybe books could be written about faceoffs but we will try and give you the basics and let coaches
decide what is best. Faceoff strategy is dictated by which zone the faceoff is conducted and who wins the faceoff.
Defensive zone
Faceoff setup is a little different in that the wingers are in their normal sides but one defenseman lines up inside the winger
closest to the net. This leaves this defenseman in a good defensive position in front of the net to cover the opposition’s
winger. The other defensemen will be behind the center to receive the draw. As the puck is dropped, both wingers will fire
out fast toward the opposition’s point-men to intercept the puck or breakup a shot from the point. The center is responsible
for the other center. If we lose the draw, this setup leaves you in a very good defensive position.
If we win the defensive zone faceoff, it is very basic in that you want to win the puck back to your defenseman to set up your
breakout play. As your defensemen gains control, the wingers break to the boards and the centerman swings to the strong side
and gets open for a pass and the breakout begins.
Neutral zone
Faceoffs use a standard formation. Most times you want the center to win the puck back to a defensemen. This gives your
team control of the puck and allows the forwards to break to open ice and be in a position to receive a pass. A D to D pass
may be open to provide time and space for the play to develop. It is very important that the defensemen are ready at puck
drop or the play will fail. Usually the weak side winger will be open as they break to the wide side of the ice. The center can
break up the middle for a pass and a chance to split the opposition's defense. The strong side winger should be ready for a
pass up the boards. Another tactic that can work but should be used sparingly and as a surprise is for your center to win the
puck forward between the opposition’s legs and to try and split the defense for a break on net.
If the draw is lost, the defense needs to guard against being split by the opposition and may want to be a little closer than
normal to close the gap. It is usually best for the strong side wing to be the forechecker and to attack the puck, while the other
two forwards cover their guys and protect against a pass.
Offensive zone faceoffs give your team the most opportunity for creativity and aggressiveness. The standard play uses a
normal formation with an attempt to win the puck back to the slot side defenseman for a shot on net. This means the inside
winger and center need to fire out toward the net for either a screen, tip or rebound opportunity. The weak side winger should
fall back to the high slot and be the support F3 forward.
Another play is for the outside winger to line up behind and inside of the centerman. If viewed from above, the formation
should look like the number 5 on a die. The objective is for the center to win the puck back to the winger behind him for a
quick shot on net. This also leaves the forwards in their triangle positions and the winger in a very good defensive position in
case of a turnover.
The "slip" is another commonly used faceoff play. It uses a standard faceoff formation and the objective is for the center to
win the puck back behind him about 2 feet and then to set a legal "pick" on the opposition’s center. Although a pick is not
legal and can be called interference, if the center plays the puck and maintains position it is not illegal. The outside winger
then curls behind the centerman and shoots the puck on net. The inside winger is going straight to the goalie for a screen, tip
or rebound. Each forward must understand what is to happen and be ready as the puck is dropped.
Changing
It's very important to keep your players fresh and change often. Most shifts should be kept at less than 1 minute. To achieve
this it becomes necessary to change players as play continues. For most line changes it is best to change while in the
offensive zone or after dumping the puck into the offensive zone. This allows for multiple players to change without giving
the opponent a scoring opportunity. This is a very difficult concept for less mature players as it is their chance to score and
they don't want to give it up. Yet if they wait, they will become tired while playing offense making them ineffective back
checkers and creating excellent scoring chances for the other team.
Penalty Kill Box/Triangle
During most penalty kills the strategy is the same. Kill as much time as possible without giving good scoring chances. This is
done by icing the puck as often as possible. Shorthanded icing is not a stoppage of play and will allow time to tick off the
clock and allows for line changes to keep your defenders fresh. The Box and the Triangle are two basic defensive zone
strategies for playing defense while shorthanded. The 1:1:2 Fore-check is a simple strategy which will allow for a more
effective penalty kill as your opponent advances up ice.
Box - The box is used when one man short or 5 on 4 and is very similar to the Box+1 described previously. The difference is
that you don't have the center support as you would with Box+1 defense. It is used as a passive defense trying to limit good
shots from the slot area. It is a four person box, with two defensemen low and two forwards high that requires each player to
be responsible for the puck in their zone. They can attack the puck carrier but should not loose defensive (goal side) position.
During faceoffs make sure the winger always lines up on the inside of the ice to maintain a good defensive position.
Triangle - The Triangle is used when you are two players short, 5 on 3, or 4 on 3. It is still the basic concept of protecting the
middle and slot area by having your players arranged with two defensemen in front of the net and one forward responsible for
the high slot and the opponent’s points. It is a very passive defense with little attacking trying to guard the middle and force
turnovers.
1:1:2 Fore-check- As the opponent advances the puck up ice the 1:1:2 employs one aggressive forward fore-checking the
play trying to break it up, while maintaining good defensive positioning. Another forward is further back on defense
supporting the other forward in case they lose defensive positioning. As one forward loses positioning the other will attack
the play and allow his partner to hustle back and support them. The two defensemen back up the forwards and play a less
aggressive role being the last line of defense.
When two short (5 on 3 or 4 on 3) it should be very similar but the one forward is less aggressive and should try to maintain
defensive position at all times.
Power play
A power play occurs when your team has more players on the ice due to penalty than the opposition does. This is a very good
scoring opportunity and should be taken advantage of. The best way to do this is by controlling the puck in the offensive zone
and tiring out your opponent. By realizing the opposition is normally going to try and protect the slot area in a box or triangle
formation, this should allow your team to control the puck around the perimeter of the offensive zone. Your team will have
an extra player and should have someone open to pass to. It is normally best to be patient with the puck and try and get a
good shot from the slot area.
Overload
Although we believe the best power play is generated by good basic passing, catching and shooting skills, there are several
different setups for power plays. One of the most basic is the "overload" and is used by most teams at lower levels. The
objective is to try and isolate the play to one half of the offensive zone. The center tries to get the puck down low in the
corner. The strong side winger will be at the half-board position with the weak side winger in the low slot for rebounds. The
defensemen will be shifted to the strong side of the ice. At this point, the offense tries to lure a defender out of position from
their defensive alignment. Once this occurs a scoring opportunity path develops to the net and should allow for a give and go
pass for a shot. Another tactic is to try and use the point-men to shoot on net and work for rebounds. It is very important for
your forwards to read when a shot will be taken and to get to the net for rebound opportunities. Remind your team it is better
dump the puck back in the corner and re-establish control than to suffer a turnover.
Many great drills and other coaching aids are now found on the internet. One that is user-friendly and beneficial is
www.weisstechhockey.com. It is a coaches training course that has videos that demonstrate most of these concepts.
HOCKEY PENALTIES AND RULES
The USA Hockey official rule book has a section (4) on penalties which deals with the severity of each violation and a
section (6) on rules which deals with each particular violation. The following is not an attempt to rewrite the rule book but to
give a basic understanding of the most common hockey violations. The references are pulled together from the Official Rule
and Casebook and the Basic, Intermediate, and Advanced Officials Manuals. For specific questions and full rule description
please refer to the most current Officials Rules and Casebook.
Zero Tolerance Policy
In an effort to make hockey more desirable and rewarding experiences for all participants, the USA Hockey Youth, Junior
and Adult Councils and the In-Line Section have instructed the Officiating Program to adhere to certain points of emphasis
relating to sportsmanship. This campaign is designed to require all players, coaches, officials, parents/spectators and team
officials and administrators to maintain a sportsmanlike and educational atmosphere before, during and after all USA
Hockey–sanctioned games.
Thus, the following points of emphasis must be implemented by all Referees and Linesmen:
Players
A penalty (Zero Tolerance) shall be assessed whenever a player (please refer to Rule 601 for appropriate penalty):
1. Openly disputes or argues any decision by an official.
2. Uses obscene or vulgar language at any time, including any swearing, even if it is not directed at a particular person.
3. Visually demonstrates any sign of dissatisfaction with an official’s decision.
Any time that a player persists in any of these actions, additional penalties shall be assessed per the penalty progression
established under Rule 601.
Coaches
A minor penalty for unsportsmanlike conduct (Zero Tolerance) shall be assessed whenever a coach:
1. Openly disputes or argues any decision by an official.
2. Uses obscene or vulgar language in a boisterous manner to anyone at any time.
3. Visually displays any sign of dissatisfaction with an official’s decision including standing on the boards or standing in the
bench doorway with the intent of inciting the officials, players or spectators.
Any time that a coach persists in any of these actions, they shall be assessed a game misconduct penalty.
Officials
Officials are required to conduct themselves in a businesslike, sportsmanlike, impartial and constructive manner at all times.
The actions of an official must be above reproach. Actions such as “baiting” or inciting players or coaches are strictly
prohibited. Officials are ambassadors of the game and must always conduct themselves with this responsibility in mind.
Parents/Spectators
The game will be stopped by game officials when parents/spectators displaying inappropriate and disruptive behavior
interfere with other spectators or the game. The game officials will identify violators to the coaches for the purpose of
removing parents/spectators from the spectator’s viewing and game area. Once removed, play will resume. Lost time will not
be replaced and violators may be subject to further disciplinary action by the local governing body. This inappropriate and
disruptive behavior shall include:
1. Use of obscene or vulgar language in a boisterous manner to anyone at any time.
2. Taunting of players, coaches, officials or other spectators by, means of baiting, ridiculing, threat of physical violence or
physical violence.
3. Throwing of any object in the spectators viewing area, player’s bench, penalty box or on ice surface, directed in any
manner as to create a safety hazard.
PENALTIES
The following are the punishments that may be assessed for the violation of the rules. Penalties and rules are often confused.
The penalty is what is served for a violation of the rules. The level of penalty (Minor, Major, Match) is determined by type
and by severity of the rule violation. Re: Hooking is a rule for which a 2 minute Minor penalty may be assessed for violating
it.
Bench Minor
A 2 minute penalty (3 min. run time) given to a person on the players bench for unsportsmanlike and/or clerical infractions.
A person on the ice at the time of infraction other than the goalie must serve the penalty.
Minor
A 2 minute penalty (3 min. run time) given to any player for most non-injury infractions. A goalie cannot serve this type of
penalty. A substitute player who was on the ice at the time of infraction will serve the goalies penalty.
Major
A 5 minute penalty given typically for injury sustaining violations. A major can also be assessed in association with other
punishments such as a game misconduct. If a player receives a second major in a game it is an automatic game misconduct
for that player. No on ice substitute is allowed with a major and it does not terminate if the opposition scores a goal while.
Misconduct
A misconduct penalty is 10 minutes in duration and is typically given for violations that are particularly prone to cause injury
such as checking from behind. The penalized player will have to sit at least 2 minutes for his violation and an additional 10
minutes for the misconduct for a total of 12 min. in the penalty box. A teammate, who was on ice at the time of the infraction,
will also have to sit out the first two minutes leaving their team shorthanded.
Game Misconduct
A Game Misconduct can be given to a player or team official and is for the remaining duration of the current game and the
entire next game currently on your schedule. This type of penalty is usually for a specific type of offense or repeated offenses
by the same individual. A player with 5 penalties in a game or a head coach whose team has 15 penalties in a game will also
receive a game misconduct. This type of penalty is also reported to proper authorities for further punishment consideration.
Match
A Match penalty is usually given for offenses with intent to injure another person such as kicking another player or other
socially unacceptable behavior not covered by a specific rule. The offending player or team official is immediately removed
from the ice. The offending team must serve at least a 5 minute match penalty to be served by a player other than the goalie
who was on the ice at the time of the infraction.
The person receiving the match penalty is not allowed to participate in any USA Hockey practice or game until a hearing is
conducted within 30 days.
Penalty Shot
Generally given when a player has crossed the offensive blue line clear of any defenders between them and the goalie and is
tripped or interfered with. Will also awarded when a defender other than the goalie covers the puck in the crease or for a
defender who intentionally displaces the goal posts. The puck will be placed on the center ice face-off dot and the goalie must
remain in the crease until touched by the offensive player. It ends when the puck is shot or lost by the shooter.
Delayed Penalties
This occurs when more than two players from the same team are in the penalty box. The third and subsequent penalties will
not begin until one of the first two penalties has expired.
Standard of Play and RULES Emphasis
Through the standard of rules enforcement, our game will continue to allow the opportunity for improved skill development
and a more positive hockey environment for all participants. The mission of USA Hockey is clear; through this new initiative
a greater emphasis will be placed on skating, puck possession and the proper use of the body to establish position and a
competitive advantage.
The goal of the enforcement standard is to reduce restraining infractions in the game and not to remove legal body checking
or body contact. A hard body check or using body contact/position (non-checking classifications) to gain a competitive
advantage over the opponent should not be penalized as long as it is performed within the rules. The principles of this
enforcement standard include the following:
• The use of the stick will be limited to only playing the puck.
• The stick will not be allowed to in any way impede a player’s progress.
• The use of a free hand/arm will not be allowed to grab or impede a player’s progress.
• Players who use their physical skills and/or anticipation and have a positional advantage shall not lose that advantage as a
result of illegal acts by the opponent.
• Players will be held accountable for acts of an intimidating or dangerous nature.
Enforcement Standard – These penalties are to be called with very strict enforcement.
HOOKING
A player cannot use his/her stick against an opponent’s body (puck carrier or non-puck carrier) to gain a positional
advantage. Examples include:• tugs or pulls on the body, arms or hands of the opponent which allows for the space between
the players to diminish
• placing the stick in front of the opponent’s body and locking on – impeding the opponent’s progress or causing a loss of
balance.
• stick on the hand/arm that takes away the ability for the opponent to pass or shoot the puck with a normal amount of force
TRIPPING
A player cannot use his/her stick on the legs or feet of an opponent in a manner that would cause a loss of balance or for
them to trip or fall. Examples include:• placing the stick in front of the opponents legs for the purpose of impeding progress,
even if on the ice, with no effort to legally play the puck
• placing the stick between the legs of the opponent (can opener/corkscrew) that causes a loss of balance or impedes the
progress of the opponent.
HOLDING
A player cannot wrap his/her arms around an opponent or use a free hand to clutch, grab or hold the stick, jersey or body on
the opponent in a manner that impedes their progress. Examples include:
• wrapping one or both arms around the opponent along the boards in a manner that pins them against the boards and prevents
them from playing the puck or skating
• grabbing the opponent’s body, stick or sweater with one or both hands
• using a free arm/hand to restrain or impede the opponent’s progress
INTERFERENCE
The use of the body (“pick” or “block”) to impede the progress of an opponent (no puck possession) with no effort to
maintain normal foot speed or an established skating lane. Examples include:
• intentionally playing the body of an opponent who does not have possession or possession and control of the puck.
• using the body to establish a ”pick” or “block” that prevents an opponent from being able to chase a puck carrier.
• reducing foot speed or changing an established skating lane for the purpose of impeding an opponent from being able to
chase a puck carrier
Allowed Actions:
• a player is entitled to the ice he/she occupies as long as they are able to maintain their own foot speed and body position
between opponent and puck
• players are allowed to compete for body position using their strength and balance in front of the goal or along the boards.
SLASHING
The use of the stick will be limited to only playing the puck. Any stick contact, as a result of a slashing motion, to the
hands/arms or body of the opponent will be strictly penalized. In addition, hard slashes to the upper portion of the stick (just
below the hands) of an opponent, with no attempt to legally play the puck, shall also be penalized.
**OTHER INFRACTIONS
In addition to the above mentioned enforcement standards, all other infractions, including contact to the head,
checking from behind, cross checking, high sticking and roughing (including late avoidable check) shall be penalized
to a strict enforcement standard. Players shall body check within the rules. Any use of the hands or stick or extension
of the arms to body check an opponent will be penalized as unnecessary roughness. Any avoidable contact after the
whistle shall be penalized strictly, including scrum situations around the goal. Officials are instructed to assess an
additional penalty to those players acting as the aggressor or who instigates any contact after the whistle.
RULES (Section 6)
This is an attempt to further explain certain rules and penalties in simple terms for parent and coach understanding.
Abuse of Officials and other Misconduct
This penalty is given to players or team official and can be ruled a minor, bench minor, major, misconduct, game misconduct
or match penalty depending on the severity of the offense. This offense generally deals with verbal (i.e. profanity) and or
physical abuse of another player or game official. It may also be called for acting in an unsportsmanlike manner such as
shooting the puck after a whistle.
Attempt to Injure
Is a Match penalty given to a player or team official who deliberately injures or attempts to injure an opponent, team official
or game official.
Body Checking (Roughing rule #640)
In Squirt and below and other designated non-checking leagues, any overt body contact that impedes the movement of their
opponent shall be penalized as a minor or double minor. If injury occurs in this act, a major plus a game misconduct shall be
issued.
Board-checking (Boarding)
Any contact that causes an opponent to be violently thrown into the boards. It will be issued as a Minor or a Major depending
on the severity. If the boarding causes an injury, it is an automatic Major plus a Game Misconduct.
Butt-Ending
A Major penalty plus a Game Misconduct will be issued when a player strikes or attempts to strike an opponent with the top
of their stick. May also be considered an attempt to injure and treated as a Match penalty.
Broken Stick
A Minor penalty will be issued if a player with a broken stick does not drop it immediately.
Charging
When a player takes more than 2 steps or jumps into a body check of an opponent. This is also called for checking a goalie in
their crease or protected area. It can be considered a Minor or Major depending on severity. A Major plus a Game
Misconduct will be issued if an injury occurs.
Checking from Behind
Anytime a player body checks or pushes an opponent from behind they will be issued Minor or Major plus a Misconduct (10
min.). If injury occurs or the player is knocked into the boards or goal frame, the player is issued a Major plus a Game
Misconduct. If deemed to be a deliberate attempt to injure, a Match penalty may be issued.
Cross-Checking
When a player delivers a check with both hands on their stick and the stick is not on the ice. A Minor or Major will be issued.
A Major plus a Game Misconduct shall be issued if an injury occurs.
Delay of Game
A Minor penalty or Bench Minor will be issued for a variety of delaying tactics:
-intentionally shooting batting a puck out of play.
-deliberately displacing the goal posts.
-freezing the puck against the boards, goal posts or ice.
-the goalie not playing the puck when not pressured.
-repeated face-off positioning violations.
-not putting players on ice after warning from officials.
Elbowing or Kneeing
The act of intentionally using an elbow or knee to hit an opponent. Minor or Major depending on severity.
Fisticuffs
The referee is given wide discretion in what penalties to call but the following are standard for fighting.
-A Major plus a Game Misconduct will be given to any player involved in a fight. An additional minor will be given to the
instigator.
-A Minor will be given to a player who retaliates. A Major or double Minor will be given if the retaliating player continues
the altercation.
-Any player who intervenes (3rd man in) will receive a Game Misconduct in addition any other penalties incurred.
-A Minor is given for any player who drops their stick or gloves.
-A Game Misconduct is given for removing your or your opponent’s helmet in youth hockey.
Head Contact/Head-Butting
Head contact includes any intentional or reckless contact with a player’s head by body check or with a stick. It can be a
Minor or Major depending on severity or a Major plus a Game Misconduct if it causes an injury.
-A head-butt is major plus a game misconduct and can be a match if considered an attempt to injure.
High-Sticks
Carrying the stick above the normal height of the shoulder is a minor penalty but usually only called when it hits someone. A
puck struck by a high stick to a teammate results in a stoppage of play. If it goes to an opponent or in their own net the play is
allowed to continue and the goal counts.
Holding
Holding of another player in any fashion is considered a Minor penalty. A Major and a Game Misconduct will be called for
holding or grabbing a facemask.
Hooking
A Minor or Major is imposed on any player who impedes or attempts to impede the progress of their opponent. A Major plus
Game Misconduct shall be imposed if injury occurs.
Interference
A minor penalty when a player impedes (i.e. Checked or blocked) the progress of another player who is not in possession of
the puck. Possession is simply the last person to touch the puck other than the goalie.
-Also a Minor penalty will be assessed for knocking the stick out of an opponent’s hands, not allowing them to pick up their
stick, or shooting their stick or any other debris.
-A Minor penalty will be given for interfering with a goaltender with their stick or body before the puck is in the crease.
-A penalty shot will be given for the interference penalty when the attacking player is beyond the defending blue line with
only the goalie between them and the goal.
Kicking
-A Major plus a Game Misconduct to any player who uses their skate to "push off" an opponent.
-A Match penalty is imposed if a player kicks or attempts to kick another player.
Slashing
Any player who slashes or attempts (swings but misses) to slash an opponent shall receive a Minor or Major penalty
depending on severity.
-A Major plus a Game Misconduct will be issued if an injury occurs.
-A Game Misconduct or Match will be issued if a player swings his stick at an opponent during an altercation.
-A Minor will be issued to any player who makes stick contact with a goalie while the goalie is in their crease and has caught
or covered the puck regardless of whether the whistle has blown.
Spearing
Poking or an attempt to poke an opponent with the tip of the stick regardless of whether contact is made. A Major plus a
Game Misconduct will be imposed or Match, if deemed an attempt to injure.
Throwing Stick
When a defending player deliberately throws or shoots a stick or any other object in the direction of the puck, a Minor
penalty will be imposed.
-If this occurs in the defending zone, the referee can impose a Minor, a penalty shot or award a goal.
-Throwing a stick or any part of it out of the playing area shall be penalized as a Misconduct or a Game Misconduct.
Tripping
Any use of a stick or players body that causes an opponent to trip shall be penalized with a Minor or Major depending on
severity.
-If a player is playing the puck and they get the puck, NO PENALTY shall be called.
-When a player is beyond the defending blue line with no other opponent to beat but the goalie, a penalty shot can be
awarded. A goal can be awarded, if the goalie has been pulled for an extra attacker.
Unnecessary Roughness (Roughing)
This tends to be a catch all penalty for any overt act of roughness. Mainly called for extension of the hands during a check
and penalized as a Minor or a double Minor.
-Hitting someone after the whistle will be penalized as Minor or Major.
-A Major plus a Game Misconduct will be issued if an injury occurs.
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