
NEW YORK CITY TABLE HOCKEY ASSOCIATION CLASSIC LEAGUE RULES 2012-2013
1. HAVE FUN! This league is not about anything else but having fun. We are here for a good time.
2. All matches are five minutes stop time. Set clock at 5:05.
3. If a match is tied after five minutes, play stops. Re-set clock at 1:05 for sudden death overtime. If nobody scores during OT, match ends in a tie (1 point for each player).
4. Faceoffs: Match begins with puck on center dot. All players except for centers are behind the blue lines; centers’ player base (glide) is on center ice circle. One player starts clock and says “Ready,” other player says “Ready,” player who started the clock says “GO!” Play begins. If faceoff was unfair, stop clock; other player starts clock and says “Ready” etc. Faceoff goals never count. All Faceoffs are at center ice.
5. Puck must go completely down into puck catcher for a goal to count. If puck lands on goalie stem, it is a goal if the puck would have dropped down into the puck catcher if not for the stem. In and outs don’t count. Mark goal on score-count.
6. If the puck lands behind the goalie and is on the edge of the surface, defending player can wait five seconds and then hand the puck over to his choice of attacking winger as per the 5 Second Rule. If the attacking player hits the goalie in order to push the puck into the net,
THE GOAL DOES NOT COUNT.
7. Attacking player has five seconds in which to make a pass or attempt a shot. If attacking player takes longer than five seconds and has already been warned once, then attacking player hands puck over to defending player’s winger of choice. Defending player has the option, in order to speed up the game, of counting out loud to alert the player of his time with the puck.
8. If the puck lands in the dead spot, and the defending player cannot play it, puck goes to attacking player, but DEFENDER decides which winger. Defending player places puck on red line, says “Ready” and attacking player says “Go” before puck is played.
9. When attacking player comes off his base, play stops immediately, player is restored and puck is awarded to defending players’ winger of choice. If a defending player comes off his base, play continues until defending player obtains puck. Once he obtains the puck, he must immediately restore the player and award the puck to the defending players’ winger of choice.
10. Please record all match results on your individual score sheet and on the master match result sheet. Thanks. Please indicate all Overtime matches.
11. Players cannot “windmill” or do “the saw” with the puck in the crease. Controlled stick handling is allowed, but reckless spinning in order to move the goalie out of the way is not allowed. Neither is harsh jamming of players at the end of the slots. This is considered game abuse and player who engages in this after receiving a warning forfeits the match.
12. If a rod tip comes off while the puck is in play, play continues. Affected player can stop playing if he desires, but not if he has the puck. If affected player stops to restore the rod tip while he has the puck, clock stops and affected player awards puck over to defending player. Non-affected player can keep attacking if he has the puck. Once there is a stoppage, player can restore the rod tip. Please let me know what rod tip came off so that I can glue it on and prevent it coming off in future. Thanks.
13. If the net comes off, or if there is a rod issue (non-rodtip) , or other game malfunction, play stops immediately. Let me know. If problem can be corrected, match continues with center ice faceoff.
14. Players defensemen are not allowed to park in the crease and defend; defensemen must be clear of the crease prior to the puck entering the crease.
15. A puck shot off the attacking players’ net and into the defending players’ net is NOT a goal.
16. Attacking player cannot ram the game or otherwise shake the game in order to score or defend a goal. After a warning, player who rams or moves the board forfeit’s the match.
16. If a match ends with a goal differential higher than 7 goals, the score is recorded with a 5 goal differential. For example: Player A defeats Player B 11-0. Score recorded on BOTH player sheets AND Master Sheet goes down as : 5-0.
17. Players are allowed one time out per match.
18. In the event of a tie in points after the conclusion of round robin play, the first tiebreaker is WINS; the second tiebreaker is HEAD TO HEAD. The third tiebreaker is HEAD TO HEAD GOALS AGAINST. The Fourth tiebreaker is a sudden death five minute match.
19. Playoffs begin after rankings are established. Playoff series are best of three. Higher ranked player chooses game for matches 1 and 3 (depending on game availability). Playoff matches go to sudden death OT.
20. Please support our venue. They are allowing us a place to play free of charge and employees are coming in earlier than usual to accommodate us. Thanks for your Support!