Catalog of articles about sports and healthy lifestyle. Rules of the game of hockey Rules of the game of table hockey stiga

1. Players must adhere to the following Player Code of Conduct.

All players must behave fairly and in a good sportsmanship manner in all situations. Table Hockey is a sport played with a true sense of fairness, ethics and respect.

2. Game Model and Glade Preparation

2.1. STIGA fields must be used to play

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

2.3. The fields must be fixed on the table.

2.4. Coating speed should be maintained at factory speed.

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

3. Game Pieces

3.1. For the game, the pieces of the PLAY-OFF version of the STIGA company must be used (all figures have a stick on one side).

3.2. The ITHF may permit the use of other versions of STIGA figures if there are compelling reasons for doing so.

4.1. The match lasts five (5) minutes.

4.2. Game time continues to run even if the puck has left the playing field.

4.3. All matches must use an audio timer.

4.4. A clear and unmistakable signal (music or sound warning) indicating the imminent start of the match must be given at any time no earlier than 30 and no later than 15 seconds before the start of the match. The audio timer must sound unambiguous signals at certain intervals (either thirds of the match time or every minute of the match); the music shall indicate the last thirty (30) seconds of the match. The match ends with a clear signal indicating the end of the game.

4.5. If the match is stopped, the game starts from the score at which the match was stopped.

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

4.7. If a player refuses to continue during a match and his opponent insists on continuing, he/she automatically forfeits all goals scored during the match, while the opponent may add an additional five (5) goals to his/her score.

4.8. During knockout matches, if there is a tie after five (5) minutes, overtime will occur. Overtime begins with a throw-in. The winner of the match is the one who scores the first goal (sudden death).

5. Throw-ins

5.1. All matches start with the puck in the center of the ice. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs.

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

5.3. The center and left defensemen must be on the player's side of the ice (closer to the red center line), outside the center circle, before a face-off can take place, and may not touch the released puck before it touches the ice surface.

5.4. The puck must be released from a height of approximately five (5) centimeters above the heads of the figures, with the releasing hand remaining stationary and both players must be able to see the puck before releasing it. The flat side of the washer should face down.

5.5. Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not completed correctly, the opponent may request a new throw-in or perform the throw-in himself. If a player makes a lot of invalid throw-ins in a knockout game, his opponent may request a neutral throw-in.

5.6. Three (3) seconds must elapse after the throw-in before a goal can be scored. This rule remains in effect even if the throw-in is performed by a neutral participant.

5.7. Before a goal can be scored from a throw-in, one of the following must occur:

(a) the puck touches the boards.

(b) three seconds after the throw-in

(c) a meaningful pass is made to the center forward. If it is not obvious 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) can decide whether to allow the center forward to attack the goal directly. If it is decided that the center forward cannot directly attack the goal, a goal can only be scored in accordance with (a) or (b).

5.8. When a playoff game goes into overtime, the players may ask a neutral to administer the throw-ins, or they may agree to alternative method Putting the pucks into play: A neutral player places the puck in the center of the ice, asks both players to indicate readiness with a "ready" signal, and then says "go."

6. Scoring (goal)

6.1. For a goal to count, the puck must remain inside the goal. If the puck leaves the goal, the goal does not count and play continues without interruption.

6.2. The puck must be removed from the puck container (if there is one in the goal) before the next faceoff.

6.3. A goal scored by pressing a stationary puck against the goal net or the goalkeeper of the attacking player is not counted if, on its way into the goal, the puck does not touch the boards or one of the pieces other than the goalkeeper of the defending player. This rule also applies if the stationary puck does not touch the goal net at the beginning of the pressing movement.

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

6.5. If a goal is scored during the final buzzer, it does not count.

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

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

7. Gate Area Rule

7.1. If the puck is completely stationary, touching the goal line, and not touching the goalie, the defending player may call a "block" and a throw-in will occur.

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

8. Rule of Possession

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 tendency to play passively, the opponent can give a warning by saying "passive play". Within three seconds of the warning, the player with the puck must either shoot at the goal or pass to the center, otherwise his opponent will receive a face-off. In this situation, within three seconds after the warning, it is possible to make other passes before passing to the center or shooting at goal.

8.3. If the puck is in the possession of one piece without passing or shooting, a warning may not be given until five (5) seconds have passed. Within one (1) second of a legitimate warning, the puck must be in the control zone of at least one of the opponent's pieces, otherwise the opponent may call "stop" and call a throw-in. If a referee is present at the match, he can use a special timer that sounds after 5 and 6 seconds respectively: in this case, the referee (or other official) can reset the timer each time the puck passes from the possession of one figure to another piece's possession zone and may call a throw-in if the 6-second possession signal has elapsed.

8.4. If, in a playoff series, there is disagreement between the opponents regarding 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 (the referee) may be appointed to oversee subsequent matches. If a referee is appointed for the match, the players do not give warnings themselves, and in a passive game the throw-ins are carried out by the referee.

8.5. If a player repeatedly ignores the Rule of Possession during a tournament, tournament officials may order a replay of the matches affected by the violation, with a referee appointed. If the number of such matches is too large (more than three (3)), the tournament judges may decide that the player will lose all such matches by the score specified in the tournament rules.

9. Interference in the game.

9.1. The player is allowed to adjust (press) his pieces only if the puck is under his full control.

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

9.3. If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to push the piece down, and he is obliged to do so. The game can continue when the opponent is ready to play.

9.4. If a player makes a pass between his pieces while pressing his pieces, a throw-in is made.

9.5. Rough play that causes the rink to shake and cause the puck to move is prohibited.

9.6. If any piece loses the puck due to the rink being shaken (by an opponent), the puck must be returned back to that piece.

9.7. During the game, players are not allowed to place their hands near the surface of the clearing in such a way as to interfere with the game. If a player's hand touches a moving puck during play, his opponent can either place the puck where it would likely go (i.e. in the goal or near one of the pieces) or call for a throw-in and drop the puck. If there is ambiguity about the point at which the puck should have arrived, the decision is made against the one holding the puck.

10. Interruption of the game

10.1. In case of any trouble (violation, malfunction) obvious to both players, or making normal play impossible for one of the players (for example, breakdown of a mechanism, pin, figure or support of the clearing, turning off the lights, the appearance of additional pucks on the clearing, obvious interference with the play of one of players from the third party), the match must be interrupted immediately. Any goal scored in such a situation does not count. If a minor nuisance occurs that is obvious to only one player, or only slightly impedes his play (for example, a rubber tip slips off a pin, a goal moves, a pin bends, a clearing support moves slightly), the player must interrupt the game by saying “stop,” or any goal is scored. the goal will be counted. The match continues when both players are ready to continue.

10.2. If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out.

10.3. Goals scored while play has been interrupted do not count.

10.4. If a player was clearly in 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 occurs.

10.5. If the sound 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, then determine the time of the completion of the game as accurately as possible, so that the length 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 technical means cannot facilitate the resolution of disputes, then the competition organizer is responsible for compliance with the rules at the group stage; during playoff matches, the referee is responsible; in the absence of a referee, the players must make their own decision on the episode.

11. Pass "defender-goalkeeper-defender":

If a player makes a pass as a defenseman to a goalie so that an opponent cannot intercept the puck, then the player who made that pass cannot make a goalie pass to another defenseman so that the opponent cannot intercept the pass. If the player still successfully completes these two passes, then the opponent can call and perform a throw-in.

Appendix 1 to the Regulations on holding an open table hockey tournament Rules of the game of table hockey. 1. Players are required to conduct themselves in accordance with the following Player Code of Conduct. 1.1. All players are required to behave honestly and in good sportsmanship at all times. From its inception, table hockey has been and will always be a “gentleman’s sport.” 2. Playing field: model and preparation 2.1. The fields used for the game are “STEP PUZZLE – HOCKEY” 3. Matches 3.1. The match lasts three (3) periods of five (5) minutes. 3.2. Game time continues to run even if the puck has left the playing field. 3.3. An audio timer (whistle) must be used for all matches. 3.4. If a player is not in front of the field ready to play within thirty (30) seconds of the start of the game, he/she will automatically lose the match by the score specified in the competition rules. 3.5. If a player refuses to continue during a match and his opponent insists on continuing, the goals he scored during the game are automatically voided and his opponent may add an additional five (5) goals to his own. 3.6. During knockout matches, in the event of a tie, after fifteen (15) minutes, overtime will occur. Overtime begins with a throw-in. The winner is the one who scores the first goal (sudden death). 4. Throw-ins 4.1. All matches start with the puck in the center of the ice. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs. 4.2. Throw-ins are performed by releasing the puck over the center of the ice. 4.3. Center forwards and left backs are on their side of the red center line for throw-ins. 4.4. The puck must be released from a height of approximately five (5) centimeters above the heads of the figures, with the releasing hand stationary and the puck flat side down and visible to the players. 4.5. A goal scored within three (3) seconds of a throw-in will not count. This rule also applies if the throw-in is made by a neutral person. 4.6. The puck must deflect off the boards or one of the players other than the center must gain possession of the puck before a goal can be scored. 5. Scoring a goal 5.1. A goal is scored if the puck remains in the goal area. If the puck leaves the goal, the goal does not count and play continues without interruption. 5.2. The puck must be removed from the puck container (if there is one in the goal) before the next faceoff. 5.3. A goal scored directly as a result of pressing a stationary puck against the frame of the goal or the goalkeeper does not count. If, after such an action, the puck on its way into the goal is reflected from the boards or from another figure, the goal is counted. 5.4. If a goal is scored during the final buzzer, it does not count. 5.5. If any piece or goalkeeper breaks while a goal is being scored, the goal is counted. 5.6. A goal scored by moving the entire field does not count. 6. Gate Area Rule 6.1. If the puck stops in the goal crease and touches the goal line, the defending player may call a "block" and the referee will administer a throw-in. 6.2. If the puck stops in the goal crease but does not touch the goal line, the defending player must continue play. 7. Puck Possession Rule 7.1. Possession of the puck is prohibited unless there is a visible attempt to score a goal. This behavior is considered as passive play (for 30 seconds). 7.2. If there is a tendency to play passively, the opponent can give a warning by saying “passive play.” This allows the player with the puck to change his attack to avoid losing the puck. If passive play continues, the opponent may call for a throw-in. 7.3 If the puck is in the possession of one piece without passing or shooting, a warning may only be given after five (5) seconds have passed since the piece gained control of the puck. 8. Interference in the game. 8.1. Pinning pieces is only allowed if the player has full control of the puck. 8.2. If the opponent scores a goal while the player is pressing his pieces, the goal is counted. 8.3. If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to push the piece down, and he is obliged to do so. The game can continue when the opponent is ready to play. 8.4. Rough play, which involves shaking the rink so that the puck moves, is prohibited. 8.5. If any piece loses the puck as a result of the rink being shaken (by an opponent), the puck must be returned to that piece. 9. Interruption of the game 9.1. In the event of any unusual situation (for example, a broken mechanism, pin, or field, a goal being moved, a light going out, multiple pucks appearing on the field, someone or something distracting one of the players), the game is immediately interrupted. The player can interrupt the game by saying “stop” if the opponent has not noticed the unusual situation. The game resumes when both players are ready to play again. 9.2. If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out. 9.3. Goals scored while play has been interrupted do not count. 9.4. If the player was clearly in possession of the puck before play was interrupted, play continues with the puck where it was; otherwise, a throw-in takes place.

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

Instructions

It is recommended to play NH in a T-shirt or shirt with short sleeve so that nothing interferes with the movement of the hands. It is better to remove decorations that can get caught on the poles - metal knitting needles that are used to control the miniature (hockey player figurine).

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

Lubricate the poles or runners on which the miniatures walk. silicone grease for free movement without friction. Set the score strips to zero towards the center of the “clearing”. Check the washer - it should be smooth and free of burrs.

The essence of the game is to throw as many pucks as possible into the enemy's goal using miniatures, controlling them with levers. The duration of a professional match (according to the RFNH rules) is five minutes (300 seconds). One miniature must possess the puck for no more than 5 seconds. The winner is the player who scored greatest number pucks into the opponent's goal.

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

If during the game the puck flies out of the “clearing”, perform a second throw-in.

note

NH will help extend the service life proper care. Before starting the game, lubricate the player rotation gears and miniature control poles with silicone grease. The lubricant should not get on the rubber parts, which just need to be wiped clean from dust. To restore smooth sliding of the washer, rub the surface with furniture polish.

Helpful advice

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


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Designations for table hockey miniatures.

For the convenience of designating combinations in table hockey, it was customary to call the miniatures by numbers.

For example, you need to talk about the following combination: the right striker gives a pass to the non-left striker, who gives a pass to the central striker, closing into the goal.

All this can be said like this: 6-4-5-0.

Rules of the game of table hockey.

  • Match time is 5 minutes. Dirty time - when the match is stopped for a throw-in, time does not stop.
  • The winner of the match is the one who scores the most goals against the opponent. If the number of goals is equal, the match is considered a draw.
  • If a draw occurs during elimination matches, “overtime” is played - the match continues until the first goal is scored.
  • The match begins with the puck being thrown into the center of the field, regardless of where it was dropped. Before the throw-in, all player figures move along the slots to their half of the field (or as close to it as possible if the field design does not allow the figure to be moved into its zone). The throw-in is performed by one of the players (after a goal - the one into whose goal the puck was thrown) or the referee. The puck is released to the center of the field from a certain height. (Option - the puck is placed in the center of the field and the game begins at the command of the referee).
  • A goal loss (goal) is counted if the puck hits the goal of one of the players and remains there. The puck must be shot with the stick or the player's figure sticking out backwards.
  • A goal does not count if the puck bounces off the inside of the goal and goes out (in this case, play simply continues).
  • A goal is not counted if it was scored by the center forward, who grabbed the puck immediately after the face-off, and the puck did not touch the boards or another player before it entered the goal.
  • A goal is not counted if the puck enters the goal within 3 seconds of the throw-in.
  • A goal is not counted if it is scored by hitting the puck with the torso of a player figure after the puck has been received and handled by that player.
  • A goal is not counted if the puck hits the goal as a result of the playing field being shaken.
  • The player can adjust his pieces on the field. If a player sees that an opponent's figure needs to be corrected, he can point this out to the opponent. A goal scored while the opponent was adjusting his figure is counted on a general basis.
  • Passive play (playing to hold the puck without attempting to score a goal) is prohibited. If a player receives the puck and holds it for 5 seconds without attempting a shot or pass, the opponent may give him a passive play warning. If a player repeatedly receives and ignores such warnings, the opponent may request that the game be replayed under the supervision of an independent referee. If in a tournament a player often resorts to passive play in more than three games, the panel of judges may, by its decision, declare him a technical defeat in all such games.
  • Points are awarded according to the following scheme: “0 for a loss, 1 for a draw, 2 for a win”

All players must behave fairly and in a 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 clearing

2.1. STIGA fields must be used to play.

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

2.3. The fields must be fixed on the table.

2.4. Coating speed should be maintained at factory speed.

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

  1. Game pieces

3.1. For the game, the pieces of the PLAY-OFF version of the STIGA company must be used (all figures have a stick on one side).

3.2. The ITHF may permit the use of other versions of STIGA figures if there are compelling reasons for doing so.

  1. Matches

4.1. The match lasts 5 minutes.

4.2. Game time continues to run even if the puck has left the playing field.

4.3. All matches must use an audio timer.

4.4. A clear and unmistakable signal (music or sound warning) indicating the imminent start of the match must be given at any time no earlier than 30 and no later than 15 seconds before the start of the match. The audio timer must sound unambiguous signals at certain intervals (either thirds of the match time or every minute of the match); the music should indicate the last 30 seconds of the match. The match ends with a clear signal indicating the end of the game.

4.5. If the match is stopped, the game starts from the score at which the match was stopped.

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 the match with the score specified in the competition rules.

4.7. If a player refuses to continue during a match and his opponent insists on continuing, he automatically forfeits all goals scored during the match, while the opponent can add an additional 5 goals to his score.

4.8. During knockout matches, in the event of a draw after 5 minutes, overtime is awarded. Overtime begins with a throw-in. The winner of the match is the one who scores the first goal (“golden goal”, “sudden death”).

  1. Throwing in the puck

5.1. The puck must be in the center of the ice at the beginning of each match. The game begins with the starting signal. If one player moves the puck before the signal, a face-off occurs.

5.2. Throw-ins are performed by “releasing” the puck over the center of the ice.

5.3. The center and left defensemen must be on the player's side of the ice (closer to the red center line), outside the center circle, before the face-off can take place, and may not touch the released puck until it touches the ice surface.

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

5.5. Before releasing the puck, the player must ensure that the opponent is ready to play. If the throw-in was not completed correctly, the opponent may request a new throw-in or perform the throw-in himself. If a player makes a lot of invalid throw-ins in a knockout game, his opponent may request 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 performed by a neutral participant.

5.7. Before a goal can be scored from a faceoff, one of the following must occur: (a) the puck touches the boards; (b) within three seconds of the throw-in, the puck touches one of the pieces other than the attacking player's center and the defending player's goalie; (c) a meaningful pass is made to the center forward. If it is not obvious 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) can decide whether to allow the center forward to attack the goal directly. If it is decided that the center forward cannot directly attack the goal, a goal can only be scored in accordance with points (a) or (b).

5.8. When a playoff game goes into overtime, the players may ask a neutral to take the faceoffs, or they may agree to an alternative method of putting the pucks in play: the neutral will place the puck in center ice, ask both players to signal "ready" "), and then says "go".

  1. Scoring (goal)

6.1. For a goal to count, the puck must remain in the goal. If the puck leaves the goal, the goal does not count and the game continues.

6.2. The puck must be removed from the puck container (if there is one in the goal) before the next faceoff.

6.3. A goal scored by pressing a stationary puck against the goal net or the goalkeeper of an attacking player is not counted if, on its way into the goal, the puck does not touch the boards or one of the pieces other than the goalkeeper of the defending player. This rule also applies if the stationary puck does not touch the goal net at the beginning of the pressing movement.

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

6.5. If a goal is scored during the final siren, it does not count.

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

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, touching the goal line, and not touching the goalie, the defending player may call "stop" and a faceoff will occur.

7.2. If the puck is completely stationary, in the goal 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 tendency to play passively, the opponent can give a warning by saying “passive play”. Within three seconds of the warning, the player in possession of the puck must either shoot or pass, otherwise his opponent may require a throw-in.

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

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

8.5. If a player repeatedly ignores the Possession Rule during a tournament, tournament referees may order a replay of matches where the outcome was affected by the violation, and a referee will be assigned to the match. If the number of such matches is too large (more than 3), the tournament judges may decide to defeat the player in all such matches with the score specified in the tournament rules.

  1. Interference in the game

9.1. A player is allowed to adjust (press) his pieces only when the puck is under his full control.

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

9.3. If a player notices that one of the opponent's pieces is raised on a pin, he can ask the opponent to push the piece down, and he is obliged to do so. The game can continue when the opponent is ready to play.

9.4. If a player makes a pass between his pieces while pressing his pieces, a throw-in is made.

9.5. Rough play that causes the rink to shake and cause the puck to move is prohibited.

9.6. If any piece loses the puck due to the rink being shaken (by an opponent), the puck must be returned back to that piece.

9.7. During the game, players are not allowed to place their hands near the surface of the clearing in such a way as to interfere with the game. If a player's hand touches a moving puck during play, his opponent can either place the puck where it would likely go (i.e. in the goal or near one of the pieces) or call for a throw-in and drop the puck. If there is ambiguity about the point at which the puck should have arrived, the decision is made against the one holding the puck.

  1. Interrupting the game

10.1. In case of any trouble (violation, malfunction) obvious to both players, or making normal play impossible for one of the players (for example, breakdown of a mechanism, pin, figure or support of the clearing, turning off the lights, the appearance of additional pucks on the clearing, obvious interference with the play of one of players from the third party), the match must be interrupted immediately. Any goal scored in such a situation does not count. If a minor annoyance occurs that is obvious to only one player, or only slightly impedes his play (for example, a rubber tip slips off a pin, a goal moves, a pin bends, a clearing support moves slightly), the player must interrupt the game by saying “stop”, otherwise any a goal scored will count. The match continues when both players are ready to continue playing.

10.2. If play is interrupted and significant time is lost, the lost time is added to the time remaining in the game and the match is played out.

10.3. Goals scored while play has been interrupted do not count.

10.4. If a player was clearly in 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 occurs.

10.5. If the sound 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, then determine the time of the remainder of 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 have not been counted. If technical means cannot facilitate the resolution of disputes, then the competition organizer is responsible for compliance with the rules at the group stage; during playoff matches, the referee is responsible; in the absence of a referee, the players must make their own decision on the episode.

  1. Pass "defender-goalkeeper-defender"

If a player makes a pass as a defenseman to a goalie so that an opponent cannot intercept the puck, then the player who made that pass cannot make a goalie pass to another defenseman so that the opponent cannot intercept the pass. If the player still successfully completes these two passes, then the opponent can call and perform a throw-in.

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