1. Teams consist of 9 players (8 runners, 1 goalie). 1 player sub is allowed if you have 4 runners or less showing up to a game. Goalie subs must come from the sub list. No subs allowed for playoffs
2. Players are required to wear a shirt/pinnie the same colour as the whole team. Exceptions are at the discretion of the referees and players alike.
3. Gloves, jock, helmet/goggles, shin pads & knee pads are optional but highly recommended. Players are responsible for their own safety and well-being. For the safety of our players, sticks must be in safe relatively new condition with no jagged pieces. Tape is recommended for the preservation of the gym floor. Sticks will be inspected periodically by GM’s and referees. No restriction for goalie equipment
4. The recommended game ball Knapper liquid low temp will be used unless both teams agree to change balls
5. 1-2 minute warmup time before each game pending schedule and timeliness of games.
6. Game time is 2 periods of 16 minutes run time separated by a 1 minute half-time break
7. If the game is tied it will go to shootout, 1 shooter per side, then sudden death where teams must cycle through every player. The home team decides to shoot first. Playoffs are continuous sudden death overtime.
8. Each team is allowed one 30 second time out per game, called on a stoppage of play.
9. Teams will switch sides at the beginning of the game to allow for pulling the goalie more easily in the second half. Can be optional if both teams agree.
10. Face-offs will begin at the start of each game and after half time.
11. All games will be played 4 on 4 (including goalie). A team may play without a goalie, if it chooses to do so, at any time during the match.
12. After a goal is scored: the defending team gets possession and must bring the ball behind their net (green box in diagram). They also must execute play (i.e. cross the center line) within 5 seconds. If they fail to do so, the other team may encroach aggressively. The team that just scored must always clear and cannot cross the centerline until the ball, or an offensive player, crosses that line (or the 5-second rule expires).
13. When the ball is covered by the goaltender, the defending team gets possession and must bring the ball behind their net (green box in diagram). The other team cannot enter the green area for 5 seconds. Play will be blown down and reset based on referee discretion (blatant advantage created).
14. Line changes will be done ‘on the fly’. Changes must be made from the team’s bench side of the gym, with the active player having at least one foot in the blue box (in the diagram, black line in gym) BEFORE the substitute enters play. Based on referee discretion, too many men can be called if a clear advantage is created or if the bad change is blatant.
15. Slapshots can only be taken on the player’s defensive half. Further, they cannot be taken directly after a goal as team possession of the ball must change prior to a slapshot. They can be taken after a faceoff. A Slap shot past half is not a penalty but a loss of possession.
16. Hand passes from team mate to team mate will be blown down with the opposing team receiving possession behind their net. Defensive or offensive zone does not matter.
17. Out of bounds: If the ball hits the roof, the play is blown down, posession is given to the team who did not touch the ball last, behind the net. The ball is still in play if it hits the basketball nets.
If the ball leaves the play near the benches (blue boxes), the first player to get there receives possession. For spectator safety, the opposing player must let the other player play the ball (2-3 feet). Play can be blown down based on referee discretion.
If the ball is on top of the net or if the net is dislodged by the offensive team, the defending team gets possession behind the net.
18. If player pins ball for 3 seconds possession goes to other team behind their net
23. When a penalty occurs, play is blown down when the offending team gets possession of the ball. After a penalty is called and play is blown down, possession is given to the team on the powerplay behind their own goal line. Penalties are 1 minute long. Offending players must sit out for the duration of the penalty. Multiple penalties per team extend the duration of the initial penalty call. Both players are not allowed to play until their individual penalty has expired.
24. Slashes above the bottom third of the stick and/or any slashing motion not made at the ball will be called a slash.
25. Hooking: Impeding a player or his stick with your stick parallel to the floor or toe of the blade pointed down will be called a hook. Stick lifts/tying up the opponent is not a penalty though lifting the stick above your waist is dangerous and strongly discouraged.
26. Tripping: Any questionable placement of the stick near or at the feet of the opponent thus causing him to fall will be called tripping.
27. High sticking an opposing player (above the shoulders) will result in a penalty and immediate game ejection. Blood drawn comes with an immediate suspension and review of the play for both players involved.
28. High sticking the ball (above the shoulders or cross bar in front of the net) will result in a penalty.
29. Interference: The non-puck-carrier must be allowed to pursue the ball or to gain his position
30. Spearing/butt ending: Using your stick to deliberately jab or poke at an opposing player’s body. This includes continuous stabs at the goalie’s glove when the ball is covered.
31. Cross checking: Having a stick horizontal and thrusted into another player at any time. At a minimum a referee must identify this verbally.
32. Holding: Using the free hand by restraining or impeding progress, grabbing the body, stick, or sweater, reducing the opponent’s ability to pass or shoot the puck or to receive a pass.
33. Body/Roughing/Elbowing: The free hand may be used to push (not shove) an opponent only when battling for position in front of your net. Using excessive force (especially near the walls and in corners) will be called as a roughing penalty. Using two hands or an elbow to strike a player is not allowed.
Pin against the boards: The defensive player may make initial contact with the ball-carrier against the boards. Once this initial contact has been made, the defensive player must play the ball and release the other player.
Battles: Players are allowed to battle for body position using their strength and balance. These battles occur primarily along the boards and in front of the net. Players must keep their sticks down.
34. Goalie interference penalty will be called on any opposing player who interferes with the movements of the goalie other than incidental contact. Players are not allowed to enter the crease (1 meter in front of the net) before the ball.
35. Delay of game: Any player/team deliberately delaying the game or stalling can be given a penalty. This includes: the goalie holding the ball for an excessive amount of time, stepping on the ball for over 3 full seconds and closing the hand on the ball. Gloving the ball mid-air without gaining an advantage is acceptable.
Players closing their hand on the ball within their defensive crease (1 meter in front of the net) will result in a penalty shot awarded to the opposing team.
36. Too many men: see 14.
37. Penalty shots will be awarded on a breakaway following these criteria: the offensive player has full control of the ball from the center line in, is fouled from behind (not side) and could not get a good shot off. If all 3 conditions are not met, a regular penalty will be given.
38. Unsportsmanlike conduct: Any player continuing to have an offensive/harassing/disrespectful attitude toward any player or referee AFTER being warned will result in play being blown down and an unsportsmanlike conduct penalty given with the incident being reviewed.
Embellishment of an infraction can also be given an unsportsmanlike conduct penalty.
39. Any player receiving three penalties in a game will receive an immediate game ejection. Player actions can be reviewable by the GMs.
40. If a team is not ready by game time: the game will start and a 1 minute delay of game penalty will be assessed to the offending team.
41. If the goalie is not ready by game time: the game will start and a 1 minute delay of game penalty will be assessed. The offending team must play with 3 runners for 1 minute. After the penalty is over, the team must play with 4 runners until the goalie is ready.
42. When the penalized team's goalie freezes the ball and play is blown down, possession is immediately given back to the team on the powerplay behind their own goal line.
Salary Cap
Salary cap for Season 11 is 55 mill
Current Cap Modifiers:
Goals 40,000.00
Assists 20,000.00
PIM 25,000.00
Wins 100,000.00
Losses -20,000.00
OTL -10,000.00
GA -5,000.00
Player and goalie subs do not receive cap discounts
Trades
Current Trade Discounts:
GM transaction 5%
Trade Player 0 games played 0%
Trade Player 1 games played 10%
Trade Player 2 games played 15%
Trade Player 3+ games played 20%
The deadline for making trades is on Sunday 11pm, 6 days before the next game day
GM discount can only be applied between the same teams, once per trade period
If a team is still over the cap after the deadline they will have a 5 goal deficit in the upcoming game. If they are over the cap for a second game they will forfeit their next playoff game.
After being traded, players cannot be traded back to their original team. They must be traded to a third team before being able to be traded back to their first team.
Trade deadline is before week 9
Draft Lottery Position
Champions get last pick
Pick 2-4 determined on regular season standings
The bottom 2 teams will compete for the first overall draft pick from Week 7 on.
Draft
One player (keeper) can be retained for the following season
Draft order snakes, the last round is reversed
Goalie has to be drafted before the end of 4th round
The salary cap is the average salary (rated from previous season) of the league + 2-3 mill cushion.
Playoff Format
Tie breaker:
Points
Wins
Head to head
Goal differential
Goals
Top 2 teams in the regular season receive .5 points in the playoff group stage.
6 Teams, 2 Groups round robin:
April 5: Day 1 (5 hours)
A 1 6
B 4 6
C 1 4
D 2 5
E 3 5
F 2 3
April 19: Day 2 Top 4 advance - (2.5 Hours)
G 1 4
H 2 3
I G Winner H Winner