Rules & Regulations
3v3 Ice Battle in the 6ix
Section One: Governing Play
(a) All CHA rules are in effect unless otherwise stated. (b) The President has final authority concerning all rules and regulations including, but not limited to, suspensions, expulsions and general discretion of conduct.
Section Two: Teams
A player can ONLY register on 1 Roster in the tournament, regardless if the other team is in another age group.
(a) Only registered players on team rosters (see Section Three). (b) A team should be composed of six to twelve (6-12) skaters and one (1) goalie (c) Each team will play with three (3) players and 1 goalie on the ice.
Section Three: Rules of Play
(a) All games will be NON-BODYCHECKING. (b) All games will be one 21-minute running time period. All penalty shots will be taken by the end of the game. The game will stop after 21-minutes running time. (c) Face-offs will occur only at the beginning of each period or in case of coincidental penalties (see Minor Penalties). (d) When play is stopped due to the goalie controlling the puck or a goal was scored, a whistle will signal the attacking players to vacate the zone. Once all the attackers have exited the zone, the players may re- enter to resume play immediately. They may not challenge the opposition until they have all exited the zone. Attacking prematurely may result in a penalty for the offending team. (e) There is no center-ice red line, and therefore no icing calls. However, offsides will be called. (f) All offside plays at the blueline will be deemed delayed offside and the referee will call for the offending players to release the puck and exit the zone. Once all the offending players have exited the zone together, they may re-enter the offensive zone. (g) If the knockout games go to a shootout after the end of regulation, the following rules will be enforced in the shootout play: 3 different shooters will shoot from each team to start at different times. If the shootout is still tied, it will go to sudden death format and 1 shooter from each team will be chosen to shoot, at the same time. Teams can not use the same shooter until everyone on their roster has shot once. Then they may choose to use whomever they like as many times for the remainder of the shootout. The higher seeded team from the round robin will choose who shoots first.
Section Four: Shift Changes
PLAYERS CHANGE ON THE BUZZER’ FOR 2013 AGE GROUP
1. Leave puck where it is. A penalty may be assessed as “too many men”, if the puck is touched or shot away from an area by any player after the line change buzzer has gone off. Other team takes possession of puck if penalty assessed.
2. The “ONE FOR ONE” Rule applies. Each player must reach bench area before another player can enter ice surface. A penalty may be assessed as “too many men”, otherwise. Other team takes possession of puck if penalty assessed. All 3 players on the ice must change. The same players cannot play back to back shifts once the buzzer sounds. They must go off the ice. After a warning, penalties may be called at the discretion of the referee.
Section Five: Minor Penalties
(a) All penalties (unless coincidental) will result in a penalty shot situation for the player the infraction was committed against. If there is a bench minor penalty called, the coach will choose someone from their team to shoot. All penalty shots taken at the end of the game and penalties cancel each other out.
example: if one team has 5 penalties and the other team has 4 penalties only 1 penalty shot will be awarded.
A player can only have on penalty shot till everyone in the buzzer take a shot.
(b) Coincidental penalties shall result in a faceoff at centre ice.
(c) Any player having been assessed three (3) minor penalties in the same game will be automatically ejected from that game. Three (3) body checking penalties in the same game will result in the immediate ejection from that game plus a further game misconduct.
If there is a delayed penalty and the offended team scores, the penalty is still recorded to the timekeeper.
Section Six: Major Penalties
(a) Major penalties will result in the immediate ejection of the offending player(s) at the discretion of the referee and pending suspensions will be reviewed by the Convener. Major penalties will also be one penalty shot.
(b) Fighting majors will result in the penalized players being expelled from the game indefinitely pending further review by the Convener.
Section Seven: Coaches, Managers
(a) Up to (4) four coaches, assistants or trainers may be on the benches.
(b) Coaches are required to make every effort to ensure EQUAL ICE TIME for all 3 on 3 participants, and it is strongly encouraged to refrain from shortening the bench to ensure the utmost fun for the kids.
(c) Any bench personnel having been ejected from a game, for any reason, will be automatically suspended for a minimum 1 game and subject to further review for possible expulsion from the tournament. INAPPROPRIATE BEHAVIOUR, CONDUCT OR LANGUAGE WILL NOT BE TOLERATED!
(d) Failure to immediately relinquish control of the puck at the sound of the buzzer or new players entering the ice surface prematurely may result in a penalty (see Minor Penalties) for the offending team.
(e) If the buzzer is to sound during the course of a penalty breakaway situation, the clock will be held and the players will be allowed to finish the exercise, but must vacate the ice at the sound of the buzzer.
Section Eight – Tie breakers
Tie Breaking Sequence – conclusion of round robin series
8.0 If two or more teams are tied at the conclusion of a round robin series, then the following procedure will be used to determine the final ranking before the semi-final and final games are played.
If two teams are tied: 8.1The winner of the round robin game between the two tied teams gains the higher position. 8.2 The team with the most wins in the round robin gains the higher position.
8.3 If the two teams are still tied after 8.1 and 8.2 have been applied, then the team with the best goal average gains the higher position. The goal average of a team is to be determined in the following manner:
Total number of goals for divided by the total number of goals for and against. NOTE: All round robin games are included.
Example: Goals For=10, Goals Against=4; Total Number=14;10/14=.714
The higher percentage gains the higher position
Goal differential will be maxed at 5 goals for tie-breakers (where the schedule is a mixed round robin), meaning an 8-1 win will be recorded for tie breaking purposes as a 6-1 win.
8.4 If teams are still tied after 8.1, 8.2 and 8.3. The team with the fewest goals against (all round robin games played) will gain the highest position.
8.5 If teams are still tied after 8.1, 8.2, 8.3 and 8.4. The team with the most goals for (all round robin games played) will gain the highest position.
8.6 If the two teams are still tied after 8.1, 8.2, 8.3 and 8.4 and 8.5 have been applied, the team with the least number of minutes in penalties throughout all of the round robin games, gains the higher position.
8.7 If the two teams are still tied after 8.1, 8.2, 8.3, 8.4, 8.5 and 8.6 have been applied, and then the team which scored the first goal in the game between the tied teams gains the higher position.
8.8 If the two teams are still tied after 8.1, 8.2, 8.3, 8.4, 8.5, 8.6 and 8.7 have been applied, a single coin toss will determine which team gains the higher position.
Three or More Teams Tied
Note: The three-team tiebreaker is used to determine the seeding of the 1st, 2nd, 3rd seed. If any step in the tiebreaker only seeds one team, that team assumes that position. The three-team tiebreaker will continue to determine the seeding of the two remaining teams. At no time will teams using this formula go back to the two-team tiebreaker
9.0 If three teams or more are tied, the point record established in the games among the tied teams only will be used as the first tie breaking formula in deciding which team(s) shall advance.
9.1 The team with the most wins (among tied teams) would gain the highest position.
9.2 If teams are still tied after 9.1 has been applied, then the team with the best goal average gains the highest position. The goal average of a team is to be determined in the following manner: total number of goals for divided by total number of goals for and against.
Example: Goals For = 10 goals, Goals Against = 4 goals Total Number = 14; 10/14 = .714
Goal differential will be not be maxed at 5 goals for 3-way tie- breakers, meaning an 8-1 win will be recorded for tie breaking purposes as an 8-1 win.
The exercise of 9.2 establishes the team or teams with the highest position(s) by percentage. These teams will advance. If there are still teams tied, they go to the next step. They do not go back to the “Two Team Tiebreaker”.
9.3 If teams are still tied after 9.1 and 9.2. The team with the fewest goals against (all round robin games played) will gain the highest position.
9.4 If teams are still tied after 9.1, 9.2 and 9.3. The team with the most goals for (all round robin games played) will gain the highest position.
9.5 If teams are still tied after 9.1, 9.2, 9.3 and 9.4 have been applied; the team to qualify would be the team that received the least number of minutes in penalties throughout all the round robin games.
9.6 If teams are still tied after 9.1, 9.2, 9.3, 9.4 and 9.5 have been applied, a coin toss shall determine the winner. In a 3-team coin toss, the odd team gains the highest position.