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Altercation
Any physical interaction between two
or more opposing players that results in a penalty (or
penalties) being assessed.
Assist
An assist
is awarded to the player or players (maximum of two) who touched
the puck prior to the goal, provided no defender plays or
possesses the puck in between.
Attacking Zone
When you are on the
attack, your attacking zone is between your opponent's blue line
and goal line.
Back Check
Forwards in their offensive zone
skate back quickly to their own defensive zone to protect their
goal and keep the opponent from shooting.
Blocker
For the goalie, the
glove that goes on the hand that holds the stick.
Blue Line
Two lines running across the width
of the rink, one on either side of the red line. The area
between the blue lines is called the neutral zone.
Boarding
Violently checking an opponent into
the boards from behind. Boarding is illegal and merits a
penalty.
Boards
The wall around a hockey rink (which was at one time really made
of wood but which is now usually of fiberglass) measuring about
42 inches high and topped off by synthetic glass to protect the
spectators while giving them a good view of the action.
Body Check
A body check is where you use your
body against an opponent who has possession of the puck. Legal
body checking must be done only with the hips or shoulders and
must be above the opponent's knees and below the neck.
Unnecessarily rough body checking is penalized.
Box
A defensive alignment
(similar to the diamond) often used by a team defending against
a power play.
Breakaway
An
offensive rush when there is no opponent between the puck
carrier and the opposition's goalie.
Breakout
When the
attacking team comes out of its defensive zone with the puck and
starts up ice.
Butt Ending
Using the shaft of the stick to jab
or attempt to jab an opposing player. Known in
Quebec as "donner six pouces" (to give
six inches).
Catcher
For the goalie, this is a glove
(which looks like a fancy first-baseman's mitt) that goes on the
non-stick hand.
Center
In a traditional
alignment with three forwards, the center plays between the left
and right wings.
Changing on the Fly
When
players on the ice switch with fresh players on the bench while
the game is going on.
Clearing the Puck
When the puck is
passed, knocked, or shot away from the front of the goal net or
other area.
Crease
The semi-circular
area in front of each goal is called the crease. If any
offensive player is in the goal crease when a goal is scored,
the goal is not allowed. The crease is painted blue. The goal
crease is designed to protect the goalies from interference by
attacking players. The area marked on the ice in front of the
penalty timekeeper's seat is for the use of the referee.
Defensive Zone
When the other team is
on the attack, the defensive zone is the area between your goal
line and your blue line.
Defensemen
Two defensemen usually try to stop
the opponent's play at their own blue line. The defensemen block
shots and also clear the puck from in front of their goal.
Offensively, defensemen take the puck up the ice or pass the
puck ahead to the forwards; they then follow the play into the
attacking zone and help keep it there.
Deke
A deke is a fake by a player in possession of the puck in order
to get around an opponent or to make a goalie move out of
position. To deke, you move the puck or a part of your body to
one side and then in the opposite direction. ("Deke" is taken
from "decoy.")
Delay of Game
This is called when a
player purposely delays the game. Delay of game is commonly
called when a goalie shoots the puck into the stands without the
puck deflecting off a skater or the glass. Delay of game also
occurs when a player intentionally knocks a goalpost out of its
stand (usually in an attempt to prevent a goal from being
scored).
Delayed Off-side
In this situation, an
attacking player has preceded the puck into the offensive zone
(normally a case for off-side), but the defending team has
gained possession of the puck and can bring it out of their
defensive zone without any delay or contact with an opposing
player.
Diamond
A defensive alignment (similar to
the box) often used by a team defending against a power play.
Dig
An attempt to gain possession of the puck in the corners of the
rink.
Directing the Puck
Changing the course of
the puck in a desired direction by using the body, skate, or
stick.
Dive
When a player
exaggerates being hooked or tripped in an attempt to draw a
penalty.
Drop Pass
A
sometimes dangerous play in which a puck carrier leaves the puck
behind him to be picked up by a trailing teammate. When employed
successfully, the puck carrier acts as a screen to give the
teammate a clear path with the puck.
Empty Net Goal
A goal scored against
an opponent that has pulled the goalie.
Face-Off
The
dropping of the puck between one player from each team to start
or resume play.
Five-Hole
The area in the opening between a
goalie's leg pads.
Flat Pass
A pass where the puck remains on
the surface of the ice. A.K.A.
Saucer
Pass
Flex
Hockey sticks come in different degrees of flex - medium, stiff,
and extra stiff. A stronger player, who hits more powerful
shots, usually wants a stiffer stick.
Flip Pass
A pass where the puck is lifted so
that it goes over an opponent or his stick.
Forecheck
Forwards forecheck by hurrying into
the opponent's defensive zone to either keep the puck there or
take it away.
Forward
The center and the wings are
traditionally considered to be the forwards.
Freezing the Puck
A
player freezes the puck by holding it against the boards with
the stick or skates. A goalie freezes the puck (when the
opposition is threatening to score) by either holding the puck
in the glove or trapping it on the ice. Note: A delay-of-game
penalty can be called if the goalie freezes the puck when the
opposition is not threatening.
Game Played (GP)
A player
receives credit for playing in a game if: i) he steps on the ice
during time played or; ii) serves any penalty.
Game Winning Goal (GWG)
After the
final score has been determined, the goal which leaves the
winning Club one goal ahead of its opponent is the game-winning
goal (example: if Team A beats Team B 8-3, the player scoring
the fourth goal for Team A receives credit for the game-winning
goal).
Game Tying Goal (GTG)
The final
goal scored in a tie game.
Goal
A goal is achieved when the entire puck crosses the goal line
and enters the net. You can't deliberately kick it in or bat it
in with a glove, although a goal is counted when a puck deflects
off a player (but not off an official). A goal is worth one
point.
Goal Line
The red
line which runs between the goal posts and extends in both
directions to the side boards.
Goaltender
The goaltender's main job is to
keep the puck from entering the goal net. The goaltender is also
know as the goalie, the goalkeeper, or the netminder.
Goals Against Average (GAA)
Multiply
goals allowed (GA) by 60 and divide by minutes played (MINS).
Goaltender Win/Loss/Tie
A
goaltender receives a win, tie or loss if he is on the ice when
either the game-winning or game-tying goal is scored.
GP
An abbreviation for "games played."
Hat trick
A player who scores three goals in
one game achieves a "hat trick."
Head Butting
Using the head while delivering a
body check (head first) in the chest, head, neck, or back area;
or using the head to strike an opponent.
Heel of the stick
The point where the
shaft of the stick and the bottom of the blade meet.
Icing
Icing is
called when a player behind the red line in his end of the rink
shoots a puck past the goal line in his offensive zone when both
teams are playing at even strength. Play is stopped when an
opponent other than the goalie touches the puck. Icing is
considered an infraction because it can be used by teams to take
away legitimate scoring chances from skaters on the offensive.
Linesman
Two linesmen are used to call
offside, offside passes, icing, and handle all face-offs not
occurring at center ice. Although they don't call penalties,
they can recommend to the referee that a penalty be called.
Neutral zone
The central ice area between the
two blue lines (neither the defending nor the attacking zone).
Offsides
A player
may not skate into his offensive zone ahead of the puck. If that
happens, a whistle is blown, and a face-off is held just outside
the zone where the breach-offside- occurred. What matters
in an offside is the position of the skates: Both skates must be
all the way over the blue line for a player to be potentially
off-side. The location of the stick does not matter. Offside is
also called if a player makes what is called a two-line pass.
Offside is called to keep players from hanging around the red
line at center ice, or all the way down in their offensive zone,
and waiting for a pass that will give them a breakaway
(skating toward the goal with no defenders around except for the
goalie) and an easy chance at a goal.
Offside Pass
An offside pass (also known as a
"two-line" pass) occurs when a member of the attacking team
passes the puck from behind his own defending blue line to a
teammate across the center red line. If the puck precedes the
player across the red line, the pass is legal. Also, an
attacking player may pass the puck over the center red line and
the attacking blue line to a teammate if the puck precedes that
teammate across the blue line. The face-off after an offside
pass takes place at the spot where the pass originated.
One-timer
Shooting the puck immediately upon
receiving it without stopping it first. A one-timer is an
effective way to beat the goalie before he can slide from one
side of the crease to another.
Penalties in Minutes (PIM):
An
accumulation of penalties shown in minutes.
Penalty
A penalty is the result of an
infraction of the rules by a player or team official. A penalty
usually results in the removal of the offending player (or team
official) for a specified period of time. In some cases, the
penalty may be the awarding of a penalty shot on goal or the
actual awarding of a goal.
Penalty Box
The area
opposite the team benches where penalized players serve time.
Penalty Killing
When a team is
shorthanded and attempts to prevent the opposition from scoring,
this activity is known as "penalty killing."
Penalty-Killing Unit
The group of players brought in by a shorthanded team in order
to defend against a power play.
Penalty Killing Percentage (PK%)
Subtract
total number of power-play goals allowed from total number of
shorthanded situations to get total number of power-plays
killed. Divide the total number of power-plays killed by the
total number of shorthanded situations.
Penalty Shot
A penalty shot is awarded to an
offensive player who - on a breakaway - is illegally checked or
impeded. The puck is placed at the center face-off spot, and the
player has a free try at the opposing goal with no other
defenders on the ice besides the goalie.
Pipe
The
pipe is the goalpost, and if you hit a puck "between the pipes"
you score a goal!
Plus-Minus (+/-)
A player
receives a "plus" if he is on the ice when his Club scores an
even-strength or shorthand goal. He receives a "minus" if he is
on the ice for an even-strength or shorthand goal scored by the
opposing Club. The difference in these numbers is considered the
player's plus-minus statistic.
Point
The point is the area just inside the opposition's blue line
close to the boards on either side of the rink. A defenseman
usually occupies this area when his team is in control of the
puck in the opposition's defensive zone.
Poke Check
To
dislodge the puck from the puck carrier by stabbing at it with
the blade of the stick.
Possession of the Puck
The last player or goalie to make contact with
the puck is the one who has possession. This definition includes
a puck that is deflected off a player or any part of his
equipment.
Power Play Goal (PPG)
A goal scored by a Club while it has a manpower advantage due to
an opponent's penalty. Following are some examples of what is
and is not considered a power-play goal:
-
If a Club has an advantage on a minor penalty starting
at 2:02 of the period and it scores at 4:02, the goal is
not a power-play goal.
-
If a Club scores on a delayed penalty, the goal is not a
power-play goal.
-
If a Club has an advantage due to a five-minute major or
match penalty, that Club is always credited with having
one more advantage than the number of power-play goals
it scores during that advantage, because the penalty
does not expire a new advantage begins after such a
power-play goal. For example, if Team A scores three
goals during a major penalty, it is credited with four
advantages.
-
If a Club is on a power-play for any length of time it
considered to have had an advantage.
-
If a minor penalty is incurred by a Club on a power-play
due to a major penalty, a new advantage is given to that
Club when its minor penalty expires, provided the
opponent's major penalty is still in effect.
Power Play Percentage (PP%)
Total
number of power-play goals divided by total number of power-play
opportunities.
Pulling the Goalie
Replacing
the goalie with an extra skater. This occurs when a team trails,
usually by one goal in the last minute of the game. It is a
high-risk attempt to tie the game.
Red Line
The line that divides the rink into
two equal parts. This area is center ice.
Referee
The referee supervises the game,
calls the penalties, determines if goals are scored, and handles
face-offs at center ice at the start of each period and after
goals. The referee has the final decision over all other
officials.
Save
A shot
blocked by the goaltender, which would have been a goal if not
stopped.
Save Percentage (Sv%)
Subtract
goals allowed (GA) from shots against (SA) to determine saves.
Then divide saves by shots against.
Shadow
When a player covers an opponent one-on-one everywhere on the
ice in order to limit the effectiveness of this opponent.
Shoot-Out
Some minor and international
leagues refine the overtime situation by having their teams play
a five-minute sudden death period, and if no one scores, the
game is decided by a shoot-out. Each team picks five players,
and each one of them takes a penalty shot on the other team's
goalie, skating in by themselves with the puck from center ice
and trying to score. Whichever team scores more wins.
Shooting Percentage
Divide the
number of goals scored by the number of shots taken.
Shorthanded
A shorthanded team is
below the numerical strength of its opponents on the ice. When a
goal is scored against a shorthanded team, the penalty that
caused the team scored against to be shorthanded is terminated,
and both teams are again at equal strength.
Shorthanded Goal (SHG)
A goal
scored by a Club while it is at a manpower disadvantage due to a
penalty. The same cases apply in a similar but opposite way for
shorthand as for power-play goals.
Shot on Goal (SOG)
If a
player shoots the puck with the intention of scoring and if that
shot would have gone in the net had the goaltender not stopped
it, the shot is recorded as a "shot on goal".
Shutout (SO)
If two
goaltenders combine for a shutout, neither receives credit for
the shutout. Instead it is recorded as a Club shutout.
Slap Shot
Hitting
the puck with the blade of the stick after taking a full
backswing.
Slot
The area
immediately in front of the net between the two face-off
circles, extending from the bottom of the circles up to the top
of them. It is from this zone that most goals are scored and
where most furious activity takes place.
Smothering the Puck
When a goalie or other
players fall on the puck. Smothering is legal when done by the
goalie or accidentally by another player.
Sniper
A player who is a pure goal scorer and who doesn't hit other
players or the boards all that much.
Splitting the Defense
When a player in
possession of the puck goes between two opposing defenders while
attacking.
Stick-Handling
A term for carrying the
puck along the ice with the stick.
Sweater
The term used to designate a hockey
jersey.
Sweep Check
Using the entire length of the
stick with a sweeping motion along the surface off the ice in
order to dislodge the puck from an opponent. A team that is
shorthanded on a power play often employs a sweep check.
Team Official
A person responsible
for the operation of a team, such as a coach, manager, or
trainer.
Trap
Traps are defensive formations designed to minimize the
opposition's scoring opportunities and keep its offense from
functioning. The idea is to trap the puck in the neutral zone,
halting the opponents and regaining control of the puck.
Turnover
Just as in basketball or
in football, you can make a turnover in hockey by losing control
of the puck to the opposing team.
Wings
The left wing and the right wing (also known as forwards) move
up and down the sides of the rink. Offensively, they skate on
each side of the center, exchanging passes with him, while
trying themselves for a shot on goal and/or a rebound of a shot
from the point. Defensively, they watch the opponent's wings.
Wrist Shot
Hitting
the puck with the blade of the stick using a quick snap of the
wrist rather than a full back swing.
Zamboni
The vehicle used to prepare the
rink's ice surface before the game and after each period. The
Zamboni scrapes a thin layer off the ice, heats the ice, and
puts down a fresh layer of heated water that freezes to form a
new layer of ice.
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