All players must behave fairly and in a spirit of fair play in all situations. Table hockey is a sport played with integrity, ethics and respect.
- Game model and preparation of the clearing
2.1. STIGA fields must be used to play.
2.2. The plastic recesses in the gates must be removed.
2.3. The fields must be fixed on the table.
2.4. Coating speed should be maintained at factory speed.
2.5. A player is allowed to place a puck deflector into the opponent's goal. In this case, the player must also provide the opportunity for his opponent to use the reflector, that is, have the same reflector with him for the second goal.
- Game pieces
3.1. For the game, the pieces of the PLAY-OFF version of the STIGA company must be used (all figures have a stick on one side).
3.2. The ITHF may permit the use of other versions of STIGA figures if there are compelling reasons for doing so.
- Matches
4.1. The match lasts 5 minutes.
4.2. Game time continues to run even if the puck has left the playing field.
4.3. All matches must use an audio timer.
4.4. A clear and unmistakable signal (music or sound warning) indicating the imminent start of the match must be given at any time no earlier than 30 and no later than 15 seconds before the start of the match. The audio timer must sound unambiguous signals at certain intervals (either thirds of the match time or every minute of the match); the music should indicate the last 30 seconds of the match. The match ends with a clear signal indicating the end of the game.
4.5. If the match is stopped, the game starts from the score at which the match was stopped.
4.6. If a player is not in front of the field ready to play within 30 seconds of the start of the game, he automatically loses the match with the score specified in the competition rules.
4.7. If a player refuses to continue during a match and his opponent insists on continuing, he automatically forfeits all goals scored during the match, while the opponent can add an additional 5 goals to his score.
4.8. During knockout matches, in the event of a draw after 5 minutes, overtime is awarded. Overtime begins with a throw-in. The winner of the match is the one who scores the first goal (“golden goal”, “sudden death”).
- Throwing in the puck
5.1. The puck must be in the center of the ice at the beginning of each match. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs.
5.2. Throw-ins are performed by “releasing” the puck over the center of the ice.
5.3. The center and left defensemen must be on the player's side of the ice (closer to the red center line), outside the center circle, before the face-off can take place, and may not touch the released puck until it touches the ice surface.
5.4. The puck must be released from a height of approximately 5 centimeters above the heads of the figures, and the releasing hand must be motionless and both players must be able to see the puck before releasing it. The flat side of the washer should face down.
5.5. Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not completed correctly, the opponent may request a new throw-in or perform the throw-in himself. If a player takes a lot of incorrect throw-ins in a knockout game, his opponent may request a neutral throw-in.
5.6. After the throw-in, 3 seconds must elapse before a goal can be scored. This rule remains in effect even if the throw-in is performed by a neutral participant.
5.7. Before a goal can be scored from a faceoff, one of the following must occur: (a) the puck touches the boards; (b) within three seconds of the throw-in, the puck touches one of the pieces other than the attacking player's center and the defending player's goalie; (c) a meaningful pass is made to the center forward. If it is not obvious whether the center forward received the pass by accident or as a result of a meaningful pass, the defending player (or the referee if assigned to the game) can decide whether to allow the center forward to attack the goal directly. If it is decided that the center forward cannot directly attack the goal, a goal can only be scored in accordance with points (a) or (b).
5.8. When a playoff game goes into overtime, the players may ask a neutral to take the faceoffs, or they may agree to an alternative method of putting the pucks in play: the neutral will place the puck in center ice, ask both players to signal "ready" "), and then says "go".
- Scoring (goal)
6.1. For a goal to count, the puck must remain in the goal. If the puck leaves the goal, the goal does not count and the game continues.
6.2. The puck must be removed from the puck container (if there is one in the goal) before the next faceoff.
6.3. A goal scored by pressing a stationary puck against the goal net or the goalkeeper of an attacking player is not counted if, on its way into the goal, the puck does not touch the boards or one of the pieces other than the goalkeeper of the defending player. This rule also applies if the stationary puck does not touch the goal net at the beginning of the pressing movement.
6.4. It is not allowed to score a goal with the body of the figure (not the stick) after handling the puck. However, a goal scored with a piece's right foot counts if it was used as a stick (i.e. by turning the piece). A goal scored by the body of a figure is counted if the puck was not stopped (handled) by this figure.
6.5. If a goal is scored during the final siren, it does not count.
6.6. If any piece or goalkeeper breaks while a goal is being scored, the goal is counted.
6.7. A goal scored by moving the entire field / “shaking” the clearing does not count.
- Goal area rule
7.1. If the puck is completely stationary, touching the goal line, and not touching the goalie, the defending player may call "stop" and a faceoff will occur.
7.2. If the puck is completely stationary, in the goal crease, but not touching the goal line, the defending player must continue play.
- Ownership rule
8.1. Possession of the puck is prohibited unless there is a visible attempt to score a goal. This behavior is seen as passive play.
8.2. If there is a tendency to play passively, the opponent can give a warning by saying “passive play”. Within three seconds of the warning, the player in possession of the puck must either shoot or pass, otherwise his opponent may require a throw-in.
8.3. If the puck is in the possession of one piece without passing or shooting, a warning may only be given after 5 seconds have passed. Within one second after a legitimate warning is issued, the puck must be in the control zone of at least one of the opponent's pieces, otherwise the opponent can say "stop" and call a throw-in. If a match is being officiated by a referee, he may use a special timer that signals after 5 and 6 seconds respectively: in this case, the referee (or other official) can reset the timer each time the puck moves from one piece's possession to another. another piece, and may call a throw-in if the 6-second possession signal has elapsed.
8.4. In the event that a disagreement arises between the opponents in a playoff series regarding the application of the Rule of Possession, or if several players at any stage of the tournament accuse a player of passive play, a neutral participant by agreement of both players (the referee) may be appointed to oversee subsequent matches. If a referee is appointed for the match, the players do not give warnings themselves, and in a passive game the throw-in is carried out by the referee.
8.5. If a player repeatedly ignores the Possession Rule during a tournament, tournament referees may order a replay of matches where the outcome was affected by the violation, and a referee will be assigned to the match. If the number of such matches is too large (more than 3), the tournament judges may decide to defeat the player in all such matches with the score specified in the tournament rules.
- Interference in the game
9.1. A player is allowed to adjust (press) his pieces only when the puck is under his full control.
9.2. If the opponent scores a goal while the player is adjusting his pieces, the goal is counted.
9.3. If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to push the piece down, and he is obliged to do so. The game can continue when the opponent is ready to play.
9.4. If a player makes a pass between his pieces while pressing his pieces, a throw-in is made.
9.5. Rough play that causes the rink to shake and cause the puck to move is prohibited.
9.6. If any piece loses the puck due to the rink being shaken (by an opponent), the puck must be returned back to that piece.
9.7. During the game, players are not allowed to place their hands near the surface of the clearing in such a way as to interfere with the game. If a player's hand touches a moving puck during play, his opponent can either place the puck where it would likely go (i.e. in the goal or near one of the pieces) or call for a throw-in and drop the puck. If there is ambiguity about the point at which the puck should have arrived, the decision is made against the one holding the puck.
- Interrupting the game
10.1. In case of any trouble (violation, malfunction) obvious to both players, or making normal play impossible for one of the players (for example, breakdown of a mechanism, pin, figure or support of the clearing, turning off the lights, the appearance of additional pucks on the clearing, obvious interference with the play of one of players from the third party), the match must be interrupted immediately. Any goal scored in such a situation does not count. If a minor annoyance occurs that is obvious to only one player, or only slightly impedes his play (for example, a rubber tip slips off a pin, a goal moves, a pin bends, a clearing support moves slightly), the player must interrupt the game by saying “stop”, otherwise any a goal scored will count. The match continues when both players are ready to continue playing.
10.2. If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out.
10.3. Goals scored while play has been interrupted do not count.
10.4. If a player was clearly in possession of the puck before the match was interrupted, the match continues with the puck in the place where it was before the interruption; otherwise, a throw-in occurs.
10.5. If the sound timer fails, the game must be stopped. It is necessary to determine whether it is necessary to finish the game for some time and, if necessary, then determine the time of the remainder of the game as accurately as possible so that the duration of the match is as close as possible to 5 minutes, and so that goals scored after 5 minutes of the match have not been counted. If technical means cannot facilitate the resolution of disputes, then the competition organizer is responsible for compliance with the rules at the group stage; during playoff matches, the referee is responsible; in the absence of a referee, the players must make their own decision on the episode.
- Pass "defender-goalkeeper-defender"
If a player makes a pass as a defenseman to a goalie so that an opponent cannot intercept the puck, then the player who made that pass cannot make a goalie pass to another defenseman so that the opponent cannot intercept the pass. If the player still successfully completes these two passes, then the opponent can call and perform a throw-in.
* The rules were copied from the website of the Russian Table Hockey Federation (updated version of the rules – August 2016):
- Players are required to conduct themselves in accordance with the following Player Code of Conduct. All players are required to behave honestly and in good sportsmanship at all times. From its inception, table hockey has been and will always be a “gentleman’s sport.”
- Playing field: model and preparation
- STIGA fields must be used to play.
- The plastic recesses in the gates must be removed.
- The fields must be attached to the table.
- The sliding speed on the field surface must be maintained the same as on the field received from the factory.
- Figures
- To play, the pieces of the STIGA PLAY OFF version must be used (all pieces have a stick on one side).
- The ITHF may permit the use of other versions of STIGA figures if there are compelling reasons for doing so.
- Matches
- The match lasts five (5) minutes.
- Game time continues to run even if the puck has left the playing field.
- All matches must use an audio timer.
- A clear and unmistakable signal (music or sound warning) indicating the imminent start of the match must be given at any time no earlier than 30 and no later than 15 seconds before the start of the match. During the game, the sound timer must indicate certain intervals (thirds of the match or minutes) with various signals; Music plays during the last thirty (30) seconds of the match. The match ends with the final signal.
- If the match must be replayed from the beginning (for example, if the timer is faulty), the game starts from the score at which the match was interrupted.
- If a player is not in front of the field ready to play within thirty (30) seconds of the start of the game, he/she will automatically lose the match by the score specified in the competition rules.
- If a player refuses to continue during a match and his opponent insists on continuing, the goals he scored during the game are automatically voided and his opponent may add an additional five (5) goals to his own.
- During knockout matches, if there is a tie after five (5) minutes, overtime will occur. Overtime begins with a throw-in. The winner is the one who scores the first goal (“sudden death”).
- Throw-ins
- All matches start with the puck in the center of the ice. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs.
- Throw-ins are performed by releasing the puck over the center of the ice.
- Centers and left defensemen must remain on their side of the red center line, outside the center circle, prior to the face-off, and must not be brought into the center circle until the puck has touched the center spot.
- The puck must be released from a height of approximately five (5) centimeters above the heads of the figures, with the releasing hand stationary and the puck flat side down and visible to the players.
- Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not completed correctly, the opponent may request a new throw-in or perform the throw-in himself. If a player takes a lot of incorrect throw-ins in a knockout game, his opponent may request a neutral throw-in.
- A goal scored within three (3) seconds of a throw-in will not count. This rule also applies if the throw-in is made by a neutral person.
- The puck must deflect off the boards or one of the players other than the center must gain possession of the puck before a goal can be scored.
- During overtime in elimination games, players may ask a neutral person to perform face-offs, and they may agree to the following face-off option: The neutral face-off person places the puck at center ice, asks both players to call “Ready,” and then calls “Start.”
- Taking a goal
- A goal is scored if the puck remains in the goal area. If the puck leaves the goal, the goal does not count and play continues without interruption.
- The puck must be removed from the puck container (if there is one in the goal) before the next faceoff.
- A goal scored directly as a result of pressing a stationary puck against the frame of the goal or the goalkeeper does not count. If, after such an action, the puck on its way into the goal is reflected from the boards or from another figure, the goal is counted.
- It is not allowed to score a goal with the body of the figure (not the stick) after handling the puck. However, a goal scored with a piece's right foot counts if it was used as a stick (i.e. by turning the piece). A goal scored by the body of a figure is counted if the puck was not stopped (handled) by this figure.
- If a goal is scored during the final buzzer, it does not count.
- If any piece or goalkeeper breaks while a goal is being scored, the goal is counted.
- A goal scored by moving the entire field does not count.
- Gate Area Rule
- If the puck stops in the goal crease and touches the goal line, the defending player may call a “block” and initiate a throw-in.
- If the puck stops in the goal crease but does not touch the goal line, the defending player must continue play.
- Puck Possession Rule
- Possession of the puck is prohibited unless there is a visible attempt to score a goal. This behavior is seen as passive play.
- If there is a tendency to play passively, the opponent can give a warning by saying “passive play.” This allows the player with the puck to change his attack to avoid losing the puck. If passive play continues, the opponent may call for a throw-in.
- If the puck is in the possession of one piece without passing or shooting, a warning may not be given until five (5) seconds have passed since the piece gained control of the puck.
- If differences of opinion regarding passive play occur during knockout matches, or if several players during any stage of the competition accuse one player of passive play, a neutral person (referee) who both players agree on will be appointed to supervise the ensuing play ( games). If a referee is appointed, the players do not signal themselves and throw-ins due to passive play may only be administered by the referee.
- If a player repeatedly ignores the passive play rule during a tournament, the competition judges may decide to replay such games under the supervision of a referee. If the number of such games is too large (more than three (3)), the competition judges may decide to award losses to that player in all of these games by the score specified in the competition rules.
- Interference in the game.
- Pressing pieces is only allowed if the player has complete control of the puck.
- If the opponent scores a goal while the player is pressing his pieces, the goal is counted.
- If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to push the piece down, and he is obliged to do so. The game can continue when the opponent is ready to play.
- If a player passes the puck to another piece while simultaneously pressing the pieces down, a face-off occurs.
- Rough play, which involves shaking the rink so that the puck moves, is prohibited.
- If any piece loses the puck as a result of the rink being shaken (by an opponent), the puck must be returned to that piece.
- Interrupting the game
- In the event of any unusual situation (for example, a broken mechanism, pin, or field, a goal being moved, a light going out, multiple pucks appearing on the field, someone or something distracting one of the players), the game is immediately interrupted. The player can interrupt the game by saying “stop” if the opponent has not noticed an unusual situation. The game resumes when both players are ready to play again.
- If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out.
- Goals scored while play has been interrupted do not count.
- If the player was clearly in possession of the puck before play was interrupted, play continues with the puck at the point where it was; otherwise, a throw-in takes place.
They changed more than once, and quite significantly. So, in the 19th century. the number of players on the court was different (9ґ9, then 7ґ7), the teams did without substitute players, and they included hockey players with an unusual role by modern standards: for example, the so-called rover (English rover) - a forward who had the right to play only at the opponent's goal. The puck was put into play differently. The referee placed it on the ice, spread it, holding the opponents' sticks with his hands, and, having given the appropriate command, jumped to the side. Only with time did they begin to throw the puck in.
For a long time, the use of forceful techniques was allowed exclusively in the defensive zone; only in 1970 was forceful wrestling allowed across the entire field. Three years later, they stopped detecting the passing of the puck if a player from the attacking team touched it first. One of the most dramatic changes occurred in 2001: the so-called “ red line rule", according to which a player could not receive the puck behind the halfway line if it was sent from the defensive zone. Such innovations are introduced into the rules in order to make the game more dynamic, sharp and entertaining.
HOCKEY FIELD
Hockey rink dimensions. The IIHF and NHL rules differ in the size of the hockey rink. According to IIHF rules, the site should preferably be 58 x 30 meters in size; in official competitions under the auspices of the IIHF, deviations from this size are allowed up to 61 m in length and up to 27 m in width; for other competitions the minimum size of the site is set at 40 x 20 meters. NHL rules require the size of the court to be 200 x 85 feet, that is, 60.96 x 25.90 meters. In the NHL, it is believed that smaller sizes contribute to power struggles, shots on goal, and play along the boards, where a lot of heated combat, skirmishes and fights take place. The corners of the court must be rounded by an arc of a circle with a radius of 7 m to 8.5 m according to the rules of the IIHF and 28 feet (8.53 m) in the NHL.
The sides of the hockey rink. The site must be surrounded by plastic or wooden sides no less than 1 m high and no more than 1.22 m above the ice surface. Protective glass must be installed on the front sides of the rink and a protective net on top of the glass to prevent the puck from flying out of the rink and, as a result, hitting the spectators. In the middle part of the side board there are two doors that open inward, designed for players to exit onto the court. Two more doors are located opposite, on the bench for fined players.
Hockey rink markings. The front lines are drawn 3-4 m from the sides. 17.23 m from the goal line there are blue zone lines, thanks to which the court is divided into 3 zones: the central zone and two opponents’ zones. In the center of the field there is a red line dividing the court in half, and a throw-in point located in the middle of the red line. On both sides of the goal, at a distance of 6 m, there are throw-in points with a throw-in zone with a radius of 4.5 m.
Penalty bench. Each hockey rink is equipped with two benches for fined players. Each bench must accommodate a minimum of 5 players. The minimum length of a bench is 4 meters, width is 1.5 meters.
Hockey goal. Gate design: Width - 1.83 m (6 ft); Height - 1.22 m (4 ft); The outer diameter of the posts is 5 cm. Hockey goals are mounted on pins, for which holes are drilled in the ice. This technology ensures a fairly strong fixation of the goal on the surface of the court, but at the same time, the goal can move so that the player who collides with it does not get injured. The goal area is usually drawn from the center of the goal line with a radius of 1.8 m: in Russia, the length of the goal line of the goal area is 3.6 m; in the NHL - 2.44 m.
HOCKEY EQUIPMENT
Much attention is paid to hockey equipment. Athletes take care to protect themselves as much as possible from painful hits from the puck and stick, from impacts when colliding with another player, from falling onto the board, etc. Previously, hockey player uniforms were heavy, and hockey players looked clumsy in them and felt discomfort. Hockey equipment for a field player consists of:
Hockey stick- a sports equipment used to move the puck around the ice in hockey.
Skates- boots with metal blades attached to them. Used to move on ice. The boots are made of leather or plastic, the blade is metal. Hockey skates are divided into skates with a removable blade and a cast blade, as well as according to the degree of protection and maneuverability of the skate - for defenders, forwards or goalkeepers.
Sink— is a plastic sink of a special shape. Designed to protect the groin area from pucks and various injuries.
Helmet and visor- part of a field player’s equipment, worn on the head to protect against damage.
Shields (knee pads and elbow pads). Knee pads are designed to protect the knee joint and shin of a hockey player, elbow pads are designed to protect the player’s elbow joint.
Breastplate (armor, shoulder pad)- provides protection to the player’s chest and entire back, especially the spine. In addition to the front and rear protectors, the design of the shell includes special pads-cups for the shoulders, and some models are additionally equipped with reinforced side inserts and adjustable (removable) protectors for the abdomen and lower back.
Gloves (gaiters)- special gloves that protect the player’s hands, wrist joints and the lower part of the forearms when hitting the hands with a stick, being hit by the puck, and in other similar cases. The design features of hockey gloves are such that they provide the maximum degree of mobility of the joints of the upper limbs to ensure effective use of the stick.
mouth guard- a flexible plastic device worn during sports training and competitions, as well as recreational sports activities to prevent dental injury.
Briefs (shorts). Hockey shorts are designed to prevent injury to a hockey player during falls, collisions, puck hits and other cases. Made from special high-strength artificial fabric, with rigid inserts on the hips, tailbone, lower back and spine.
Throat protection (collar)- a semi-rigid piece made of plastic or Kevlar that protects the player’s throat, neck (front and back) and collarbones.
Sweater (eng. Hockey jersey)- an obligatory part of a player’s sports equipment in ice hockey, worn over protection (breastplate, elbow pads).
Gaiters.
A hockey goalie's equipment consists of:
- Goalkeeper's stick.
- Goalie skates. Differences from field player's skates: longer, wider blade; plastic impact-resistant external structure; shortened back; special holes in the ridge cup for attaching the shields.
— Helmet and mask.
- Throat protection.
- Bib. A reinforced breastplate with combined elbow pads and the breastplate itself. The elbow and chest areas are reinforced with additional pads.
— The bandage is a specially shaped plastic shell. Designed to protect the groin area from pucks and other various injuries.
- Briefs (shorts). Hockey shorts are designed to prevent injury to a hockey player during falls, collisions, puck hits and other cases. Made from special high-strength artificial fabric, with rigid inserts on the hips, tailbone, lower back and spine. Goalkeeper shorts use more durable inserts.
- Blocker (Blin) - a wide goalkeeper's glove with places for fingers on the inside. Designed to protect the back of the hand in which the goalkeeper holds the stick, and at the same time is an effective tool for repelling shots.
— A catcher is a glove similar to a baseball catcher, but designed specifically for catching the puck, taking into account the specifics of hockey.
— Shields — designed to repel throws. Made from completely artificial materials.
The top uniforms and helmets of players on the same team must be the same color (the goalkeeper is allowed to have a helmet of a different color from the helmets of other players). Players' jerseys must be marked with numbers and names.
Hockey puck. Must be made of vulcanized rubber or other IIHF approved material and be primarily black in color. Washer dimensions: Diameter: 7.62 cm; Thickness: 2.54 cm; Weight: 170 g.
DURATION OF HOCKEY GAME
An ice hockey match consists of three periods of 20 minutes of net time. Breaks between periods last 15 minutes. In the event of a draw at the end of three periods, additional time (overtime) may be assigned. In case of a tie, at the end of overtime, free throws (shootouts) are taken. The need for overtime, as well as its duration, the need and number of free throws, are specified separately in the tournament regulations.
TEAM COMPOSITION IN HOCKEY
Usually 20-25 players from one team come to a match. The minimum and maximum number of players is determined by the tournament regulations. At the same time, six players must be on the field from one team: five field players and one goalkeeper.
It is allowed to replace the goalkeeper with a sixth field player. Changes of players are possible both during pauses during a stop in the game, and directly during the game. During overtime, there are five players on the court (a goalkeeper and four field players).
REFEREES IN HOCKEY
A hockey match is officiated by a refereeing panel consisting of three or four referees. One or two judges (depending on the tournament regulations) are called chief judges, the other two are called assistant chief judges, or linesmen. The duties of the chief referee include monitoring violations of the rules and recording goals. The Assistant Referees are responsible for monitoring offsides, icings, numerical violations, and puck throw-ins. In addition to the referees on the field, at each match there is a refereeing team located outside the site.
The judging panel includes:
- two referees behind the goal;
- one secretary;
- one judge-timekeeper;
— one judge-informant;
- one video replay judge;
- two judges on the penalty bench;
- two registrar judges.
VIOLATIONS OF RULES IN HOCKEY
Pushing an opponent (also a push with a stick and a push onto the board); attack by a player who is not in possession of the puck (forceful techniques in hockey can only be used against an opponent who is currently in possession of the puck, taking no more than two steps towards him), as well as an attack on the goalkeeper (considered a violation, even if he is far from the goal) ; tripping, holding the opponent with hands, catching, attack from behind.
Hitting an opponent (elbow, knee, etc.); playing with a high (i.e. raised above the shoulder) stick, hitting with a stick, as well as playing with a broken stick or a non-standard size stick; holding the puck with your hands, deliberately falling on the puck (including the goalkeeper if he went outside the goalkeeper area); violation of the puck drop procedure or the established procedure for the exit of substitute (or penalized) players from the bench.
Delay of game (intentionally throwing the puck out of bounds, moving the goal, etc.); throwing a stick onto the ice; rough play, fight; unsportsmanlike and undisciplined behavior (the player allows simulation - the so-called “dive” or “fish”, challenges the decision of the referee or somehow interferes with his actions, uses offensive language, etc.).
For some violations, the punishment, according to the rules, can be different - and depends on the interpretation of the game situation by the main referee: for example, whether the violation was intentional or not, how much responsibility the player has for participating in the fight, etc.
The rules provide for the following penalties:
- small fine;
- minor bench penalty, major penalty;
— a fine for undisciplined behavior with the right to immediate replacement;
- removal until the end of the game (with the right to be replaced after 5 minutes);
— free throw (shootout).
A hockey player punished with a minor fine is removed from the ice rink for 2 minutes of pure playing time - and cannot be replaced by another player during this time. If a goalkeeper violates the rules, he is not removed from the court; the punishment for him is served by one of the field players, while the team plays with a numerical minority. A fined player may return to the court early if the opposing team manages to capitalize on their numerical advantage.
If a player on the substitutes or penalty bench argues with the referees, interferes with the game, etc., he is punished with a minor fine. If a fined hockey player commits such a violation, one of the field players of his team who is on the court at that moment leaves it.
Minor bench penalty is imposed not on a specific player, but on the team: for a “general” violation (for example, numerical strength) or for a violation for which the direct culprit cannot be identified (for example, throwing an object onto the ice from the bench). Any team player except the goalkeeper can be designated (by the coach) to serve a minor penalty. The first major fine entails the removal of the offending player (except the goalkeeper) for 5 minutes of pure playing time without the right to be replaced. A repeated major fine (during one game) automatically leads to the player being sent off for the rest of the match, his team being suspended for 5 minutes. plays in the minority.
For undisciplined behavior by a hockey player(except for the goalkeeper) is removed for 10 minutes of pure playing time - with the right to immediate replacement. A second misconduct penalty (in the same game) becomes a misconduct penalty for the rest of the game. A hockey player who is sent off until the end of the game (for exceptional rudeness, etc.) is sent to the locker room. He has no right to take part in the team's next games until his offense is discussed with the organization responsible for the competition.
Disciplinary penalties require immediate replacement of the fined player. The so-called delayed penalty is applied if, at the time the player violates the rules, two (or more) of his teammates are already on the penalty bench: according to the rules, there must be at least 3 field players from each team on the court. In such a situation, the offending player is removed from the court and replaced by another field player - until the penalty time of one of his previously fined partners expires.
Both violations are possible. It differs from the “regular” one in that both opposing players serve the entire penalty, even if one of the teams manages to score a goal. If the referee has recorded a violation of the rules of one of the teams (indicating this with an appropriate gesture), but the puck is still in the opponent’s possession, the game does not stop until the offending player or one of his partners touches the puck. If the opposing team manages to score a goal, the referee records the goal, and the fined player remains on the court.
A penalty throw (bullet) is awarded in the following cases:
— A player from the defending team deliberately moved the goal to prevent the opponent from scoring a goal (if a field player did this, he is also punished with an additional large fine); one of the fined (or benched) players entered the field to prevent a goal from being scored; a player (except the goalkeeper), while in his goal area, deliberately lays down on the puck, picks it up (from the ice) or scoops it up under himself with his hand.
— A player from the defending team intentionally threw his stick (or part of it) at the puck in his defensive zone to prevent a goal; a player who went one-on-one with the goalkeeper was attacked (or was knocked down) by a player of the defending team - to avoid a shot at goal; 2 (or less) minutes before the end of the match, a team with at least two players on the bench forfeited violated the numerical strength.
A free throw can be taken by any team player (except for those who are penalized) - designated by the captain. At the referee's signal, the player taking the shootout moves the puck from the center point to the opponent's goal without stopping and tries to hit it.
Only the goalkeeper protects the goal during the shootout. Before the start of the penalty throw, he has no right to leave the goal area. After the shooter touches the puck, the goalkeeper may defend the goal in any legal manner. When the shot on goal is made, the shootout is considered completed. The player performing it does not have the right to hit a puck into the goal that has bounced off the goalkeeper, goal post or goal board.
In some situations, the non-offending team is given the choice between taking a free throw at the opponent's goal or sending off the offending player. In case of a serious violation, “double punishment” is possible: in the form of a shootout and penalty time. If a violation is recorded at the end of playing time, then the shootout is carried out immediately after the end of playing time. The time required to complete it is not included in the total playing time.
Throwing the puck and the hockey player's offside position. Two significant game aspects related to the division of the hockey rink into zones. If a hockey player of a team playing in equal strength with an opponent (or in a numerical majority), while in his own half of the field, in one way or another sends the puck over the goal line of the other team, the game must be stopped. The puck is then put into play at the final face-off point in the offending team's zone.
If a puck sent by a player from his own half of the field hits the opponent's goal, a goal is counted - a icing in this case is not recorded. It is also not recorded if the puck, before crossing the goal line, passed through the goal area, touched one of the players of the defending team, entered this half of the field directly from the hockey players participating in the face-off on the other half, or was thrown by a player of the team located in currently in a numerical minority.
If, in the opinion of the line judge, an opposing player (other than the goalkeeper) has the opportunity to play the puck before it crosses the goal line but intentionally fails to do so, the icing is not called and play does not stop. The offside rule largely determines hockey tactics. According to this rule, players on the attacking team cannot enter the offensive zone before the puck gets there. The hockey player's position relative to the blue line is determined by his skates, not his stick. A player is considered offside if both of his skates are completely behind the blue line in the attacking zone.
"Out of the game" is not recorded if the player in possession of the puck crosses the blue line in front of it. And also in the case when a hockey player introduces or passes the puck into his defensive zone while a player (players) of the opposing team is there. Possible “offside” is the only restriction associated with passing (passing game) in hockey.
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1 International Rules of the Game of Table Hockey according to STIGA edition - January Players are required to behave in accordance with the following Player Code of Conduct. All players are required to behave honestly and in good sportsmanship at all times. From its inception, table hockey has been and will always be a “gentleman’s sport.” 2. Playing field: model and preparation 2.1. STIGA fields must be used for play. The plastic grooves in the goals must be removed. The fields must be secured to the table. The sliding speed on the surface of the field must be maintained at the same speed as on the field received from the factory. 3. Figures 3.1. STIGA PLAY OFF version pieces must be used for the game (all pieces have a stick on one side). The ITHF may allow the use of other versions of STIGA pieces if there are compelling reasons for doing so. 4. Matches 4.1. The match lasts five (5) minutes. Game time continues to run even if the puck has left the playing field. An audio timer must be used for all matches. A clear and unmistakable signal (music or audible warning) indicating the imminent start of the match must be given at any time no earlier than 30 and no later than 15 seconds before the start of the match. During the game, the audio timer must indicate certain intervals (thirds of the match or minutes) in different 1
2 signals; Music plays during the last thirty (30) seconds of the match. The match ends with the final signal If the match must be replayed from the beginning (for example, if the timer is faulty), play will restart from the score at which the match was abandoned If a player is not in front of the field ready to play within thirty (30) seconds of the start of the game , he/she automatically loses the match with the score specified in the competition rules. If a player refuses to continue during a match and his/her opponent insists on continuing, the goals scored by him/her during the game are automatically voided and his/her opponent may add an additional five to his/her own. (5) goals During knockout matches, if there is a tie after five (5) minutes, overtime will be awarded. Overtime begins with a throw-in. The winner is the one who scores the first goal (sudden death). 5. Throw-ins 5.1. All matches start with the puck in the center of the ice. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs. Throw-ins are performed by releasing the puck over the center of the ice. Centers and left defensemen must be on their side of the red center line, outside the center circle, before the face-off, and must not be introduced into the center circle until the puck touches the center point The puck must be released from a height of approximately five (5) centimeters above the heads of the figures, with the releasing hand must be stationary and the puck placed flat side down and visible to the players Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not completed correctly, the opponent may request a new throw-in or perform the throw-in himself. If 2
3 Player makes many invalid throw-ins in a knockout game, his opponent may request a neutral throw-in. A goal scored within three (3) seconds of the throw-in will not count. This rule also applies if the face-off is made by a neutral. The puck must deflect off the boards or one of the players other than the center must gain possession of the puck before a goal can be scored. During overtime in elimination games, players may ask for a neutral person to take the face-off, and they can agree to the following face-off option: The neutral face-off person places the puck in center ice, asks both players to call “Ready,” and then calls “Start.” 6. Scoring a goal 6.1. A goal is scored if the puck remains in the goal area. If the puck leaves the goal, the goal does not count and play continues without stopping. The puck must be removed from the puck box (if there is one in the goal) before the next face-off. A goal scored directly as a result of pressing a stationary puck against the goal frame or goalkeeper will not count. If, after such an action, the puck on its way into the goal is reflected from the boards or from another figure, the goal is counted. It is not allowed to score a goal with the body of a figure (not a stick) after handling the puck. However, a goal scored with a piece's right foot counts if it was used as a stick (i.e. by turning the piece). A goal scored by the body of a figure is counted if the puck was not stopped (handled) by that figure. If a goal is scored during the final signal, it is not counted. If any figure or goalkeeper breaks while a goal is being scored, the goal is counted. the account of shifting the entire field does not count. 3
4 7. Gate Area Rule 7.1. If the puck stops in the goal crease and touches the goal line, the defending player may call a "block" and make a throw-in. If the puck stops in the goal crease but does not touch the goal line, the defending player must continue play. 8. Puck Possession Rule 8.1. Possession of the puck is prohibited unless there is a visible attempt to score a goal. This behavior is considered as passive play. If there is a tendency towards passive play, the opponent can give a warning by saying “passive play”. This allows the player with the puck to change his attack to avoid losing the puck. If passive play continues, the opponent may call for a throw-in. If the puck is in the possession of one piece without passing or shooting, a warning may only be given after five (5) seconds have passed since the piece gained control of the puck. If there is a difference of opinion regarding Passive play occurs during knockout matches, or if multiple players during any stage of the competition accuse one player of passive play, a neutral person (referee) agreed upon by both players will be appointed to supervise the ensuing game(s). If a referee is appointed, players do not signal themselves and throw-ins due to passive play may only be administered by the referee. If a player repeatedly ignores the passive play rule during the tournament, the competition officials may decide to replay such plays under the supervision of the referee. If the number of such games is too large (more than three (3)), the competition judges may decide to award losses to that player in all of these games by the score specified in the competition rules. 4
5 9. Interference in the game 9.1. Pinning of pieces is only allowed if the player has full control of the puck. If an opponent scores a goal while the player is pinning his pieces, the goal is scored. If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to pin down the piece, and he must do so . Play may continue when the opponent is ready to play. If a player passes the puck to another piece while pinning the pieces down, a throw-in will occur. Foul play, which involves shaking the rink so that the puck moves, is prohibited. If any piece loses the puck as a result of the rink being shaken (by an opponent) , the puck must be returned to that figure. 10. Interruption of the game In the event of any unusual situation (for example, a broken mechanism, pin, or field, a goal being moved, a light going out, multiple pucks appearing on the field, someone or something distracting one of the players), the game is immediately interrupted. The player can interrupt the game by saying “stop” if the opponent has not noticed the unusual situation. Play is resumed when both players are ready to play again. If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out. Goals scored while play is interrupted do not count. If the player was clearly in possession of the puck before the interruption. game, play continues with the puck at the point where it was; otherwise, a throw-in takes place. 5
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