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Systems and Situations

Breakouts

101 min read

Showing the essentials: Key focus, section summaries and Key Takeaways.

On this page
  1. Key focus
  2. Overview
  3. 1. Controlled Exits vs Clears
  4. The two ways out
  5. Why controlled exits matter
  6. When a clear is the right play
  7. 2. The Five Roles in Every Breakout
  8. 1. The puck-retriever D (D1)
  9. 2. The support D (D2)
  10. Screening the net front: what each book allows
  11. 3. The strong-side winger
  12. 4. The weak-side winger
  13. 5. The centre
  14. 3. The Named Breakout Options
  15. Up
  16. Wheel
  17. Reverse
  18. D-to-D
  19. Rim
  20. Over / cross-ice
  21. Quick-up / counter
  22. Stretch pass
  23. Off the glass and out
  24. 4. Winger Timing and Positioning on the Wall
  25. The failure
  26. Where to stand
  27. When to move
  28. Presenting a target, and receiving open to the ice
  29. The winger's four options — and the order is a coaching choice
  30. 5. The Centre's Swing
  31. The swing, and where exactly it goes
  32. How a high centre kills the breakout
  33. Timing the exit
  34. 6. Breaking Out Against Each Forecheck
  35. Against a 1-2-2
  36. Against a 2-1-2
  37. Against a 1-3-1
  38. Against a full-ice press
  39. When they are already set — the control breakout
  40. 7. Breakouts from a Defensive-Zone Faceoff
  41. 8. Breaking Out a Man Up, on Delayed Calls, and at 6-on-5
  42. Breaking out a man up — the power-play breakout
  43. Breaking out under a delayed penalty
  44. The 6-on-5 breakout with your goalie pulled
  45. Breaking out on a delayed offside
  46. 9. Reading Pressure
  47. Reading it yourself
  48. When the breakout breaks down
  49. The goalie's role
  50. 10. The Trapezoid and Retrieval
  51. What it does to your breakout
  52. Common Mistakes
  53. Check yourself
  54. Key Takeaways

Rule set: Written to NHL rules. Where IIHF, USA Hockey or typical rec-league rules differ in a way that changes how you play, it is flagged inline. Two rules matter enormously here: the trapezoid (which decides whether your goalie can retrieve a rim) and icing (which decides what a failed clear costs you). Playing in Britain? The IIHF flags are yours — every level of UK hockey runs the IIHF book, amended locally; see UK and England Rules. In IHUK junior competition at under-12 there is no icing at all, and play does not stop for offside — the officials tell the attacking team to clear the zone, and failure to retreat quickly is a delay-of-game penalty.

Key focus

Never move the puck across the front of your own net — not by pass, not by skating it. Go behind the net, where an interception costs little. Some teams exchange high, above the circles; ask which yours uses. The cross-ice "over" is the one planned exception.

Leave the zone with the puck by default; clear only when you must — outnumbered low with no outlet, or facing a turnover in your slot. Then go off the glass, not over it: over is a penalty, in some books even by accident.

Look over your inside shoulder on the way back, before you have the puck, and count the forecheckers. One: time, probably to wheel. Two: the wall, the reverse or the rim. Three deep: someone up ice is free. Never stop on the puck.

When you cannot pass it, the chaser tells you where to put it. Pinned on the wall: rim it on around the boards. Over-skated by a chaser who cannot stop: reverse it into the space they left. Hard and low either way.

Wingers: arrive on the wall with your feet moving and your body open to the ice — never stand there waiting. Better a little late than a little early: it is easy to speed up, and hard to stop and start again.

Once it is on your stick, never give it away at your own blue line. Skate it, hit the low centre, or go back to your defenceman. If nothing is open, chip it off the glass or rim it. Only if neither is there, shield it on your stick until help comes — never your back to anyone coming at you, and never pin it for a whistle.

Centres in a swing breakout: stay low, inside the dots and below the hash marks. You are the bail-out when the wall is sealed. If your team flies the centre instead, someone else must be under the puck.

Far defenceman: be the second option and make the calls. Sit where a pass behind the net reaches you, and call early and loud — you can see the forecheck behind your partner. Agree first what "over" means.

The moment your team wins the puck, look up the ice first. The first two seconds are the least organised the opposition will be. Move it on the first touch if someone is open — but not by habit into a set defence.

Learn your team's breakout, its calls and your job before the game. Amateur breakouts fail because five players run five plays, not for want of skill. Most of this is coaching choice, so ask which shapes your team runs.

Overview

Goal
Turn defending into attacking — the organised exit from your own defensive zone
Key
The breakout runs several times a shift, every shift, all game — often called the most-run play in hockey, but no published count ranks plays by frequency
Risk
It falls apart because five players ran five different plays, not because anyone lacked skill
Convention
Almost everything here is a coaching choice, not a law of hockey — teams call the same play different names, and some call different plays the same name
Action
Learn the framework here, then find out what your team actually calls and actually runs

A breakout is your team's organised exit from your own end. You run it several times a shift. It is often called the most-run play in hockey, though no published count ranks plays by frequency. At amateur level it fails for want of agreement, not skill.

Leaving with the puck is worth far more than flinging it clear. In about 230,000 tracked NHL exits (Corey Sznajder's manual tracking of roughly half the games of 2016-17 and 2017-18), carrying or passing it out led to an attack the other way about 89% of the time; a clear nobody recovered, about 20%. The study's own conclusion is that possession, not method, is the explanation — a clear your own team collects does about as well. So the aim is to keep the puck, not merely to get it out.

The front of your own net is where a mistake costs most. Picked off behind your net, a pass is a puck battle below the goal line; picked off in front, it is a point-blank chance against. A high exchange above the circles is another route, though a pick-off there still leaves a loose puck at the top of your slot. The cross-ice "over" in section 3 is the one deliberate exception: only against a forecheck overloaded to one side with the middle empty, and only where the route behind the net is shut.

That ice has a name: the home-plate area, or "the house". It runs across the tops of the circles, down to the two faceoff dots 44 feet apart, then angles in to the posts, 6 feet apart. It is the most dangerous ice on the rink (Shooting has the values; Rink Map the shape, an analytics convention rather than an official marking).

The forecheck picks your play, so read it before the puck reaches you. How many forecheckers have come tells you which ice is empty; gliding or striding tells you whether they can still get there. That is why the defenceman going back checks over the inside shoulder on the way, and keeps moving to a decision point — the one who stops on the puck gets hit.

Under pressure, use the chaser's commitment against them. A forechecker sealing you on the wall has committed to that wall, so the rim goes past them. One who has over-skated cannot stop, so the reverse goes where they have just been — and whoever arrives there must call for it, because the carrier is looking the other way.

The four players without the puck make the carrier's options. A winger who arrives moving can receive and go; one standing still has to start from zero with a defenceman closing. A low centre is the one pass that works when the wall is sealed. The far defenceman can see what the carrier cannot. The commonest weekend breakdown is a centre who has left early in a system that expected them low, leaving nobody under the puck.

The cheapest exit is the one you take before a forecheck exists. In the two or three seconds after you win the puck, the opposition still has bodies below the puck and no shape. That is the quick-up in section 3; its failure is doing it by habit into a defence that has already set.

Almost everything else is a coaching choice. Where the wingers stand and whether the centre stays back differ by team, and so do the names. Learn the shapes, then ask what your team runs — starting with what it means by "over", a word that names both one of the safest plays here and one of the riskiest.

Four words to have in hand. The hash marks are the short lines on the outer edge of each faceoff circle, level with the dot, which in your end sits 20 feet out from the goal line (NHL Rule 1.9). So "between the hash marks and the goal line" means the band at or just below the dot line — roughly the bottom third of the way to the blue line, 64 feet out (Rule 1.5). F1, F2 and F3 are the opposition's forecheckers, numbered by order of arrival. The strong side is the side the puck is on; the weak side is the other. Language and Glossary defines the rest, and Rink Map draws every line and area to scale.


1. Controlled Exits vs Clears

The two ways out

Options
Only two categories of zone exit exist — a controlled exit or a clear
Goal
Controlled exit — leave the zone with the puck on a teammate's stick, carried out or passed out; possession is retained
Action
A clear is the puck put out of the zone with no particular teammate in mind — off the glass, off the boards, high down the ice
Risk
A clear surrenders possession, and whether you get it back is a coin flip at best

There are only two categories of zone exit:

  • A controlled exit — you leave the zone with the puck on a teammate's stick, either carried out or passed out. Possession is retained.
  • A clear (or dump-out) — you put the puck out of the zone with no particular teammate in mind: off the glass, off the boards, high down the ice. Possession is surrendered, and whether you get it back is a coin flip at best.

Why controlled exits matter

Key
An analysis of roughly 230,000 tracked NHL zone exits found controlled exits led to a subsequent zone entry about 89% of the time, unrecovered dump-outs about 20%
Key
The tracking underneath it is Corey Sznajder's manual dataset — roughly half the games of 2016-17 and 2017-18, not two complete seasons
Key
The study's own conclusion is that possession is the explanation, not the method — a dump-out your team recovers performs about as well as a controlled exit
Goal
A clean breakout is what gives you a carried entry; a panicked clear is what gives you a dump-in against a set defence

Hockey Graphs analysed roughly 230,000 NHL zone exits from Corey Sznajder's manual tracking (roughly half the games of the 2016-17 and 2017-18 seasons, not both complete). It found that controlled exits (carry-outs and pass-outs) led to a subsequent zone entry about 89% of the time, while unrecovered dump-outs did so about 20% of the time. The study's own conclusion is that possession is the explanation, not the method: a dump-out your team recovers performs about as well.

The breakout connects to the other half of the transition chain. The reference work on zone entries — Eric Tulsky, Geoffrey Detweiler, Robert Spencer and Corey Sznajder, 2013 MIT Sloan Sports Analytics Conference, 330 hand-tracked NHL games from 2011-12 — found that "carrying the puck across the blue line generates more than twice as many shots, scoring chances, and goals as dumping the puck in." A clean breakout is what gives you a carried entry; a panicked clear is what gives you a dump-in against a set defence. Zone Entries has the numbers, their qualifications, and the break-even maths on when a dump is genuinely correct.

When a clear is the right play

In short: Default to the controlled exit and clear when the read says so: a clear costs possession, a slot turnover costs a goal.

Mindset
Clearing is a decision, not a reflex
Read
Clear when you are outnumbered low with no outlet, when the alternative is a turnover in the slot, when you need a line change, or late in a game you are leading
Priority
A clear costs you possession; a slot turnover costs you a goal — that trade is never close
Rule
A clear taken for a line change is only a rest if it does not ice — NHL and IIHF Rule 81.4 and PWHL 83.4 let the icing team substitute only for injury, a returning pulled goalie or a strength-changing penalty, and NHL and IIHF 87.1 and PWHL 89.1 deny it a time-out
Rule
The no-change bar after an icing is not universal — USA Hockey's Rule 624 and CARHA's Rule 65 write none, and Hockey Canada's 6.7(d) applies it only in U18AAA, Junior and, at the Member's option, Senior, still allowing the time-out
Rule
You may ice short-handed (NHL, IIHF 81.6, PWHL 83.6; USA Hockey from Youth 15-Only, Girls 16U or High School up): each expiry counts its player back in, so a 5-on-3 stays exempt after one; a clear released before expiry never ices. NHL, PWHL: a major expiring to an empty box ends it till a stoppage
Rule
The NHL and PWHL icing exception bites at a major's expiry, not while you kill it — where the penalised player was ejected or hurt, Rule 20.3 wants a substitute seated before it expires, immediately if minors are stacked on it; missing that is a bench minor and no clear until the next stoppage
Rule
IIHF Rule 81.6 writes no major-penalty clause, so in Britain — which plays the IIHF book — a major does not withdraw the icing exemption. It is a deadline, not an amnesty: IIHF 20.3 wants the substitute in the box immediately, and 68.2 prices an empty box at a bench minor. See UK and England Rules
Rule
USA Hockey grants the shorthanded icing exemption only from Youth 15-Only, Girls 16U, High School and Adult upward (Rule 624(b)(1))
Action
Default to the controlled exit; take the clear when the read says take it
Never
Clear by default and attempt control only when the ice is already empty — most amateur teams have this backwards

None of that makes clearing wrong. It makes clearing a decision rather than a reflex. Get the puck out without possession when:

  • You are outnumbered low and no outlet exists — three forecheckers, two of you, nobody free.
  • You are beaten and the alternative is a turnover in the slot. A clear costs you possession; a slot turnover costs you a goal. That trade is never close.
  • You are on the penalty kill, in most rule sets (in USA Hockey, only from Youth 15-Only, Girls 16U and High School up). A team below its opponent's on-ice strength may ice the puck, and then clearing is often the whole plan. The limits are at the end of this section.
  • You need a line change. Getting the puck the length of the ice away buys time to get tired legs off — ⚠️ but only if it does not ice. Get it out off the glass or boards, short of the red line. (How much time it buys depends on how fast they regroup; there is no measured figure.) See Game Management.
  • Late in a game you're leading. Risk tolerance drops; simple gets you the two points. See Risk Management.

The habit to build: default to the controlled exit, take the clear when the read says take it. Most amateur teams have this backwards — they clear by default and attempt control only when the ice is already empty.

What it costs. ⚠️ Over the glass is not a clear. A puck put straight out of play from your own zone is a delay-of-game minor under the NHL, IIHF and PWHL, and a deliberate one is a minor in every book (section 3).

After an icing, under the NHL, IIHF and PWHL, you get no rest. NHL and IIHF Rule 81.4 (PWHL 83.4) let a team that ices change only for a goalie returning from an extra-attacker pull, an injured player, or a penalty that changes the on-ice strength — and IIHF 81.4 adds a player with a broken skate, though its 82.1 does not, so do not count on it. Rule 87.1 (PWHL 89.1) denies it a time-out. So a clear taken for the change buys a defensive-zone faceoff with the same tired legs. USA Hockey and CARHA impose neither restriction. Hockey Canada's no-change rule applies only in U18AAA, Junior and, at the Member's option, Senior (6.7(d)), and even there 6.7(d)(iii) allows either team its time-out. In every other Hockey Canada category the clear does buy the change.

On the kill, the icing exemption is not universal. USA Hockey grants it only at Youth 15-Only and above, Girls 16U and above, High School and Adult (Rule 624(b)(1)). Every book that grants it ends it on a head count, not a stopwatch (the NHL and PWHL add one case after a major, below): you are exempt while below the opponent's strength, and an expiring penalty counts the player back in whether or not they have left the box. On a 5-on-3 the first expiry leaves you 4-on-5 — still exempt. A clear released before your penalty expired draws no icing however late it lands.

One narrow case after a major, in the NHL and PWHL. Where the player serving a major has been ejected or injured, NHL Rule 20.3 (PWHL 20.3 and 83.6 alike) gives the team until a stoppage before the major expires to put a substitute in the box — ⚠️ immediately, if that player also has minors running alongside it. Fail to, and once the major ends they "continue[] to play short-handed but are not permitted to ice the puck" until the next stoppage. ⚠️ The empty box also costs a bench minor — NHL Rule 68.2, PWHL 70.2. So an ordinary major does not, by itself, take the clear away. The IIHF's 81.6 — Britain's — has no such icing clause, but ⚠️ its 20.3 wants the substitute in the box "immediately", and its 68.2 also makes the empty box a bench minor. Special Teams has each book's wording; UK and England Rules tells you which is yours.


2. The Five Roles in Every Breakout

Five roles on a breakoutThe full 200-foot sheet. The defending zone is at the left, the attacking end at the right. Five own players and a goalie, and no opposition. The defenceman D1 is deep in the right corner with the puck at their stick. The defenceman D2 is on the other side of the net, just above the goal line. The winger W1 is on the right boards between the hash marks and the goal line. The centre C is inside the right faceoff circle, below the hash marks and inside the dot. The winger W2 is on the weak side and higher, near the top of the left circle. The goalie is in the crease. There are no routes: nothing is moving yet. G D1 D2 W1 W2 C support low support second option retrieves the wall
The five jobs on a breakout, frozen at the instant the puck is retrieved. Your own defensive zone is at the left of the picture and the play will move left to right. D1 has gone back for the puck in the corner; D2 is on the opposite side of the net, level with the goal line, where a pass behind the net reaches them and where they can see the forecheck arriving behind their partner — which is why the calls are mostly theirs. The strong-side winger is on the boards between the hash marks and the goal line, the centre is low support inside the faceoff dots rather than out on the wall, and the weak-side winger is the second option. This five-role structure is itself a coaching choice: it is the conventional swing breakout, and under a centre fly the centre leaves early and the weak-side winger takes low support instead — so ask your coach which one you play. No forecheck is drawn: this is the shape, not a play against anybody.

What the shapes and fills mean

Whatever play is called, five jobs exist. Knowing which one is yours before the puck is retrieved is most of the battle.

1. The puck-retriever D (D1)

In short: Look over your inside shoulder coming back, arrive at an angle, and move the puck to a decision point, never through the slot.

Position
The defenceman who goes back for the puck — your job starts before you touch it
Action
Look over your inside shoulder on the way back, while you still have time to change your plan
Technique
Arrive at an angle, not straight on — USA Hockey teaches angling in as the safe approach before the useful one. Curl in so your first touch opens your body toward the ice
Action
Take the puck to a decision point — behind the net or up the wall — rather than stopping on it
Never
Through the slot, by pass or by feet. A high exchange above the circles is another route, not an exception; the one exception is the cross-ice over in section 3, a high-risk play
Never
Face the wall with your back to anyone coming at you, and never duck. Get your skates parallel to the wall instead, forearm and hip to it, head up and chin off your chest
Risk
A stationary defenceman is the one who gets hit, and at the puck with your back turned you are guessing

Your job starts before you touch it:

  • Look over your inside shoulder on the way back. You need to know where the forecheck is coming from while you still have time to change your plan. Once you're at the puck with your back turned, you're guessing. See Scanning and Anticipation.
  • Arrive at an angle, not straight on. Approaching square to the end boards leaves you facing the wall with a forechecker arriving in your back. Curl in so your first touch already opens your body toward the ice. ⚠️ The angle is a safety instruction before it is a tactical one. USA Hockey teaches "angling in" because "⁠[s]kating into the boards at an angle means better puck control and less risk of injury" and "the risk of hitting the boards with their helmets first is greatly reduced": knees bent, back straight, head up, feet parallel to the boards, a check over your shoulder.
  • Take any contact side-on. ⚠️ Never turn your back to anyone coming at you, and never duck. Skates parallel to the boards, forearm and hip to the wall — not the point of your shoulder, nor the whole shoulder if you can help it — head up, chin off your chest. Already facing the wall and cannot turn? Spread the load, "including putting your stick and gloves on the glass to cushion the blow". This retrieval is the picture Hockey Canada Rule 7.5 names — "⁠[w]here a player along the boards, with their head down looking for the puck or 'digging the puck out,' is hit from behind and driven head-first into the boards" — among situations referees must enforce strictly, "aware of the tragic consequences of spinal injuries". That rule binds the checker; the posture and the angle are the half you control. See Body Contact and Battles.
  • Take the puck to a decision point — behind the net or up the wall — rather than stopping on it. A stationary defenceman is the one who gets hit.
  • Never through the slot. Not with a pass, not with your feet. See Defender. Some teams exchange high instead, above the tops of the circles and outside the slot — a different route rather than an exception, and section 3 sets it out under D-to-D. The one play that does cross the front of your net is the cross-ice "over" in section 3, a high-risk play that needs the forecheck overloaded to one side with the middle empty.

2. The support D (D2)

In short: Be your partner's outlet, usually opposite the net; make the calls; screen only where your book allows, planted early and never drifting across.

Position
Usually the opposite side of the net from your partner, level with or slightly above the goal line, so a pass behind the net reaches you cleanly
Action
Be an option, not a spectator. Be the second wave, because if the first option fails the puck comes back to you
Key
You are usually the one who makes the call — "up", "over", "wheel", "reverse", "rim", "time", "man on" — because you can see the forecheck arriving behind your partner; say "time" only when sure
Never
Slide into a forechecker's path. Get to the net front early and stand still, and only where your book allows the screen
Rule
The NHL and PWHL allow the stationary screen; the IIHF writes the same words, but its minor for impeding the forechecker "shall be assessed". USA Hockey 625(a.1) makes the screen itself a minor; Hockey Canada and CARHA give no right to it — under CARHA give the forechecker the ice
Rule
NHL Rule 56.1 — "⁠[a] player is always entitled to use his body position to lengthen an opponent's path to the puck", but only "provided his stick is not utilized… his free hand is not used and he does not take advantage of his body position to deliver an otherwise illegal check"
Rule
NHL Rule 56.1 and IIHF Rule 56.1 word for word, so it is the British rule too — "Moving laterally and without establishing body position, then making contact with the non-puck carrier is not permitted and will be penalized as interference". Elsewhere they are not alike, and the IIHF is stricter
Rule
Moving into an opponent's path without initially having body position is a pick — a minor (NHL 56.2), not a ceiling: 56.4 a major on violence, 56.5 a game misconduct where that major injures, IIHF 56.5 a major plus game misconduct on reckless endangerment, NHL 21.1 a match for an attempt to injure
Rule
At the net front, CARHA 49(a) penalises a player who "does not avert body contact with an opponent" — a minor, or a major that 30(a) and 32(d) make an ejection and at least a one-game suspension; Hockey Canada 8.3 penalises any impeding of an opponent without the puck
Rule
A USA Hockey screen for the carrier is a 625(a.1) minor; hitting an unaware or defenceless player is boarding, charging, checking from behind, head contact, roughing; if dangerous, careless or reckless with no effort to play the puck, a major and game misconduct or a match and likely multi-game ban
Rule
If a pick is roughing, USA Hockey 640(g) is a major and game misconduct for reckless endangerment and 640(h) may add a match, both only under 640(b–f); 602(a)'s match penalty for one who "recklessly endangers or attempts to injure" sits outside 625 and 640; any match brings a likely multi-game ban
Rule
Any USA Hockey game misconduct also suspends the player for their team's next game (404(b)), and for at least two when it follows a second major in the same game (403(b))
Technique
Stick in tight and vertical, hands to yourself, no bump as they go past
Never
Reach out sideways across the slot with your stick as they go past — a penalty even though your feet never moved, and the NHL, IIHF and PWHL call it hooking

The partner. This is the least-understood job on the ice and the one that makes breakouts work.

  • Be an option, not a spectator. Position yourself so a pass behind the net reaches you cleanly — usually on the opposite side of the net, level with or slightly above the goal line.
  • You are usually the one who makes the call. You can see the forecheck arriving behind your partner. "Up", "over", "wheel", "reverse", "rim", "time", "man on" — those calls are mostly yours. Say "time" only when you are sure: a false one sends your partner into a hit unbraced. More in section 9.
  • If you screen the net front for the wheel, get to your spot early and stand still — never drift across into the forechecker. ⚠️ Set the screen only where your book allows it. The NHL and PWHL allow it. Under the IIHF — a British player's book — do not count on it. Under USA Hockey, do not set it at all. Under Hockey Canada, do not build on it. Under CARHA, give them the ice: failing to avert contact is up to a major — mandatory "⁠[w]hen injury results from intentional body contact" — and that major is an ejection and at least a one-game suspension. The subsection below has each book.
  • Be the second wave. If the first option fails, the puck comes back to you. Don't be somewhere it can't.

Screening the net front: what each book allows

Whether your feet were already planted is the difference between two free seconds for your partner and a penalty that starts at two minutes. So get there early and hold it; never drift across.

If your partner is carrying it around the net, being already standing in front of the net lengthens a forechecker's route across the slot. NHL Rule 56.1 allows it in three permissive sentences, and only the first has no proviso. The first: "A player is allowed the ice he is standing on (body position) and is not required to move in order to let an opponent proceed". The second: "A player may 'block' the path of an opponent provided he is in front of his opponent and moving in the same direction" — ⚠️ in front and the same way, never across. The third: "a player is always entitled to use his body position to lengthen an opponent's path to the puck." IIHF Rule 56.1 is the same paragraph in the plural, so a British reader is under the same words, and PWHL Rule 57.1 is the NHL's again with "she", its 57.2 keeping the NHL's "can be imposed".

But ⚠️ the IIHF's book is the stricter. Its 56.1 opens with a definition the NHL's lacks — "A Player who obstructs or prevents an opponent 'without possession of the puck' from skating, receiving a pass, or moving about the ice freely is considered as 'interference'". Where the NHL's 56.2 says a minor "can be imposed", the IIHF's says one "shall be assessed". So a referee who decides your screen impeded a forechecker has discretion under the NHL book and, on the wording, none under the IIHF's. ⚠️ And 56.1 uses "body position" in two senses it never reconciles: "skating in front of or beside their opponent, traveling in the same direction", and "the ice they are standing on". A stationary screener meets the second and not the first, so do not build on the permissive reading alone.

NHL 56.1's third sentence has a proviso, and it is the part that gets called. The entitlement holds only "provided his stick is not utilized (to make himself 'bigger' and therefore considerably lengthening the distance his opponent must travel to get where he is going); his free hand is not used and he does not take advantage of his body position to deliver an otherwise illegal check." So: stick in tight and vertical, hands to yourself, no bump as they go past. A stick out sideways across the slot is a penalty even though your feet never moved. A player without body position who "uses his stick … to impede or prevent his opponent from moving freely on the ice shall be assessed a hooking penalty" — the NHL's words; the IIHF and PWHL say the same with "their" and "her".

If they are already past you: "A player who is behind an opponent, who does not have the puck, may not use his stick, body or free hand in order to restrain his opponent, but must skate in order to gain or reestablish his proper position in order to make a check." Skate; do not reach.

What is not legal is moving into them. "Moving laterally and without establishing body position, then making contact with the non-puck carrier is not permitted and will be penalized as interference" — in the NHL, IIHF and PWHL books alike. A player who "moves into an opponent's path without initially having body position" is delivering a pick, and "an interference penalty shall be assessed": a minor (56.2), but not capped there. 56.4 allows a major on the degree of violence; under the NHL book 56.5 adds a game misconduct "⁠[w]hen a major penalty is imposed under this rule for an infraction resulting in an injury of an opponent". ⚠️ Under the IIHF book no injury is needed: its 56.5 reaches a major plus a game misconduct where the act recklessly endangers.

The NHL's ladder ⚠️ does not stop at Rule 56. NHL Rule 21.1 imposes a match penalty — ejection for the rest of the game — "on any player who deliberately attempts to injure or who deliberately injures an opponent in any manner", tied to no named foul and, for an attempt, needing no injury. Hockey Canada writes both top tiers into its interference rule itself: Rule 8.3(b) allows "⁠[a] Major penalty and Game Misconduct penalty, at the discretion of the Referee, based on the degree of violence of the impact", with nobody hurt. It makes that pair mandatory for a player "who injures an opponent by an interference infraction that would otherwise call for a Minor penalty". 8.3(c) adds "⁠[a] Match penalty ... to any player who attempts to injure or deliberately injures an opponent by interference." CARHA Rule 48(a) has the same general match as the NHL's 21.1, for any player who "deliberately injures or attempts to injure an opponent" in any manner. The IIHF book has no match penalty at all — the phrase is absent from both editions held here.

USA Hockey is built differently, ⚠️ and in the States it is the one to know. Its Rule 625 defines interference in the words of this exact play — using the body, "('pick' or 'block')", "to impede the progress of an opponent (non-puck carrier) with no effort to play the puck, maintain normal foot speed or maintain an established skating lane". 625(a)'s first listed instance is "Providing a protective screen and limiting the opportunity for an opposing player to apply pressure to a teammate in possession or control of the puck": a minor. Neither the NHL nor the IIHF book has that clause, and USA Hockey writes no body-position entitlement into any rule.

Its "A skater is entitled to stand their ground and is not required to move" sits in the front matter (Declaration of Player Safety, Fair Play & Respect, Competitive Contact Category), under a sentence that governs it. That sentence covers players "focused on gaining possession of the puck and … simply maintaining legally established body position" — which a screener whose partner already has the puck fails.

Hockey Canada Rule 8.3 and CARHA Rule 66(a) bar the team in possession from "run[ning] deliberate interference for the puck carrier". ⚠️ Do not assume that is narrower than USA Hockey's clause: Hockey Canada never says what it means — the sentence appears once, and neither its Glossary nor Rule 8.3's Interpretations touches it. And Hockey Canada writes no body-position permission anywhere, so its general limb, "Interferes with or impedes the progress of an opponent, who is not in possession of the puck", has nothing to soften it.

Under CARHA, ⚠️ the standing permission belongs to the other side. Rule 66(a) Note 2 says "the defending players are entitled to 'stand their ground' or 'shadow' the attacking players", and the next sentence bars interference by "⁠[p]layers of the side in possession of the puck" — which on a breakout is you. CARHA 66(a) allows a major and a game misconduct for interference, and 66(e) makes the major mandatory when it injures.

And CARHA Rule 49(a) gives a minor or a major to any player who "stands in front of an opponent for the purpose of making contact, and/or does not avert body contact with an opponent". Under Rule 30(a) an interference or body-contact major is "Major penalty plus Game Misconduct", and 32(d) adds at least a one-game suspension. Rule 49(c) excuses contact the referee judges accidental, except to the head, face or neck (still a minor, 50(a)) or from behind into the boards or net (a match penalty, 53(b), and under 34(a) no further games until the Chairman has dealt with your case). CARHA never calls it a duty to get out of the way, but that is what its words say, and it is the reading that keeps you on the ice: under CARHA, your partner gives the forechecker the ice rather than holding it. CARHA governs CARHA-affiliated leagues and is not a general rec-hockey standard.

Under USA Hockey, no Casebook situation interprets 625(a.1), and its Standard of Play material points both ways: its examples of interference are players who do something, while a faceoff ruling (Standard of Play Casebook, Situation 12) holds that a player who "has established their space and is simply trying to occupy that space" is legal. ⚠️ So nothing held here settles how strictly a stationary screen is called under that book. Ask your officials before you build a breakout around it.

Rule 625 writes nothing above the minor, ⚠️ but that is not the ceiling. USA Hockey's Declaration directs that a check on "a vulnerable or defenseless player must be penalized under the boarding, charging, checking from behind, head contact or roughing rules". It also directs that where it is "done in a dangerous, careless or reckless (unacceptable) manner where the player delivering the check has made no effort to play the puck, the major plus game misconduct or match penalty provisions of these rules must be assessed." A match there brings a likely multi-game suspension.

Under roughing, 640(g) is "a major plus a game misconduct penalty" for recklessly endangering an opponent under 640(b–f) — including a check with the stick blade above the knees "with no effort to gain possession of the puck" and a check on an opponent already engaged for the puck. 640(h) may add "a match penalty for reckless endangerment". ⚠️ 640(b) — the avoidable check on a player no longer in control of the puck — is written "(except Adult Male Classifications)"; (d) and (e) carry no such limit, so in adult men's hockey the route runs through them. Rule 602(a) sits outside both: a match penalty for any player who "recklessly endangers or attempts to injure any opposing player", and plan on a likely multi-game suspension for it. Any USA Hockey game misconduct also costs you your team's next game (404(b)), and one that follows a second major in the same game at least two.

The trigger is the player you hit: USA Hockey counts a skater as vulnerable when "unaware, unprepared, or unsuspecting of an impending hit" — the forechecker watching the puck as you step sideways into them.

3. The strong-side winger

Position
The winger on the same side as the puck — the primary outlet
Convention
Under the conventional swing breakout you start high, up on the opposing point man, while the other team still has the puck
Convention
Under the conventional swing breakout, come down the wall as the breakout starts, to the boards between the hash marks and the goal line on the puck side
Convention
A flat or spread structure holds the strong-side winger higher toward the blue line instead, and a stretch or flying-winger structure sends one winger up ice entirely, so find out which one your team plays
Key
The point and the wall spot are a little under 44 to 64 ft apart on NHL dimensions — the point sits just inside the blue line, not on it — and the trip between them, and its timing, is the job
Action
Present a target and time your movement into the pass
Technique
Receive with your body open to the ice, not with your nose against the glass

The winger on the same side as the puck — the primary outlet, and the most commonly botched job in hockey (coaching emphasis rather than a counted ranking).

  • You start high, not low. While the other team still has the puck you are up on the opposing point man, covering them — that is your defensive-zone job, and Defensive Zone Coverage is the authority on it.
  • You come down the wall as the breakout starts. The moment your team wins the puck — or your defenceman gets to it with time — you leave the point and drop to the wall between the hash marks and the goal line, on the same side as the puck. Those two spots are a little under 44 to 64 feet apart — the point sits just inside the blue line, 64 ft out, and the outlet band runs from the dot line, 20 ft out, down to the goal line (Rink Map) — and they belong to two different moments. The trip between them, and its timing, is the job; neither end of it is a place to live.
  • Present a target and time your movement into the pass.
  • Receive with your body open to the ice, not with your nose against the glass.

This is the conventional swing breakout, not a law. A flat or spread structure holds you higher toward the blue line, and a stretch or flying-winger structure sends one winger up ice entirely. Ask which one your team plays.

4. The weak-side winger

Position
The far winger — what you do here is genuinely system-dependent
Convention
Under the standard swing breakout, come across or up the middle as the second option and the outlet for a cross-ice or over play, then get out ahead of the puck
Convention
Under a "slash" or flying-winger structure, leave early through the middle toward the strong side or up ice, stretching the opposing defence vertically
Convention
Under a rim-heavy structure, you are the rim's target and you stay low on your own wall to collect it
Action
Find out which your team runs
Risk
Leaving early in a system that expects you low is the reason the breakout has no second option

The far winger. What you do here is genuinely system-dependent:

  • Under the standard swing breakout (assumed throughout this document), you come across or up the middle as the second option and the outlet for a cross-ice or over play, then get out ahead of the puck.
  • Under a "slash" or flying-winger structure, you leave early through the middle toward the strong side or up ice, stretching the opposing defence vertically and creating space behind you. This is deliberately more aggressive and leaves you less available defensively.
  • Under a rim-heavy structure, you are the rim's target and you're staying low on your own wall to collect it.

Find out which your team runs. A weak-side winger who leaves early in a system that expects you low is the reason the breakout has no second option.

5. The centre

Position
Low support, underneath the puck — the pivot the whole structure turns on
Convention
The five-role structure is itself a coaching choice — the conventional swing breakout, and the one assumed throughout this document
Options
The centre fly — the centre leaves the zone early up the middle to stretch the ice, and the weak-side winger drops in to take the low support job instead
Options
Flat or spread breakouts — both wingers hold higher near the blue line and the exit is made with longer passes rather than short support
Action
Ask your coach which one you play
Risk
A centre flying in a system where the wingers hold high leaves nobody underneath the puck at all — the failure that produces most weekend breakdowns

Low support, underneath the puck. This is the pivot the whole structure turns on.


3. The Named Breakout Options

Each option below gives the setup, the read that calls for it, execution, the risk, and how the opposition defeats it. Teams disagree about these names — badly — and the worst collision, "over", gets its own heading below.


Up

Action
Direct pass from the puck-carrying defenceman to the strong-side winger on the wall — the fastest of the nine breakout options when the lane is open, though no count ranks them by speed
Position
D1 below the goal line or on the wall, the winger on the boards between the hash marks and the goal line, the centre low in the middle as the bail-out
Read
The forecheck has committed behind the net or to the middle, leaving the wall lane open — or F1 is arriving fast on the wrong side, so pass before F1 can influence the lane
Technique
Pass firmly and to the winger's stick, not to the boards behind them. Head up first, and aim where the winger will be, not where they were
Risk
The wall pass travels the lane a forecheck posts its wall-sealer in — F2 in a 2-1-2 — so intercepted at the hash marks it is a scoring chance from the top of the circle
Countered by
Any forecheck with a designated wall-sealer — F2 in a 2-1-2, the strong-side half-wall player in a 1-2-2 — or a weak-side defenceman stepping down on the winger the instant the pass leaves

The direct pass from the puck-carrying defenceman to the strong-side winger on the wall. The fastest of the nine breakout options when the lane is open — no count ranks breakout plays by speed — and, when it's there, the right one.

The up breakoutThe full sheet, the defending zone at the left. The defenceman D1 has the puck deep in the right corner below the goal line. The winger W1 is on the right boards between the hash marks and the goal line. The centre C is low in the middle, inside the right circle. The defenceman D2 is on the far side of the net near the goal line. One opposition forward is behind the net, the forecheck having committed there. A single dashed route runs from D1 up the wall to the winger’s stick. The winger’s own next move is deliberately not drawn. G D1 D2 W1 C F1 gone behind second wave the bail-out has time the outlet
The “up”: the defenceman with the puck passes straight up the wall to the strong-side winger. Drawn in your own defensive zone at the left of the picture, moving left to right; the read drawn here is the first forechecker committed behind the net, which leaves the wall lane open. What a still picture cannot show is the risk: that pass travels the lane where a forecheck posts a player to seal the wall, so intercepted at the hash marks it becomes a scoring chance from the top of the circle.

What the shapes and fills mean

  • Setup: D1 has the puck below the goal line or on the wall. The strong-side winger is on the boards between the hash marks and the goal line. The centre is low in the middle as the bail-out.
  • The read: Take it when the forecheck has committed behind the net or to the middle, leaving the wall lane open. It is also the right call when F1 is arriving fast on the wrong side — pass before F1 can influence the lane. D2 typically makes this call, because D2 can see what D1 cannot.
  • Execution: Pass firmly and to the winger's stick, not to the boards behind them — a rim to a stationary winger is a different play and a worse one. Head up first: aim the pass where the winger will be, not where they were.
  • The risk: The wall pass travels the lane a forecheck posts its wall-sealer in — F2 in a 2-1-2, the strong-side half-wall player in a 1-2-2. Intercepted at the hash marks, it's a scoring chance from the top of the circle.
  • How it's defeated: Any forecheck with a designated wall-sealer beats it. Teams also beat it by having their weak-side defenceman step down on the winger the instant the pass leaves, so the winger has no time even after a good pass.

Wheel

In short: Wheel only with a step on the first forechecker and nobody waiting on the far side, cutting tight to the net.

Action
The defenceman carries the puck themselves, skating behind the net and up the far side
Position
D1 retrieves in one corner and keeps skating; D2 takes the net front early where that screen is legal, and the far-side winger and the centre become outlets
Read
You need two things — speed and space: a step on the first forechecker, and no second forechecker waiting on the far side
Technique
Cut tight to the net so the net itself screens you, and come out of the turn with your head up and speed already built
Risk
You carry the puck through the middle-ish of your own zone with your back briefly to the play; if you are caught, you are caught below your own goal line with the puck
Rule
Under the NHL and PWHL a partner standing still at the net front is legal; the IIHF writes the same words, but its minor for impeding the forechecker "shall be assessed", so in Britain do not count on it
Rule
Hockey Canada 8.3 and CARHA 66(a) bar the side with the puck from running "deliberate interference for the puck carrier", so do not build on a net-front screen; CARHA 49(a) adds a minor, or a major that ejects and suspends, for not averting contact — under CARHA give the forechecker the ice
Rule
Sliding into the forechecker's path is an interference minor (NHL 56.2) — not capped: 56.4 a major on violence, 56.5 a game misconduct where that major injures, IIHF 56.5 a major plus game misconduct on reckless endangerment
Rule
USA Hockey splits from both — 625(a.1) makes "⁠[p]roviding a protective screen and limiting the opportunity for an opposing player to apply pressure to a teammate in possession or control of the puck" a minor, and on a wheel your partner has the puck
Rule
USA Hockey's 625 stops at a minor, but a slide into a forechecker as a check leaves it for boarding, charging, checking-from-behind, head-contact or roughing; a reckless one under the first four, or a careless one to the head or on a defenceless player, must be at least a major plus game misconduct
Rule
USA Hockey's roughing tiers are 640(g), a mandatory major plus a game misconduct for recklessly endangering an opponent, and 640(h), a match that may be added — both reaching only acts under 640(b–f) — with 602(a)'s match penalty outside 625 and 640 both; any match brings a likely multi-game ban
Rule
A pick that injures is a mandatory ejection in two books: Hockey Canada 8.3(b) makes it a mandatory major plus a game misconduct, and CARHA 66(e) a mandatory major, which CARHA 30(a) makes a major plus a game misconduct
Rule
On a net-front pick the NHL is not the lenient book — NHL Rule 21.1 assesses a match penalty on a player who "deliberately attempts to injure or who deliberately injures an opponent in any manner", tied to no named foul, and Hockey Canada 8.3(c) writes that tier into the interference rule itself
Countered by
A second forechecker holding the far side — precisely what F2 does in a 2-1-2 — or a forechecker who takes the back-door route around the net rather than chasing you

The defenceman carries the puck themselves, skating behind the net and up the far side.

The wheel breakoutThe full sheet, the defending zone at the left. The defenceman D1 has the puck in the right corner. A long smooth wave — skating with control of the puck — runs from them down behind their own net, passing about two feet behind the goal frame, and back up the weak side to the left boards below the hash marks. The defenceman D2 stands in front of the net, slightly to the strong side, with no route drawn. The winger W2 is on the left boards and the centre C is low inside the left circle; both are outlets. One opposition forechecker is up the right wall, behind the play. The goalie is in the crease. G D1 D2 W2 C F1 already there low support carries it beaten far-side outlet
The wheel: the defenceman carries the puck behind their own net and up the far side, drawn in your own zone at the left, moving left to right. It needs a step on the first forechecker and an empty far side. Cut tight: the net is your screen, and cutting wide gives the forechecker a straight line to you. The far winger and the centre are the outlets; a second forechecker on the far side, as F2 in a 2-1-2, makes it a trap. ⚠️ D2, standing at the net front, is legal only in some books. The NHL and PWHL allow it: stick in tight and vertical, hands to yourself, no bump. The IIHF allows it in the same words, but its impeding minor “shall be assessed”, so do not count on it. ⚠️ Under USA Hockey even a still screen is a minor when your partner has the puck. ⚠️ Hockey Canada and CARHA give your side no right to it, and make a major and a game misconduct mandatory if it injures. ⚠️ Never slide across into the forechecker's path: that is interference everywhere, and two minutes is only the floor.

What the shapes and fills mean

  • Setup: D1 retrieves in one corner and keeps skating around the back of the net. D2 takes up position in front of the net early, where your book allows that screen, and the far-side winger and the centre become outlets.
  • The read: You need two things: speed and space. Wheel when you have a step on the first forechecker and there is no second forechecker waiting on the far side. It's excellent against a slow or single-man forecheck, and against a forecheck that has just committed hard to one corner.
  • Execution: Cut tight to the net — the net itself is your screen, and cutting wide gives the forechecker a straight line to intercept you. Come out of the turn with your head up and speed already built. Your partner, already standing at the net front, makes a cross-slot pursuit slower — ⚠️ but only where your book allows the screen (below).
  • The risk: You are carrying the puck through the middle-ish of your own zone with your back briefly to the play. If you're caught, you're caught below your own goal line with the puck.
  • How it's defeated: A second forechecker holding the far side — precisely what F2 does in a 2-1-2 — turns a wheel into a trap. A forechecker who takes the "back door" route around the net rather than chasing you also kills it. The counter to being caught mid-wheel is the reverse, below.

What it costs. ⚠️ Under every book, a partner who slides across into the forechecker's path commits interference, and the minor is the floor: depending on the book, it can go to a major, a game misconduct or a match penalty. Section 2 sets out each book's ladder. In non-checking hockey, hold your lane: stepping out of it into a forechecker is body-checking under Hockey Canada Rule 7.3, and charging or body contact under CARHA Rules 52(a) and 49(a).

The standing screen is legal under the NHL's and PWHL's books, and the IIHF's — but under the IIHF the impeding minor "shall be assessed", so in Britain do not count on it. ⚠️ Under USA Hockey it is not legal, standing still or not: 625(a.1) makes a minor of "⁠[p]roviding a protective screen and limiting the opportunity for an opposing player to apply pressure to a teammate in possession or control of the puck" — this play, in the rulebook's words. Do not build a wheel around a net-front screen under USA Hockey without asking your officials, nor under Hockey Canada or CARHA — and under CARHA your partner must avert contact, or face up to a major that ejects them and brings at least a one-game suspension.


Reverse

In short: Reverse when a forechecker has overskated you: bank it firm and low off the boards to a teammate calling for it.

Action
Send the puck back against the flow of the forecheck, usually a hard backhand off the boards behind you
Position
Moving one direction with the puck — often mid-wheel or up the wall — with a forechecker chasing your hip and D2 or the centre arriving behind you
Read
The forechecker has over-committed and skated past you; their momentum is the whole play, because they cannot stop
Technique
Bank it off the boards firmly and low behind you — a soft reverse dies in the corner and becomes a turnover — and the receiving teammate must call "reverse!", because D1 is looking the wrong way
Never
Stay facing the wall on a reverse with your back to anyone coming at you, and never duck — take contact with skates parallel to the boards, forearm and hip to the wall, head up and chin off your chest
Risk
You are putting the puck into a space you cannot see, below your own goal line; if nobody is there, the opposition has it behind your net with your defence facing the wrong way
Countered by
A containing F1 who steers rather than chases and is never past you to begin with, or an aggressive F2 who reads the reverse and arrives in the vacated space
Key
A rim goes onward around the boards in the direction the puck was already travelling; a reverse goes back against it

Sending the puck back against the flow of the forecheck, usually a hard backhand off the boards behind you, to a teammate arriving in the space the forechecker just vacated.

The reverse breakoutThe full sheet, the defending zone at the left. The defenceman D1 is on the right boards just below the hash marks with the puck. An opposition forward is on the same boards about ten feet further up ice, past D1. Two numbered routes: one, the defenceman D2 skates from the far side of the net, around behind the goal, and up into the strong-side corner below the goal line; two, a dashed pass from D1 back down the right boards behind them, finishing in that same corner space. The two routes finish about nine feet apart. The goalie is in the crease. 1 2 G D1 D2 F1 arriving has the puck gone past
The reverse, drawn in your own defensive zone at the left of the picture. D1 was working up the right wall; the forechecker has over-committed and skated past them, so D1 sends the puck back down the boards behind them, against the flow, into the space that forechecker has just left — where D2 is arriving, and calling for it, because D1 is putting the puck somewhere they cannot see. The play depends entirely on the forechecker’s momentum, so read the opponent above D1 as a player already past them and unable to stop. The puck is a hard backhand banked off the wall, drawn simply as the pass it is because the drill notation has no symbol for a banked puck. Keep it straight from the rim: a rim goes onward around the boards in the direction the puck was already travelling, a reverse goes back against it. And it beats one kind of forecheck only. A containing forechecker steers rather than chases, so they are never past you to begin with. ⚠️ Both players here can be hit on the wall, and D2 is arriving onto a puck they have not seen travel. If you are one of them, never turn your back to anyone coming at you, and never duck. Head up, chin off your chest, and take any contact on your forearm and hip, never the point of your shoulder.

What the shapes and fills mean

  • Setup: You are moving one direction with the puck — often mid-wheel or working up the wall — with a forechecker chasing your hip. D2 or the centre is arriving behind you.
  • The read: Reverse beats a forechecker who has over-committed and skated past you. The whole play depends on their momentum: they cannot stop, so the puck goes where they've just been. As Defender puts it: rim to beat a forechecker who is sealing you against the boards; reverse to beat one who has over-committed.
  • Execution: Bank it off the boards firmly and low behind you. Soft reverses die in the corner and become turnovers. The receiving teammate must call for it — "reverse!" — because D1 is looking the wrong way.
  • The risk: There are two, and the first is to the puck — you are putting it into a space you cannot see, below your own goal line, and if nobody is there the opposition has it behind your net with your defence facing the wrong direction. ⚠️ The second is to you. A reverse is made facing the wall with a forechecker arriving behind you, which is the geometry every checking-from-behind and boarding rule is written about. The posture you take that contact in is not a preference: do not leave your back turned to anyone coming at you, and never duck. Turn side-on instead: skates parallel to the boards, forearm and hip to the wall — not the point of your shoulder, and not the whole shoulder if you can help it — head up and chin off your chest. See Body Contact and Battles.
  • How it's defeated: Disciplined forechecks defeat reverses by simply not over-committing — the containing F1 of a 1-2-2 steers rather than chases and is never past you to begin with. Aggressive forechecks defeat it with F2 reading the reverse and arriving in the vacated space instead of your teammate.

Rim and reverse are different plays: a rim goes onward around the boards in the direction the puck was already travelling; a reverse goes back against it.


D-to-D

Action
Pass across to your partner, changing the side the attack comes from and forcing the entire forecheck to reset and shift
Position
D1 with the puck low on one side, D2 available low on the other
Read
Your side is flooded and the other is not — its real value is that it costs the opposition time, and everything they had covered comes uncovered while they travel
Never
Through the slot. Go behind your own net instead; intercepted below the goal line it means nothing, the same pass in front of the net is a point-blank chance against
Action
Pass it quickly rather than skating it across — carrying the puck toward your partner drags the pressure with you
Risk
Executed correctly, one of the lowest-risk plays in hockey; executed through the slot, one of the highest, with very little middle ground
Countered by
A 2-1-2 with two forecheckers arriving on separate sides, or a 1-2-2 whose F1 takes away the D-to-D lane as their first responsibility

The pass across to your partner, changing the side of the ice the attack comes from and forcing the entire forecheck to reset and shift.

The D-to-D breakoutThe full sheet, the defending zone at the left. The defenceman D1 has the puck in the right corner; the defenceman D2 is low in the left corner. Two opposition forwards are on the right side, one deep and one on the wall — the flooded side. A shaded region covers the house, the home-plate-shaped area analysts count as the dangerous ice: square across the top along the tops of the two faceoff circles, straight down the dot lines to the two faceoff dots, then angling in to the two goalposts on the goal line. The single dashed pass runs from D1 down and around behind the goal, staying between four and six feet behind the net the whole way, and up to D2. It never enters the shaded region. The goalie is in the crease. the house G D1 D2 F1 F2 pressure open across
D-to-D: the pass across to your partner, which switches sides and makes the forecheck reset. Drawn in your own defensive zone at the left of the picture, with the strong side flooded and the far side free, which is the read the option needs. The route drawn is the default, behind your own net; some teams exchange high, above the circles, instead, so ask which yours plays. Either way, never through the shaded area. Intercepted below the goal line it costs little, because there is no shot from there; intercepted in front of the net it is a point-blank chance against. Move it quickly; do not skate it across.

What the shapes and fills mean

  • Setup: D1 has the puck low on one side; D2 is available low on the other.
  • The read: Use it when your side is flooded and the other is not. Its real value is that it costs the opposition time: a forecheck built to pressure one side has to travel across the ice, and everything they had covered comes uncovered while they do.
  • Execution — and the rule that does not bend: Never through the slot. Go behind your own net. ⚠️ "Behind the net" is the default, not the only route — some teams instead exchange high in the zone, above the tops of the circles, reasoning that an interception there is not a slot chance. That is a coaching convention (Risk Management labels it as one). Ask which your team plays. What does not vary is the slot itself. A D-to-D pass below the goal line that gets intercepted means nothing — the puck is behind the net with no shot available. The same pass in front of the net that gets intercepted is a point-blank chance against, and it is one of the most punished mistakes in the game — coaching emphasis, not a counted ranking. Pass it quickly rather than skating it across; carrying the puck toward your partner drags the pressure with you.
  • The risk: Executed correctly, this is one of the lowest-risk plays in hockey. Executed through the slot, it is one of the highest. There is very little middle ground.
  • How it's defeated: A 2-1-2 with two forecheckers arriving on separate sides beats D-to-D because there's already someone on your partner. A 1-2-2 defeats it by having F1 take away the D-to-D lane as their first responsibility — that is often exactly what the containing forechecker is told to do — forcing the puck up the wall into the two waiting forwards.

Rim

In short: Rim when you are sealed on the boards or out of time: hard, low and aimed where a teammate can meet it.

Action
A hard shot along the boards that follows the curve of the rink around to a teammate further along — usually the far-side winger
Read
You are sealed against the boards in the corner or behind the net with no passing lane through the forechecker; it is also the standard release valve when you simply have no time
Technique
Height and pace — low and flat enough to stay on the boards, hard enough to carry all the way around; a soft rim dies in the corner. Aim it where a teammate can meet it, not simply "around"
Never
Stay facing the wall on a rim with your back to anyone coming at you, and never duck — take contact with skates parallel to the boards, forearm and hip to the wall, head up and chin off your chest
Risk
A rim concedes possession more often than any other option except an outright clear — a 50-50 dressed as a play; that full ranking is coaching judgement rather than a tracked rate
Key
One tracking study compares rim against a direct up pass by name and finds rims less efficient — 38% neutral-zone possession against 53%, 0.54 expected goals against 0.68, per 100 possessions
Key
Carry its limits — KHL data, successful passes only, and one column runs the other way: rims produced slightly fewer dump-outs than ups, 14.4 per 100 possessions against 15.6
Countered by
The play a defenceman sealed on the boards is most expected to make — coaching emphasis, not a counted ranking; any forecheck can post a player at the far wall, and good ones pre-position
Rule
In a CARHA league rim it with a short backswing — its Rule 79(a) makes a backswing past fifteen inches a slap shot: a minor, and a major if it injures an opponent, which 30(a) and 32(d) make an ejection and at least a one-game suspension

A hard shot along the boards that follows the curve of the rink around to a teammate further along — usually the far-side winger.

The rim breakoutThe full sheet, the defending zone at the left. The defenceman D1 has the puck deep in the right corner with an opposition forward between them and the ice, sealing them against the boards. A single dashed route leaves D1, runs down and around the end boards about two and a half feet off the dasher behind the net, and comes out low on the left boards, finishing on the wall four and a half feet off the dasher. The winger W2 stands a few feet up-ice of where it finishes, stepping in to meet it. The goalie is in the crease. G D1 F1 W2 seals the wall the target
The rim: a hard pass around the boards behind the net to a teammate further along, usually the far-side winger. Drawn in your own defensive zone at the left of the picture, and it travels onward in the direction the puck was already going — which is the whole difference between this and a reverse. The read drawn is a forechecker who has sealed D1 against the boards. Keep it low, flat and hard. It concedes possession more often than any option except an outright clear — coaching judgement, not a tracked rate. The trapezoid rules where you play change where to aim it. ⚠️ This is a wall play at both ends. D1 is sealed on the boards and the winger takes it on the far wall. If you are the skater on the wall, never turn your back to anyone coming at you, and never duck. Head up, chin off your chest, and take any contact on your forearm and hip, never the point of your shoulder.

What the shapes and fills mean

  • Setup: D1 has the puck in the corner or behind the net under real pressure. A winger is positioned around the boards to collect it.
  • The read: Rim when a forechecker has sealed you against the boards and there is no passing lane through them. It is also the standard release valve when you simply have no time.
  • Execution: Height and pace: low and flat enough to stay on the boards, hard enough to carry all the way round — a soft rim dies in the corner and is a gift. Target: aim it to arrive where a teammate can meet it, not simply "around". In a CARHA league, keep the backswing short: Rule 79(a) makes a backswing "more than fifteen inches" behind the puck a slap shot — a minor, or a major if it injures, which under Rule 30(a) ends your game and under 32(d) brings at least a one-game suspension. Section 10 (the trapezoid) changes where you aim.
  • The risk: A rim gives the puck away more often than anything but an outright clear, because the receiver collects a moving puck on the wall with a defenceman closing. It's a 50-50 dressed as a play. ⚠️ And the other risk is to you. You rim it because a forechecker has sealed you against the boards, so the contact arrives behind you while you face the wall. Do not leave your back turned to anyone coming at you, and never duck. Turn side-on: skates parallel to the boards, forearm and hip to the wall — not the point of the shoulder, nor the whole shoulder if you can help it — head up, chin off your chest (Body Contact and Battles).
  • How it's defeated: The rim is the play a forecheck most expects from a defenceman sealed on the boards — coaching emphasis, not a counted ranking. Any forecheck can post a player at the far wall to intercept it, and most do — the weak-side defenceman stepping down to the far wall to kill rims is standard. Skilled teams beat rims without even moving: they read the pressure you're under and pre-position.

What the numbers say. The ranking above is coaching judgement, not a tracked rate — nothing found here ranks all nine options. One study compares two by name, on KHL data: Daniel Weinberger's pass-clustering work on Hockey Graphs found that, per 100 possessions, rims led to neutral-zone possession 38% of the time against 53% for "up" passes, with 13.1 shots against 17.4 and 0.54 expected goals against 0.68 (9,298 rim possessions, 12,180 up). Weinberger's summary: "Rims are a lot less efficient." Two limits: it counts successful passes only — Weinberger says "any analysis that only focuses on successful events is inherently flawed" — so the claim that rims cause more turnovers is reasoning, not measurement; and rims produced slightly fewer dump-outs, 14.4 against 15.6.


Over / cross-ice

In short: Pass cross-ice in front of your net only when one side is overloaded and the middle is empty; otherwise go behind the net.

Never
Use "over" without agreeing which sense — Sense A is this cross-ice pass, a high-risk play; Sense B is the D-to-D behind your own net, one of the lowest-risk
Action
Pass from the puck-carrying defenceman across the width of the ice to the far winger, skipping the strong-side structure entirely
Position
D1 with the puck usually a little higher than the goal line; the far-side winger or the weak-side defenceman open across the ice
Read
Only when the forecheck has genuinely over-loaded one side and the middle is empty
Technique
Firm and flat — a cross-ice pass that has to be handled at the receiver's feet has taken so long that the play is over
Risk
The puck travels laterally in front of your own net at the height of the opposing forwards — intercepted, it is picked off in the middle facing your goal
Priority
Where the behind-the-net D-to-D route exists, take it instead — it achieves a similar side-switch with essentially no downside
Countered by
Any forecheck with a middle presence — the three-across middle of a 1-3-1, F3 in a 2-1-2 — and it is defeated by the shape existing at all, not by anyone reacting to it

The word "over" is used for two completely different plays with completely different risk profiles:

  • Sense A — cross-ice "over": a pass across the width of the ice to the far winger, in front of your own net, skipping the strong-side structure entirely. This is the play described in this section, and it is a high-risk play.
  • Sense B — D-to-D "over": the pass behind your own net to your partner. Many playbooks and most goalie call vocabularies use "over" to mean this, and it is one of the lowest-risk plays in hockey.

Find out which one your team means before you use the word, because the two carry opposite instructions. This document labels the sense every time it uses the word: the option below is Sense A; the goalie's call list in section 9 is Sense B.

  • Setup: D1 has the puck, usually a little higher than the goal line. The far-side winger or the weak-side defenceman is open across the ice.
  • The read: Only when the forecheck has genuinely over-loaded one side and the middle is empty. The reward is real — one pass and you've beaten three forecheckers, arriving with the far winger already in stride.
  • Execution: Firm and flat. A cross-ice pass that has to be handled at the receiver's feet has taken so long that the play is over.
  • The risk: the puck travels laterally across the width of the ice, in front of your own net, at the height where the opposing forwards are. If it's intercepted, the interception happens in the middle of the ice facing your goal, with your defence flat-footed and out of position. Compare it to the D-to-D behind the net, which achieves a similar side-switch with essentially no downside. Where the behind-the-net route exists, take it instead.
  • How it's defeated: Any forecheck with a middle presence — the three-across middle of a 1-3-1, F3 in a 2-1-2 — is standing in this lane by design. It is defeated not by reacting to it but by the shape existing at all.

Quick-up / counter

Action
The immediate transition off a turnover, before the forecheck has any chance to set up
Position
Your team has just won the puck — a blocked shot, a stripped puck at the blue line, a rebound — and the opposition still has bodies below the puck
Read
Not really a called play but a recognised moment — the two or three seconds immediately after a turnover are the least organised the opposition will ever be
Technique
First look up ice, not down. Move the puck on the first touch if you can — speed of decision matters more than quality of pass here
Risk
The habit version is the real risk — playing quick-up when the moment isn't there, forcing a pass into a formed defence
Countered by
Counter-pressing — teams that re-attack the puck within a couple of seconds of losing it shorten the fuse rather than removing the play

The immediate transition off a turnover, before the forecheck has any chance to set up.

  • Setup: Your team has just won the puck — a blocked shot, a stripped puck at the blue line, a rebound your goalie has left. The opposition still has bodies below the puck and their structure is nowhere.
  • The read: This isn't really a called play; it's a recognised moment. The two or three seconds immediately after a turnover are the least organised the opposition will ever be. If a teammate is available up the ice, that is the moment to move it — before your own structure has formed, before theirs has re-formed.
  • Execution: First look up ice, not down. Move the puck on the first touch if you can. Speed of decision matters more than quality of pass here; a five-second wait to make a perfect play has given away the entire advantage.
  • The risk: Low risk for a high reward when the moment is real — the opposition has fewer defenders back and less shape than at any other time. The real risk is the habit version: playing quick-up when the moment isn't there, forcing a pass into a formed defence.
  • How it's defeated: Counter-pressing. Teams that immediately re-attack the puck within a couple of seconds of losing it are specifically trying to remove your quick-up window. Against those teams the quick-up is still available — it just has a shorter fuse.

Stretch pass

In short: Stretch it when all three of their forwards are deep and their defence steps up; in most amateur hockey it is no default.

Action
A long pass from your defensive zone to a forward who has left early and is waiting up ice
Position
One forward — usually the weak-side winger — leaves the defensive zone early and stretches high; the retrieving defenceman looks up and hits them
Read
The opposition has committed all three forwards deep on the forecheck and their defencemen have stepped up — that shape leaves a lane and leaves your winger behind coverage
Technique
Head up before you handle the puck, and lead the receiver so they collect it in stride
Rule
NHL Rule 83.1 and IIHF Rule 83.1 are materially identical, differing in pronoun — one skate in contact with the blue line, or behind it, keeps your winger onside, and a skate in the air over the neutral zone still counts, because the plane has not been broken
Rule
The airborne skate is onside in the NHL, IIHF and PWHL books, and the IIHF's governs in Britain; USA Hockey 630(a) wants contact with the neutral zone or the blue line, and Hockey Canada 6.11 counts only skates touching the ice; CARHA settles it neither way, so keep the blade down
Rule
No centre-red-line ("two-line") pass restriction appears in the NHL, IIHF, PWHL, USA Hockey or Hockey Canada books, and CARHA Rule 73(d) abolishes it in terms — so in all six of the books here the long pass is legal
Never
Rebuild your attack around a local two-line pass rule unless somebody shows it to you in writing — no published rulebook held here confirms that any league still runs one
Risk
An intercepted stretch is a full-speed rush the other way with your winger a full zone out of the play — genuinely high-risk/high-reward, and in most amateur hockey not a good default
Countered by
A 1-3-1, which exists to kill it; a conservative 1-2-2 with two forwards holding high; or defencemen simply backing off rather than stepping up

A long pass from your defensive zone to a forward who has left early and is waiting up ice, typically near the neutral zone or the far blue line.

The stretch pass breakoutThe full 200-foot sheet. The defenceman D1 has the puck in the right corner of their own zone at the left of the picture. Three opposition forwards are deep in that zone: one on the right wall above them, one low on the left, one in the middle. Two opposition defencemen stand on the blue line of that zone, stepped up. The winger W2 is a long way up ice at the right, just on their own side of the far blue line, alone. A single long dashed pass runs from D1 diagonally across and up the sheet to them, passing under the near forechecker, outside the faceoff dots, and between the two stepped-up defencemen. The goalie is in the crease; no other own player is drawn. G D1 W2 F1 F2 F3 D D stepped up waiting up ice looks up first all three deep
The stretch pass, which is why this picture is the whole 200-foot sheet: your defensive zone is at the left, the far blue line at the right. The read is the shape drawn: all three of their forwards deep and their defencemen stepped up, which leaves a lane and a winger behind the coverage. Lead the winger so they take it in stride. They are drawn on their own side of the far blue line: a skate blade on the ice, touching the line or behind it until the puck completely crosses, keeps them onside in every book.

What the shapes and fills mean

  • Setup: One forward — usually the weak-side winger — leaves the defensive zone early and stretches high. The retrieving defenceman looks up and hits them.
  • The read: Take the stretch when the opposition has committed all three forwards deep on the forecheck and their defencemen have stepped up. That is the shape that leaves a lane and leaves your winger behind coverage.
  • Execution: Head up before you handle the puck, and lead the receiver so they collect it in stride. Your winger must stay onside at the far blue line — state the rule the right way round. Rule 83.1: "A player is on-side when either of his skates are in contact with the blue line, or on his own side of the line, at the instant the puck completely crosses the leading edge of the blue line." So one skate touching the line, or behind it, keeps your winger onside; offside is both skates fully over before the puck. Under the NHL, IIHF (83.1) and PWHL (85.1) books a skate in the air over the neutral zone still counts as onside, because it has not broken the plane — so in Britain the airborne trail skate is legal too. Under USA Hockey 630(a) and Hockey Canada 6.11 it is offside: USA Hockey requires contact with the neutral zone or the line, and Hockey Canada counts only skates "in physical contact with the ice surface". CARHA's 72(c) settles it neither way, so in a CARHA league keep the blade down too.
  • The risk: a completed stretch pass is close to a breakaway. An intercepted one is a full-speed rush the other way with your winger a zone out of the play — sixty to eighty feet behind the puck — because they left before the exit was secure. Its value depends almost entirely on whether your players can complete a pass that long. On an NHL sheet the blue lines are 64 feet from each goal line (Rule 1.5) and the rink is 200 feet (Rule 1.2), so goal line to far blue line is 114 feet, and even to the red line is 89 feet. Very few amateurs can put a flat, receivable pass through either, so in most amateur hockey it is not a good default. IIHF sheets differ, and the In-House Rules allow smaller rinks still at every level across the Home Countries (UK and England Rules, Rink Map). Pace the pass to the sheet you are on.
  • How it's defeated: A 1-3-1 exists to kill it — three players stretched across the neutral zone erase the lane. A conservative 1-2-2 with two forwards holding high does much the same. Teams also defeat it simply by having their defencemen back off rather than step up, which makes the receiving winger easy to cover.

No book here has a centre-red-line ("two-line") pass rule — not the NHL, IIHF, PWHL, USA Hockey or Hockey Canada — and CARHA abolishes it in terms at Rule 73(d): "For the purpose of 2-line passes, the red line will not be in play. It will still be in effect for icing." Flagged as unverified: some older recreational rulebooks are said to keep a two-line rule locally, but none is held here to confirm it, so do not rebuild your attack around one unless someone shows it to you in writing. Neutral Zone Systems carries the same flag.


Off the glass and out

In short: With pressure and no play, lift it high off the glass up the wall, not flat up the middle and not over the glass.

Read
When the alternatives are a turnover in a dangerous area or a play you are not confident in — and when you desperately need a change
Technique
Aim high off the glass in the corner or up the wall, not flat up the middle; a flat clear up the middle is both the classic interception and the classic icing
Rule
Hybrid icing turns on "which player would first touch the puck, not which player would first reach the end zone face-off dots" (NHL Rule 81.1; IIHF Rule 81.1 materially identical) — the dot is the deadline, and a race too close to call by then goes to icing
Rule
After your own icing your line cannot change (NHL and IIHF 81.4, PWHL 83.4) and cannot take a time-out (87.1, PWHL 89.1: "No time-out shall be granted to the defensive team following an icing…") — 81.4's exceptions include injury, a strength-changing penalty and a pulled goalie, never a tired line
Rule
IIHF 87.1 matches the NHL on icing; IIHF 81.4 adds one substitution exception ("a Player with a broken skate") its own 82.1 omits, and a change refused on it is a warning or a bench minor if your bench has had one (82.2(V)); both bans bind you in Britain, USA Hockey imposes neither (624, 636(f))
Rule
You may ice short-handed (NHL, IIHF 81.6, PWHL 83.6; USA Hockey from Youth 15-Only, Girls 16U or High School up): each expiry counts its player back in, so a 5-on-3 stays exempt after one; a clear released before expiry never ices. NHL, PWHL: a major expiring to an empty box ends it till a stoppage
Rule
Putting the puck directly out of play from your defending zone is a two-minute delay-of-game minor (NHL 63.2(iii), IIHF 63.2(III)); carve-outs are boards with no glass, a puck off a faceoff, one straight into the bench — the NHL penalises glass "behind" the bench, the IIHF "surrounding" it, wider
Rule
For a skater, USA Hockey, Hockey Canada and CARHA write no defending-zone minor — USA Hockey 610(c), Hockey Canada 10.1(ii) and CARHA 75(b) penalise only a deliberate shoot-out, and USA Hockey 631(d) makes an accidental one a last-play faceoff
Rule
A deliberate flip out of play is a minor from anywhere — NHL 63.2(ii), IIHF 63.2(II), PWHL 65.2(ii), USA Hockey 610(c), Hockey Canada 10.1(ii), CARHA 75(b). A goalie's stick clear under HC 10.1(v) or CARHA 55(a) has no intent word or zone limit: expect a minor unless it touches glass or a player
Key
A clear that hits the glass and stays in the rink is fine, and so is a puck deflected out of play
Key
Glass clears rarely get intercepted and rarely ice, because they slow the puck and keep it wide — which is why the play is called "off the glass", not "over the glass"
Countered by
A defenceman holding the offensive blue line and stopping the puck getting out — a different play from a pinch, which is stepping down from the line into the zone

No possession, no goal against. Always available and never wrong when you're in trouble.

  • Setup: You have the puck, you have pressure, and you have no play.
  • The read: When the alternatives are a turnover in a dangerous area or a play you're not confident in. It is also the correct play when you desperately need a change.
  • Execution: Aim high off the glass in the corner or up the wall, not flat up the middle. Glass clears rarely get intercepted and rarely ice, because they slow the puck and keep it wide. A flat clear up the middle is both the classic interception and the classic icing.
  • How it's defeated: By a defenceman holding the offensive blue line — staying at the line and stopping the puck getting out. That is a different play from a pinch, which is stepping down from the line into the zone to attack a puck below you. Holding beats a glass clear; pinching beats a puck already dying in the corner, and costs far more when it misses. Your own defencemen face the same choice at the other end — see Defender.

What it costs: icing. Under the NHL, IIHF and PWHL books it is hybrid icing, which is not quite what most players think. At even strength or up a skater, a puck shot from your own half (the centre red line divides the halves, Rule 81.1, though some CARHA leagues divide the ice at the blue lines — ask yours) across the far goal line is called without waiting for anyone to touch it. The race is to the puck; the end-zone faceoff dot is only the deadline. Rule 81.1: "the determining factor is which player would first touch the puck, not which player would first reach the end zone face-off dots", and the call is made by the instant the first skate reaches that dot. Too close to call by then, it is icing — so a clear from your own blue line with a defender two strides ahead of your winger is icing whether or not anyone touches it.

USA Hockey (outside its adult sled games) and CARHA run no race: icing is called as the puck crosses the goal line, unless a defender other than the goalie could have played it and chose not to (USA Hockey 624(b)(5), CARHA 65(f), and Hockey Canada 6.7(c)(iii) in every category). Hockey Canada runs hybrid only in U18AAA, Junior and, at the Member's option, Senior (6.7(e)). The exception is IHUK junior hockey at under-12: no icing at all (under-10 plays cross-ice or half-ice), and no stoppage for offside — the attackers are told to clear the zone and are penalised for delay of game if slow to.

After an icing the faceoff comes back to your zone, and under the NHL, the IIHF (so Britain) and the PWHL your line cannot change and cannot take a timeout (Rules 81.4 and 87.1; PWHL 83.4 and 89.1). That is the real cost: the tired players who iced it are stuck out there for a defensive-zone draw — an injured player can still be replaced, a tired one cannot. Section 1 sets out the other exceptions and the books that do not bar the change.

Two IIHF differences. 81.1 adds that with no race, icing waits until a defender crosses their own blue line. And 81.4 lets you replace "a Player with a broken skate" — ⚠️ but 82.1 states the same ban without that exception, and neither says which governs. Try a change and be refused, and 82.2(V) sends the players back with a warning that "any subsequent violations during the rest of the game (including overtime), shall result in a bench minor penalty" — one warning per team per game.

Shorthanded, you can ice it freely (Rule 81.6), with two limits only some books have — section 1 sets them out. USA Hockey grants the exemption only at Youth 15-Only and above, Girls 16U and above, High School and Adult. And in the NHL and PWHL, a team that reaches the end of a major with nobody in the box to come out loses it from that expiry until the next stoppage (⚠️ the empty box itself is a bench minor under Rule 68.2, NHL and IIHF alike, and PWHL 70.2).

The third limit is in every book that grants the exemption, British included: ⚠️ it is a head count. An expiring penalty counts the player back in whether or not they have left the box, and the exemption ends when that leaves you level — so on a 5-on-3, the first expiry leaves you still short and still exempt. A clear released before your penalty expired is legal however late it lands. And a clear from their side of centre can never be icing, except in a CARHA league that divides the ice at the blue lines.

Over the glass is a penalty. ⚠️ A puck shot or batted directly out of play from your defending zone — not deflected — is a two-minute delay-of-game minor (NHL Rule 63.2(iii)). Off the glass and staying in is fine; a deflection out is fine. Exceptions: where there is no glass, a puck shot into the players' bench (over the glass behind the bench still counts), and a puck leaving directly off a faceoff. Hence "off the glass", not "over".

The IIHF writes the same rule, so it is a British player's too. IIHF 63.2(III) is materially the same, unchanged in the 2025/26 and 2026/27 editions, but penalises a puck over the glass "surrounding" the bench rather than "behind" it — a wider word that appears to reach the sides of the bench. The IIHF Situation Handbook (Situation 63.24) still calls the minor on a clear that goes over the glass and lands in the bench: only a puck "shot directly into the Players' Bench (where there is no glass)" escapes. That handbook ranks below the rulebook, so it is how the rule is officiated rather than the rule itself.

For a skater, only the accidental flip is limited to your own zone: a deliberate one is a minor from anywhere — NHL 63.2(ii), IIHF 63.2(II), PWHL 65.2(ii). USA Hockey, Hockey Canada and CARHA penalise only the deliberate one: USA Hockey 610(c), with an accidental one going to a faceoff (631(d)), Hockey Canada 10.1(ii) and CARHA 75(b).

Goalies are not exempt. NHL 63.2(iii), IIHF 63.2(III) and PWHL 65.2(iii) apply to "any player", and all three books count goalkeepers as players (Rule 5.1 in each), so a goalie's clear straight out from their own zone is a minor there too. Hockey Canada's 10.1(ii) says "a player", and its Glossary counts the goalie as a player unless a rule says otherwise. Its 10.1(v) adds a goalie-only minor for shooting or batting the puck out "with their stick", and CARHA 55(a) writes the same, from anywhere on the ice. Neither limb has an intent word, so a goalie should not count on an accidental stick clear being free. A goalie who deliberately throws it out with the glove is therefore under 10.1(ii) — that is this guide's reading of the text, not a published ruling: none of Rule 10.1(a)'s Interpretations addresses it. Risk Management carries all six books in full.


4. Winger Timing and Positioning on the Wall

This is one of the most common amateur failures in hockey — coaching emphasis rather than a counted ranking — and it is not a skill problem.

The failure

Never
Stand still, flat against the boards at the hash marks, waiting
Risk
You are uncoverable but useless — your check cannot take the puck off you before you have it, so it feels like you are doing your job
Risk
You have no speed — the pass arrives and you start from zero with a defenceman closing at speed
Risk
You have nowhere to go — pinned flat against the wall, your only escape routes are along the boards, the exact lane the opposition is defending
Key
A moving target with an opening lane is far easier to hit than a still one in a closed one

You stand still, flat against the boards, at the hash marks, waiting. You are technically uncoverable there. Your check can't really take the puck off you before you have it, and you feel available. So it feels like you're doing your job.

You are not. You are uncoverable but useless, for three connected reasons:

  1. You have no speed. The pass arrives and you're starting from zero, with a defenceman closing at speed. You will lose that race every time.
  2. You have nowhere to go. Pinned flat against the wall, your only escape routes are along the boards — the exact lane the opposition is defending.
  3. You are not actually available. Standing still against the boards means the passer has to hit a stationary target in a lane an opponent can simply stand in. A moving target with an opening lane is far easier to hit than a still one in a closed one.

Where to stand

Position
By default, on the wall, between the hash marks and the goal line, on the strong side — low enough that the pass is short and safe, high enough that you are moving up ice when you get it
Key
The wall spot is where you arrive, not where you have been standing
Action
Under this guide's standard low zone collapse you spend the defensive shift high, level with the opposing point man, and come down the wall to this spot as your team wins the puck
Never
Sit above the hash marks once the breakout is under way, under the conventional swing breakout — it makes the pass longer, flatter and more interceptable, and the pass comes into your back
Key
Being high before that, while they still have possession, is not an error at all — the error is failing to make the trip, not starting from the top
Convention
Wall position is system-dependent — a flat/spread structure asks wingers to hold higher toward the blue line, and a stretch or flying-winger structure sends one winger up ice entirely, so find out which one you are in
Risk
A winger standing at the hash marks in a stretch system is as bad as one holding high toward the blue line in a swing breakout

The default landmark is on the wall, between the hash marks and the goal line, on the strong side — low enough that the pass from behind or beside the net is short and safe, high enough that you're moving up ice when you get it.

Strong-side winger on a breakoutThe full sheet, the defending zone at the left. The winger W1 is high in their own zone, just inside the blue line and level with an opposition defenceman standing on that line. A skating route curves from W1 out toward the right boards and then down them, finishing on the wall just below the hash-mark line, some forty-eight feet from where it began — inside the range those two spots are apart on an NHL sheet, a little under forty-four to sixty-four feet. The defenceman D1 is deep in the right corner with the puck, which their team has just won. The goalie is in the crease. No pass is drawn: this diagram is the trip, not the exit. G D1 W1 D their point starts high wins it
The strong-side winger’s trip, drawn in your own defensive zone at the left of the picture at the instant your team wins the puck. They start high, level with the opposing point man — that is their defensive-zone coverage under the standard low zone collapse, and being there is not an error — and comes down the wall to the boards between the hash marks and the goal line, at or just below the dot line, never above it. The trip between those two spots, and its timing, is the job, and neither end of it is a place to live: time the arrival rather than camping, and arrive with the body open to the ice rather than the nose against the glass. Wall position is system-dependent: a flat or spread structure asks wingers to hold higher toward the blue line, and a stretch or flying-winger structure sends one winger up ice entirely, so find out which one you are in. ⚠️ Never turn your back to anyone coming at you, and never duck. Puck protection never justifies it. Get your skates parallel to the boards instead, forearm and hip to the wall, head up and chin off your chest — and not on the point of your shoulder, and not the whole shoulder if you can help it.

What the shapes and fills mean

This is where you arrive, not where you have been standing. Under this guide's standard low zone collapse you spend the defensive shift high, level with the opposing point man on your side, and you come down the wall to this spot as your team wins the puck — the one time in that system a winger leaves the point voluntarily. See Defensive Zone Coverage and Winger. Read anything below about "where the strong-side winger stands" as where the strong-side winger stands once the breakout has started.

Being above the hash marks once the breakout is under way is the more common error: it makes the pass longer, flatter and more interceptable, and it means the pass comes into your back. Being high before that, while they still have possession, is not an error at all — it is your coverage. The error is failing to make the trip, not starting from the top.

When to move

Mindset
Time your arrival, don't camp — better a little late than a little early, because it is easy to speed up and very hard to slow down and re-accelerate
Read
If the puck is contested, come back for it — shorten the pass and skate toward the puck to receive
Read
If the puck is clean, stay in stride — take a small route away from the puck, then arrive back into the lane with speed
Action
Either way, keep your feet moving; the player standing still is the player who gets hit

Time your arrival, don't camp: it is better to be a little late than a little early, because it is easy to speed up and very hard to slow down and re-accelerate.

  • Come back for it if the puck is contested. If your defenceman is in a battle or under real pressure, shorten the pass. Skate toward the puck to receive. A short pass to a supporting winger beats a long pass to a distant one every time.
  • Stay in stride if the puck is clean. If your defenceman has the puck and time, don't stop and wait. Take a small route away from the puck instead and then arrive back into the lane with speed, so you receive the pass already moving up ice.
  • Either way, feet moving. Even a small shuffle keeps you able to react. The player standing still is the player who gets hit.

Presenting a target, and receiving open to the ice

In short: Show a flat blade toward the passer, check your shoulder, and take the puck a step off the wall, hips open to the ice.

Technique
Stick on the ice, blade flat, angled toward the passer — your blade is the target, so put it where you want the puck
Action
Check your shoulder before the puck arrives, so you already know whether you are skating, passing or protecting it
Never
Receive the puck with your chest to the boards — facing the glass you have surrendered every option except a blind chip
Technique
Open your hips to the ice and take a step or two off the boards, so you can skate, pass to the centre, pass back to your defenceman or attack the middle
Technique
If the puck arrives hard on the boards, angle a skate to kill it off the wall onto your stick rather than reaching and missing
Never
Turn your back to anyone coming at you, and never duck. Puck protection never justifies it. Get your skates parallel to the boards instead, forearm and hip to it, head up and chin off your chest
Technique
Forearm and hip meet the wall, not the shoulder — never the point of your shoulder, and not the whole shoulder if you can help it
Convention
Whether you also call for it is a team preference — some prefer silence on the wall to avoid tipping the play; the stick is not optional

Stick on the ice, blade flat, angled toward the passer — not held up, not dragging behind you. Your blade is the target; put it where you want the puck. Whether you also call for it is a team preference (some prefer silence on the wall to avoid tipping the play — see On-Ice Communication); the stick is not optional. And check your shoulder before the puck arrives, so you already know whether you are skating, passing or protecting it.

Do not receive the puck with your chest to the boards.

  • Open your hips to the ice as the puck arrives, so you can see the full rink and the puck at once. Facing the glass, you have surrendered every option except a blind chip.
  • Get separation from the wall. A step or two off the boards means you can skate, pass to the centre, pass back to your defenceman or attack the middle. Flush against the wall you can do one of those.
  • Use your skates when you must — if the puck arrives hard on the boards, angle a skate to kill it off the wall onto your stick rather than reaching and missing.
  • Protect it only as a last resort. With a defenceman on your back, look first for a pass, a chip off the glass or a rim. Only if none of those is there, shield the puck on your stick and take the hit for a moment until support arrives or an opponent ties the puck up with you — players call it "eating it". It still beats a blind turnover. Safety override: shield with your skates parallel to the boards and your forearm and hip to the wall, head up and chin off your chest — never turn your back to anyone coming at you, and never duck, and not on the point of your shoulder, and not the whole shoulder if you can help it. Puck protection never justifies any of that; see Body Contact and Battles → Receiving a Hit Safely, which covers it.
  • Shield it, do not pin it. Keep the puck moving on your stick: holding it against the boards to force a stoppage is a delay-of-game penalty, even while you are being checked in most books. If an opponent ties it up with you, most books stop play with no penalty; under USA Hockey play goes on, so keep working it free.

What it costs. NHL 63.2(i), IIHF 63.2(I), PWHL 65.2(i) and USA Hockey 610(a) and 632(b) write no exception for a player being checked. USA Hockey's Casebook says in terms that whether the player was pressured "has no bearing on the call" (632, Situation 6). So under USA Hockey, move it inside three seconds, warned or not: the referee warns you first only when you are not being checked (632, Situation 5). Hockey Canada 10.1(i) and CARHA 74(b) do excuse a player being checked, but being checked is not a licence to stall: Hockey Canada 6.12(b) penalises a puck made unplayable "in order to gain a stoppage of play", and CARHA 55(a) gives a bench minor to a team deliberately delaying the game "in any manner".

The winger's four options — and the order is a coaching choice

Options
Four things you can do — skate up ice, pass to the centre, pass back to your defenceman, or chip or rim it out; shield it on the wall only when none of them is there
Rule
Shield the puck, never pin it — pinning it for a whistle is delay of game even while checked under NHL 63.2(i), IIHF 63.2(I), PWHL 65.2(i) and USA Hockey 632(b); Hockey Canada 10.1(i) and CARHA 74(b) excuse a player being checked, but HC 6.12(b) and CARHA 55(a) still reach a deliberate stall
Convention
Which comes first is a system decision, not a law, and the two common answers point in opposite directions
Convention
Skate-first — taught to young wingers who freeze on the wall, and the safer default when your team's passing is unreliable
Convention
Pass-first (quick-up) — what a quick-transition team wants: first look up ice before your feet commit, and skating is what you do when the look is not there
Action
Find out which one your coach wants
Key
Both versions agree on one thing — check your shoulder before the puck arrives; a winger who scans after receiving is left with whichever option has not closed

Once you have it, you have four options. You can skate (feet moving up ice, away from your own net), pass to the centre (they should be low and close, at or below your height), pass back to your defenceman (if the pressure came from above), and chip or rim it out (never a failure). Only when none of those is there do you shield it on the wall — the last resort.

Which comes first is a system decision, not a law, and the two common answers point in opposite directions.

  • Skate-first is the version taught to young wingers who freeze on the wall, and the safer default when your team's passing is unreliable — a winger moving up ice with the puck cannot throw it away.
  • Pass-first (quick-up) is what a quick-transition team wants: first look up ice before your feet commit, on the reasoning that the two seconds after a retrieval are the least organised the opposition will ever be. Winger states it flatly — your first look is always up ice. Under this version, skating is what you do when the look is not there.

Find out which one your coach wants. Both versions agree on one thing: check your shoulder before the puck arrives, so you already know which of the four you are choosing. A winger who scans after receiving is left with whichever option has not closed.


5. The Centre's Swing

The centre's job does more damage than the winger's when it goes wrong — coaching emphasis rather than a counted ranking — because the centre being in the wrong place removes the option the whole structure relies on.

The swing, and where exactly it goes

Goal
A low support loop — swing back down into your own zone, stay beneath the puck, and offer a short, safe, middle-lane pass
Position
Under the standard swing breakout, inside the faceoff dots and below the hash marks — the inner half of the strong-side circle, not the wall
Key
Below the hash marks the lane is open and the pass is short, and you receive facing up ice; above them you are level with their forwards and the puck arrives into your back
Never
Drift wide to the boards under the standard swing breakout — that is the strong-side winger's ice; under a centre fly you leave early up the middle instead, so find out which your team plays
Risk
A centre drifting wide to the boards lets one opponent cover that centre and the strong-side winger together, and it kills the middle-lane option the structure depends on
Key
If you can touch the glass, you are in the wrong job
Key
You are the bail-out — when the wall is sealed and the wheel is closed, the low centre is what keeps the breakout alive

Your job on a breakout is a low support loop: you swing back down into your own zone, staying beneath the puck, and offer a short, safe, middle-lane pass. You come low, curl, and leave with speed as the play exits.

Where the centre swings on a breakoutThe full sheet, the defending zone at the left. A shaded box sits in the right faceoff circle, bounded by the hash-mark line above, the faceoff dot line on the boards side, and the middle of the ice — the low support ice. The centre C is above and outside it, higher in the zone. A skating route runs from them, curving first away from the puck toward the middle of the ice and then back toward the boards, finishing inside the shaded box. The defenceman D1 has the puck in the right corner and the winger W1 is on the right boards above the box, on the ice the centre must not drift into. The goalie is in the crease. G D1 W1 C the centre the winger
The centre’s low support swing, drawn in your own defensive zone at the left of the picture. The shaded box is where the centre is going: inside the faceoff dots and below the hash marks, in the strong-side circle — not out on the wall, which is the strong-side winger’s ice, where one opponent would cover them both. If you can touch the glass you are in the wrong job. The route curls away from the puck first and then turns back into it, which is how the centre arrives already moving instead of receiving standing still. Below the hash marks the lane is open, the pass is short and the centre receives facing up ice; above them the centre is level with the opposition’s forwards and the puck arrives into their back. Centre-low is itself a coaching choice — the alternative is the centre fly, and both are legitimate — but a centre flying in a flat or spread system where the wingers hold high near the blue line leaves nobody underneath the puck at all.

What the shapes and fills mean

Where exactly: inside the faceoff dots and below the hash marks — the inner half of the strong-side circle, not the wall. Two boundaries, for two different reasons:

  • Below the hash marks. Above them you are level with the opposition's forwards and the passing lane closes; below them the lane is open and the pass is short. Short passes complete and long ones do not — a centre ten feet from the defenceman is a pass that always works, one forty feet away is a hope. Coming from below and beside, you also receive facing up ice; coming from above, the puck arrives into your back.
  • Inside the dots, not out on the boards. Drifting wide puts you in the strong-side winger's ice, where one opposing player covers you both, and it kills the middle-lane option the structure depends on. Your swing may arc toward the strong side — it should, that is how you gather speed — but it arcs into the inside of the circle. If you can touch the glass, you are in the wrong job.

You are the bail-out: when the wall is sealed and the wheel is closed, the low centre is what keeps the breakout alive. Without you, your defenceman is down to a rim, a reverse to nobody, or a turnover.

How a high centre kills the breakout

Never
Leave early anticipating the rush under the standard swing breakout and end up high in the zone or already in the neutral zone
Convention
Under a centre fly the centre leaves early by design, up the middle to stretch the ice — so find out which your team plays before treating an early exit as an error
Risk
The defenceman is down to two options — the wall or a clear — and the opposition knows it
Risk
The pass angle is wrong even if it is attempted, because it has to travel up through the middle of your own zone
Risk
You receive with your back to the play, and every option you gave the play was a decoy, so the forecheck can commit to the wall and the wheel at 100%
Mindset
Better a little late than a little early — late, you accelerate into the puck; early, you have to stop and restart, and you have already killed the play

The common amateur failure: the centre leaves early, anticipating the rush, and ends up high in the zone or already in the neutral zone. The cost is fourfold. The defenceman is down to two options — the wall or a clear — and the opposition knows it. The pass angle is wrong even if it is attempted, because it now has to travel up through the middle of your own zone, the one place you never want a puck lost. You receive with your back to the play, if you receive it at all. And every option you gave the play was a decoy, so the forecheck can commit to the wall and the wheel at 100%.

How often it happens is not measured. The coaching pages that name this error describe the mechanism and put no rate on it, so treat "most young centres do this" as an impression rather than a figure. The correction is the wingers': better a little late than a little early. Late, you accelerate into the puck. Early, you have to stop and restart, and you have already killed the play.

Timing the exit

Goal
The point of swinging low is not just to be a target — it is to leave with speed
Technique
Take a route that has you moving away from the puck briefly, then turning back into it, so you are already at pace as you cross your own blue line
Risk
A centre who receives a pass standing still has technically executed the play and gained nothing
Convention
Centre-low is a coaching choice — the alternative is the centre fly, and both are legitimate, so ask your coach which one you run
Never
Leave early up the middle as the centre in a flat/spread system where the wingers hold high near the blue line — then nobody has low support at all

The point of swinging low is not just to be a target — it's to leave with speed. Take a route that has you moving away from the puck briefly, then turning back into it, so that when you receive it or when the play goes up the wall, you're already at pace as you cross your own blue line. A centre who receives a pass standing still has technically executed the play and gained nothing.


6. Breaking Out Against Each Forecheck

The correct breakout is chosen by reading the shape in front of you. Forechecking Systems covers each forecheck in full; here, one line each, then how you beat it.

Against a 1-2-2

Read
F1 pressures and steers rather than attacks, two forwards hold the middle-and-wall band behind, two defencemen hold the line — containment, not chaos
Key
It takes away the middle, and usually the D-to-D lane; the two F2/F3 forwards sit exactly where a wall pass wants to go
Mindset
You will usually have time — use it; this is the forecheck that punishes rushed decisions most and pressured decisions least
Action
Make F1 commit with a wheel, or simply by skating at F1 — once they pick a side, the other side is genuinely open
Key
The low centre is your key, because the 1-2-2's two middle forwards are positioned relatively high and the space beneath them is real
Never
Rim into a set 1-2-2 — it hands the puck to two waiting forwards. Beat it with numbers up the middle instead
Action
Against the 1-2-2 trap, keep it moving and be patient — regroup in your own zone, or in the neutral zone under CARHA, whose 74(a) makes you advance it in your own zone; never skate into their line

One line: F1 pressures, two forwards hold the middle-and-wall band behind, two defencemen hold the line. Containment, not chaos — F1 steers rather than attacks.

What it takes away: the middle, and usually the D-to-D lane, which F1 is often specifically tasked with closing. The two F2/F3 forwards sit exactly where a wall pass wants to go.

How to break it:

  • You will usually have time. Use it. Take the extra second to look — this is the forecheck that punishes rushed decisions most and pressured decisions least.
  • Make F1 commit. A wheel, or simply skating at F1, forces the containing forechecker to pick a side. Once they pick, the other side is genuinely open.
  • The low centre is your key. The 1-2-2's two middle forwards are positioned relatively high; the space beneath them is real.
  • Beat it with numbers up the middle, not with a rim. Rimming into a set 1-2-2 hands the puck to two waiting forwards.
  • Against the extreme version (the 1-2-2 trap), the answer is usually controlled possession, patience, and forcing them to come to you — including regrouping in your own zone rather than skating into the wall of players. Keep the puck moving while you do: every rulebook lets the referee penalise a team for delaying the game. ⚠️ In a CARHA-affiliated league, regroup in the neutral zone instead: CARHA Rule 74(a) makes a team with the puck in its own zone advance it unless opponents prevent it, and stops play for a faceoff in that zone if it does not. See Neutral Zone Systems.

Against a 2-1-2

Read
Two forwards pressure deep taking a side each, one supports in the middle, two defencemen hold — the most aggressive of the common forechecks, and the standard one here
Key
It takes away time, and both corners
Action
Play fast and simple — you do not have time to be clever, and the rushed cross-ice pass here is exactly the goal-against this forecheck is designed to produce
Key
Reverse and rim come into their own, because two forwards attacking deep are two forwards with momentum, and momentum is what the reverse punishes
Risk
The wheel is dangerous here — there is a second forechecker on the far side by design
Action
Beat them behind their pressure — when both their forwards are below your goal line, F3 is alone in the middle and their defencemen are exposed
Options
Glass and out is a legitimate answer — against sustained hard forechecking, refusing to turn the puck over in front of your own net is itself a strategy

One line: two forwards pressure deep taking a side each, one supports in the middle, two defencemen hold. The most aggressive of the common forechecks, and the standard one here.

What it takes away: time, and both corners.

How to break it:

  • Play fast and simple. You do not have time to be clever. The rushed cross-ice pass here is exactly the goal-against this forecheck is designed to produce.
  • Reverse and rim come into their own. Two forwards attacking deep are two forwards with momentum, and momentum is what the reverse punishes.
  • The wheel is dangerous — there is a second forechecker on the far side by design.
  • Beat them behind their pressure. When both their forwards are below your goal line, F3 is alone in the middle and their defencemen are exposed. A completed quick-up or a well-timed stretch is devastating against a 2-1-2 for exactly this reason.
  • Glass and out is a legitimate answer. Against sustained hard forechecking, refusing to turn the puck over in front of your own net is itself a strategy.

Against a 1-3-1

Read
One forward token-pressures, three stretch across the neutral zone, one defenceman anchors behind — less a forecheck than a wall
Key
It takes away every long pass — the stretch is dead, the cross-ice over is dead, and anything through the middle of the neutral zone is dead
Mindset
Lots of time and nowhere to go — the opposite problem to the 2-1-2, and it requires the opposite temperament
Action
Skate it out — one token forechecker cannot stop a defenceman carrying with speed, and making the puck-carrier a threat is what forces the wall to break shape
Action
Use short passes up the wall and along the boards, not through the middle — the wall lanes are the softest part of the shape
Never
Wait on the wall for a pass with your back to anyone coming at you, and never duck. Get your skates parallel to the boards instead, forearm and hip to the wall, head up and chin off your chest
Options
Chip-and-chase is not a defeat — against a genuine trap it is often the best option, as forcing a pass into three players turns into an odd-man rush; if the goalie comes out for it, pull up
Action
Attack the width — the 1-3-1 sacrifices lateral coverage to hold the middle, so quick side-to-side movement makes them slide, and sliding creates seams

One line: one forward token-pressures, three stretch across the neutral zone, one defenceman anchors behind. Less a forecheck than a wall.

What it takes away: every long pass. The stretch is dead, the cross-ice over is dead, and anything through the middle of the neutral zone is dead.

Beating a neutral-zone 1-3-1The full 200-foot sheet. Your defending zone is at the left, the far end at the right. Your goalie is in the crease and the defenceman D1 has the puck deep in the right corner. Five opposition players are drawn in three bands. One forward stands in the middle of the ice about ten feet inside your blue line. Three more are level with each other just beyond the centre red line, spanning the sheet: one near the top boards, a defenceman in the middle of the ice, one near the bottom boards. A second defenceman stands alone behind them, in the middle of their own blue line. Of your own team only two skaters are drawn: D1, and the winger W1 out on the right boards a couple of feet inside your own blue line. A single smooth wave — skating with control of the puck — runs from D1 out of the corner and up the right boards, finishing in open ice about twenty feet short of the winger. The winger has no route. Nothing is drawn arriving at any opposition player. G D1 W1 F1 F2 D F3 D token pressure the middle last man carries it holds a lane holds a lane short outlet
Breaking out against a 1-3-1 in the neutral zone, your own end at the left. Counting out from your end: a forward giving token pressure; three spread flat across the ice by the centre red line, conventionally two forwards on the walls with a defenceman in the middle; and one defenceman behind them as the last man. The answer drawn is the defenceman carrying it out with speed, with the winger on the boards at your blue line as the short outlet along the wall, drawn with no route. Chipping it past them and racing for it is the other answer, not drawn; which your team wants is a coaching choice, so ask. ⚠️ A player waiting on the boards is the one who gets hit. Body open to the ice, never turn your back to anyone coming at you and never duck. Head up, chin off your chest, and take any contact on your forearm and hip, never the point of your shoulder.

What the shapes and fills mean

How to break it:

  • You will have lots of time and nowhere to go. This is the opposite problem to the 2-1-2 and requires the opposite temperament.
  • Skate it out. A 1-3-1 with one token forechecker cannot stop a defenceman carrying the puck with speed. Making the puck-carrier a threat is what forces the wall to break shape.
  • Use short passes up the wall and along the boards, not through the middle. The wall lanes are the softest part of the shape. That puts a receiver on the wall with the pressure arriving behind them, so never turn your back to anyone coming at you and never duck. Skates parallel to the boards, forearm and hip to the wall — not the point of your shoulder, and not the whole shoulder if you can help it — head up and chin off your chest (Body Contact and Battles, which owns it).
  • Chip-and-chase is not a defeat. Against a genuine trap, putting the puck behind them and racing for it is frequently the highest-value option available, because the alternative — forcing a pass into three players — turns into an odd-man rush the other way. If the goalie comes out for it, pull up rather than finish on them.
  • Attack the width. The 1-3-1 sacrifices lateral coverage to hold the middle. Quick side-to-side movement makes them slide, and sliding creates seams.

Against a full-ice press

Read
All-out pressure, all five opponents pushing up, usually late and chasing a goal
Key
A press by definition leaves space behind it — one clean pass through the first layer and you are attacking an outnumbered defence
Risk
A turnover under a press is an immediate high-danger chance
Priority
First layer first — don't hunt the killer stretch pass. Beat the first forechecker with a short, safe play, and the space behind will still be there two seconds later
Options
Glass and out is completely defensible — take the icing if you have to, because an icing costs you a defensive-zone draw and a press turnover costs you a goal
Rule
After your own icing the NHL, IIHF and PWHL bar the change (81.4; PWHL 83.4) — but the bar lifts to replace an injured player, to put a pulled goalie back, or when a penalty changes on-ice strength; never for a tired line
Rule
The post-icing no-change bar is not universal: USA Hockey's Rule 624 and CARHA's Rule 65 attach no substitution restriction to an icing at all, and Hockey Canada's 6.7(d) applies its 'no-change on icing' rule only in U18AAA, Junior, and in Senior at the Member's option

One line: all-out pressure, all five opponents pushing up, usually late and chasing a goal.

How to break it:

  • The reward is enormous. A press by definition leaves space behind it. One clean pass through the first layer and you are attacking an outnumbered defence.
  • The risk is equally enormous. A turnover under a press is an immediate high-danger chance.
  • First layer first. Don't hunt the killer stretch pass. Beat the first forechecker with a short, safe play, and the space behind will still be there two seconds later.
  • Glass and out is completely defensible. Under a press, getting the puck the length of the ice away and forcing them to reset is a win. Take the icing if you have to — a press turnover costs you a goal, and an icing costs you a defensive-zone draw and, under the NHL, the IIHF and the PWHL, your line change (Rule 81.4; PWHL 83.4). ⚠️ That bar is neither universal nor absolute: where it binds, a hurt teammate can still come off and a tired one cannot, and some books do not bar the change at all — section 1 sets out which.

When they are already set — the control breakout

In short: Against a waiting trap, run your team's control pattern: the four without the puck move with speed, and the carrier picks the open one.

Key
A control breakout is a five-player pattern run from full possession behind your own net, against a trap that is already set and waiting
Action
The four players without the puck all move, with speed, and the carrier picks whichever route the trap has not taken away
Options
Blue-to-blue stretch — the centre swings behind the net with speed while wingers wait at each blue line, giving the puck-carrying D four options
Options
Strong-side slant — the centre and strong-side winger swing together, one slanting inside and one staying wide, with the far winger high
Options
Three high — all three forwards stay up in the neutral zone and the D, against a set trap, holds the puck a beat behind the net (in CARHA, advance it at once); not the power-play umbrella of that name
Convention
One coaching manual, Johnston and Walter's Hockey Plays and Strategies, is the source for all three; it presents them as workable and advises drilling one rather than carrying all three, and no published count says which teams run which
Never
Stand still waiting for the pass, unless your pattern posts a winger up on purpose — otherwise a control breakout with stationary receivers is a slow breakout into a set trap
Technique
Posted up still means body open to the ice, head up, never turn your back to anyone coming at you and never duck. Skates parallel to the wall, forearm and hip to it, chin off your chest
Rule
In a CARHA-affiliated league do not park the puck behind your net waiting for the pattern — CARHA 74(a): a team in possession in its defending zone "shall always advance the puck towards the opposing goal" unless opponents prevent it; if you do not, play stops for a faceoff in that zone

Everything above answers a forecheck that is coming at you. This answers the opposite problem: you have the puck behind your own net with full control, nobody is pressuring you, and the reason nobody is pressuring you is that all five of them are standing in the neutral zone waiting. Chipping it out gives them the puck. Skating into them gives them the puck. ⚠️ In a CARHA-affiliated adult league, keep the puck moving rather than parking it back there: CARHA Rule 74(a) says "A team in possession of the puck in its defending zone shall always advance the puck towards the opposing goal, except if prevented from doing so by players of the opposing team". An infraction stops play for a faceoff in your own zone, so there the carrier starts the pattern moving rather than waiting for it.

A control breakout is a coordinated five-player pattern designed for exactly that. It works on two conditions: the four players without the puck all move, with speed — bar a receiver your pattern deliberately posts up — and the puck carrier knows where every one of them will be and picks whichever the trap has not taken away. Run properly these do not merely escape the zone — they often arrive with speed and produce a chance.

Three are set out in Mike Johnston and Ryan Walter's Hockey Plays and Strategies, the coaching manual this section follows and the only source here for them. There is no published count of which teams run which:

  • Blue-to-blue stretch. The puck-carrying defenceman waits behind the net for the centre to come back with speed; the centre swings through behind the net, the partner swings to the opposite corner, and the two wingers wait at the corners of the near and far blue lines. That gives the carrier four options — hand it to the centre to weave through, or move it to either winger, or back to the partner and up the far side.
  • Strong-side slant. The centre swings behind the net or into the far corner and the strong-side winger swings with them; as the pair move up ice, one slants inside and one stays wide. The far winger stations themselves in the middle of the far blue line ready to come back into the play, and the partner waits deep in the corner. The pass goes D-to-D first, and the second defenceman then chooses between the slanting centre through mid-ice, the wide winger, or the far winger off the boards. The two swinging players are the ones who break the trap, and they only do it with speed.
  • Three high — not the power-play umbrella of the same name, which Special Teams covers. Here the carrier, against a set trap, holds the puck behind the net for a beat while all three forwards stay high in the neutral zone and the partner supports wide into a corner. The carrier then steps out and picks: the centre curling through mid-ice, or a winger either moving or posted up — standing still along the boards at a line. Posted up still means body open to the ice and head up, and never turn your back to anyone coming at you. Get your skates parallel to the wall instead, forearm and hip to the wall if contact comes — not the point of your shoulder, and not the whole shoulder if you can help it — and chin off your chest; a stationary receiver on the wall is the one who gets hit, and Body Contact and Battles covers the override. If the centre takes it under pressure, they can chip it past and turn it into a footrace.

Expect to be taught one of them, not three. That manual treats all three as workable and warns that a team trying to hold all three executes none of them well, so its advice is to pick one and drill it until nobody has to think. Find out which one is yours, and learn where you are standing in it — every one of these depends on four players being somewhere specific at the same moment.


7. Breakouts from a Defensive-Zone Faceoff

In short: Decide the play before the puck drops: win it and run the set exit, lose it and get to your coverage first.

Key
The moment after a defensive-zone draw is the most structured situation in hockey and the best chance for a genuine set play — coaching emphasis, not a counted ranking
Options
Off a won draw — the wheel off the faceoff, or its three variations: win-and-up, win-and-reverse, and the modified wheel
Technique
Win-and-reverse works because the centre swings low behind the play after a draw rather than sprinting up ice
Action
Decide the play before the puck drops — look at your winger, look at your partner, know what happens next
Priority
Off a lost draw your first job is defensive, not offensive. Get to your coverage assignment immediately
Convention
Under this guide's standard low zone collapse, wingers get to the points, because a lost defensive-zone draw usually goes back for a point shot
Never
Chase as a group — that is exactly how the goal gets scored
Read
Once you win it back, treat it as a quick-up — they have just committed to offence and their structure is at its weakest

The moment after a defensive-zone draw is the most structured situation in hockey (coaching emphasis, not a counted ranking): everyone's feet are set, everyone knows where everyone is, and nothing is moving yet. It is the single best opportunity for a genuine set play — and the point at which your team's lack of one is most obvious.

Alignment, draw technique and faceoff violations are in Faceoffs. (The common defensive-zone setup: centre on the dot, one defenceman on the boards side and one in the slot, wingers on the hash marks — though which winger stands where varies by team.)

Off a won draw, the classic set play is a wheel off the faceoff: the centre pulls the puck back to the defenceman behind and to the side, who collects it and wheels behind the net while the far winger releases up the wall as the primary target and the centre curls low to support. Three variations worth knowing:

  • Win-and-up: the centre wins it directly to the boards-side winger or defenceman for an immediate wall exit. Fastest, most contested.
  • Win-and-reverse: wheel is called, the forecheck arrives instantly, and the defenceman reverses to the centre swinging low behind the play. This is why the centre swings low after a draw rather than sprinting up ice. Take the contact as on any reverse: side-on to the boards, never your back to anyone coming at you, and never duck.
  • The modified wheel: the weak-side winger drives across the middle instead of up their own wall, dragging an opposing defenceman with them and opening the middle for the centre. Depends entirely on all five knowing it is on.

The one thing that makes any of them work: the play is decided before the puck drops. Look at your winger, look at your partner, know what happens next.

Off a lost draw, the opposition has possession in your zone with everyone set — the most dangerous routine situation in hockey, which is coaching emphasis and not a counted ranking. Your first job is defensive, not offensive: get to your coverage assignment immediately (man or zone depends on your system — see Defensive Zone Coverage). Wingers get to the points, because a lost defensive-zone draw usually goes back for a point shot and under this guide's standard low zone collapse closing it down is your job. Do not chase as a group — that is exactly how the goal gets scored. And once you win it back, treat it as a quick-up: they have just committed to offence and their structure is at its weakest.


8. Breaking Out a Man Up, on Delayed Calls, and at 6-on-5

Breaking out a man up — the power-play breakout

In short: A man up, run the same breakout and, by this guide's default, leave with control; any clear goes off the glass, never over it.

Goal
Get the puck out of your own end with control — on a power play this comes before every entry and set play, and nothing in the offensive zone happens until it is done
Key
A breakout a man up uses the same five jobs as an even-strength breakout; what is a skater short is the penalty kill's forecheck, not your own five
Rule
With the extra man you are not shorthanded, so icing applies to you — NHL and IIHF 81.1 and PWHL 83.1 call it on a team "equal or superior in numerical strength (power-play) to the opposing team", and Hockey Canada 6.7(a) uses the same test
Rule
USA Hockey grants the shorthanded icing exemption only from Youth 15-Only, Girls 16U, High School and Adult upward (Rule 624(b)(1)) — below those classifications a kill may not ice the puck either, so there this exit is priced the same for both teams
Rule
Icing it costs a power play more than it costs anyone else: under NHL and IIHF 81.4 your tired unit cannot change, 87.1 denies you the time-out, and 81.2 gives the kill the choice of dot (PWHL 83.4, 89.1 and 83.2 the same)
Rule
The no-change bar after an icing is not universal — USA Hockey and CARHA attach none (USA Hockey 624 read whole; 204(a) gives each team its change at every stoppage), and Hockey Canada 6.7(d) applies it in U18AAA and Junior, and in Senior at the Member's option
Convention
Power-play units often run four forwards and one defenceman, so one of the two defence jobs — puck-retriever or support — is usually a forward's; find out whose before the puck is behind your net
Read
Read the penalty kill's pressure as you would any forecheck: a forechecker sent in spends one of their only four skaters, so some kills press in your end and some wait between the blue lines
Convention
This document's default a man up is to take the beat the missing forechecker gives you and leave with control; a quick-up or stretch the instant you win it is equally coached, so ask which your team wants on the power play specifically
Never
On the power play, solve a forecheck by firing the puck the length of the ice — that is the one exit the rules price differently for a team a man up than for a team a man short
Action
Go off the glass, short of the red line, never over: for a skater, over from your own zone is a minor in the NHL, IIHF and PWHL, a deliberate one in every book; on a 5-on-4 it ends your advantage

Where this comes up. You will break out of your own end on a power play more often than you expect, almost always by one of three routes. The kill clears the puck the length of the ice, with no whistle, because a team below its opponents' on-ice strength cannot be called for icing (NHL and IIHF Rule 81.6, PWHL 83.6; the exemption's limits vary by book, and Special Teams sets them out). The kill wins a puck in the neutral zone and puts it in behind you. Or you iced it yourself and lost the defensive-zone draw that followed.

It is the same breakout. You have five skaters, exactly as at even strength. What has changed is that their forecheck is a skater short. All five jobs in section 2 are still there, every named option in section 3 is still available, and everything in sections 6 and 9 about reading pressure still applies. Two things are genuinely different: who is filling the jobs, and what one particular exit now costs you.

Who fills the two defence jobs. A power-play unit is often not two defencemen and three forwards. Matt Cane, writing on Hockey Graphs in March 2017, measured four-forward units at "roughly 56% of the 5-on-4 ice-time this season" — a share of league-wide ice time rather than a count of teams, and it does not separate first units from second; Special Teams carries the figure with its full qualification. Where your unit runs four forwards, one of the two defence jobs in section 2 — the retriever or the support — is being done by a forward. Settle which of you has it before the puck is behind your net, because the retriever's first look and the support's route behind the net are not things to work out while a forechecker is arriving.

Reading a four-skater forecheck — and assuming nothing about it. Committing a forechecker deep spends one of only four skaters, and the pressure schemes a kill is most often taught are about meeting you between the blue lines rather than in your end (Special Teams sets those out, with its own note that no count establishes which is commonest). But some kills do press, and tandem pressure exists to do exactly that. Look, rather than assuming either. A kill that has dropped four players into a line across the neutral zone is giving you your own end for nothing and defending the blue line instead — which is where a power play is most likely to lose the puck (Special Teams).

Whether you take the time that buys is a coaching choice, and a real one. This document's default a man up is the same as at even strength — leave with the puck, and use the beat the missing forechecker gives you to do it properly, because a controlled exit is what produces a controlled entry. The realistic alternative is coached and works: go the instant you win it, with a quick-up or a stretch. The theory is that four killers retreating into their shape are at their most disorganised in the first two seconds, and that a unit which takes ten seconds to leave its own end has spent a real slice of the penalty doing it. Units with quick wingers and a defenceman who can make the long first pass are coached that way. Find out which your coach wants, and ask about the power play specifically — it is often a different answer from the one your team gives at even strength.

The one exit priced differently for you: do not fire it the length of the ice. At even strength a clear is a decision you are entitled to make, and on the kill firing it the length of the ice is often the whole plan. A man up it is neither, because icing applies to you. Get it out off the glass, short of the red line, aimed to die in the neutral zone with a teammate skating onto it — exactly as at 6-on-5. A glass clear is deliberately slow and wide, so it rarely reaches the far goal line and rarely ices. ⚠️ Off the glass, not over it — over from your own zone is a minor in the NHL, IIHF and PWHL, and a deliberate one is a minor in every book (in Hockey Canada and CARHA a goalie's stick clear straight out is a minor whatever the intent); on a 5-on-4 it takes your advantage away. If the glass clear is not on either, the rest of section 3 still is: the forecheck in front of you is a skater short.

This guide carries no catalogue of named power-play breakout patterns. Teams do name them, and the names travel badly — but no source held here sets a list of them out. Ask your coach what your unit's is called and what your job in it is — the five roles in section 2 and the nine options in section 3 are enough vocabulary to ask that question precisely.

What it costs. NHL Rule 81.1 calls icing on a player of a team "equal or superior in numerical strength (power-play) to the opposing team" — the book names the power play inside the rule itself — and IIHF Rule 81.1 prints the same sentence. Hockey Canada 6.7(a) uses the same "equal or superior in numerical strength to the opposing team" test, and USA Hockey 624(a) attaches no strength test at all, reaching any team that shoots the puck from its own half completely beyond the opposing goal line. So under every one of those books, you ice it.

USA Hockey's strength test is in the next clause, ⚠️ and it is scoped to a list of classifications: 624(b)(1) grants the shorthanded exemption only at Youth 15-Only and above, Girls 16U and above, High School and Adult. Below those classifications USA Hockey gives nobody the exemption, so a shorthanded team must get the puck out without icing it, exactly as a team a man up must.

Then, under the NHL and the IIHF — and the PWHL, whose Rules 83.4, 89.1 and 83.2 say the same — three things land at once. Rule 81.4: the team in violation "shall not be permitted to make any player substitutions prior to the ensuing face-off" — and being tired is not among its exceptions in any of the three. Rule 87.1: "No time-out shall be granted to the defensive team following an icing". Rule 81.2: "Following an icing, the attacking team will have the choice of which end zone dot the face-off will take place" — and at your own end, the attacking team is the kill. That is a tired power-play unit, frozen on the ice, defending a draw in its own zone at the dot the kill chose, with the advantage running down.

Those consequences are not universal, ⚠️ even though the icing is: USA Hockey and CARHA attach no change bar to an icing, and Hockey Canada only in U18AAA, Junior and, at the Member's option, Senior — section 1 sets out the split.

Off the glass, not over it. ⚠️ A puck shot directly out of play from your own zone is a delay-of-game minor under the NHL, IIHF and PWHL whether you meant it or not, and a deliberate one is a minor from anywhere on the ice in every book; in Hockey Canada and CARHA a goalie's stick clear straight out is a minor with no intent word in the rule, so do not count on an accident being free (section 3 has the rules). On a 5-on-4 that minor does not shorten your advantage; it takes it away.

Breaking out under a delayed penalty

In short: With the arm up against the other team, keep the puck — do not clear it.

Action
Take the safe possession play every time — D-to-D behind the net, back to the point, protect it in the corner, on your stick and moving — and if your goalie comes off, buy them time to reach the bench
Never
Clear the puck — a clear surrenders control and ends the advantage for nothing, and coaches name it the commonest delayed-penalty error in amateur hockey, though no count measures it
Rule
NHL Rule 15.1 — when a penalty is committed by a player of the team not in control of the puck, play stops when the team to be penalised gains control of the puck
Key
Control, not touch — control is "the act of propelling the puck with the stick, hand or feet", and is not lost when the puck is contacted by an opponent, the boards or the net
Rule
The offending team cannot score unless the non-offending team shoots the puck into their own net (Rule 78.5(xi)); if you score, a minor penalty is washed out (Rule 15.2), but majors and match penalties are still assessed
Rule
A goal on a delayed call does not wash out everything the offender owes — with two or more minors called on the play the offending captain picks which single minor is washed out (NHL 15.2), and a double minor under Rules 47, 58, 60 or 62, high-sticking among them, still costs two minutes (15.3)
Convention
Pulling the goalie here is a coaching choice, not an automatic consequence of the arm going up — plenty of rec, beer-league and youth teams do not, and often should not, and in USA Hockey Blind Hockey it is barred during play altogether
Rule
USA Hockey's Blind Hockey rules bar the pull during play — on a delayed penalty the extra skater joins with the goalie still in net, and any other goalie-for-skater swap must wait for a stoppage; a goalie who skates off during play brings a stoppage and a minor for delay of game
Rule
A goalie removed for an extra attacker in regular-season overtime must wait for the next stoppage and cannot change on the fly, or it is a bench minor for an ineligible player (NHL Rule 84.2, and the PWHL's 76.5 and 86.2 in the same terms)
Rule
The IIHF, USA Hockey and Hockey Canada allow the goalie back on the fly — IIHF 84.2, USA Hockey 205(a) at any time during play, Hockey Canada Interpretation 1 to Rule 6.1(b); below the Elite League, British overtime is played only in NIHL and some SNL (In-House Rules 84)
Risk
The own-goal is the only way you can lose from here, so no blind passes back through your own crease with an empty net behind it

A clear gives the puck away, and the moment they control it play stops and your free spell with the puck is over.

What that means for your breakout: they cannot score while the arm is up, so if your goalie comes off, you have a few seconds of free 6-on-5 with almost no defensive risk — the one exception is putting it into your own empty net.

Pulling the goalie here is a coaching choice, not an automatic consequence of the arm going up. It is standard at NHL level and in good junior and senior hockey. Plenty of rec, beer-league and youth teams do not do it, and often should not: a goalie who is slow to the bench, a bench that is at the wrong end, or a team that cannot reliably keep the puck for four seconds all turn a free attacker into a live own-goal risk. If your team does not have a called procedure for this, the safe version is simply to keep the puck and let the whistle come.

With the goalie off:

  • Do not clear the puck. Ever. A clear surrenders control and ends the advantage for nothing. Coaching material names it the commonest delayed-penalty error in amateur hockey, though no count measures that.
  • Take the safe possession play every time. D-to-D behind the net, back to the point, protect it in the corner, on your stick and moving. The goal is to keep control until your sixth attacker is on the ice.
  • Buy time for the change. Playing the puck back and even out of the attacking zone to let the goalie reach the bench and the extra attacker join is standard and correct.
  • Then attack. Once you're set, you have a 6-on-5 in which the worst usual outcome is a whistle and a power play. Get a shot on net.
  • The own-goal is real. It is the only way you can lose from here — so no blind passes back through your own crease with an empty net behind it. NHL Rule 84.2 (PWHL 86.2) spells out the extreme case: in regular-season overtime, if your goalie is off for a delayed penalty and you shoot it into your own net, the game is over and the team that was about to be penalised wins.

What it costs — the rule. Under NHL Rule 15.1, when a penalty is committed by a player of the team not in control of the puck, the referee raises an arm to signal a delayed penalty; play stops when the team to be penalised gains control of the puck. Two crucial refinements:

  • Control, not touch. The rulebook's glossary defines control of the puck as "the act of propelling the puck with the stick, hand or feet," and specifies that control is not lost when the puck is contacted by an opponent, the boards or the net, provided the player in control keeps propelling it. A deflection off the offending team does not end the delayed penalty; possession does.
  • You cannot be scored on, with one exception. Rule 78.5(xi): during the delayed calling of a penalty, the offending team cannot score unless the non-offending team shoots the puck into their own net. And Rule 15.2: if you do score, the minor penalty "shall not be imposed" — while "major and match penalties shall be imposed in the normal manner regardless of whether or not a goal is scored."
  • A goal washes out one minor, not every minor on the play, ⚠️ and two clauses say so. Where two or more minors were coming, Rule 15.2 has "the Captain of the offending team" choose which one is washed out. And Rule 15.3 keeps a double minor under Rule 47 head-butting, 58 butt-ending, 60 high-sticking or 62 spearing: "two minutes of the appropriate penalty will be assessed to the offending player." So the ordinary blood-drawing high-sticking double minor still costs two minutes however well you converted the 6-on-5.

One rule trap if it is regular-season overtime under the NHL or PWHL book. NHL Rule 84.2: once the goalie has been removed for an extra attacker in regular-season overtime, "he must wait for the next stoppage of play before returning to his position. He cannot change 'on the fly.' If he does, a bench minor penalty shall be assessed for having an ineligible player." So a goalie who comes off on a delayed penalty in overtime and then tries to slip back in when the advantage evaporates has handed the other team a power play in sudden death.

The NHL and the PWHL carry this trap; the IIHF, USA Hockey and Hockey Canada do not, and neither do the British books. IIHF Rule 84.2 sets no limit on the return. ⚠️ The PWHL writes the NHL's restriction twice, at Rule 86.2 and again at Rule 76.5. USA Hockey Rule 205(a) lets a goalie be changed "at any time during play", and its Casebook (Rule 205 Situation 4) says the goalie "may change on the fly during play with a player and return at any time through a proper player change." Hockey Canada's Interpretation 1 to Rule 6.1(b) governs goalie changes "by the same rules that apply to the changing of players". Under the In-House Rules, overtime "is only played in NIHL fixtures and in SNL fixtures where specifically provided for in competition regulations", so most of those games simply end level; the Elite League plays it under the IIHF's 84.2, so a pulled goalie may come back on the fly there. See UK and England Rules.

One USA Hockey discipline runs the other way, and harder than the NHL. Under USA Hockey's Blind Hockey rules, pulling the goalie during play is not allowed. On a delayed penalty "the non-offending team may add an extra skater while their goalkeeper remains on the ice", and "⁠[s]hould a goalkeeper attempt to skate off the ice during play, play shall be stopped, and the goalkeeper shall be assessed a minor penalty for delay-of-game." ⚠️ If you play Blind Hockey, the pull described above is a penalty rather than a coaching choice.

The 6-on-5 breakout with your goalie pulled

In short: With your goalie pulled, a turnover is a goal against: use the sixth skater as a short, low outlet, and clear only off the glass.

Mindset
A completely different problem to the delayed penalty, because now a mistake ends the game
Rule
Icing still applies — at 6-on-5 you are not shorthanded, so a clear from your own half that reaches the far goal line is iced in all six books here (NHL and IIHF 81.1; PWHL 83.1; USA Hockey 624; Hockey Canada 6.7(a); CARHA 65(a), though some CARHA leagues split the ice elsewhere — ask yours)
Rule
The bench freeze after icing is not universal — NHL and IIHF 81.4 and PWHL 83.4 stop the team that iced changing; USA Hockey 624 writes no bar, 204(a) gives both benches their change at every stoppage; Hockey Canada 6.7(d) applies it in U18AAA and Junior, and in Senior at the Member's option
Rule
An icing's no-change freeze does not strand your goalie — NHL and IIHF 81.4 and PWHL 83.4 all except "a player substitution to replace a goalkeeper who had been substituted for an extra attacker", and Hockey Canada 6.7(d)(i) writes it first; the tired skaters are what you cannot change
Key
Icing removes the long clear, not the glass clear — a glass clear is deliberately slow and wide, so it dies in the neutral zone and never reaches the far goal line
Action
Aim the glass clear to land in the neutral zone with a teammate skating onto it
Priority
Possession over speed — an empty net behind you means any turnover is a goal against, so the controlled exit is now the only correct exit
Action
Use the sixth attacker as a low outlet giving you a short, certain pass, not standing in front of their net
Goal
Enter with control — after the effort of a 6-on-5 exit, a dump-in against five defenders collapsed in front of their own net gives you nothing

Late in a game, chasing a goal, goalie on the bench. This is a completely different problem to the delayed penalty, because now a mistake ends the game.

  • Icing still applies — but read 81.4 to the end. Rule 81.1 applies icing to a team "equal or superior in numerical strength", and six against five is not shorthanded, so a clear from your own half to the far goal line is icing: the puck comes back to your end and your line cannot change (Rule 81.4) — close to fatal at 6-on-5. ⚠️ It does not strand your goalie on the bench. NHL 81.4 lets a team that iced "make a player substitution to replace a goalkeeper who had been substituted for an extra attacker", and IIHF 81.4 and PWHL 83.4 carry that exception word for word. You can put the goalie back; you cannot get the tired skaters off.
  • The bench freeze is not universal, ⚠️ even though icing is. USA Hockey and CARHA attach no change bar to an icing, and Hockey Canada applies one only in U18AAA, Junior and, at the Member's option, Senior, with the goalie exception listed first (6.7(d)(i)) — section 1 sets out the split. Check your book before you price the clear.
  • What icing removes is the long clear, not the glass clear. A hard, high, length-of-ice dump is off the table. But off the glass and out is still available, exactly as described in section 3 — a glass clear is deliberately slow and wide, so it dies in the neutral zone and never reaches the far goal line, which is precisely why it rarely ices. What you cannot afford at 6-on-5 is distance, not the play. Aim it to land in the neutral zone with a teammate skating onto it.
  • Prioritise possession over speed. You must not turn it over — an empty net behind you means any turnover is a goal against. The controlled exit is now the only correct exit.
  • Use the extra body as a low outlet. The sixth attacker is most useful giving you a short, certain pass, not standing in front of their net. Numbers below the puck are what let you exit cleanly against a team that has nothing to lose by pressing.
  • Enter with control. After the effort of a 6-on-5 exit, a dump-in against five defenders collapsed in front of their own net gives you nothing. ⚠️ If you hear that shape called a box, be clear which box is meant: it is the five-skater collapsing box — all five inside the house, conceding the outside — set out in Defensive Zone Coverage, not the four-player penalty-kill box in Special Teams. Same word, different shapes. See Zone Entries and Game Management.

Breaking out on a delayed offside

In short: The raised arm is not a stoppage: keep your head up and expect to be hit, in every book here.

Key
Keep your head up and expect to be hit — in none of the books here does the delayed-offside rule cover you once the puck has left your stick
Key
The linesperson's raised arm is not a stoppage, and a whistle for an imminent hit stops the play rather than a body already committed at speed
Rule
On a delayed offside NHL and IIHF 83.3 and PWHL 85.3 stop play if an attacker forces you deeper or is about to make contact — but in all three books both triggers name the defending puck carrier, so both lapse the instant you pass
Rule
Hockey Canada 6.11(b)(ii) and CARHA 72(e), the stop-play clauses, write no pressure or contact limb, so no whistle you can rely on stops a forechecker closing on you; Hockey Canada 6.11(d)(i) can whistle one who deliberately plays or tries to play you knowing they are offside, but only once they act
Rule
USA Hockey 630(d) stops play if an attacker "attempts to gain possession of the puck or continues to apply pressure to the defending puck carrier" — the pressure limb lapses on your pass too; granted only from Youth 15-Only, Girls 16U, High School and Adult up
Action
Play it as an ordinary breakout under pressure — take the extra look, and take it with your head up
Never
Stop and wait for a whistle because the arm is up, or turn your back to anyone coming at you. Get your skates parallel to the wall instead, forearm and hip to it, head up and chin off your chest
Technique
Forearm and hip meet the wall, not the shoulder — never the point of your shoulder, and not the whole shoulder if you can help it

An attacker has beaten the puck over your blue line, the linesperson's arm is up, and you have the puck in your own end with what feels like free time to make a clean outlet. The raised arm is not a stoppage. You are still playing the puck, the forecheck is still coming, and in none of the books here does the delayed-offside rule still cover you once the puck has left your stick.

So play it as an ordinary breakout under pressure. Under the NHL, the IIHF and the PWHL you do have a beat more than usual, because a forechecker who drives you deeper ends the play — but that beat ends the moment the puck leaves your stick, so take the extra look with your head up. Do not use it to stop and wait for a whistle, and never turn your back to anyone coming at you. Get your skates parallel to the wall instead, forearm and hip to it — not the point of your shoulder, and not the whole shoulder if you can help it — head up and chin off your chest (Body Contact and Battles). Everything in sections 3 and 9 still applies — read the pressure, pick the option, move the puck.

Why the arm protects you so little. Under the NHL, the IIHF and the PWHL the linesperson stops play if, during the delayed offside, an attacker "forces the defending puck carrier further back into his own zone, or who is about to make physical contact with the defending puck carrier" (NHL Rule 83.3). IIHF Rule 83.3 is the same sentence with "their", and PWHL Rule 85.3 the same again with "her". Both of those triggers name the defending puck carrier — and that is you only while you have the puck. Make the outlet pass and the protection travels with the puck to your teammate, not with you.

USA Hockey Rule 630(d) stops play if an attacker "attempts to gain possession of the puck or continues to apply pressure to the defending puck carrier" — ⚠️ wider words than the NHL's, but the limb that is about you still names the carrier, and lapses on the same pass. That rule is also granted only at Youth 15-Only and above, Girls 16U and above, High School and Adult; below those levels the whistle comes immediately and the situation never arises.

Under Hockey Canada and CARHA, ⚠️ no whistle you can rely on stops a forechecker closing on you. Their stop-play clauses, Hockey Canada Rule 6.11(b)(ii) and CARHA Rule 72(e), have no pressure limb and no contact limb. In both books play stops only "⁠[i]f any attacking player touches the puck or attempts to gain possession of a loose puck while the puck is still in the attacking zone", a clause the two write word for word alike.

Hockey Canada does reach a play on the man, in a different clause. Rule 6.11(d)(i) lets the official call an intentional offside on an attacker who "deliberately plays or attempts to make a play on the puck or against an opposing player in a delayed off-side situation, knowing that they are off-side", and "play will be stopped immediately". But that whistle answers the play once it is made; it does not stop them short of you. And a whistle for an imminent hit stops the play; it does not stop a body already committed at speed.

Rules Primer works the books through in full, including what the attacking player in the zone has to do.


9. Reading Pressure

Every choice in this document depends on one question: how much time do I have?

Reading it yourself

Priority
Every choice depends on one question — how much time do I have?
Action
Look before you have the puck, not after; the shoulder check on the way back to a retrieval is a defenceman's highest-value habit — coaching emphasis, not a counted ranking
Read
Count the forecheckers, not the pressure — one means options and probably time to wheel, two means the corners are gone and you are playing wall/reverse/rim, three deep means somebody up ice is free
Read
Watch their feet, not their sticks — a forechecker gliding is containing you, a forechecker striding is committing
Read
Know which way they are steering you; if you can feel yourself being funnelled, go the other way while the option exists
Key
Time is a two-second window, not a state — by the time you feel pressure the pass you wanted has usually already closed, so decide early
  • Look before you have the puck, not after. The check over your inside shoulder on the way back to a retrieval is a defenceman's highest-value habit — coaching emphasis, not a counted ranking. You cannot buy that information back once you're facing the boards.
  • Count the forecheckers, not the pressure. One forechecker means you have options and probably time to wheel. Two means the corners are gone and you're playing wall/reverse/rim. Three deep means somebody up ice is free — and also that you may have nothing low.
  • Watch their feet, not their sticks. A forechecker gliding is containing you; a forechecker striding is committing. The first calls for a play up the wall or a carry; the second is what a reverse eats alive.
  • Know which way they're steering you. Most forechecks want you on one specific side. If you can feel yourself being funnelled, that's the read — go the other way while the option exists.
  • Time is a two-second window, not a state. By the time you feel pressure, the pass you wanted has usually already closed. Decide early.

When the breakout breaks down

  • Turned over on the wall or behind your net, the breakout is over — defend first. The nearest player pressures the puck at once so it cannot be walked into the slot, and everyone else gets back goal side of a man with the slot filled before anything else. A second try at the same exit while three of them are still in your zone is how one turnover becomes two. Which coverage you fall into — man, zone or a mix — is your team's call, so ask your bench what you play; Defensive Zone Coverage covers the shapes.
  • Win it back and go before they reset. They have just committed bodies low, so look up the ice before you look down — the quick-up in section 3.

The goalie's role

Key
Your goalie is standing still, facing the play, with the clearest view of everything behind your defenceman's back — worth nothing unless the words are agreed and the calls come early
Convention
Goalie vocabulary varies by team — agree yours in advance rather than assuming
Key
"Time" means nobody near you, turn and make a play — call "time" only when sure; "man on" means pressure arriving now, do not turn into it
Key
"Up" means the wall lane is open; "wheel" means you have a step; "leave it" or "set" means a rim stopped and left stationary for you
Never
Use "over" without agreeing the sense — this list uses Sense B, the D-to-D behind your own net; if your team means cross-ice, your goalie must say "D" or "partner" instead
Never
Turn your back to anyone coming at you on a "man on" call. Get your skates parallel to the wall instead, forearm and hip to it, head up and chin off your chest
Action
Calls must be early and loud — a call arriving as the forechecker does is worse than no call, because it makes the defenceman hesitate
Key
This is not only the goalie's job — D2, and the winger who can see the weak-side defenceman stepping down, both know things the puck-carrier does not

Your goalie is standing still, facing the play, with the clearest view on the ice of everything happening behind your defenceman's back. Under pressure, a defenceman is physically and mentally loaded; the goalie is calm. Whether any of that reaches your defenceman depends entirely on the vocabulary being agreed in advance and the calls coming early.

The standard goalie calls for a breakout follow; your team may vary them. On-Ice Communication covers general call discipline.

  • "Time" — nobody near you, turn and make a play. Call it only when you are sure: a false "time" sends a defenceman into a hit unbraced.
  • "Man on" — pressure arriving now; do not turn into it. Some teams add a side: "man on, left". And never turn your back to anyone coming at you. Get your skates parallel to the wall instead, forearm and hip to it — not the point of your shoulder, and not the whole shoulder if you can help it — head up and chin off your chest (Body Contact and Battles).
  • "Reverse" — the forechecker has over-committed past you; the space behind is open.
  • "Up" — the wall lane is open, hit the winger.
  • "Over" — this list uses "over" in Sense B: go behind the net to your partner (D-to-D). That is the goalie-call convention and it is the opposite risk profile to the cross-ice "over" in section 3. If your team uses "over" to mean cross-ice, your goalie must use a different word here — "D" or "partner" — or someone will eventually throw a puck across their own slot because the goalie shouted it.
  • "Wheel" — you have a step, take it around.
  • "Leave it" or "set" — the goalie has stopped a rim behind the net and left it stationary for you. Some coaches prefer "leave" because its sound is harder to confuse with "up" and "over"; two-syllable calls survive a noisy rink better.

Calls must be early and loud. A call arriving as the forechecker does is worse than no call, because it makes the defenceman hesitate. And this is not only the goalie's job: D2, and the winger who can see the weak-side defenceman stepping down, both know things the puck-carrier does not.


10. The Trapezoid and Retrieval

In short: Rim it all the way to a winger or short for your goalie, and never plan on the goalie leaving the crease to sit on it.

Rule
Under the NHL and IIHF books the goalie may play the puck behind the goal line only inside the marked trapezoid; outside it is a two-minute minor for delay of game, and "⁠[t]he determining factor shall be the position of the puck" (NHL Rules 27.8 and 63.2(viii))
Rule
Exactly one exception, the NOTE to 63.2(viii) — no minor is assessed "when a goalkeeper plays the puck while maintaining skate contact with his goal crease"; there is no teammate-based exception
Never
Take the geometry from Rule 27.8 — its six-foot figure is stale, describing the pre-2014 trapezoid; Rule 1.8 describes the lines actually painted
Rule
The trapezoid applies in the NHL and under IIHF Rule 27.7; nothing in the Elite League's Casebook switches it off, and England Ice Hockey's Rules & Regulations 22.3 call it "not currently enforced", scope and standing unsettled — play as though it binds your goalie, and plan for theirs to come out
Key
USA Hockey, Hockey Canada and CARHA write no trapezoid, so your goalie may fetch a rim anywhere behind the net; a PWHL goalie plays as if it binds (65.2(viii))
Rule
"No trapezoid" is not "no restriction" — USA Hockey 614(c) makes it a minor for a goalie who freezes the puck outside the "goalkeeper's privileged" area, and equally when "⁠[t]he puck is behind the goal line and their body is entirely outside of the goal crease"
Rule
Hockey Canada's bar is the wider one — leave the crease and "they will not be allowed to freeze the puck. If they do, they will be assessed a Minor penalty. No warning will be issued" (Interpretation 3 to Rule 10.1(a), clause v) — but on a rim behind your net it lands where USA Hockey 614(c)(1) does
Rule
Out of the crease under Hockey Canada, have your goalie play it — clause ii of Interpretation 3 to 10.1(a) permits a cover after a cut-the-angle save, but clause v and Rule 10.2's goalie paragraph bar a freeze outside the crease, and the book never says which governs
Action
Look behind your own net before your first shift and see whether the trapezoid lines are painted — a hint about which book you are under, not a ruling, since the rule turns on where the puck is

Where the trapezoid applies, rim it hard all the way round to a winger or tight enough behind the net for your goalie to stop it inside the lines — never the medium rim that dies in the corner. And wherever you play, your goalie may not sit on a rim — every book here penalises a goalie who leaves the crease and freezes the puck behind the net.

What it costs. The goalie may play the puck behind the goal line only inside the marked trapezoid, and doing it outside that area is a two-minute minor for delay of game (Rules 27.8 and 63.2(viii) — 63.2(viii) is the one that assesses it: "On a goalkeeper who plays the puck outside of the designated area behind the net. The determining factor shall be the position of the puck."). Use Rule 1.8 for the geometry, never 27.8: the lines begin eight feet from each goal post at the goal line and widen to eleven feet from each post — 28 feet apart — at the end boards. There is exactly one exception, and it is the NOTE to 63.2(viii): "The minor penalty will not be assessed when a goalkeeper plays the puck while maintaining skate contact with his goal crease." There is no teammate-based exception.

(27.8 is not self-contradictory, just stale: its "six feet from either goal post" predates the 2014 widening by two feet each side. Rule 1.8 describes the lines actually painted, and its eleven-feet-from-post figure gives the 28-foot span both rules agree on. Forechecking Systems and Rink Map give the derivation.)

Where it applies: the NHL and IIHF play. (The IIHF adopted it for 2021-22; the KHL is commonly said to have one too, unverified here.) IIHF Rule 27.7 carries the same rule and the same skate-contact exception, and the IIHF book is the one British hockey runs on — the In-House Rules adopt it for IHUK and BUIHA fixtures in the Home Countries, and the Elite League's 2026-27 Casebook amends nothing on the restricted area. ⚠️ England Ice Hockey's position is unsettled: EIH Rules & Regulations 22.3 (2024-25 edition) call it "not currently enforced to allow ice rinks the necessary time to make the changes" without saying which competitions that reaches. The 2025-26 and 2026-27 In-House Rules are silent, so the published documents do not say whether it still stands or where it applies. Play as though the trapezoid binds your goalie, plan for theirs to come out, and ask your league.

Neither North American governing body's book has one, and nor does CARHA's. A PWHL goalie should play as if it binds: PWHL Rules 1.8 and 27.8 switch it off, but Rule 65.2(viii) still writes the minor for playing the puck "outside of the designated area behind the net", and its Table 11 still lists it.

No trapezoid does not mean your goalie can sit on a rim. ⚠️ A goalie who falls on or gathers the puck and stops play takes a delay-of-game minor under USA Hockey Rule 614(c) on any of four triggers. (1) "⁠[t]he puck is behind the goal line and their body is entirely outside of the goal crease". (2) Not playing it with the stick when able to before being pressured. (3) The puck outside the "goalkeeper's privileged" area. (4) Holding it against the frame or boards, or dropping it on the netting.

For a rim behind the net, ⚠️ it is trigger (1) that bites. The privileged area runs back to the end boards (Casebook Rule 614, Situation 14), so a goalie sitting on a rim right behind your net is inside it. The goalie is still penalised: "if the puck is behind the goal line or outside of the privileged area, a minor penalty for delaying the game must be assessed" (Situation 12). Trigger (3) reaches the corner. ⚠️ Two Casebook rulings go the other way: no penalty if part of the goalie's body was "in contact with the goal crease when initial contact with the puck is made" (Situation 7), or, on a rebound out in front after a save, if the attackers were "in a position to pressure the goalkeeper" (Situation 11). Neither helps a goalie who has left the crease to sit on a rim behind the net.

Hockey Canada bars the freeze too, and more widely. Once a goalie leaves the crease, ⚠️ a freeze is a minor with no warning — Interpretation 3 to Rule 10.1(a), clause v: "they will not be allowed to freeze the puck. If they do, they will be assessed a Minor penalty. No warning will be issued."

Clause ii of the same Interpretation cuts the other way: it lets a goalie come out to cut down the angle and, "after stopping the shot, cover the puck". The goaltender paragraph of Rule 10.2 sides with clause v — a minor for a goalie who falls on or gathers the puck, or holds it against the goal, "while outside their crease" — and Hockey Canada never says which governs a cover after a save. ⚠️ So out of the crease, have your goalie play it. On a rim it is not close: your goalie left the crease to retrieve the puck, not to make a save.

On the rim behind your net, ⚠️ the two books land in the same place: leave the crease, sit on it, take a minor. Elsewhere they differ: Hockey Canada's bar catches any freeze outside the crease, but gives "one warning" for an unpressured freeze inside it (clause iii), and excuses pressure only inside the crease (clause i), where USA Hockey also excuses it outside the crease, on a rebound out in front (Situation 11).

Five of the six books here give a no-warning minor to a goalie who races out to beat an attacker to a loose puck and jumps on it instead of playing it. They are Hockey Canada clause iv, NHL 63.2(vi), IIHF 63.2(VI), PWHL 65.2(vi), and USA Hockey Casebook Situation 6: "⁠[t]he goalkeeper has an obligation to play the puck with their stick, just like any other player." CARHA uses two rules: 58(b), a minor for deliberately falling on the puck "when the puck is behind the goal line and the goalkeeper’s body is entirely outside the boundaries of the goal crease area" — the rim behind your net — and 61(b) anywhere else, for deliberately holding it to cause an unnecessary stoppage.

Goaltender sets the books out in full. In Britain the practical question may be the rink, so check whether the lines are painted behind your net; UK and England Rules records the same uncertainty.

What it does to your breakout

Never
Aim a rim straight into the corner where the trapezoid applies — your goalie legally cannot go and get it there, so a defenceman has to, under pressure, back to the forecheck
Never
Send a teammate into a corner for a rim without the retrieval posture — angle in, never skate square at the end boards, never turn your back to anyone coming at you, never your chin on your chest
Options
Hard and all the way around, arriving where your winger can meet it in stride — good
Options
Tight and short, staying close enough behind the net that your goalie can legally stop it inside the trapezoid and leave it for you — good
Risk
Medium, dying in the corner outside the trapezoid — bad, because nobody can get it safely and the forecheck arrives first
Action
Agree in advance which of the two good ones you want
Key
With no trapezoid your goalie is a third puck-handler — they can play a rim anywhere behind the net and make the D-to-D, but once out of the crease behind the net no book here lets them freeze it

The retrieval technique lives in other documents. Defender covers the route and which way to pivot; Scanning and Anticipation the shoulder checks before the puck arrives; Skating the cutback and lateral escapes off the wall; and Body Contact and Battles what happens when a forechecker gets there with you. The goalie's side is in Goaltender. What the rule changes is where you aim a rim:

  • Your goalie legally cannot go and get a rim that dies in the corner. A defenceman has to, under pressure, back to the forecheck — the exact situation that produces turnovers behind your own net, and the one section 2 attaches a posture rule to: angle in rather than skating square at the boards, and never turn your back to anyone coming at you. So a rim aimed straight into the corner is a gift to the forecheck, not because the play is bad but because of who has to retrieve it.
  • Two acceptable rims, one bad one. Hard and all the way around, arriving where your winger can meet it in stride — good. Tight and short, staying close enough behind the net that your goalie can legally stop it inside the trapezoid and leave it for you — good. Medium, dying in the corner outside the trapezoid — bad, because nobody can get it safely and the forecheck arrives first. Agree in advance which of the two good ones you want.
  • If your league has no trapezoid, your game changes completely. Your goalie becomes a genuine third puck-handler: they can play a rim anywhere behind the net, make the D-to-D for you, and act as an extra breakout option. They still cannot sit on it, so do not aim a rim expecting it to be held until you arrive. A goalie who leaves the crease and freezes a rim behind your net takes a minor under USA Hockey 614(c), Hockey Canada's clause v and CARHA 58(b) alike. The PWHL's 65.2(i) penalises a freeze anywhere outside the crease that causes a stoppage. Find out which rules you are under — it changes what a rim is for.

Common Mistakes

  • Sliding across to "screen" for the wheel. Get to the net front early and stand still — never step sideways into a forechecker's path. That is interference in every book here, and ⚠️ two minutes is the floor: a pick on a forechecker who never saw you coming can cost a major or get you thrown out of the game. Even standing still depends on your book — a minor under USA Hockey, and under CARHA you give the forechecker the ice.
  • Running a control breakout with nobody moving. If you are one of the four without the puck, skate into your spot with speed — that speed is what beats a set trap. A winger your pattern posts up on purpose still keeps their body open to the ice, head up, never their back to anyone coming at them.
  • Saying "onside means both skates over the line." That is the definition of offside, inverted. One skate touching the line or behind it keeps you onside. Get it the wrong way round and you hesitate on a stretch pass you were entitled to take.
  • Using "over" without knowing which "over" your team means. Cross-ice over is a high-risk pass across your own slot; D-to-D over is one of the safest, and goalie call sheets usually mean the second. Agree one meaning before the game and give the other play its own word, such as "D" or "partner".
  • Icing it on the power play because that is what you do on the kill. Get it out off the glass, short of the red line. Only the shorthanded team is exempt from icing, and under the NHL, IIHF and PWHL an icing also keeps your tired unit on for a faceoff in your end.
  • Assuming a glass clear is unavailable at 6-on-5. Use it, off the glass and not over, to land in the neutral zone with a teammate skating onto it. Only the length-of-ice clear is off the table, because icing applies.
  • Firing it the length of the ice and counting on your winger to win the race. Go off the glass instead. Hybrid icing goes to whoever would reach the puck first, judged by the time the first skate reaches the end-zone faceoff dot — and a race too close to call there is icing.
  • Assuming the goalie comes off on a delayed penalty. Know your team's procedure; if there is none, just keep the puck. Pulling the goalie is a coaching choice, and in rec and youth hockey often the wrong one.
  • Pulling the goalie on a delayed penalty in regular-season overtime, then sending them back on the fly. Wait for the next stoppage unless your book allows otherwise — under NHL and PWHL rules it is a bench minor. The IIHF, USA Hockey and Hockey Canada allow the return on the fly; USA Hockey's Blind Hockey rules bar the pull during play altogether.
  • Confusing holding the line with pinching when your glass clear gets killed. Holding is staying at the blue line; pinching is stepping down inside it. They fail very differently.
  • Quoting Rule 27.8's six feet for the trapezoid. Judge it from the lines painted behind your net — Rule 1.8's eight feet from each post. Rule 27.8's six feet describes the pre-2014 trapezoid.
  • Skating square at the end boards to retrieve a dumped puck. Angle in and shoulder-check on the way — USA Hockey teaches angling in as a safety measure first, because you are less likely to hit the boards helmet first. Never turn your back to anyone coming at you and never duck: skates parallel to the wall, forearm and hip to it, head up. Already facing the wall, spread the load with stick and gloves up on the glass. The checking-from-behind rules penalise the checker after the hit; they do not stop it — and under NHL, IIHF and PWHL Rule 43.1, if you deliberately turn your back into the check, no checking-from-behind penalty is called.
  • Five players running five different plays. A communication failure, not a skill one, and the root of most of the above. Agree the calls and your default play before the game, then make the calls out loud.

Check yourself

Answer each question before you go on — a real attempt, not a guess. Then go and check, because the checking is the part that does the work. Producing an answer and getting it wrong is worth more than recognising a right one, but only when the right answer follows: the section named with each question, and the Key Takeaways after them, are where you get it. Where the answer lives in another document, that is named too.

  1. Your partner has the puck behind your own net and you are on the far side. Where do you go, and what is the one route you never take to get there? (§D-to-D)

  2. You are shorthanded and under pressure in your own end. You fire it the length of the ice. What happens — and what would have to be true for the answer to change? (§When a clear is the right play, §Off the glass and out)

  3. Name three of the nine breakout options. For one of them, say what you are reading that makes it the right choice rather than the others. (§3. The Named Breakout Options)

  4. Someone shouts "over". What are the two things they might mean, and how do you tell which? (§Over)

  5. You are the winger on the wall waiting for an outlet and the forechecker is arriving behind you. What have you already had to decide? (§Presenting a target, and Body Contact and Battles §6)

  6. You are on the power play, the kill has just cleared the puck the length of the ice, and you retrieve it behind your own net under no pressure at all. Name the one exit that is now worse for you than it would be at even strength, and say what it costs. (§Breaking out a man up)

  7. You are the centre, your defenceman is going back for the puck, and your wingers are holding high near the blue line. Where do you go, and what happens if you leave early up the middle instead? (§5. The Centre's Swing, and the centre fly in §2)


Key Takeaways

  1. Never move the puck across the front of your own net — not with a pass, not with your feet. Go behind the net: picked off there, it is a battle behind your goal line; picked off in front, it is a point-blank chance against. Some teams exchange high, above the circles, instead — ask which yours uses.
  2. Leave with the puck by default; clear only when you must — outnumbered low with nobody to pass to, or facing a turnover in front of your net. Then go off the glass, not over it. Keeping the puck is what produces the next attack; losing it is what hurts.
  3. Defenceman going back for the puck: shoulder-check on the way, angle in rather than skating square at the boards, and keep moving to a decision point. Never turn your back to anyone coming at you, and never duck — skates parallel to the wall, forearm and hip to it, head up.
  4. Wingers in a swing breakout: come down the wall as your team wins the puck, feet moving, body open to the ice. With the puck, never give it away at your blue line: skate, hit the centre, go back to your D, or chip or rim it out. Only if none is there, shield it on your stick — never your back to anyone coming at you, and never pin it for a whistle.
  5. Centres in a swing breakout: stay low, inside the dots and below the hash marks, then leave with speed. The centre fly is an equally legitimate alternative, but never fly while your wingers hold high — then nobody is under the puck. Ask your coach which you run.
  6. Sealed on the boards, rim it; over-skated, reverse it — hard and low. Rim it to a winger or tight behind the net for your goalie, never soft into the corner: a trapezoid (NHL, IIHF, Elite League; assume one in the PWHL and England Ice Hockey) stops your goalie fetching it, and no book lets them leave the crease to sit on a rim.
  7. Let the forecheck pick your play. Against a 1-2-2, use the time it gives you and make F1 commit. Against a 2-1-2, play fast and simple — reverse and rim. Against a 1-3-1, skate it out and go short up the wall, never through the middle. Against a press, beat the first layer first.
  8. When they sit back waiting, run a control breakout: a set pattern from behind your net, the four without the puck all moving with speed, the carrier taking whichever route the trap leaves. In a CARHA league keep the puck moving — that book stops play for a faceoff in your zone if you sit on it unpressured.
  9. Agree what your calls mean before the game, starting with "over". A cross-ice over is a high-risk pass across your own slot; the D-to-D behind your net — what most goalies mean by the word — is one of the safest plays there is.
  10. A man up, any clear goes off the glass, short of the red line — never the length of the ice. Icing applies to you; under the NHL, IIHF and PWHL your tired unit cannot change. Straight out of play from your own end is a minor, in some books even by accident; on a 5-on-4 it ends your advantage.
  11. On a delayed penalty against them, keep the puck — never clear it. Play stops the moment they control it, so make the safe play — never a blind pass back through your crease. In NHL or PWHL regular-season overtime, a goalie pulled for the extra skater must wait for a stoppage to return, or it is a bench minor.
  12. On a delayed offside, play an ordinary breakout under pressure — head up, expect to be hit, move the puck. The raised arm is not a stoppage: never wait for a whistle, and never turn your back to anyone coming at you. Any protection ends the moment the puck leaves your stick, and under Hockey Canada and CARHA no whistle stops a hit.
  13. Screening for a wheel, get there early and stand still. ⚠️ Never slide into a forechecker's path — it is interference, and a blind pick can cost a major, or an ejection and a suspension. Do not count on the screen under the IIHF or Hockey Canada; never set it under USA Hockey; under CARHA give the forechecker the ice.
  14. Off a turnover, go before they set. If a teammate is open in the first second or two, move it on the first touch — the opposition will never be less organised. Do not force it by habit into a defence that has already formed.
  15. Off a defensive-zone faceoff, decide the play before the puck drops. Lose the draw and your first job is defence: get to your coverage, and never chase as a group. Win it and treat it as a quick-up, because they have just committed to offence.
Sources — retrieved 27 July 2026

Rules: National Hockey League Official Rules 2025-2026 (PDF) — Rule 1.2 (rink dimensions — 200 feet by 85 feet), Rule 1.5 (lines; blue lines 64 feet from the goal lines), Rule 1.6 (division of the ice surface into three zones — no dimensions), Rule 1.8 (goalkeeper's restricted area — the painted geometry, eight feet from each post widening to 28 feet at the boards), Rule 1.9 (face-off spots and circles), Rule 5.1 (Eligible Players — "any reference to 'player' shall refer to both skaters and goalkeepers", the definition that puts a goalkeeper inside 63.2(iii)'s "any player"), Rule 15.1, 15.2 and 15.3 (delayed penalty signalling; a goal washes out one minor, with the offending captain designating which where two or more were coming; and 15.3, under which a double minor for head-butting, butt-ending, high-sticking or spearing — Rules 47, 58, 60 and 62 respectively, the four that rule names — still costs "two minutes of the appropriate penalty" despite the goal), Rule 20.3 (substitution after a major — the offending team "does not have to place a substitute player on the penalty bench immediately, but must do so at a stoppage of play prior to the expiration of the major penalty", and only where the penalised player "has been removed from the game or is injured"; and where that player has "minor penalties in addition to the major penalty" running on the clock alongside it, the same rule requires the team to "place a substitute on the penalty bench immediately", read 14 September 2026; failing that they "continue[] to play short-handed but are not permitted to ice the puck as they are no longer short-handed by reason of a penalty" — so the icing bar falls after the major ends, not during it; read 13 September 2026), Rule 21.1 (match penalty — "A match penalty shall be imposed on any player who deliberately attempts to injure or who deliberately injures an opponent in any manner", tied to no named foul, so the NHL's top tier for a net-front pick sits outside Rule 56 altogether, and the NHL is not the lenient book on this play), Rule 27.8 (restricted area penalty — note the stale six-foot figure, superseded by Rule 1.8), Rule 56.1, read whole 7 September 2026 (interference: body position, and three permissive sentences of which only the first has no proviso — "allowed the ice he is standing on"; "may 'block' the path of an opponent provided he is in front of his opponent and moving in the same direction"; and the entitlement to "lengthen an opponent's path to the puck" under the stick/free-hand/illegal-check proviso — together with the two prohibitions that sit among them: "A player who is behind an opponent, who does not have the puck, may not use his stick, body or free hand in order to restrain his opponent, but must skate in order to gain or reestablish his proper position", and "⁠[m]oving laterally and without establishing body position, then making contact with the non-puck carrier"; and picks — note that 56.1 itself says only that "an interference penalty shall be assessed"), Rule 56.2 (where the word minor is actually written — read whole 12 September 2026 for its eight limbs, of which (i) names no means at all, "On a player who interferes with or impedes the progress of an opponent who is not in possession of the puck"; ⚠️ note the modal, because the IIHF's differs: the 2025-2026 book opens the rule "A minor penalty for interference can be imposed", where the 2024-25 edition read "shall be imposed"), Rule 56.4 (major penalty for interference — the Referee "may assess a major penalty, based on the degree of violence, to a player guilty of interfering with an opponent", with no injury required), Rule 56.5 (the NHL's game misconduct for interference is conditional on injury — and then mandatory, not discretionary: "When a major penalty is imposed under this rule for an infraction resulting in an injury of an opponent, a game misconduct shall be imposed". The discretion in the NHL's ladder sits one step below, in 56.4's "may"), Rule 63.2(iii) (puck directly out of play from the defending zone, and its three exceptions), Rule 63.2(vi) and its NOTE, read 2 September 2026, including where the quoted phrase breaks across a line — the minor for a goalkeeper who "races out of his crease in an attempt to beat the attacking player to the puck and instead of playing the puck jumps on the puck causing a stoppage of play", and the NOTE that "⁠[i]f a goalkeeper comes out of his crease to “cut down the angle” on a shot and after making the save covers the puck, this shall be legal"), Rule 63.2(viii) and its NOTE (the trapezoid penalty itself, and its sole skate-contact-with-the-crease exception), Rule 78.5(xi) (offending team cannot score during a delayed penalty except via an own goal), Rule 81.1–81.6 (icing; "equal or superior in numerical strength"; hybrid icing — decided on who would first touch the puck, with the end-zone dot as the decision deadline; the 81.4 line-change ban and its three exceptions, the first of which is the one that matters at 6-on-5 — a substitution "to replace a goalkeeper who had been substituted for an extra attacker, to replace an injured player, or when a penalty has been assessed which affects the on-ice strength of either team"), Rule 83.1 (off-side — on-side defined as either skate on or behind the line), Rule 83.3 (delayed off-side — the four triggers that end it, two of which name the defending puck carrier), Rule 84.2 (overtime, extra attacker, delayed-penalty own goal, and the pulled goalie who may not change on the fly), Rule 87.1 (time-outs — none granted to the defensive team following an icing), Glossary ("Control of the Puck") · USA Hockey Official Playing Rules 2025-29 (PDF) — Rule 624(b)(1), which limits the shorthanded icing nullification to Youth 15-Only and above, Girls 16U and above, High School and Adult classifications; and Rule 630(d), which grants the delayed offside to those same classifications only, and whose sole pressure limb is "continues to apply pressure to the defending puck carrier"; Rule 624 read whole — its four sub-sections (a)–(d) attach no substitution restriction to a team's own icing. Rule 205 Substitution of Goalkeepers, read 2 September 2026 — 205(a), under which a goalkeeper "may be changed for another goalkeeper or skater (who shall not have goalkeeper privileges) at any time during play provided the goalkeeper is at the bench and out of play prior to the substitute entering the ice", with no overtime condition; 205(b), which carries two different rules in its two paragraphs — where the substitution is for a skater, the original goalkeeper "may return, by way of a legal line change, once play has resumed", but where "the substitute goalkeeper enters the game during a stoppage", "⁠[t]he original goalkeeper may not return to play until the next stoppage of play. For a violation, the offending team shall be assessed a bench minor penalty for illegal substitution"; and 205(c), under which a goalkeeper who has been substituted for after going to the players' bench during a stoppage "shall not resume their position until the next stoppage of play, except that they shall be permitted immediate re-entry into the game when any penalty is imposed". ⚠️ Two of Rule 205's three limbs therefore make a goalkeeper wait, and neither trigger is an overtime one: 205(b)'s second paragraph is triggered by a goalkeeper-for-goalkeeper change, 205(c)'s by a goalkeeper who went to the bench — and the goalie-for-skater pull this document is about is caught by neither. Read with Rule 638 Tied Games, whose (a)–(d) set out overtime and shoot-out procedure, leave length and format to "Affiliates and Local Governing Bodies", and say nothing about the goalkeeper. And in the separate Casebook, Rule 205 Situations 4, 5, 7 and 8: Situation 4 asking when a goalkeeper replaced on the ice by a skater "during play" may re-enter and answering "The goalkeeper can return at any time. Rule Reference 205(a). A goalkeeper may change on the fly during play with a player and return at any time through a proper player change"; Situation 7 the same question for a stoppage substitution, answered "The goalkeeper can return at any time. Rule Reference 205(b)" with the gloss that they may "return as soon as play resumes unless the substitution was made under Rule 205(c)"; and Situation 8 the contrasting goalie-for-goalie case, where the original "must wait until the next stoppage of play to re-enter the game" — ⚠️ its Rule Reference being 205(b), the very limb Situation 7 cites for the opposite answer, so USA Hockey itself reads 205(b)'s two paragraphs as two rules and the wait is carried by the rule text rather than by a Casebook gloss. ⚠️ And the carve-out that runs the other way: the Blind Hockey rules in the book's Official Playing Rules for the Disabled Hockey Disciplines (Section VI), whose Goalkeeper Substitution paragraph gives "two situations where the goalkeeper may be substituted and replaced with an extra skater" — a delayed penalty, where "the non-offending team may add an extra skater while their goalkeeper remains on the ice" and "⁠[t]his extra skater can remain on the ice until the next stoppage of play when the penalty is assessed", and any other substitution, which "must occur during a stoppage in play. Should a goalkeeper attempt to skate off the ice during play, play shall be stopped, and the goalkeeper shall be assessed a minor penalty for delay-of-game." The other five disciplines in that section were read for a goalkeeper-substitution variant of their own, on 2 September 2026, and have none: Deaf/Hard of Hearing "follow the USA Hockey Official Rules of Ice Hockey", Standing Amputee states "There are no modifications to typical USA Hockey playing rules", Warrior "follows USA Hockey Adult playing rules", Sled writes its own permissive Substitution of Players paragraph ("Players may be changed at any time during play from the players’ bench") that says nothing about the goalkeeper, and Special Hockey runs the other way again — its A Level Games bullet expressly contemplates the pull, each team having five skaters and a goaltender "unless the goalkeeper is pulled for an extra attacker", while its B and C Level bullets are silent rather than prohibitive. No USA Hockey counterpart to the NHL's and the IIHF's post-icing line-change ban was found: Rule 204(a) and the Glossary entry "Line Change Procedure" both give each team its five seconds at every stoppage, with no icing carve-out, and Rule 624 is the only icing rule; Rule 636(f), the single 60-second time-out per team, which attaches no icing condition to it; and Rule 610(c), which reaches only a player who "delays the game by deliberately shooting or batting the puck outside the playing area", read with Rule 631(d), under which a puck "accidentally shot or deflected out of play" brings only "a last play face-off"; Rule 614(c), read 31 August 2026 — the goalkeeper's freezing rule, whose minor for delay of game runs on four triggers and not one: the puck "behind the goal line and their body … entirely outside of the goal crease", a failure "to play the puck with their stick when provided the opportunity to do so prior to being pressured by an attacking player", the puck "outside the boundaries of the 'goalkeeper's privileged' area", and holding or placing it "against any part of the goal frame or boards" or on the back of the netting — with the Note defining the privileged area "by connecting the end zone face-off spots with an imaginary line and imaginary lines from each face-off spot running perpendicular to the end boards", read with, in the separate USA Hockey Official Rules and Casebook 2025-29 (PDF), Rule 614 Situations 6, 7, 11, 12 and 14, also read 31 August 2026: Situation 14 answering that the privileged area does "include the area behind the goal line" and "extends to the closer end boards", Situation 12 that "if the puck is behind the goal line or outside of the privileged area, a minor penalty for delaying the game must be assessed", Situation 6 that a goalkeeper who falls on a loose puck inside the privileged area is penalised because they have "an obligation to play the puck with their stick, just like any other player", and Situations 7 and 11 carrying the two rulings that run the other way — no penalty where "some part of the goalkeeper's body is in contact with the goal crease when initial contact with the puck is made", and none where the attacking team "is in a position to pressure the goalkeeper"; and, on the net-front pick, Rule 625, whose Note defines interference as using the body "('pick' or 'block') to impede the progress of an opponent (non-puck carrier) with no effort to play the puck, maintain normal foot speed or maintain an established skating lane" and whose only penalty limb is 625(a)'s minor — the rule writes no major, game misconduct or match tier of its own. ⚠️ 625(a)'s first enumerated instance names the net-front screen directly, read 7 September 2026: "Providing a protective screen and limiting the opportunity for an opposing player to apply pressure to a teammate in possession or control of the puck." That clause has no counterpart in the NHL or IIHF books — "protective screen" returns zero from both, each searched in full — and the Casebook publishes no situation on it. Its only occurrence in that volume is the reprinted rule text at Rule 625; the volume runs seventeen situations under Rule 625 — ⚠️ though the Standard of Play material is not silent on the conduct, and it was read on 12 September 2026 rather than inferred from that absence. The Standard of Play and Rule Emphasis – Restraining Fouls section lists among its interference examples "⁠[u]sing the body to establish a 'pick' or 'block' that prevents an opponent from being able to chase a puck carrier" and "⁠[r]educing foot speed or changing an established skating lane for the purpose of impeding an opponent who is in pursuit of the puck", and the Standard of Play Casebook, Situation 12 — a face-off question — answers that "⁠[o]nce a player, defending or attacking, has established their space and is simply trying to occupy that space, they are doing so legally and the onus is on the opponent to try to move around them", interference arising where a player "changes their established space for the sole purpose of impeding the opponent by setting a pick or a block". Neither is written against 625(a.1), and Situation 12 is about a face-off, so neither settles the stationary net-front screen; they are recorded because they are the only interpretive material USA Hockey publishes on the conduct and they point in opposite directions, and they cite 625(a.5 or 6), (a.7), (a.8), (a.9), 625(b) and 625(c) between them. The conclusion does not rest on that enumeration: the string 625(a.1) appears nowhere in the volume at all, searched in full. Read with the four body-position bullets in the Declaration of Player Safety, Fair Play & Respect, under Competitive Contact Category — the nearest USA Hockey comes to the NHL's 56.1 entitlement, and not written into any rule: a skater "is entitled to the ice they occupy so long as they maintain their skating speed and body position between an opponent and the loose puck", "is entitled to stand their ground and is not required to move if an opponent wishes to skate through that area of the ice", "may block an opponent so long as they are in front of the opponent and moving in the same direction", and "can use their body position while maintaining their skating lane, to force an opponent to take a less direct route to the puck, so long as they do not use a hand or arm to hold or block the opponent" — all four introduced by "⁠[l]egal competitive contact occurs when players are focused on gaining possession of the puck and are simply maintaining legally established body position", and echoed in the Standard of Play and Rule Emphasis Summary, a different section, as "⁠[p]layers are entitled to the ice they occupy as long as they are able to maintain their own foot speed and body position between opponent and puck." The tiers come from elsewhere in the book, and the routing is written down. The Declaration of Player Safety, Fair Play & Respect (Body Checking) directs that "Infractions that occur as a result of a body check delivered to a vulnerable or defenseless player must be penalized under the boarding, charging, checking from behind, head contact or roughing rules", and that "When done in a dangerous, careless or reckless (unacceptable) manner where the player delivering the check has made no effort to play the puck, the major plus game misconduct or match penalty provisions of these rules must be assessed"; the same section defines "Vulnerable or Defenseless" as a skater "unaware, unprepared, or unsuspecting of an impending hit". The Standard of Play and Rule Emphasis – Restraining Fouls section lists as an example of interference "Using the body to establish a 'pick' or 'block' that prevents an opponent from being able to chase a puck carrier." Roughing is Rule 640: 640(g), "A major plus a game misconduct penalty shall be assessed to any player who recklessly endangers an opponent as a result of any actions falling under Rule 640(b, c, d, e or f)", and 640(h), "A match penalty for reckless endangerment may also be assessed under sub-sections (b), (c), (d), (e) or (f) of this rule." ⚠️ Note the scope of 640's own sub-sections: (b), the avoidable check on a player no longer in control of the puck, is written "(except Adult Male Classifications)", while (d) — a body check "with no effort to gain possession of the puck" where the stick blade is above the knees — and (e) — a check on an opponent physically engaged for the puck with others — carry no such limit. And Rule 602(a) sits outside 625 and 640 both: "A match penalty shall be assessed to any player or team official who recklessly endangers or attempts to injure any opposing player or team official", tied to no named foul · IIHF Official Rule Book 2025/26 (PDF) — the rule set British hockey plays under: Rule 5.1 (the same definition, "any reference to 'Player' shall refer to both skaters and goalkeepers"), Rule 27.7 (goalkeeper restricted area), Rule 63.2(VI) and its Note — the same rule as the NHL’s 63.2(vi) in the plural, reaching a goalkeeper who "races out" of the goal crease and "instead of playing the puck jumps on the puck", with the same save-then-cover Note, Rule 56.1 (interference — ⚠️ not materially identical to the NHL's after all, and the difference was read on 12 September 2026: the IIHF's 56.1 OPENS with a general definition of the offence that the NHL book writes nowhere — "A Player who obstructs or prevents an opponent 'without possession of the puck' from skating, receiving a pass, or moving about the ice freely is considered as 'interference'." Three distinctive phrases from it return zero when searched in the NHL book, though the same search does find its neighbouring phrase "strict standard on acts of interference", and the NHL's own Glossary of Terms carries no interference entry. The IIHF sentence runs across a page break in the printed book, and the 2026/27 edition carries it in the same words. Below that opening the two rules do match on body position, the stick/free-hand/illegal-check proviso and picks; the IIHF writes the body-position sentence in the plural, "A Player is allowed the ice they are standing on (body position) and are not required to move"; ⚠️ and the rule uses "body position" in two incompatible senses a few lines apart — "the Player skating in front of or beside their opponent, traveling in the same direction" at the head of the paragraph, and "the ice they are standing on" below it — which neither book reconciles anywhere), Rule 56.2, read 12 September 2026: its limbs (I) and (III) are the NHL's (i) and (iii) in the plural, but it opens "A minor penalty for 'interference' shall be assessed" against the NHL's "can be imposed". ⚠️ No source held here says whether officials apply the two modals differently, and no such claim is made above; what is stated is the difference in the words), Rule 56.4 (major penalty — available where the Player "recklessly endangers the fouled Player in a way that at the discretion of the Referee such Player would not be sufficiently sanctioned by imposing a minor penalty"; the IIHF's trigger is reckless endangerment where the NHL's 56.4 is the degree of violence. ⚠️ The sufficiency test is the operative half of that sentence, and it makes the IIHF's major the narrower of the two. The NHL's 56.4 major needs only the degree of violence and no endangerment at all; the IIHF's needs reckless endangerment and the Referee's judgement that a minor would not suffice), Rule 56.5 (major plus game misconduct — the Referee "may assess a major penalty and a game misconduct penalty if, in their judgment, the Player recklessly endangers their opponent by an 'interference or a late-hit' and the Player would not be sufficiently sanctioned by imposing a major penalty", the assessment resting on "the severity of the infraction, severity of the contact, the degree of violence and the general reprehensibility involved". ⚠️ The rule number and the injury condition both differ from the NHL's: the NHL's game misconduct for interference is its 56.5 and requires an injury of an opponent; the IIHF's 56.5 requires none), Rule 81.1 (icing, including the same hybrid-icing sentence as the NHL and the "gain the line" test — the puck on a stick, not a skate, contacting the centre red line), Rule 81.4 and Rule 87.1 (no substitution and no time-out after your own icing — 87.1's icing sentence and its two companion cases are the NHL's in the same words, but 81.4 is not: the IIHF grants a fourth substitution exception the NHL lacks, "to replace a goalkeeper who had been substituted for an extra attacker, to replace an injured Player, a Player with a broken skate, or when a penalty has been assessed which affects the on-ice strength of either team", against the NHL's "to replace a goalkeeper who had been substituted for an extra attacker, to replace an injured player, or when a penalty has been assessed which affects the on-ice strength of either team" — both books open that list with the goalkeeper limb — though the IIHF's own Rule 82.1 restates the same ban with only the three and does not repeat the broken skate, a disagreement inside one book that neither edition resolves; Faceoffs sets out how the two rules read together), Rule 81.6 (numerical strength — two paragraphs only, with no major-penalty carve-out; the second paragraph governs only the instant an expiring penalty ends), Rule 20.3 (substitution — after a major the offending team "must place a substitute in the penalty box immediately", and the rule attaches no icing consequence to that requirement), Rule 83.1 (off-side, including the "plane" of the blue line and the unbroken-plane skate), Rule 83.3 (delayed off-side — the same four triggers as the NHL's, in the same sentence, differing only in pronoun), Rule 84.2 (overtime extra attacker — a single permissive sentence, with no bar on returning on the fly), and Rule 63.2(III), which carries the NHL's defending-zone puck-out-of-play minor in the same terms and not word for word: the determining-factor sentence and both Note carve-outs match, but its own carve-out reads "except where there is no protective glass" against the NHL's "no glass", and its bench clause penalises a puck "shot over the protective glass surrounding the Players' bench" against the NHL's "behind" — "surrounding" being the wider of the two — verified unchanged in the IIHF Official Rule Book 2026/27 (Version 1.0, June 2026), which was read for that rule and nothing else · IIHF Situation Handbook 2025/26 (Version 1.1, August 2025), read for the bench limb of the puck-out-of-play minor and nothing else — Situation 63.24, which still assesses the minor where a clear goes over the glass and lands in the Players' Bench: "the determining factor when deciding whether a delay of game penalty is to be assessed, is where the puck leaves the playing surface", judged on "an imaginary plane that continues upwards to the roof from the top of the glass", exempting only a puck "shot directly into the Players' Bench (where there is no glass)" — read in the same words in the IIHF Situation Handbook 2026/27. Its Foreword ranks it below the Rulebook — "in case of any contradictions, the valid IIHF Rulebook is always the basis" · IHUK In-House Rules 2026-27, Revision 1 (published 25 July 2026) — the current British document, read 31 August 2026: the Introduction, which adopts the IIHF book "in England, Wales, Scotland and Northern Ireland (the Home Countries)"; Rule 1, under which "⁠[r]inks with a non-standard playing surface (below 56 m × 26 m) are authorised by the NGB for all levels of hockey" with Sutton and Coatbridge permitted only up to U16, scoped "This rule applies to all fixtures"; and Rule 84, "⁠[o]vertime is only played in NIHL fixtures and in SNL fixtures where specifically provided for in competition regulations." The In-House Rules make no amendment to IIHF Rule 27 (goalkeeper's restricted area), Rule 81 (Icing) or Rule 83 (Off-side) — searched in full, in this edition and the last · IHUK In-House Rules 2025-26, Revision 1 — superseded, cited only for the comparison: it carried the same Rule 84, but applied "in England and Scotland" alone, named a third rink (Limekilns Road) and scoped Rule 1 to "all EIH and SIHA fixtures" · IIHF – New Rule Book for global game — the IIHF's own announcement, 5 June 2021, that it would "introduce a new Rule Book for the 2021/22 season", listing among the rules to be integrated "A restricted area for goalkeepers behind the net to create more offensive play (i.e. trapezoid familiar to NHL and KHL)". It dates the IIHF's adoption, and it is the only support held here for the KHL — a governing body's aside rather than a KHL rule. Nothing held here dates the NHL's own adoption · England Ice Hockey Rules & Regulations 2024-2025 — Rule 22.3, the Goalkeepers' Restricted Area "not currently enforced" · Hockey Canada Playing Rules 2026-2028 (PDF) — Rule 6.7 Icing: 6.7(a), which calls icing on a team "equal or superior in numerical strength to the opposing team", and 6.7(d), which applies the "'no-change on icing' rule" only "⁠[i]n categories of U18AAA, Junior, and at the option of the Member in Senior" and whose first listed exception is "⁠[t]o replace a Goaltender that has been substituted for an extra attacker"; Rule 6.1 Change of Players, read 2 September 2026 — 6.1(a), "Players may be changed at any time from the Players' Bench, provided that the player or players leaving the ice will be at the Players' Bench (within 3.05m (10 ft.)) and out of play before any change is made", read with the book's Interpretation 1 to Rule 6.1(b), "Changing goaltenders 'on the fly', while play is in progress, is governed by the same rules that apply to the changing of players" — the interpretation is printed against 6.1(b), which is about the Penalty Bench, but the rule it construes is 6.1(a). Hockey Canada writes no goaltender-substitution rule of its own and attaches no overtime condition to the change: Rule 6.16 Tied Game provides only for sudden-victory overtime periods, records that "Members and leagues may make their own rules regarding overtime for games under their jurisdiction", and says nothing about the goalkeeper. ⚠️ Searched by concept rather than by rule number, and with a vocabulary control: Hockey Canada writes goaltender (369 occurrences) and almost never goalkeeper (4), so a goalkeeper search returns a false silence; Rule 6.11 Off-side, whose preamble counts only "the player's skate(s) that are in physical contact with the ice surface", and Rule 6.11(b)(ii) — the stop-play clause, which ends a delayed off-side only where an attacker "touches the puck or attempts to gain possession of a loose puck while the puck is still in the attacking zone", with no pressure limb and no contact limb. ⚠️ Rule 6.11(b) carries two separate i./ii. lists, so "6.11(b)(ii)" names two different rules: the tag-up clause sits under "the Linesperson will drop their arm to nullify the off-side violation and allow play to continue if", and the stop-play clause sits under "During a delayed offside, if". Also Rule 8.3(b) Interference, which allows a major plus a game misconduct "at the discretion of the Referee, based on the degree of violence of the impact" and makes that mandatory where the infraction injures an opponent, and Rule 8.3(c), "A Match penalty will be assessed to any player who attempts to injure or deliberately injures an opponent by interference" — a tier the IIHF book does not write at all, "match penalt" returning zero hits in both IIHF editions held here, searched 2 September 2026. Rule 8.3 is the rule that defines a "late hit". Its opening also carries "Players of the team in possession of the puck may not run deliberate interference for the puck carrier" — ⚠️ a sentence the book never defines, occurring once in the book, omitted from the Glossary's own INTERFERENCE entry (which enumerates Rule 8.3's four limbs and stops), and untouched by either Interpretation printed under Rule 8.3, both of which are about the goaltender — objects dropped at or near the crease, and a goaltender making deliberate physical contact — and Hockey Canada writes no body-position doctrine into its interference rule at all. ⚠️ Re-checked on 12 September 2026 with a control: stand their ground, allowed the ice, not required to move, block the path, lengthen an opponent and screen each return zero when searched in the Hockey Canada book, while "run deliberate interference" returns one; the book's single use of body position is in Rule 8.1 Holding, where an arm used "in a strength move, by blocking their opponent" is permitted "provided they have body position". And Rule 10.1 Delay of Game, read in full — its clauses (a)–(e) place no limit on where a goaltender may play the puck, Hockey Canada marking no trapezoid, though Interpretation 3 to Rule 10.1(a) does restrict them, in five clauses read whole on 2 September 2026: clause i, "⁠[a] goaltender may freeze the puck in the goal crease when under pressure from attacking players"; clause ii, "⁠[t]he goaltender may come out of their crease to cut down the angle and catch the shot or, after stopping the shot, cover the puck"; clause iii, a minor "after one warning" for freezing in the crease when not under pressure; clause iv, the goaltender who comes out "to beat an attacking player to the puck and simply jumps on the puck, causing a stoppage of play", penalty with "⁠[n]o warning ... in this instance"; and clause v, "⁠[w]hen a goaltender leaves their crease, they will not be allowed to freeze the puck. If they do, they will be assessed a Minor penalty. No warning will be issued." The Interpretation states its own intent one line above clause i: "to eliminate unnecessary stoppages caused by the goaltender." It was also read for a defending-zone puck-out-of-play limb, of which it has none: 10.1(ii) reaches only "⁠[a] player who deliberately shoots, bats, or throws the puck outside the playing surface", with no zone limit, and the direct limb that writes no deliberateness word, 10.1(v), names "⁠[a] goaltender who shoots or bats the puck directly out of the playing surface, with their stick" — the word "glass" appearing in Rule 10.1 only in Interpretation 5 to 10.1(a), which is about the goaltender's limb and carves out only the no-glass, glass-touch and deflection cases. Also its Glossary, for who "a player" is in 10.1(ii): "PLAYERS: The members of the team physically participating in the game. The goaltender is considered a player, except where explicitly stated because special rules or privileges apply to them." The same page shows the express-exclusion form the book uses when it means to exclude them — "POSSESSION: The state of a player, except the goaltender, who is the last one to have come in contact with the puck." Rule 10.1 names a goaltender at 10.1(v), at 10.1(vi) and in its unnumbered Players' Bench paragraph, and not at 10.1(ii); the reading that 10.1(ii) therefore reaches a goaltender is this document's reading of the text, and no Interpretation states it. · CARHA Hockey Official Rule Book 2026 (PDF) — Rule 73(d) (Passes and Off-side Passes): "For the purpose of 2-line passes, the red line will not be in play. It will still be in effect for icing." Also Rule 72(e) (Off-sides), read 26 September 2026, whose stop-play sentence matches Hockey Canada's word for word up to the verb — Hockey Canada ends "the Linesperson will stop play" — and carries no pressure limb and no contact limb: "If any attacking player touches the puck or attempts to gain possession of a loose puck while the puck is still in the attacking zone, play shall be stopped." CARHA gives the delayed-off-side signal to the Referee rather than a Linesperson. Also Rule 66(a), Note 2, read 7 September 2026: "Often the action and movement of the attacking player causes the interference, since the defending players are entitled to 'stand their ground' or 'shadow' the attacking players. Players of the side in possession of the puck shall not be allowed to 'run' deliberate interference for the puck carrier." Also Rule 48(a), read 22 October 2026: a Match penalty for any player "who deliberately injures or attempts to injure an opponent … in any manner". Also Rule 49(a), read 29 September 2026: a minor or major "to any player who intentionally bodies, pushes, shoves, stands in front of an opponent for the purpose of making contact, and/or does not avert body contact with an opponent", and "⁠[w]hen injury results from intentional body contact a Major penalty shall be assessed", with 49(c) exempting contact the referee judges accidental, except that Rule 50(a), read 18 October 2026, still gives a minor to a player who "accidentally contacts an opponent in the head, face or neck"; Rule 30(a), under which a major means the player "shall be ruled off the ice for the remainder of the game (Major penalty plus Game Misconduct)", its Note excepting only a major "for an ACCIDENTAL high stick"; and Rule 32(d), under which that game misconduct "shall automatically incur a one (1) game suspension. Depending on the severity of the infraction, the offender may be subject to further discipline action." Also Rule 72(c), Note 1, read 26 September 2026: "A player is on-side when either of their skates are in physical contact with, or on their own side of, the blue line at the instant the puck completely crosses the edge of that blue line, regardless of the position of their stick." ⚠️ CARHA borrows the phrase "own side" from the NHL wording without ever defining it as a vertical plane, and publishes no interpretation of the airborne skate either way, so on that point it settles nothing. The one standalone recreational-league book held here, and it abolishes the two-line pass rather than keeping it. Every rule cited here reads the same in the 2026 book as in the 2020 printing.

Women's professional, read in the primary text on 26 September 2026: PWHL Official Rule Book 2025-2026 (PDF) — Rule 5.1 (the same definition of "player" as the NHL's, which puts a goalkeeper inside 65.2(iii)), Rule 85.1 (Off-side), which carries the NHL's vertical-plane test word for word: "If a player’s skate has yet to break the “plane” prior to the puck completely crossing the leading edge, she is deemed to be on–side for the purpose of the off–side rule." Also Rule 85.3 (Delayed Off–side), which carries the NHL's four stop-play triggers in the same order and the same words but for the pronoun — "forces the defending puck carrier further back into her own zone, or who is about to make physical contact with the defending puck carrier". Also Rule 65.2 (Delay of Game — Minor Penalty): (i) a player who "holds, freezes or plays the puck with her stick, skates or body in such a manner as to deliberately cause a stoppage of play"; (ii) one who "deliberately shoots or bats (using her hand or her stick) the puck outside the playing area (from anywhere on the ice surface)" — hand or stick only, where the NHL's 63.2(ii) lists "hand, leg, foot, arm, or stick, etc."; (iii) one who "shoots or bats (using her hand or her stick) the puck directly (non–deflected) out of the playing surface from her defending zone, except where there is no glass", with its NOTE: "When the puck is shot into the players’ bench, the penalty will not apply. When the puck goes out of the playing area directly off a face–off, no penalty shall be assessed."; (vi) a goalkeeper who "races out of her crease in an attempt to beat the attacking player to the puck and instead of playing the puck jumps on the puck causing a stoppage of play"; and (viii) a goalkeeper who "plays the puck outside of the designated area behind the net". ⚠️ The book renumbers from Rule 52 onward, so the NHL's 83.1 and 83.3 will not find it.

Boards safety on the retrieval (the §The puck-retriever D bullet and facts block, Common Mistakes and Key Takeaway 3) — Body Contact and Battles carries the full treatment: USA Hockey — Introduction To Body Contact (PDF), read 22 September 2026 — item 1 “Angling In” of its Areas/Drills to Cover When Teaching: “Heads Up” Hockey list, for “Skating into the boards at an angle means better puck control and less risk of injury”, for “[w]hen players skate into the corners at an angle, the risk of hitting the boards with their helmets first is greatly reduced”, and for the nine teaching points beneath it, among them “Keep knees bent, back straight, head up”, “Keep your feet parallel to the boards”, “Never hit the boards or glass with the tip of your shoulder – it can cause injury” and “Check over your shoulder to see where your opponent is”; and its Contact Confidence section A, Checked Into The Boards – Body Protection, for the fallback when you cannot turn — “distribute the force of the impact over as wide a surface as possible, including putting your stick and gloves on the glass to cushion the blow”, whose listed common error is “[n]ot getting your stick and gloves up and spread out on the glass”. Its section B, for a player “checked while skating parallel to the boards”, is the source for pressing “your forearm and upper thigh (hip area) against the boards” and for the broader “[a]void hitting the boards with the shoulder” — the hedge that makes the instruction the tip never, and not the whole shoulder if you can help it. USA Hockey — Heads Up Hockey Program Guide (PDF) prints the same “Angling In” material as its Session 2. Hockey Canada Playing Rules 2026-2028, Rule 7.5 Checking from Behind, read 22 September 2026 — its preamble directs that Referees “should be aware of the tragic consequences of spinal injuries and strictly enforce the rules in situations such as the following”, of which limb (ii) is this retrieval: “Where a player along the boards, with their head down looking for the puck or ‘digging the puck out,’ is hit from behind and driven head-first into the boards.” That rule binds the checker, not the retriever, and is cited here only to identify the play; the penalty tiers under it belong to Body Contact and Battles.

Breakout systems and options: Five Breakout Plays Every Hockey Player Should Know — How To Hockey · Breakout Options — Playbook7 · Hockey 101: Defensive Zone Breakout Basics — Beer League Tips · Breakout Plays: The Transition Game — Cross Ice Hockey · Tactical Formations: Breakout — Silver Seven · Breakout Hockey Drills — Ice Hockey Systems

Winger and centre roles: The Winger's 4-Step Execution Plan for Successful Breakouts — Built For Hockey · Breakouts: Center Support — Hockey IQ Newsletter (Greg Revak) · Weakside Winger Breakout: The Slash — Hockey IQ Newsletter (Greg Revak) · Breakout Tips for Wingers on Strong Side — Ice Hockey Systems · Breakout Tips for Centers — Ice Hockey Systems

Forechecks and how they defeat breakouts: Hockey Forecheck Systems: 1-2-2 vs 2-1-2 vs 1-3-1 Guide — ⚠️ provenance note, checked 2 September 2026: HTTP 200, quotation "the 1-2-2 is the most widely used forecheck in hockey" located in the rendered body; a bogus article slug on the same host returns a genuine HTTP 404, so the 200 is real. But it is a blog post on a multi-sport coaching-equipment retailer's site, published 5 July 2026 as one of a weekly series, credited to "The HoopsKing Team" rather than a named author, containing zero occurrences of "according to", "study", "research", "data" or "source", and closing with an advertisement for custom whiteboards. Its F1/F2/F3 terminology is correct hockey; it is not authority for a prevalence claim · 1-2-2 Forecheck: Against All Breakouts — Leslie Global Sports · 2-1-2 Forecheck: Against All Breakouts — Leslie Global Sports · Breaking the 1-2-2 and Trap Forecheck (Denis Savard) — Ice Hockey Systems

Zone-exit and zone-entry research: Why Possession is the Key to Zone Exits — Hockey Graphs (~230,000 tracked NHL exits; ~89% vs ~20% follow-on entry rates — the article's wording is that carry-outs and pass-outs work "almost nine times out of ten" while dump-outs work "just one in five times", and that a carry or pass-out is "almost 4 times as likely to work as a dump-out". The underlying tracking is Corey Sznajder's manual dataset, roughly half the games of the 2016-17 and 2017-18 seasons — Hockey Graphs is the analysis, not the tracker; checked 28 July 2026) · Crucial Habits: Shot Generation & Controlled Zone Exits · Eric Tulsky, Geoffrey Detweiler, Robert Spencer and Corey Sznajder, Using Zone Entry Data To Separate Offensive, Neutral, And Defensive Zone Performance, 2013 MIT Sloan Sports Analytics Conference (330 hand-tracked NHL games, 2011-12; 0.53–0.62 shots per carry-in against 0.22–0.28 per dump-in — all four figures taken from the PDF itself). Note that the sloansportsconference.com/wp-content/uploads/2013/… copy of this paper returns HTTP 404; the link above is the working hockeyanalytics.com mirror, which is also the copy Zone Entries cites. · Passing clusters: A Framework to Evaluate a Team's Breakout — Daniel Weinberger, Hockey Graphs, 22 October 2019 — the one source found here that compares two named breakout options against each other rather than controlled exits against clears. It is KHL data, not NHL, and covers successful passes only, the author stating that "any analysis that only focuses on successful events is inherently flawed", and the per-100-possession table gives Up 12,180 possessions / 15.6 dump-outs / 53% neutral-zone possession / 32% offensive-zone / 17.4 shots / 0.68 xG against Rim 9,298 / 14.4 / 38% / 24% / 13.1 / 0.54, with the conclusion "Rims are a lot less efficient." The turnover explanation — "rims are much more likely to result in a turnover" — is reasoning, not measurement, because failed passes are absent from the dataset; retrieved 2 September 2026, HTTP 200. Weinberger also names KHL clubs' breakout tendencies by cluster, and closes by describing a full taxonomy of breakout patterns as work still to be done, which is why the ranking of all nine options in this document remains coaching judgement · Cited in full in Zone Entries

Faceoff and communication: Wheel Reverse Defensive Zone Face-Off — Ice Hockey Systems · Faceoffs: Defensive Zone — Weiss Tech Hockey (Jeremy Weiss) — refetched 2 September 2026, HTTP 200, no redirect. ⚠️ Nothing here is quoted from it, and little could be: the retrievable text is a five-sentence introduction (posted 12 September 2011) above an embedded video, and the rest of the page is nine reader comments. The systems content is the video — "Defensive Zone Faceoffs", Weiss's own — which the page still embeds through a Flash <object>, so it is neither readable as text nor playable in a current browser; a "pdf Playbook" is referred to only inside a comment, and is not linked on the page. Most of the words on it are third-party commenters' rather than Weiss's, so a quotation lifted from this page would very likely not be the named source's. An Internet Archive copy of 10 May 2026 renders to the identical 3,752 characters, so the page has not changed · Goalie Breakout Calls — The Coaches Site (Kelvin Cech) — the source for "up", "over" and "leave it", for the two-syllable argument behind "leave it", and for the two things the goalie section leans on: that the vocabulary is something a team sets rather than assumes ("Let's set a standard first"; the drill is "to get your goalies and defence on the same page"), and that lateness is the cost ("A split second's delay can be the difference between breaking out of the zone and fishing the biscuit out of the basket"). ⚠️ It does not support "loud" — that is this guide's own call discipline, carried in On-Ice Communication, not Cech's. Refetched 29 August 2026, HTTP 200, quotations located in the rendered body

Delayed penalties and the extra attacker: Delayed Penalties: What They Mean and How to Take Advantage · Extra attacker — Wikipedia

Control breakouts: Mike Johnston and Ryan Walter, Hockey Plays and Strategies, 2nd ed. (Champaign, IL: Human Kinetics, 2019) — a coaching manual, and therefore convention only; no rule in this document comes from it. It is the source for the three named patterns — blue-to-blue stretch, strong-side slant and three high — for the two conditions a control breakout depends on, and for the coaching advice to drill one rather than carry all three. The patterns are described for the player skating them rather than for the coach drawing them.

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James Bloom, "Breakouts", Learning to Play the Game. https://learn-ice-hockey.com/systems/breakouts/ — licensed CC BY-NC 4.0.

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<a href="https://learn-ice-hockey.com/systems/breakouts/">Breakouts</a> by <a href="https://github.com/jamesdbloom">James Bloom</a>, licensed under <a href="https://creativecommons.org/licenses/by-nc/4.0/">CC BY-NC 4.0</a>.

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@misc{systems-breakouts,
  author  = {James Bloom},
  title   = {Breakouts},
  howpublished = {Learning to Play the Game},
  url     = {https://learn-ice-hockey.com/systems/breakouts/},
  note    = {Licensed CC BY-NC 4.0}
}