Table hockey rules. Section I. The essence and principles of playing table hockey How to learn how to play table hockey

STIGA table hockey is a game that requires special attention and some knowledge. On the one hand, table hockey is just a plastic toy, on the other hand, it is a rather complex mechanism that needs preparation before starting the game and some care to extend its service life.

On the website of the Russian Table Hockey Federation, a whole section is devoted to this topic:

  • Repair and operation of table hockey on the RFNH website

But over time, the view on many issues related to the preparation of the site changes. We, with the help of our experts, will help you understand the nuances of the STIGA standard, which is the official game of the ITHF (International Table Hockey Federation).

Aleksey Krinov, one of the organizers of the MLNKh, who has a degree in mechanical engineering, an impressive work experience as a design engineer and rich experience in “communicating” with the glades when buying and preparing table hockey for tournaments, brings to your attention the author's series of stories-tips.

AROUND THE GLADE

Notes of mechanical engineer Alexei Krinov

The first story: "CHOOSING THE RIGHT GLADE".

So what is table hockey? First of all, it is a mechanism and therefore requires certain preparation and prevention for reliable operation. In addition, there are a number of requirements that must be observed when preparing hockey for table hockey competitions.

Where does the preparation of table hockey begin? We will call it, for brevity, the term familiar in the circles of players "glade". Of course, with the purchase. You can buy it in Russia in several ways:

  • first, by contacting the RFNH: www.board-hockey.ru/sale-stiga.html
  • secondly, in the SPORTMASTER store: www.sportmaster.ru/catalog/product/search.do?text=play+off
  • thirdly, in the online store (Google will help you)
  • fourthly, and this, in my opinion, is a very good option - to go to table hockey competitions in Latvia and buy a new field from the organizers for 50 euros. Why is it cheaper there? Latvia is located within the EU, so our Russian surcharge for “customs clearance” is not taken into account in the price there.
  • fifthly, at RFNH tournaments you can buy a used glade that has already passed the pre-tournament preparation. Prices vary depending on the number of tournaments held in the clearing from 2000 rubles. up to 4000 rub.

But in any case, it is necessary to pay attention to the absence of possible defects. Table hockey is not a sports equipment produced according to strict standards, but a toy. And the attitude of the manufacturer, unfortunately, is appropriate.

You can’t grab the first box offered and, squealing with joy, hop home. You are a serious person and should behave accordingly. Remember? This is especially true for an online store. Signed for receipt - so there were no visible defects. But it is not always the case.

Let's start checking the product. We open the box and check the contents ...

The second story: "CORRECT PREPARATION OF THE GLADE".

Run away? Sorry, I didn't warn you, if you're going to play table hockey with your friends over a beer once a month, then you don't need to bother preparing the field. She will safely lie on a closet in a box for twenty years and die a natural death due to the trivial aging of plastic. If you want to give her a bright life full of "leads", "coconuts", "nails", "boys" and other enchanting combinations, then read on.

A small digression. In no way do I claim to be a pioneer in field preparation. Pretty much everything had been thought of before I got my hands on Styga's poles. This is my personal experience.

As I said, table hockey from the point of view of an engineer is a mechanism. The main enemies of any mechanism are shock loads, friction and dirt. My goal is to minimize the influence of these factors as much as possible.

So, impact loads.

Hookers are reckless and are not always able to stop the movement of their hands in time. As a result, they have damage to both the fingers and the clearing. Hockey designers did not assume such fanaticism and did not provide for sufficiently reliable limiters. The most damaged are the ends of the lanes of the center forward and the left back (see photo below).

With the help of erasers, we will correct the defect of the Swedes.

In order not to damage the ice during modifications, carefully remove the cover and hide it in the box. Be careful - the ice is glued to the frame at several points with an incomprehensible substance ...

Repair story: "HOW TO COME WITH THE FLYING RODS".

Stiga really "loves" its consumers and does not let them get bored!

Last season there was a twisting of the rubber bands (sometimes at the very first tournament) and deformation of the hulls of the glades. As soon as we learned how to deal with this, the restless producers of our favorite game threw up new problems.

The first is the “biting” of mechanisms.
The reasons for this have been identified, but a complete correction of the defect, except for the replacement of the mechanism, has not yet been achieved. Attempts continue.

The second is “pulling out” the poles from the gears.
The reasons are banal (my opinion). This is the desire of the manufacturer to reduce the cost of the product through the use of cheaper (and, as a result, lower quality) plastic. Plus the natural wear of the tool (knurling).

They have changed many times, and quite significantly. So, in the 19th century. the number of players on the court was different (9ґ9, then - 7ґ7), the teams did without spare players, and they included hockey players with an unusual role by modern standards: for example, the so-called rover (English rover) - an attacker who had the right to play only at the opponent's goal. The puck was introduced into the game in a different way. The referee put it on the ice, spread it, holding the sticks of the opponents with his hands, and, having given the appropriate command, bounced to the side. Only over time, the puck began to be thrown.

For a long time, the use of power techniques was allowed only in the protection zone - only in 1970 was power struggle allowed throughout the field. Three years later, they stopped fixing the icing of the puck if the player of the attacking team touches it first. One of the most dramatic changes occurred in 2001: the so-called " red line rule”, according to which the player could not take the puck behind the center line if it was sent from the defense zone. Such innovations are made to the rules in order to make the game more dynamic, sharp and spectacular.

HOCKEY FIELD

Ice hockey rink dimensions. The IIHF and NHL rules differ in the size of the hockey rink. According to the IIHF rules, the court must be preferably 58 x 30 meters in size; in official competitions under the auspices of the IIHF, a deviation from this size is allowed up to 61 m in length and up to 27 m in width; for other competitions, the minimum size of the court is set at 40 x 20 meters. NHL rules dictate the size of the court at 200 x 85 feet, that is, 60.96 x 25.90 meters. In the NHL, smaller sizes are considered to be conducive to power struggles, shots on goal, play at the boards, where there is a lot of heated martial arts, skirmishes and fights. The corners of the court must be rounded with an arc of a circle with a radius of 7 m to 8.5 m under IIHF rules and 28 feet (8.53 m) in the NHL.

Hockey rink boards. The area must be surrounded by plastic or wooden boards not less than 1 m high and not more than 1.22 m above the ice surface. Protective glass must be installed on the front sides of the site and a protective net must be installed on top of the glass to prevent the puck from flying out of the site and, as a result, hitting the audience. In the middle part of the side rail there are two doors that open inward, designed for players to enter the court. Two more doors are located opposite, on the bench for fined players.

Hockey rink markings. Front lines are drawn 3-4 m from the sides. At 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 opponent zones. In the center of the field there is a red line dividing the court in half, and a face-off point located in the middle of the red line. On both sides of the goal at a distance of 6 m, face-off points are drawn with a face-off zone with a radius of 4.5 m.

Penalty bench. Each hockey rink is equipped with two benches for penalized players. Each bench must be designed for at least 5 players. The minimum length of the bench is 4 meters, the width is 1.5 meters.

Hockey gate. 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 fixed on pins, for which holes are drilled in the ice. This technology provides 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. From the center of the goal line with a radius of 1.8 m, the goal area is usually drawn: in Russia, the length of the end 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 blows of the puck and stick, from impacts in a collision with another player, from falling on board, etc. Previously, the hockey player's outfit was heavy, and hockey players looked awkward in it, experienced discomfort. Field player hockey equipment consists of:

Hockey stick- a sports equipment with which the puck is moved around the court in hockey.

Skates- boots with metal blades attached to them. Used to move on ice. 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 the degree of protection and maneuverability of the skate - for defenders, attackers or goalkeepers.

Sink- is a plastic shell of a special shape. Designed to protect the groin area from hitting the puck and various injuries.

Helmet and visor- part of the equipment of a field player, worn on the head to protect against damage.

Shields (knee and elbow pads). Knee pads are designed to protect the knee joint and shin of the hockey player, elbow pads to protect the player's elbow joint.

Breastplate (shell, shoulder pad)- provides protection for the chest and the entire back of the player, especially the spine. In addition to the front and rear protector, the design of the shell includes special cups for the shoulders, and some models are additionally equipped with reinforced side inserts and adjustable (removable) belly and lower back protectors.

Gloves (gaiters)- special gloves that protect the hands, wrist joints and the lower part of the player's forearms when hitting the hands with a club, hitting the puck, and in other similar cases. The design features of hockey cuffs are such that they provide the maximum degree of mobility of the joints of the upper limbs to ensure efficient stick operation.

mouth guard- a device made of flexible plastic, worn during sports training and competition, as well as recreational sports to prevent dental injury.

Pants (shorts). Hockey shorts are designed to prevent injury to a hockey player during falls, collisions, puck hits and other cases. Sewn from a special high-strength artificial fabric, with rigid inserts on the hips, coccyx, lower back and spine.

Throat protection (collar) A semi-rigid piece of plastic or Kevlar that protects the player's throat, neck (front and back), and collarbones.

Sweater (eng. Hockey jersey)- an obligatory part of the sports equipment of a player in ice hockey, worn over protection (bib, elbow pads).

Gaiters.

The hockey goalkeeper's equipment consists of:

- Goalie stick.

- Goalie skates. Differences from fielder's skates: longer, wider blade; impact-resistant plastic outer construction; shortened back; special holes in the glass of the ridge for attaching shields.

- Helmet and mask.

- Throat protection.

- Breastplate. Reinforced bib, in which the elbow pads and the bib itself are combined. Elbow area and chest area are reinforced with additional overlays.

- Bandage - is a plastic shell of a special shape. Designed to protect the groin area from hitting the puck 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. Sewn from a special high-strength artificial fabric, with rigid inserts on the hips, coccyx, lower back and spine. Goalie shorts have more durable inserts.

- Blocker (Damn) - a wide goalie 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.

- Trap - a glove similar to a baseball trap, but designed specifically for catching the puck, taking into account hockey specifics.

- Shields - designed to reflect shots. Made from completely artificial materials.

The top uniform and helmets of the players of the same team must be of the same color (the goalkeeper is allowed to have a helmet of a different color from the helmets of other players). Numbers and surnames must be printed on the jerseys of the players.

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.

HOCKEY PLAY TIME

An ice hockey match consists of three periods of 20 minutes of pure 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 draw at the end of overtime, free throws (shootouts) are made. The need for overtime, as well as its duration, the need and the number of free throws are specified separately in the tournament regulations.

TEAM COMPOSITION IN HOCKEY

Usually 20-25 players from one team come to the 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 in pauses during the stoppage of the game time, and directly during the game. During overtime, there are five players on the court (a goalkeeper and four outfield players).

REFEREES IN HOCKEY

A hockey match is officiated by a referee team consisting of three or four referees. One or two judges (depending on the rules of the tournament) are called chief judges, the other two are assistant chief judges, or linesmen. The duties of the chief referee include tracking violations of the rules, recording goals (goals). The assistant referees are responsible for monitoring offsides, icings, manpower violations, and administering puck faceoffs. In addition to the referees in the field, each match has an off-site referee team.

The judging panel includes:

- two referees behind the gates;

- one secretary;

- one judge-timekeeper;

- one informant judge;

- one video review judge;

- two referees on the penalty box;

- two registrar judges.

VIOLATIONS OF THE RULES IN HOCKEY

Push of the opponent (also push with a stick and push to the board); attacking a player not in possession of the puck (power moves in hockey can only be used against an opponent who is currently in possession of the puck, while 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, delaying the opponent with hands, hook, attack from behind.

An opponent's blow (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 stick of non-standard sizes; holding the puck with your hands, deliberately falling on the puck (including the goalkeeper if he left the goalkeeper's area); violation of the puck face-off procedure or the established procedure for getting off the bench of substitutes (or penalized) players.

Delaying the game (deliberately throwing the puck off the site, moving the gate, etc.); throwing a stick on the ice; rough play, fight; unsportsmanlike and undisciplined behavior (the player allows simulation - the so-called "dive" or "fish", disputes the decision of the referee or somehow interferes with his actions, uses offensive expressions, etc.).

For some violations, the punishment, according to the rules, may 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 great is the player's responsibility for participating in a fight, etc.

The rules provide for the following penalties:
- small fine
- small bench fine, large fine;
- a fine for unruly behavior with the right to immediate replacement;
— removal before the end of the game (with the right to replace after 5 minutes);
- free throw (shootout).

A hockey player punished with a minor penalty is removed from the ice for 2 minutes of pure playing time - and cannot be replaced by another player during this time. The goalkeeper, in case of violation of the rules, is not removed from the site, one of the field players is serving the punishment for him, while the team plays in the numerical minority. A penalized player can return to the court ahead of schedule, if the opposing team manages to realize the numerical advantage.

If a player on the bench or penalty box argues with the referees, interferes with the game, etc., he will be penalized with a minor penalty. If such a violation was committed by a penalized hockey player, one of the field players of his team who are on the court at that moment leaves it.

Small bench penalty is imposed not on a specific player, but on a team: for a “general” violation (for example, numerical strength) or for a violation whose direct culprit cannot be identified (for example, throwing an object onto the ice from the bench). To serve a minor penalty, any player of the team, except the goalkeeper, can be appointed (coach). The first large fine entails the removal of the offending player (except for the goalkeeper) for 5 minutes of pure playing time without the right to substitute. A repeated large fine (during one game) automatically leads to the removal of the player until the end of the match, his team with 5 minutes. plays in the minority.

For undisciplined behavior hockey player(with the exception of the goalkeeper) is removed for 10 minutes of pure playing time - with the right to immediate replacement. Repeated misconduct (in one game) becomes a misconduct for the remainder of the game. The hockey player, removed before the end of the game (for exceptional rudeness, etc.), goes to the locker room. He has no right to take part in the next games of the team - until his offense is discussed with the organization responsible for holding the competition.

Disciplinary Penalties require the immediate replacement of the penalized player. The so-called delayed penalty is applied if at the time of the violation of the rules by a player, two (or more) of his teammates are already on the penalty box: 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 partners who was fined earlier expires.

It is also possible that there is a violation. It differs from the “usual” one in that both opposing players serve the penalty in full, even if one of the teams manages to score a goal. If the referee fixes a violation of the rules of one of the teams (indicating this with an appropriate gesture), but the puck is still with the opponent, 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 will call the goal scored and the penalized player remains on the court.

A free throw (shootout) is awarded in the following cases:

- A player of the defending team deliberately moved the goal in order 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 penalized (or benched) players entered the field to prevent a goal being scored; a player (except for the goalkeeper), being in his goal area, deliberately lay down on the puck, took it in his hands (from the ice) or raked it under him with his hand.

- A defending player deliberately threw a stick (or part of it) at the puck in his own defensive zone to prevent a goal being scored; a player who went one on one with the goalkeeper was attacked (or knocked down) by a player of the defending team - in order to avoid a shot on goal; 2 (or less) minutes before the end of the match, a team that has at least two players penalized on the bench violated the number of players.

A free throw can be taken by any player on the team (with the exception of the penalized ones) - appointed by the captain. On the referee's signal, the player taking the shootout dribbles the puck from the center point to the opponent's goal without stopping and tries to hit them.

Only the goalkeeper protects the gate at the time of the shootout. Before the start of the free throw, he is not allowed to leave the goal area. After the shooter touches the puck, the goalkeeper may defend the net in any way permitted. When the shot on goal is made, the execution of the bullet is considered completed. The player who performs it does not have the right to finish off the puck that bounced off the goalkeeper, goal post or front board.

In some situations, the non-offending team is given the option of taking a free throw against the opposition or sending off the offending player. In the event of a serious violation, a “double punishment” is possible: in the form of a bullet and penalty time. If the violation is fixed at the end of the game time, then the penalty is executed immediately after the end of the game time. The time required to complete it is not included in the total playing time.

Puck icing and the hockey player's offside position. Two significant game moments associated with the division of the hockey rink into zones. If a hockey player of a team playing in equal composition 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 end face-off spot in the offending team's area.

If the puck, sent by a player from his own half of the field, hits the opponent's goal, a goal is counted - in this case, icing is not fixed. It is also not held if the puck went through the goal area before crossing the goal line, touched one of the defending team players, hit that half of the field directly from the players participating in the face-off on the other half of it, or was thrown by a player of the team located in currently in the minority.

If, in the opinion of the linesman, an opposing player (other than the goalkeeper) has an opportunity to play the puck before it crosses the goal line, but deliberately fails to do so, icing is not called and play is not stopped. The offside rule determines hockey tactics in many ways. Under this rule, players on the offensive team may not enter the offensive zone before the puck has landed there. The position of the hockey player relative to the blue line is determined by his skates, and not by his stick. A player is considered offside if both skates are completely behind the blue line in the attacking zone.

"Out of the game" is not called 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 from his defense zone while a player (players) of the opposing team is there. The possible offside is the only limitation associated with passing (passing) in hockey.

All players must behave honestly and in the spirit of fair play in all situations. Table hockey is a sport played with integrity, ethics and respect.

  1. Game model and preparation of the meadow

2.1. STIGA fields must be used for the game.

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

2.3. The fields must be fixed on the table.

2.4. The coverage speed must be maintained at the factory level.

2.5. The player is allowed to place the puck deflector in the opponent's goal. In this case, the player must also provide the opportunity to use the reflector to his opponent, that is, have the same reflector for the second goal with him.

  1. game pieces

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.

  1. Matches

4.1. The match lasts 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. The sound timer must sound unambiguous signals at certain intervals (either a third of the match time or every minute of the match); the music must represent the last 30 seconds of the match. The match ends with a clear end-of-game signal.

4.5. If the match is stopped, 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 30 seconds of the start of the game, he automatically loses that match with 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, he automatically loses all goals scored during the match, while the opponent can add an additional 5 goals to his score.

4.8. During knockout matches, in case of a draw after 5 minutes, overtime is assigned. Overtime starts with a throw-in. The winner of the match is the one who scores the first goal ("golden goal", "sudden death").

  1. Throw-in

5.1. The puck must be in the center of the ice at the start of each match. 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. The centre-forward and left-back figures must be in the half of the field closest to the player (closer than the red center line), outside the center circle, before a face-off can be made, and may not touch the released puck until it touches the surface of the field.

5.4. The puck must be released from a height of about 5 centimeters above the heads of the figures, with the releasing hand must be stationary and both players must be able to see the puck before releasing. The flat side of the washer should be facing down.

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. 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 taken by a neutral competitor.

5.7. Before a goal can be scored after a face-off, one of the following must occur: (a) the puck touches the boards; (b) three seconds after the face-off, the puck has touched a figure other than the attacking player's center forward and the defending player's goaltender; (c) a meaningful pass is made to the center forward. Unless it is clear 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) may decide whether to allow the center forward to attack the net directly. If it is decided that the centre-forward cannot directly attack the goal, a goal may only be scored in accordance with paragraphs (a) or (b).

5.8. When a playoff game goes into overtime, the players may ask a neutral to take face-offs, or they may agree to an alternative method of putting the puck into play: the neutral puts the puck in the center of the field, asks both players to signal "ready". ”), and then says “started” (“go”).

  1. Goal (goal)

6.1. For a goal to count, the puck must remain in the goal. If the puck is out of the goal, the take is not counted and the game continues on.

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

6.3. A goal scored by pressing a stationary puck against the goal net or the attacking player's goaltender does not count if, on its way into the goal, the puck does not touch the boards or one of the figures other than the defending player's goaltender. This rule is also valid if the stationary puck does not touch the net at the beginning of the pressing movement.

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 siren 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 / "shaking" the clearing does not count.

  1. Goal area rule

7.1. If the puck is completely stationary, in contact with the goal line, and not in contact with the goaltender, the defending player may call “stop” and the face-off is taken.

7.2. If the puck is completely stationary, in the crease but not touching the goal line, the defending player must continue play.

  1. 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 desire for passive play, the opponent may give a warning by saying "passive play" ("passive play"). Within three seconds of being cautioned, the player in possession of the puck must either shoot or pass or his opponent may request a face-off.

8.3. If the puck is in the possession of one figure without passing or shooting, a warning may only be given after 5 seconds have elapsed. Within one second after a legitimate warning is given, the puck must be in the control zone of at least one of the opponent's pieces, otherwise the opponent may say "stop" and call a face-off. If the referee is officiating a match, he can 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 zone to the possession zone another piece, and may award a throw-in if 6 seconds of possession is signaled.

8.4. In the event that in a playoff series there is a disagreement between the opponents on the application of the Possession Rule, or if several players at any stage of the tournament accuse a player of passive play, a neutral participant, by agreement of both players (referee), may be appointed to observe subsequent matches. If a referee is appointed for a match, the players themselves do not give warnings, and in passive play, the referee takes the throw-in.

8.5. If a player repeatedly disregards a Possession Rule during a tournament, the tournament referees may order a replay of the matches affected by the infringement, and a referee is required for the match. If the number of such matches is too high (more than 3), the tournament judges may decide on the defeat of the player in all such matches with the score specified in the tournament rules.

  1. Interference in the game

9.1. The player is allowed to correct (press) his figures only when the puck is under his full control.

9.2. If the opponent scores a goal while the player is correcting his pieces, the goal is counted.

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 between his pieces while pinning pieces, a throw-in is taken.

9.5. Rough play with shaking the clearing causing the puck 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 back to that figure.

9.7. During play, players are not allowed to place their hands close to the surface of the green in a way that would interfere with play. If a player's hand touches a moving puck during play, his opponent may either place the puck where it would likely hit (i.e. in the net or near one of the pieces) or call for a face-off and drop the puck. If there is any ambiguity with the point at which the puck should have come, the decision is made against the puck holder.

  1. game interruption

10.1. In case of any trouble (violation, malfunction) that is obvious to both players, or makes a normal game impossible for one of the players (for example, a breakdown of a mechanism, a pin, a piece or a support of the clearing, turning off the light, the appearance of additional pucks on the clearing, an obvious interference with the game of one of the players from the side of the third participant), the match must be immediately abandoned. Any goal scored in such a situation will not count. If a minor annoyance occurs that is obvious to only one player, or only slightly interferes with his game (for example, a rubber tip has slipped off the pin, the goal has moved, the pin has bent, the support of the clearing has slightly shifted), the player must interrupt the game by saying “stop”, otherwise any the goal scored will be counted. The match continues when both players are ready to continue playing.

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.

10.4. If the player was in unequivocal 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 is awarded.

10.5. If the audio 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, to determine the time to finish 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 are not counted. If the technical means cannot contribute to the resolution of disputes, then the organizer of the competition is responsible for compliance with the rule at the group stage, during the play-off matches - the referee, in the absence of the referee, the players themselves must decide on the episode.

  1. Pass "defender-goalkeeper-defender"

If a player passes by a defenseman to a goaltender such that an opponent cannot intercept the puck, then the player who made the pass may not pass the goaltender to another defenseman such that an opponent cannot intercept the pass. If the player does successfully complete these two passes, then the opponent may award and execute a throw-in.

* The rules are copied from the website of the Russian Table Hockey Federation (updated version of the rules - August 2016):



Chapter 2. The essence and principles of 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 sides, 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 aim of the knockout games is to determine 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 of a larger number of players registered for the tournament than it is indicated 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 the 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. The tasks of the organizing committee are to draw up the tournament regulations, provide 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 number of participants;
8.3.4. a tournament grid 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 arbiter.
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 the result obtained by the players during the tournament, as well as a higher place in the rating, is taken into account to determine a higher place.
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.

table hockey rules

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. Shapes

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. Matches

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 side of the red halfway line, outside the center circle, before the face-off, and must not enter the center circle until the puck touches the center spot.

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.