How to play table hockey. How to learn to play hockey: game technique, necessary skills and abilities, tips. Preparing for the game



Chapter 2. The essence and principles of the game table hockey.

Chapter 4. Rights and obligations of the player.

Section II. General rules for the competition

Chapter 5. Game schemes.
Chapter 6. Requirements for photo and video filming at official competitions
Chapter 7. Categories of Participants
Chapter 8
Chapter 9. Competition Organizers

Section I. The essence and principles of playing table hockey

Chapter 1. Terms and definitions
1.1. "Polyana" - table hockey device in general.
1.2. "Miniature" - a figure of a hockey player.
1.3. "Hand" - a metal needle, through which control over the miniature is carried out.
1.4. "Match" - a five-minute duel between two players, or a duel extended by a time equal to the duration of overtime in a knockout game.
1.5. "Tour" - a simultaneous game of several pairs of players in accordance with the schedule.
1.6. "Goal" - a situation where the puck crosses the goal line during playing time and remains in the goal.
1.7. "Goal line" - a straight line bounded by two goal posts.
1.8. "Throw-in" - bringing the puck into play by throwing it into the center face-off point located in the center of the arena.
1.9. "Extreme closest position" - the position of the miniature in which the pole controlling it is extended to the maximum length.
1.10. "Farmost position" - the position of the miniature, in which the pole that controls it is fully retracted.
1.11. "One" or "first player" - a miniature of the goalkeeper.
1.12. "Deuce" or "second player" - a miniature of the left defender.
1.13. "Three" or "third player" - a miniature of the right defender.
1.14. "Four" or "fourth player" - a miniature of the left attacker.
1.15. "Five" or "fifth player" is a miniature of the center forward.
1.16. "Six" or "sixth player" - a miniature of the right attacker.
1.17. "First pole", "Second pole", "Third pole", "Fourth pole", "Fifth pole", "Sixth pole" - poles that control the corresponding miniatures.
1.18. "Half" of one of the players is a part of the hall on which the player is located, limited by an imaginary line that continues the central red line of the field.
1.19. "Stick" - miniature stick.
1.20. "Fix the glade" - fix minor technical problems (strengthen the miniature in the arena, fix the gate or straighten the lever, etc.).
1.21. "Jingle" - an audio track with which the countdown of the match is carried out.
1.22. "Rules" - the rules of table hockey.
1.23. "Game scheme" - types of systems for conducting games between groups of players:
1.24. "Passive play" - control of the puck of one of the parties without aggravating the game (shooting on goal or creating threats to the opponent's goal with a subsequent shot).
1.25. "Time stalling" - playing by one of the players with deliberate, excessively frequent or prolonged correction of the clearing, as well as playing passively.
Chapter 2. Basic Rules
2.1. Main concepts.
2.1.1. To play table hockey, opponents are located on opposite sides of the field.
2.1.2. The game consists in controlling the miniatures and throwing as many goals as possible into the opponent's goal with the help of levers.
2.1.3. The duration of the match is 5 minutes (300 seconds).
2.1.4. The match begins with the starting gong of the jingle or by saying the word "Start" while manually counting the time.
2.1.5. The winner is the player who scores the most goals during the game.
2.1.6. In the case when the number of goals is equal, the outcome of the meeting is considered a draw.
2.1.7. During an elimination match, if the score is tied after 5 minutes, the first player to score the puck is the winner.
2.1.8. regardless of the goal difference, the winner of the match gets 2 points and the loser gets 0 points.
2.1.9. If the result of the match is a draw, both players receive one point each.
2.2. Throw-in
2.2.1. Throw-in is carried out after the puck leaves the field, after one of the players scores, after time delay by one of the players, after an incorrectly performed throw-in, after technical stops, at the start of overtime.
2.2.2. Also, a throw-in may be appointed by one of the players if the puck stops in front of the goal, hitting the goal line, while:
2.2.2.1. the unit must not touch the washer;
2.2.2.2. the player must say "Stop" loudly and distinctly, retrieve the puck and drop it.
2.2.3. The throw-in is administered by one of the players in the match or by the referee. Other persons are not allowed to face off.
2.2.4. After a goal is scored, the throw-in is taken by the player who conceded the puck.
2.2.5. After the puck has left the field, the face-off is made by the player whose half was hit by the puck during the departure.
2.2.6. After the end of the match, in case extra time is required, all face-offs are made by the referee of the match.
2.2.7. If during the game the pucks flew out of the field and there was not a single puck left on the table, then the player making the throw-in must pick up the puck that flew out. If half of the field is not defined, the throw-in is administered by one of the players by agreement.
2.2.8. During the throw-in, the fives must be in the extreme near position. The rest of the miniatures can be in any position.
2.2.9. The thrower holds the fifth player's stick with one hand and the puck in the other hand.
2.2.10. The thrower lifts the puck 10-20 cm above the playing surface just above the face-off spot. On a face-off, the puck must fly in its horizontal position and be visible to both players.
2.2.11. The thrower drops the puck so that it flies vertically down to the faceoff spot. A throw-in is allowed only if both players are ready for the throw-in and are holding the fifth pole.
2.2.12. After the thrower has released the puck and it has touched the playing surface, the face-off is considered to have taken place.
2.2.13. The correctness of the throw-in is determined by the players themselves.
2.2.14. In the event of an illegal throw-in, a re-throw-in is carried out, the throw-in right does not pass to another player.
2.2.15. The player who determines the illegal throw-in may only order a re-throw-in within three seconds after the throw-in, for this he must say “Stop!” loudly and clearly.
2.2.16. If, prior to the start of the game, the organizers note that a player is physically unable to throw in, they may, as an exception, allow deviations from the requirements for a legal throw-in.
2.2.16. The throw-in at the start of the game is administered as follows:
2.2.17.1. both fives are in the extreme near position, and the players hold the fifth poles;
2.2.17.2. the puck lies in the center of the field on the face-off spot;
2.2.17.3. players play the puck immediately after the signal to start the game;
2.2.18. If a player touches the puck before the start signal and there is no way to return the puck to the face-off point before the start of the game, the face-off will be played as normal immediately after the start of the match. The right to face-off in this case is given to the player who did not touch the puck.
2.3. Check.
2.3.1. Any puck that is in the net during playing time counts for the opposing side.
2.3.2. The puck does not count if it is in the goal, but:
after that immediately flew out of the gate;
2.3.2.1. the time elapsed after the throw-in was less than three seconds;
2.3.2.2. a goal is scored by a five, despite the fact that no other miniature, including the five of the opponent, single-handedly owned the puck after a face-off;
2.3.2.3. a goal is scored by hitting a two, three or one on a fixed puck pressed against the goal net, directly;
2.3.2.4. at the moment the puck hit the gate, the signal for the end of the game sounded.
2.3.3. Before the start of the match, the sliders on the score strips must be set to the "0" position.
2.3.4. The player who scored the goal must move the slider on the score bar towards increasing the number in the slider window.
2.3.5. If a player has scored more than ten goals during the match, then with the tenth goal he moves the slider to the "0" position, thereby the score bar starts counting units of the second ten.
2.3.6. After the end of the match, the score is removed from the score strips. If for some reason the player did not move the slider in time, then after the match this goal is not taken into account.
2.4. Countdown
2.4.1. A match lasts five minutes without compensating for time spent on game situations such as puck blowouts, scoring, miniature corrections, extra face-offs, etc.
2.4.2. The countdown is made using a jingle.
2.4.3. The jingle should consist of the following parts:
2.4.3.1. music starts thirty seconds before the start of the match;
2.4.3.2. five seconds before the start of the match, the music stops, with the start of the match, a gong is struck;
2.4.3.3. 30 seconds before the end of the match, music starts to sound;
2.4.3.4. five seconds before the end of the match, the music stops with the sound of the gong, the match ends.
2.4.4. All sections of the jingle must be clearly audible to the players and referees.
2.4.5. If the use of jingles is not possible or it is required to continue the stopped match, then the timing is done manually according to the following rules:
2.4.5.1. the countdown is taken manually using a stopwatch or clock with a second hand;
2.4.5.2. before starting the stopwatch, the referee warns the players about the start of the match with the question: “Ready?”;
2.4.5.3. After confirming the readiness of all players, the spotter says: "Start!" - and starts the countdown;
2.4.5.4. one minute before the end of the match, the spotter says "One minute left";
2.4.5.5. the end of the match is marked with the word "Time!".
Chapter 3 Equipment and Playing Conditions
3.1. Table
3.1.1. The surface of the table, with a width of 60 cm and a length of at least 60 cm, must lie in a horizontal plane at a height of 73 cm from the floor, a height deviation of 5 cm is allowed.
3.2. glade
3.2.1. The clearing must comply with the STIGA PLAY OFF standard.
3.2.2. One glade consists of one body, twelve miniatures, two gates, two transparent boards, two counting strips and four legs.
3.2.3. The puck must slide on the playing surface of the clearing, according to the following standards:
3.2.3.1. when installing the washer on the center of the clearing, it must remain motionless, if one of the end parts of the clearing is slowly raised to a height of 30 cm, a height deviation of 4 cm is allowed;
3.2.3.2. the puck should not remain motionless when the height of one of the end parts of the clearing is 34 cm and above.
3.2.3.3 Thumbnail control should be free, without strong friction. To do this, the skids on which the miniatures walk, and the turning mechanisms of the miniatures are lubricated with silicone grease.
3.2.4. Transparent boards should be transparent so that the opponent's hands can be seen. Stickers or markings on the sides that interfere with the free view of the opponent's hands are not allowed.
3.2.5. The glade must be fixed on the table.
3.2.6. The diameter of the holes through which the poles walk must not exceed twice the diameter of the pole.
3.2.7. Clearings are not allowed, in which the mechanism of miniatures easily gets stuck in the extreme positions.
3.2.8. The rubber bands on the poles should not rotate when the miniature is turned sharply by hand.
3.2.9. Thumbnails should not rise when the lever is turned sharply.
3.2.10. The score bars should be set to zero towards the center of the clearing.
3.3. Washer
3.3.1. The puck must comply with the STIGA PLAY OFF standard.
3.3.2. The surface of the washer must be smooth and free of burrs.
3.3.3. There must be at least one spare puck near the clearing before the start of the match and within reach of both players.
3.4. Game conditions
3.4.1. The playing space for each player should be at least one and a half meters along the clearing from the center of the clearing, in width at least sixty centimeters from the center of the clearing, in height at least two and a half meters from the floor.
3.4.2. The illumination of the playing surface of the field must be uniform and be at least 200 lux.
3.4.3. Light sources must be located above the allowed level of the playing space and directed to illuminate the clearing. At the same time, they should not blind the eyes of the players directly or through the reflection from the clearing.
3.4.4. Light sources aimed at illuminating the clearing should be brighter than non-directional ones.
3.4.5. The temperature in the playing hall must not be lower than +17°С, but not higher than +25°С.
Chapter 4. Rights and obligations of the player
4.1. The player has the right:
4.1.1. demand not to count a goal if it was not scored according to the rules.
4.1.2. independently eliminate minor damage to the clearing, correct their miniatures and the enemy’s unit, subject to sole possession of the puck.
4.1.3. drop the puck, except as described in 2.2.6 and 2.2.16.
4.1.4. determine the correctness of the face-off, as well as the duration of sole possession of the puck by one miniature of the opponent.
4.1.5. for a 30 second warm-up before the start of the game behind the clearing where the match will be held;
4.1.6. familiarize yourself with any gaming equipment that will be used before the game;
4.1.7. stop the game if the opponent obviously and intentionally overexposed the puck at one miniature for more than five seconds. To do this, say loudly "Stop!" and call a throw-in, the player who stopped the game throws in;
4.1.8. use non-playing equipment such as chairs, stools, stopwatch, towel racks, water, etc., if it meets the following conditions:
4.1.9.1. the equipment is not used to control table hockey;
4.1.9.2. it is located on the side of the player, not in the clearing, not above the clearing and does not interfere with the enemy;
4.1.9.3. it does not make sounds that distract from the game: imitation of the sounds of jingles, the voice of the timer manually, the sounds of the game situation, as well as excessively loud or harsh sounds;
4.1.10. move the puck with miniatures using poles;
4.1.11. hit with your miniatures on the miniatures of the opponent in order to take away the puck or prevent the opponent from freely possessing the puck, as well as to move the opponent's miniatures with your miniatures;
4.1.12. receive advice during non-playing time (breaks between matches, warm-up, technical stops, other times), as well as during playing time when the puck is not on the field.
4.2. The player during the game is prohibited:
4.2.1. intentionally bend the poles of the clearing;
4.2.2. to warm up at the time of the sound of the jingle.
4.2.3. hold the puck against one miniature for more than 5 seconds. At the same time, the time spent on correcting the clearing by the player or the referee is not taken into account when calculating the time of sole possession of the puck of the miniature.
4.2.4. carry out actions aimed at changing the result or the course of the game by moving or shaking the field, changing the position of the score lines;
4.2.5. delay playing time;
4.2.6. correct enemy miniatures without his permission, except for one.

Section 2. General Rules for Conducting Competitions

Chapter 5
5.1. These Rules provide for the following game schemes:
a) elimination games;
b) round robin games;
c) games on the sum of two meetings.
5.2. The purpose of the elimination games is to identify the strongest player in a series of head-to-head matches between two table hockey players.
5.3. A series of knockout games at the stage of determining the winner of the tournament or the winner of the league is held up to four victories of one of the players.
5.4. The round robin system is a segment of the competition in which three or more players are united in a group, and each player plays an equal number of games with each opponent in the group.
5.5. The purpose of round robin games is to identify a group of the strongest players or several groups of players, different in strength, less often one strongest player.
5.6. When playing in a round robin system, the following indicators are taken to determine the winner (given in order of importance):
a) the total number of points scored;
b) points scored in matches between players with an equal number of points;

C) the difference between goals scored and goals conceded in matches between these players;

D) more goals scored in matches between these players;

E) the total difference between goals scored and goals conceded in the group stage;

E) a higher total number of goals scored in the group stage;

5.7. Games on the sum of two meetings are a series of two matches, the winner of which is the one who has the best goal difference in two head-to-head matches. In this game scheme, a draw is possible in a single match. And in the event of a final equality of goals, additional time is assigned until the first goal scored.
5.8. Games on the sum of two meetings are used to quickly identify those players who will participate in the main draw of the tournament. As a rule, in cases more players who have registered for the tournament than it is specified in the tournament regulations.
5.9. Matches are held in a row with a break of no more than 3 minutes at the same time. If the extra time of one of the pairs exceeds two minutes, one minute after the end of their match, the next round of knockout games begins.
5.10. The starting sides of the players and the clearing are determined by the schedule. If the schedule does not specify the sides of the players or the clearing, then this is determined by the players by agreement, if an agreement has not been reached, then the decision is made by the referee of the match, who can appoint a lot.
5.11. After each match, the players change sides. The clearing must remain the same, except in cases where the clearing is significantly damaged.
Chapter 6. Requirements for photo and video filming at official competitions.
6.1. Allowed:
6.1.1 With the consent of the players in the match, filming from a tripod within the playing area, if it satisfies the following conditions:
6.1.1.1. the camera and tripod are located out of direct proximity to the players;
6.1.1.2. if the camera is above the clearing, it and its supporting structures must be at least 55 centimeters above the level of the playing surface of the clearing.
6.2. It is forbidden:
6.2.1. use non-playing equipment of the competitor; it causes damage to the equipment of the organizers of the competition;
6.2.2. filming the game with a camera or video camera within the game space;
6.2.3. filming the game with a camera or video camera with a flash or with lighting devices from a distance of less than 1.5 meters from the playing space.
Chapter 7. Competitors
7.1. Categories of participants
7.1.1. The rules distinguish the following categories of participants:
7.1.1.1. main - all table hockey players without exception;
7.1.1.2. female - female players without age restrictions;
7.1.1.3. junior - male players who at the time of the start of the competition have not reached the age of 18;
7.1.1.4. veteran - players who at the time of the start of the competition have reached the age of 40; Categories of participants
7.1.1.5. team - players who are part of the team declared for team competition.
7.2.1. Admission to competitions is made in accordance with the competition regulations after registration on the basis of a timely submitted application, if required.
7.3. Rights and obligations of a participant
7.3.1. The competitor has the right:
7.3.1.1. apply to the referee committee with a request to provide an arbiter for a match against a specific opponent;
7.3.1.2. stop the game and call the organizers to fix technical problems, in particular, loose miniatures, bent poles, etc.
7.3.1.3. demand the termination of photo and or video filming during the meeting, if before that he did not agree to its holding.
7.3.2. The competitor must:
7.3.2.1. comply with the rules and regulations of the competition;
7.3.2.2. to play all matches stipulated by the regulations;
7.3.2.3. be correct in relation to opponents, judges and spectators.
7.3.3. Competitors are prohibited from:
7.3.3.1. reset the score strips until the result of the game is recorded in the protocol;
7.3.3.2. rude behavior and other disrespectful actions towards the organizers of the competition, opponents and spectators;
7.3.3.3. the player must perform in a T-shirt or shirt with short sleeves, subject to the organizers observing the temperature regime;
7.3.3.4. the player must remove for the duration of the game from himself jewelry, watches and other objects that can catch on the poles and thereby bend them;
7.3.3.5. any questions about the legality or acceptability of gamewear must be resolved by the competition organizers;
Chapter 8. Competition Organizers
8.1. Organizing, statistical and judging committees are required for the tournament to be held.
8.2. tasks organizing committee are drawing up the tournament regulations, providing the tournament with high-quality equipment and the necessary playing conditions in accordance with clauses 3.2, 3.3, 3.4. of these Rules and the Tournament Regulations.
8.3. Tournament regulations must contain the following items:
8.3.1. name, category, goals of the tournament;
8.3.2. dates, time, venue, registration deadlines;
8.3.3. composition, groups, minimum and maximum allowable amount participants;
8.3.4. tournament bracket with an exact indication of the game schemes that will be used in the tournament, the number of stages and the duration of breaks between stages;
8.3.5. distribution of functions of the organizational, statistical and judicial committees;
8.4. The main tasks of the statistical committee are:
8.4.1. drawing up and implementation of a system for even distribution of playing pairs;
8.4.2. holding a draw;
8.4.3. calculation of game results.
8.5. The task of the judging committee is to ensure the implementation of these Rules and the tournament regulations by all participants in the competition.
8.6. The Referee Committee consists of the Chief Referee, Deputy Chief Referee and referees.
8.7. The chief referee forms the judiciary, appoints referees for matches, makes decisions on imposing a penalty in the form of a technical defeat in case of foul play, disqualification of the player for the entire tournament, accepts complaints about the unsatisfactory refereeing of the deputy chief referee and arbitrators subordinate to him.
8.8. The Chief Judge may act as an arbitrator.
8.9. The Deputy Chief Judge may substitute for the Chief Judge or act as an arbiter.
8.10. The arbitrator accepts complaints, drops the puck in extra time, fills in and checks the score sheets, and also resolves other issues related to the implementation of these Rules and not related to the powers of the chief referee.
8.11. Rights and obligations of an arbitrator.
8.11. The arbitrator has the right:
8.11.1. throw the puck;
8.11.2. Troubleshoot minor technical problems related to gaming equipment;
8.11.3. stop the match and replace the field where the players are playing if it does not meet the standards described in these Rules;
8.11.4. draw lots in disputable situations if no other decision can be made;
8.11.5. assign a technical defeat in case of non-appearance of a player or players;
8.12. The arbitrator must:
8.12.1. exercise additional control over the time of the match;
8.12.2. record violations of the Rules;
8.12.3. apply sanctions to those who violate the Rules;
8.12.4. complete the match sheet.

8.13. The referee has no right to comment on the current game, to conduct a dialogue with the players that goes beyond the direct duties of the match referee.
8.14. It is allowed to combine positions in different committees by the same persons.
8.15. It is allowed to combine organizational functions with participation in the tournament as a player.
8.16. All members of the Referee Committee are required to know these Rules.
8.17. Before the start of the tournament, the jingle must be played for familiarization by the players.
8.18. The same jingle must be used throughout the tournament.
8.19.. If the shooting rules are violated, the organizers must demand that the shooting be stopped.
Chapter 9
9.1 To calculate the results of the games of the tournament, the referee committee uses the protocols.
9.2. The score sheet must be drawn up before the start of the match.
9.3. The location of the game results protocol must be known and available to all participants in the games whose results are recorded there.
9.4. The organizers must ensure that the protocol is available to the participants of the match in order to more conveniently enter the results. There should be a pen next to the protocol sheet.
9.5. The protocol sheet must contain:
9.5.1. table number;
9.5.2. tour number;
9.5.3. surnames and names of both players;
9.5.4. free space for entering the result of the match;
9.5.5. a place for the signature of the participant in the fight who entered the result in the protocol.
9.6. The structure of the protocol must be clear and the data relating to each game must be separated from each other.
9.7. The protocol may have records of several games played on the same field within the same stage of the tournament.
9.8. At the end of the match, the winner of the game must record the result on the score sheet.
9.9. In case of a draw, the results are entered into the protocol by any of the players of the pair, by agreement between them.
9.10. Everyone who enters the result of the game in the protocol puts a personal signature next to it, and thereby confirms the correctness of the entered data.
9.11. All data entered in the protocol must be entered legibly and without corrections. If correction is required, then it is carried out either by the match referee or the main referee of the competition, and next to the corrected result there must be the signatures of both sides of the match and the referee who corrected the data in the protocol.
Chapter 10. Violations of the Rules and penalties
10.1. Types of punishments.
10.1.1. In cases of violation of the rules, the following penalties apply:
a) a verbal warning;
b) technical warning with a score of 0:10;
c) disqualification.
10.2. The procedure for applying penalties to the violator of the Rules.
10.2.1. A violation of the Rules is considered only a violation that was recorded by the referee committee. Estimates of other persons cannot be a reason for imposing any punishments.
10.2.2. The degree of strictness of refereeing must be the same throughout the entire tournament and must not go beyond the limits defined by these Rules.
10.2.3. A verbal warning is issued at any time during the match if the infringement is single and, in the opinion of the match referee, is not serious enough.
10.2.4. If a verbal warning is insufficient punishment, the offending player may be awarded a forfeit loss.
10.2.5. In case of gross or repeated violations of the Tournament Rules or Regulations, the Referee Committee may impose a disqualification.
10.2.6. The decision to assign a disqualification is taken by the Referee Committee collectively, with the participation of the Chief Referee.
10.2.7. Disqualification is the deprivation of the right to take part in the tournament.
10.2.8. The disqualified player is removed from the standings and takes the last place in the tournament. If there are several such players, then to determine a higher place, the result obtained by the players during the tournament is taken into account, as well as more high place in the ranking.
10.2.9. A player who is late for a match by more than 30 seconds, according to the schedule, is considered a player who did not appear for the match.
10.2.10. A participant who did not appear for the match or refused to continue the match without the consent of the opponent is assigned a forfeit loss.
10.2.11. If both players did not appear for the match, then each of them is assigned a forfeit defeat.
10.2.12. Deliberate damage to the gaming equipment, the purpose of which is an attempt to influence the course of the game, is punishable by a forfeit loss or disqualification.

Hockey has been around for a very long time. Many European peoples had games with sticks and homemade shells. The birthplace of modern ice hockey is Canada. In the 18th century, the English soldiers who conquered this country brought field hockey to the continent. But the local long winter changed him. Hockey began to be played on the ice of frozen lakes. Cutters were attached to the shoes of hockey players. The game was named after the bent shepherd's stick.

Game development

Hockey developed rapidly, numerous changes were introduced into the rules. At first, hockey players used a wooden puck. Then it was replaced with rubber. To prevent the puck from being lost, a fishing net was attached to the goal. This invention made it possible to avoid disputes whether a goal was scored or not. The whistle, which stuck to the judge's lips in winter, was replaced with a bell. After a while, it was replaced by a plastic whistle. Before the game, the puck began to be frozen to improve its playing qualities. Puck tosses were introduced. Prior to this, the judges simply put her on the ice and often got clubs in the hand. At the beginning of the 20th century, the first championships and professional associations were created. In the 30s of the XX century, bullets were introduced. In 1945, lights began to be installed outside the goal, which were turned on when the puck was abandoned. A year later, a system of referee gestures was introduced. In those days, bandy was widespread in our country. It appeared in Russia thanks to the English workers. The first ice hockey match in the USSR was held only in 1946. Hockey is very popular in our country. The Russian team is one of the most titled in the world.

Table hockey

Table hockey was invented almost immediately after the appearance of the game with the puck. Its rules practically do not differ from the rules of table football. How to learn to play table hockey? To do this, you need to purchase the game and start practicing with friends.

Rules

Start exercising at early childhood. You can start playing hockey at an amateur level at any age. To learn how to play hockey, you need to learn its rules. In hockey, two teams compete against each other. During the game, six players from each team may be on the court. This is a goalkeeper and 5 field hockey players. The five teams may change. It is also allowed to replace the goalkeeper with a field hockey player. There are four five players in one team. The goal of the game is to shoot the puck into the goal. The team that scores more goals wins. The game consists of 3 periods of twenty minutes of pure time. Teams rest between periods. Breaks last 17 minutes. During pauses, the stopwatch stops.

Ice rink

The Russian site measures 60 x 30 m. There are also smaller Canadian and Finnish sites. Ice is protected by boards. Protective glass and mesh are fixed on them. In the sides of the benches there are gates for the players to enter the ice. Opposite is a gate for the penalty box. ice rink delimited by blue lines into three zones. A red line is drawn in its center. The goalkeeper area is colored blue. Players of the attacking team may not be in it during the throw. Also on the rink are lined with five circles for throwing the puck.

Game progress

The game starts with a throw-in in the center of the court. If the puck goes out of bounds, a new face-off is made in one of the zones. In case of violation of the rules, the hockey player is sent to the penalty box. Violations are punishable by a 2-minute or 5-minute suspension. If the opposing team scores the puck during a two-minute suspension, the penalized player may return to the ice. Violations:

  • delaying an opponent with hands and a stick;
  • step;
  • an attack by a player not in possession of the puck;
  • blow from behind and to the head.

For a gross violation or a fight, the player is removed until the end of the game with the right to replace after 5 minutes. His team sends any of their players to the penalty box.

Hockey uniform

Hockey is very dangerous. After all, after the throw, the puck flies with great speed. Power moves are allowed in the game. Before the match, hockey players warm up to avoid injury. Players wear special protection. These are knee pads, elbow pads, bibs, gloves, shields and a helmet. Shields should completely cover the shin and knee. The player's skates must be well sharpened. Hockey skates are more curved than regular skates. There are models that take the shape of the foot. Goalie skates have a thicker blade and more weight.

Modern clubs are made from various polymers. The hook of the club is bent at a certain angle. It is better to buy a collapsible model. This will make it easier to find the right bend. With the correct hook angle, the winding is erased evenly. A hockey player must be able to wrap the stick correctly.

Any helmet can be adjusted to fit your head. It is worth choosing the most convenient model. There should be a special softening pad inside the helmet. It is better for beginners to play in a helmet with a mask. Goalkeepers are allowed to decorate helmets with inscriptions and drawings. Also, the hockey player needs to pick up high-quality leather gloves. Leggings should not fall off the hands during the game. Without a form, a hockey player is not allowed to train, so it is worth investing in a purchase good kit. You also need to purchase special hockey thermal underwear. You can buy a second-hand kit, but it must fit the player in size. When buying the first kit, you should seek advice from a coach or an experienced hockey player. Some companies provide rental services hockey uniform. For the form you need to purchase a special trunk. It is better to choose a model on wheels.

Required Skills

How to learn to play hockey? A beginner hockey player must have a good physical form. A sharp transition from an inactive lifestyle to active pursuits harmful to the body. Training starts with crosses, swimming and gym. How to learn to play hockey as an adult? The player must be able to skate fast. Beginning hockey players work on correct braking, changing directions of movement, skating with their backs. The more ice practice a beginner has, the better. How to learn to play ice hockey at home? You can also practice throws in the yard in the summer. To do this, you need to purchase several washers. A piece of plywood is placed under the club to prevent abrasion. Throws are made on any convenient target. How to learn to play hockey at home? The response is trained with tennis ball. He is strongly thrown against the wall and caught.

good hockey player simultaneously controls the puck and sees the entire court. To do this, you need to learn how to own the puck without looking at it. A high head will help to avoid unexpected power reception from the opponent. The player must anticipate the actions of the opponent. For this, it is necessary to develop the imagination. Hockey players are constantly reviewing their games and analyzing them. Amateurs can study the games of professionals or record their matches on video.

A professional player knows his place on the ice and the functions of the game. The role of a hockey player on ice depends on his position. The wingers play combinations and score goals. Defenders defend in their zone and connect to attacks on the blue line. The goalkeeper defends the goal. The center forward leads the game, organizes attacks and assists the defenders. Coaches put smart and experienced players in this position.

Women's hockey

How to learn to play hockey for a girl? Competition in women's hockey is lower than in men's. Girls involved in this sport have great prospects. For example, it will be easier for girls to get to the Olympics and win medals than for boys. Women's hockey is less traumatic. It prohibits forceful methods. Girls play in special protective masks. Unlike other sports, in women's hockey, athletes often take breaks in their careers to create a family and have a baby. Many hockey players play until the age of 40. The disadvantages of this sport include its financial component. Hockey is an expensive sport. Equipment, classes, trips require investment.

You will be surprised to know that the desktop hockey(HX) is not just a child's game, but a real sport. There are even professional teams players in HX, in our country they are part of Russian Federation HX (RFNH). This sport develops reaction, coordination, endurance and non-standard thinking.

Instruction

It is recommended to play HX in a T-shirt or short-sleeved shirt so that nothing interferes with the movement of the hands. It is better to remove jewelry that can catch on the poles - metal knitting needles, with which the miniature (hockey player figure) is controlled.

The table on which the “glade” is installed (as the game itself is called in a professional language as a whole) must have an absolutely horizontal plane at a height of approximately 75 cm from the floor.

Lubricate the poles or skids on which the miniatures walk with silicone grease for free movement without friction. Set the score strips with zero to the center of the "glade". Check the washer - it should be smooth and free of burrs.

The essence of the game is to throw as many pucks into the opponent's goal with the help of miniatures, controlling them with levers. The duration of a professional match (according to RFNH rules) is five minutes (300 seconds). One miniature must have possession of the puck for no more than 5 seconds. The winner is the player who scores the most goals against the opponent.

Before the start of the game, face-off the puck: the miniatures are motionless in their places, the throw-in player holds the fifth pole with one hand, the puck with the other. Raise it 10-20 cm above the surface of the field above the face-off point (it is marked on the field). Now release the puck so that it flies vertically to the faceoff point. After the puck reaches the faceoff point, play is open. Players must only touch the puck with miniatures using poles and levers.

If during the game the puck flew out of the "clearing", make a second face-off.

note

Proper care will help prolong the life of the HX. Before playing, lubricate the player turn gears and thumbnail control poles with silicone grease. Grease should not get on the rubber parts, which you just need to wipe off the dust. To restore smooth sliding of the washer, rub the field with furniture polish.

Helpful advice

To make the HX more stable, stick a piece of double-sided tape under each leg.


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Preparing for the game

Table hockey rules begin with the preparation for the tournament. Before starting the competition, you should check the following:

  • the hockey field must be firmly installed on a flat surface or table at a comfortable height for the players;
  • plastic protective recesses must be removed from both gates;
  • hockey sticks are all turned to one side;
  • And one more rule, obligatory for all participants: honesty and good, sports mood. This is the key to an interesting and exciting fight.

Match Rules

Here are the basic rules of matches that are used on international competitions. They can be adjusted as you wish.

  • The duration of each match is 5 minutes. Time does not pause even if the puck leaves hockey box. The duration is tracked with an audio timer;
  • every match starts with the puck in midfield. Goals begin to be counted only from 4 seconds after the sound signal about the start;
  • a goal is scored only if the puck does not go out of bounds. Otherwise, the competition continues without stopping; goals can only be scored with a stick: goals scored with the body do not count;
  • Possession of the puck is prohibited unless active goal attempts are being made. This equates to passive behavior on the field. In this case, the opponent must say "passive play" and the second player must change the method of attack. Otherwise, a throw-in may be requested. To deal with such situations, it is best to have a neutral referee who will honestly assess the situation and make the right decision.

Cases when the game can be interrupted

The Table Hockey Rules provide for some cases where a match may be temporarily stopped. They are associated with all non-standard situations: breakdowns, gate displacement, the appearance of an extra puck on the playing field, as well as other distractions. It is important to remember that a player who is temporarily unable to continue the battle must say the word "stop" loudly - after all, the enemy may not notice the reason why the game should be suspended.

Lost time is added to the duration of the match and played out after the end of the main. The game resumes from the position where it was stopped. Goals scored interrupted time does not count. Despite the possibility of interrupting the game, the opponents must understand that there must be good reasons for this, otherwise the results of the match will be unfair.

If you want to buy table hockey for yourself or as a gift, then right now!

Table hockey rules as amended International Federation table hockey (International Table Hockey Federation, ITHF)

1. Players are required to conduct themselves in accordance with the following Code of Player Conduct. At all times, all players must behave honestly and in good sportsmanship. Table hockey has been, and always will be, a "gentleman's sport" since its inception.

2. Playing field: model and preparation

2.1. STIGA fields must be used to play.

2.2. The plastic recesses in the gate must be removed.

2.3. The fields must be attached to the table.

2.4. The sliding speed on the field surface must be maintained the same as on the field received from the factory.

3.1. STIGA PLAY-OFF version pieces must be used for the game (all pieces have a club on one side).

3.2. The ITHF may authorize the use of other versions of the STIGA figures if there are compelling reasons to do so.

4.1. The match lasts five (5) minutes.

4.2. Time of play continues to run even if the puck has left the field of play.

4.3. All matches must use an audio timer.

4.4. A clear and unmistakable signal (music or sound warning) announcing the imminent start of the match must be given at any time not earlier than 30 and not 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) with various signals; music is played during the last thirty (30) seconds of the match. The match ends with the final signal.

4.5. If the match has to be replayed from the beginning (for example, if the timer is faulty), the game starts from the score on which the match was interrupted.

4.6. If a player is not in front of the field ready to play within thirty (30) seconds of the start of play, he/she will automatically lose that match by the score specified in the competition rules.

4.7. If a player refuses to continue the game during a match and his opponent insists on continuing, the goals scored by him during the game are automatically canceled and his opponent may add an additional five (5) goals to his own.

4.8. During knockout matches, in the event of a tie after five (5) minutes, overtime will be played. Overtime starts with a throw-in. The winner is the one who scores the first goal ("sudden death").

5. Throw-ins

5.1. All matches begin with the puck in the center of the court. The game starts with the starting signal. If one of the players moves the puck before the signal, a face-off is taken.

5.2. Throw-ins are performed by releasing the puck over the center of the court.

5.3. Center forwards and left-backs must be on their own side of the red until the throw-in. middle line field, outside the center circle, and must not enter the center circle until the puck touches the center point.

5.4. The puck must be released from a height of approximately five (5) centimeters above the heads of the pieces with the releasing hand stationary and the puck flat side down and visible to the players.

5.5. Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not taken correctly, the opponent may request a new throw-in or take the throw-in himself. If a player takes a lot of wrong throw-ins in a knockout game, his opponent may call for a neutral throw-in.

5.6. A goal scored within three (3) seconds of the throw-in will not count. This rule also applies when the throw-in is taken by a neutral person.

5.7. The puck must bounce off the boards or one of the figures, but not the center forward, must have possession of the puck before a goal can be scored.

5.8. During overtime in knockout matches, players may ask a neutral person to take face-offs, and they may agree to the following face-off option: the neutral face-off player places the puck in center field, asks both players to call "Ready", and then calls "Start".

6. Goal

6.1. A goal is scored if the puck remains in the goal area. If the puck goes out of the net, the tackle is not counted and the game continues without stopping.

6.2. The puck must be removed from the puck bag (if any) before the next face-off.

6.3. A goal scored directly as a result of pressing a stationary puck against the rim of the goal or the goalkeeper does not count. If, after such an action, the puck on the way to the goal is reflected from the board or from another figure, the goal is counted.

6.4. It is not allowed to score with the body of the figure (not with the stick) after handling the puck. However, a goal scored with a figure's right foot counts if it is used as a stick (i.e. by turning the piece). A goal scored by the torso of a figure is counted if the puck was not stopped (handled) by this figure.

6.5. If a goal is scored while the final signal is sounding, it will not count.

6.6. If any piece or goalkeeper breaks while a goal is being scored, the goal is awarded.

6.7. A goal scored by moving the entire field does not count.

7. Gate Square Rule

7.1. If the puck comes to rest in the crease and touches the goal line, the defending player may call "block" and take the face-off.

7.2. If the puck comes to rest 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 seen as passive play.

8.2. If there is a desire for passive play, the opponent may give a warning by saying "passive play". This allows the player in possession of the puck to change the way they attack to avoid losing the puck. If passive play continues, the opponent may call for a throw-in.

8.3 If the puck is in the possession of one figure without passing or shooting, a warning may only be given after five (5) seconds have elapsed from the moment the figure gained control of the puck.

8.4. If differences of opinion regarding passive play occur during knockout matches, or if several players accuse one player of passive play during any phase of the competition, a neutral person (referee) agreed by both players is appointed to oversee the subsequent play ( games). If a referee is appointed, the players do not signal the warning themselves, and only the referee can take throw-ins due to passive play.

8.5. If a player repeatedly disregards 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 high (more than three (3)), the judges of the competition may decide and award that player defeats in all these games with the score specified in the competition rules.

9. Interference in the game.

9.1. Pinning pieces is only allowed if the player has full control of the puck.

9.2. If the opponent scores a goal while the player is pinning his pieces, the goal is scored.

9.3. If a player notices that one of the opponent's pieces is up on the pin, he may ask the opponent to press the piece, and he must do so. The game may continue when the opponent is ready to play.

9.4. If a player passes the puck to another piece while pinning the pieces, a face-off is taken.

9.5. Rough play, which is expressed in shaking the field so that the puck begins to move, is prohibited.

9.6. If any figure loses the puck as a result of shaking the field (by the opponent), the puck must be returned to that figure.

10. Interruption of the game

10.1. In the event of any unusual situation (for example, a mechanism, pin, or field breakage, the goal is displaced, the lights go out, several pucks appear on the field, someone or something distracts 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. Play resumes when both players are ready to play again.

10.2. If the game is interrupted and significant time is lost, the lost time is added to the remaining time until the end of the game, and the match is played out.

10.3. Goals scored while the game was abandoned do not count.

10.3. If the player was undoubtedly in possession of the puck before play was interrupted, play continues with the puck at the point where it was located; otherwise, a throw-in is taken.

Information from the website of the International Table Hockey Federation (International Table Hockey Federation)