Rules and Regulations

Rules and play

Players are permitted to play the ball with any part of the stick other than the rounded side (back). The flat side is always on the “natural” side for a right-handed person — there are no “left-handed” hockey sticks (for actual use in play, some have been made as novelties).

Positions

Teams consist of eleven players on the field, and up to five substitutes. Substitutions are not limited but may not be made during a penalty corner. There are no set positions (even a goalkeeper is not required under the 2007 rules), but most teams arrange themselves (in a similar way to football (soccer) teams) into fullbacks (defence), midfielders (halfback) and forwards (front line). Many teams include a single sweeper. The rules do not specify a minimum number of players for a match to take place, but most competitions have some local ruling on this, with seven players being a common minimum.

One player from each team may be designated the goalkeeper. Goalkeepers must wear a suitable helmet with full face mask and are also permitted to wear protective padding, including large leg guards, kickers and gloves. Although goalkeepers may block or deflect the ball with any part of their bodies, and propel the ball with their feet (and from 2007 any other part of their equipment in a “goal-saving action”), they must always carry a stick, and normal stick rules apply. Goalkeepers are permitted to play the ball outside their defensive circle (scoring area or “D”), but must only use the stick in this circumstance. Fully protected goalkeepers are prohibited from passing their side’s defensive 23m line during play, unless they are taking a penalty stroke.

General play

For the purposes of the rules, all players on the team in possession of the ball are attackers, and those on the team without the ball are defenders.


The match is officiated by two field umpires. Traditionally each umpire generally controls half of the field, divided roughly diagonally. These umpires are often assisted by a technical bench including a timekeeper and record keeper.

Prior to the start of the game, a coin is tossed and the winning captain can choose a starting end or start with the ball. The game time is divided into two equal halves of 35 minutes each, with five minutes for half-time. At the start of each half, as well as after goals are scored, play is started with a pass from the centre of the field. All players must start in their defensive half, but the ball may be played in any direction along the floor. Each team starts with the ball in one half, and the team that conceded the goal has possession for the restart.

Field players may only play the ball with the face of the stick. Tackling is permitted as long as the tackler does not make contact with the attacker or his stick before playing the ball (contact after the tackle may also be penalised if the tackle was made from a position where contact was inevitable). Further, the player with the ball may not deliberately use his body to push a defender out of the way.

Field players may not play the ball with their feet, but if the ball accidentally hits the feet, and the player gains no benefit from the contact, then the contact is not penalised. Although there has been a change in the wording of this rule from 1 January 2007, the current FIH umpires’ briefing instructs umpires not to change the way they interpret this rule.

Obstruction typically occurs in three circumstances - when a defender comes between the player with possession and the ball without first performing a legitimate tackle; when a defender’s stick comes between the attacker’s stick and the ball or makes contact with the attacker’s stick; and also when (usually deliberately) blocking the opposition’s passage to the ball (called third party obstruction).

When the ball passes over the sidelines, it is returned to play with a sideline hit, taken by a member of the team whose players were not the last to touch the ball before crossing the sideline. If it crosses the backline after last touched by an attacker, a 15 m hit. A 15 m hit is also awarded for offenses committed by the attacking side within 15 m of the end of the pitch they are attacking.

Set plays

Free Hits

Free hits are awarded when offences are committed outside the scoring circles. The ball may be hit or pushed once in any direction by the team offended against. However, the ball must not be judged to be intentionally raised by the umpire from a free hit, or the umpire can “reverse” the decision. This means that the team who were defending are now attacking, and can lead to swift counter attacks. Opponents must move 5 m from the ball when a free hit is awarded, and for attacking free hits within 5 m of the circle all attackers other than the one taking the hit must also be 5 m away.

As mentioned above, a 15 m hit is awarded if an attacking player commits a foul forward of that line, or if the ball passes over the backline off an attacker. These hits are taken in line with where the foul was committed (taking a line parallel with the sideline between where the offence was committed, or the ball went out of play). If the attack commit a foul in the circle they are attacking, the defence additionally has the option to take the free hit anywhere in that circle.

Long Corner

A long corner is awarded if the ball goes over the backline after last being touched by a defender. Long corners are played by the attacking team and involve a free hit on the sideline 5 m from the corner of the field closest to where the ball went out of play. In some areas these are also known as long hits.

Penalty Corner

The short or penalty corner is a rather complicated set play that is awarded against a defending team when they commit any offence in their defensive circle (that is not penalised by a Penalty Stroke), and may be awarded when a deliberate offence is committed in the defending 23 m area, or when the defending team deliberately plays the ball over the back line.

A group of four defenders and a goal keeper, wait on the backline for a short corner.Short corners begin with five defenders (including the keeper) arranged along the backline. All other defenders must return to the centre line until the ball is in play. Attacking players begin the play standing outside the scoring circle, except for one attacker who starts the corner by playing the ball from a mark 10 m either side of the goal (the circle has a 14.63 m radius). This player puts the ball into play by pushing or hitting the ball to the other attackers outside the circle; the ball must pass outside the circle before the attackers attempt to get a shot or deflection into the goal. For safety reasons, the first shot of a penalty corner must not exceed 460mm high (the height of the “backboard” of the goal) at the point it crosses the goal line if it is hit. However, if the ball is deemed to below backboard height, the ball can be subsequently deflected above this height by another player (defender or attacker), providing that this deflection does not lead to danger. Note that the “Slap Hit” or “Slap” (a hitting motion, where the stick is kept on or close to the ground when hitting the ball) is classed as a hit for short corners, and so the first shot at goal must be below backboard height for this type of shot also.

If the first shot at goal in a short corner situation is a push, flick or scoop, in particular the drag flick (which has become popular at international and national league standards) , the shot is permitted to rise above the height of the backboard, as long as the shot is not deemed dangerous to the defenders on the line. This form of shooting is becoming more and more popular as international level players are able to get nearly as much power through the drag-flick as a full blown hit on goal.

Penalty Stroke

A penalty stroke (often referred to as a PS, a flick, or just as a stroke) is awarded when defenders commit a deliberate foul in the circle which deprives an attacker of possession or the opportunity to play the ball, when any breach prevents a probable goal, or if defenders repeatedly “break” or start to run from the backline before a penalty corner has started. This penalty pits a single attacker against the goalkeeper, and is taken from a spot 6.4 m out and directly in front of the goal. The goalkeeper must stand with heels on the goal line, and cannot move his feet until the ball is played, whilst the striker must start behind the ball and within playing distance of it (in other words he must be able to touch the ball with his stick). On the umpire’s whistle, the striker may push or flick the ball at the goal, which the goalkeeper attempts to save. The attacker is not permitted to take more than one shot, to fake or dummy the shot, or to move towards or interfere with the goalkeeper once the shot is taken. Hitting or dragging the ball is also forbidden. If the shot is saved, play is restarted with a 15 m hit to the defenders; if a goal is scored, play is restarted in the normal way. If the goalkeeper commits a foul which prevents a goal being scored, a penalty goal may be awarded, for other fouls by defenders, the result is normally that the stroke is retaken. If the taker commits a foul, it is treated as if the stroke has been saved, and play recommences with a 15 m hit. If another attacker commits a foul, then if a goal is scored it is voided, and the stroke retaken.

Dangerous play and raised balls

If the ball is raised off the ground in a manner that is, in the umpire’s opinion, dangerous, the ball is turned over to the other team and they receive a free hit. The free hit is taken where the action that caused the danger occurred (that is, not where the danger itself occurs). The definition of a “dangerous ball” is a matter of interpretation by the umpires. Guidance in the rules states “a ball is considered dangerous when it causes legitimate evasive action by players” — but it also depends on the speed of the ball, the height to which it is raised, and the number of players near its path.

It is, however, legal to raise the ball to make an aerial pass (the ball is flicked or scooped in the air, usually above head height), provided that the ball is both raised safely and brought down safely. The ball may only be lifted if the opposition players are further than 5m from the player raising the ball, and the ball is safely lifted above the players. Balls raised safely, but towards players of either side (usually below or about head height) are deemed dangerous. When receiving an aerial ball, the initial receiver (which ever side this player is on) must be given 5m to bring down the ball safely, before they can be challenged by an opposition player. If there are two or more players attempting to receive the ball (usually from opposite teams), and it is not clear which player was first to be in position to receive the ball, then a free hit is given to the defending team (the team that did not raise the ball).

It is, however, legal to raise the ball when making a shot on goal (by hitting, flicking or scooping), but the shot must not be dangerous to any other players (for example, hitting the ball in the air towards goal with only the goalkeeper in the goal is safe-as the goalkeeper has protective padding, whereas hitting the ball in the air towards goal when there are a number of players between the striker and the goal can be classed as dangerous play). In general the ball may only deliberately be raised using a hit if the player is shooting at the goal.

It is not dangerous to lift the ball over an opponent’s stick (or body), provided that the opponent is not required to take evasive action. For example, a skillful attacker may lift the ball over a defenders stick and run past them, however if the attacker lifts the ball into/at the defender’s body, this would be classed dangerous.

Dangerous play rules also apply with relation to the usage of the stick. Players may not attempt to play at the ball above their shoulders (unless saving a goal). It will generally be considered dangerous play to hit the ball while it is in the air; the ball must be controlled first in this circumstance.

Warnings and suspensions

Hockey uses a three-tier card system of warnings and suspensions:

Unlike football, a player may receive more than one green or yellow card. However they cannot receive the same card for the same offence (example two yellows for dangerous play), and the second must always be a more serious card. In the case of a second yellow card for a different breach of the rules, the temporary suspension would be expected to be of considerably longer duration than the first. However, local playing conditions may mandate that cards are awarded only progressively, and not allow any second awards.

Umpires may also advance a free-hit by up to 10m for dissent or other misconduct after a penalty has been awarded; or, if the free-hit would have been in the attacking 23m area, upgrade the penalty to a penalty corner.

Scoring

The teams’ object is to play the ball into their attacking circle and, from there, hit, push or flick the ball into the goal, scoring a point. The team with more goals after two 35-minute halves wins the game. The playing time may be shortened, particularly when younger players are involved, or for some tournament play.

Tie breaker

Conditions for breaking ties are not laid down in the rules of hockey, but many associations will follow the procedure laid down in FIH tournament regulations which mandate 7.5 minutes each way of “golden goal” or “sudden death” extra time (i.e. the game ends as soon as one team scores). If scores are still level, then the game will be decided with penalty strokes, in much the same way that association football penalty shoot outs are conducted.

Other competitions may use alternative means of breaking a tie, for example, an extended period of golden goal extra time with a progressive reduction in the number of players each team can have on the field (usually termed “drop-offs”); if no goal is scored at the end of such extra time periods, again a result would be achieved using penalty strokes.

Local rules

Guersey Hockey Rules and Regulations