HOCKEY

 

NEW HOCKEY RULES 2013

The FIH has published its 2013 edition of the Outdoor Hockey Rulebook, which is now available to read and download on the FIH website rules page.
The FIH believes hockey is enjoyable to play, officiate in and watch.  Nevertheless, the FIH continues to seek ways of making hockey even more enjoyable for all its participants while retaining its unique and attractive characteristics.
The first change of note for the 2013 edition aims to simply an important rule.  The way a goal is scored is amended; it now includes what is referred to as an “own goal”.  A goal can now be scored after the ball is touched in the circle by either an attacker or a defender.  Before this clarification, it was confusing and frustrating to players, spectators and officials that the ball went in the net but was not a goal.  It also can be very difficult to tell who touched the ball in the circle, hence the own goal.
A notable rule change in 2009 was the introduction of the self-pass from a free hit.  This has sped up the game; play sometimes continues almost seamlessly after an infringement.  As a further step to increasing the range of quick and effective options from a free hit, the ball can now be raised directly and intentionally using a push, flick or scoop action.  Raising the ball after a free hit can now be safer because opponents will not be able to be within five metres.
These two rules changes are described as “mandatory experimental rules”.  They apply at all levels of hockey but, because they’re significant changes, will be monitored closely.  After a period of review, the FIH Rules Committee will decide whether or not they become permanent changes to the rules.  In this context, it will be of interest to note that the Committee is made up of experts with a variety of backgrounds, including as players, coaches, umpires, media and spectators but also takes advice from many similar groups and individuals.
The 2013 rules also contain a few clarifications of existing Rules which are shown with a line in the margin of the relevant text.
These rules are effective from 1 January 2013 at international level.  National Associations have discretion to decide the date of implementation at national level.
A revised set of the rules of Indoor Hockey will be published in the next few weeks.


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                                  UMPIRING INDOOR HOCKEY NOTES

In hockey there are rules. If an umpire was to call everything that might be a foul and be fussy but technically correct with every aspect of the game, the game would be stopped constantly and no one (except possibly that umpire) would enjoy themselves. For the game to be safe and enjoyable it is very important for the umpires to only involve themselves in the game appropriately. The art of being a good umpire is to understand how to negotiate the gray area between absolutes. Common sense and simplicity need to guide us through the gray.

There were a couple of areas where a philosophy was established that would guide the umpiring:

1) Encourage as much play as possible.
We should allow the players to play as much as possible. The Advantage Rule is one of the most important rules in hockey. Do not stop play if that will give an advantage to the offending team. This encourages more flow in play. Umpires can always go back to an earlier offense if the “advantage” didn’t come about, or can give a ‘card’ or some other ‘communication’ for an earlier offense so the teams know when a line has been crossed. This also means that the umpires will allow restarts to be positioned with the attitude of keeping the flow going instead of starting the play from the exact place the foul occurred (and the ball may even be rolling a bit!).

2) We should not be afraid of competition between players.
Sport has competition, and indoor/field hockey is a sport. Our role as umpires is NOT to eliminate or discourage competition. We want to encourage competition! This brings the effort and courage to our sport that makes it appealing to watch and play. Our role as umpires is to see and respond to plays where one player is preventing an opponent from doing something that they would otherwise be able to do. Because an action was ugly or made a noise doesn’t mean a foul was committed. We want to be alert to negative play, where a player just acts to stop an opponent who is in an advantageous position. Negative play in these situations needs to be dealt with by more than a gentle whistle. This goes along with our role of protecting skill.

3) We must speak more to the players.
In our management of games we would be willing to talk to the players during the game to be proactive in setting up distances (3m, “please be behind the line”) and give guidance on behavior we want to have changed. We also want to be approachable after the game to answer questions or have discussions as long as the conversations are mature and respectful. This should describe our behavior as well as what we should expect of others!

5) Simple is best.
Our life as an umpire is much more consistent and better if we have simple reasons for the decisions we make. Don’t try to justify the height of the bobble was or how far away (2m instead of 1 ½ m) the defender was before the attacker scores. It is simpler (if there is a defender anywhere nearby) to call the bobble. Bobbles/Raised Balls—Any ball raised higher than 4 inches (or 10cm) will be penalized. An accidental raised ball anywhere on the field should not be blown as a foul unless there is an opponent within playing distance or an advantage is gained. Bobbles by the attack in the offensive circle must be called immediately.


4) Try to create a safe playing environment.
Indoor hockey has many areas where the type of danger that exists is different from field hockey. For us to be consistent and proactive in these areas will go a long way towards helping prevent these dangerous behaviors.

6) Some areas of concern:
Set up your boundaries from the beginning of the game. Successful umpiring is about managing the environment of competition (and judging flow and the mood of the game). If you can create a positive environment from early in the game then there are areas that you can relax (giving longer for advantage to develop, etc.). If you start out with no boundaries for the players to play within, then it is very difficult to establish them later. From very early in the game try to show the players what your 3 meters is like, and where you will be strict with the placement of the ball at restarts. The first time there is a tackle that is not the way you want you must treat it differently from earlier fouls… make some connection with the player who did it and show what you want/don’t want.

7) Balls in the air.
This comes down to three main scenarios: - In indoor hockey it is intended that the ball be on the ground except when it is in the attacking circle when it can be raised for a shot at goal. This would mean that all bobbles might be a foul, but then the game would stop all the time. Think about what is important. In order to have some flow in the game, only call the bobbles that are in playing distance of an opponent. Think whether the opponent was disadvantaged by the ball being in the air. - If a shot is taken (into the air, or along the ground) it is allowed to be defended (by the GK or a defender). If the ball rebounds into the air because of the action of defending the shot, there is no foul. What happens subsequently is judged on it’s own merits. If the goalie/defender does an overt act to play the ball, and the ball travels dangerously, then there would be a penalty corner. - If the ball is in the air (and it is not a shot), it can’t be played until the ball is on the ground. Players from opposite teams must let the ball stop bouncing before playing it. The exception is for one player, standing alone, who collects the ball in the air and presses it smoothly onto the ground.
Rebounds, Any rebound in the air off the body or pads of the goalkeeper is not a foul and players must wait until the ball reaches the ground (settles) before attempting to play it. The goalkeeper is not allowed to kick the ball into the air and must allow the ball to settle before kicking a rebounding ball.

8) Playing the ball dangerously into an opponent ( Drilling / Slamming / Firing )
A major difference between indoor hockey and field hockey is that opponents stand very near each other when competing for the ball. As umpires, we have a big responsibility to discourage behaviors that lead to danger without changing the nature of the game. If a defender is in position close to the player with the ball and is in a low position to defend, then we must not let the attacker fire the ball into her/him, or blindly turn and shoot the ball through the space the defender is occupying. This is dangerous, and the attacker will have other options that they must choose. This is a practice that the umpires must stop! In the same way, if a defender has taken a position near the ball carrier, and is in a low body position, that defender needs to be protected from the attacker’s stick following through dangerously after a pass. (This is different from field hockey, where the attacker is able to choose from a wider range of passes, and the defender has the responsibility for taking a safe position).


9) Obstruction.
Obstruction exists, but doesn’t happen very often when two good teams are playing. Recognizing it when it does happen is very important as this is where rough play can start, and this is an area where players can lose confidence in an umpire. For obstruction to exist, ALL of these three things have to happen: the defender must be in playing distance of the ball, the defender must try to play the ball (without going through the body or stick of the attacker!), and at that moment the attacker must move their body to prevent the defender’s attempt at the ball. (If the attacker is actively moving the ball somewhere and their body goes between the ball and the defender, this is probably nothing). Remember that we are trying to encourage an open, skillful game. When players turn very slowly with the ball, or walk down the boards with their body positioned so it will block a potential tackler then their action is to block a challenge for the ball in a negative way. This is obstruction. Attackers can also obstruct by running their stick ahead of the ball to prevent a legitimate tackle from getting to the ball (shielding). Umpires must not guess! Be very sure that shielding is happening. Third-party obstruction should be looked at with the same three criteria. Was there an immediate advantage to the team that obstructed and was the defender in playing distance? In indoor hockey, holding the ball against the side-boards is also obstruction.

10) Bully.
Indoor hockey has many moments of competition between opponents. We want to encourage the competition, but limit situations where competition escalates. When the ball is caught between the sticks of two opponents and there is no movement (stalemate), then give a bully fairly quickly – less than 2 seconds. The restart is where the ‘stalemate’ was, but not in the circle or close to the side-boards.

11) Penalty Corners.
Setting up corners correctly and early can solve many problems. If things don’t matter, don’t worry about them (raised push-out, most bobbles on stop). If something is important, be completely vigilant (ball pushed out before defense is ready, defense breaking early, ball not going outside circle)! If the defense comes out early, stop the play right away. Use your management skills to prevent this continuing. In indoor hockey the shot at goal can be any height. There are two areas of danger that can come up. As the ball is passed around and then shot, if there is a defender who is hit who is within 3 meters of the shot, then it is a PC if she is hit below the knee or a free push for the defense if hit above the knee. If the shot is taken quickly after and near the first stop, and the shot hits a defender who is running out in a way that will ONLY result in her being hit (!), then give a PC and let the team know that they have to choose a safer way to approach! This often happens when the ball is pushed out on the defenses’ left and the flyer runs straight at the ball. There is often competition for the ball when the first shot is being taken (flyer reaching for the ball as the shooter is flicking). If both players are playing the ball there CANNOT be a foul!! If the defender is making a legitimate challenge for the ball, regardless of noise, ugliness or where the ball goes, there is NO foul.

12) Goalkeepers outside the circle.
Again, indoor hockey is played in a smaller area and with more moments of personal competition between opponents than field hockey. We want to discourage the goalkeeper from coming into these competitions unexpectedly when their equipment makes them much wider than the court players, and who’s helmets can be dangerous. If the goalkeeper comes out of the circle to move the ball on a restart, or to play a ball upright and with her stick when no opponent is near, then there can be no danger and is allowed. If the goalkeeper comes out of her circle to compete with opponents for the ball, this can be very dangerous and should be stopped. Goalies come out of the circle intentionally, so a penalty corner is appropriate to stop this dangerous behavior. The goalkeeper is allowed to play the ball while on the ground when the ball, and ALL of the goalkeeper are in the circle. If the ball or any part of the goalie are outside the circle, and the goalie is on the ground, then there should be a penalty corner given.

13) Hitting/slapping the ball.
Players are not allowed to “hit” the ball in indoor hockey. What is a “hit”? If the stick comes from the air to the surface to play the ball, then you are probably looking at a hit. In indoor hockey almost all actions of the stick along the court are allowed. There are clearly allowed skills and clearly disallowed skills. In order to have more play and to encourage more variety of skills almost all of the “gray area” is allowed. Look at whether the passer’s wrists ‘break’ in the passing action rather than how close to the ball the stick starts. Consider that every umpire will allow the ball to be deflected. On every deflection the ball comes onto the stick from a distance, and there is a noise. Never decide based on noise!

14) Three points of contact with the ground.
There are two ways players can be on the ground: while playing in a game players can come to have a hand or knee on the ground, or players may intentionally throwing themselves onto the court. In the first situation the umpires should keep in mind “Advantage” and the thought that we are trying to encourage more play. Did the 3rd point on the ground change whether the player could or couldn’t play the ball? If the hand is barely touching the ground for balance, or the knee is against the court but the ball is being played within easy reach, then the contact probably has had no effect on the game. What we are trying to eliminate is a player resting her weight on the 3rd point so she can reach a ball that otherwise would be unplayable – she gains an advantage. The second situation, usually defenders throwing themselves onto the ground reach a ball or to limit the space an attacker has, can be very dangerous and umpires must be particularly aware as these are intentional acts can change the environment of the game. The umpires must stop these actions – appropriate use of penalty corners, penalty strokes and cards should be considered. Keep in mind that some of the most exciting attacking and defending play (deflecting the ball into/out of the goal) happens when a player is diving but still in the air. If it is not dangerous, and the player is in the air and not on the ground (yet), this is allowed.

15) Cards/5 meter bump.
Umpires need to use common sense in using the tools the Rules of (Indoor) Hockey gives us. Know what happened in the game, and know the way you want the game to be played. Don’t be afraid to use cards, but know that once cards have been given you are committed to using cards again in the same situation. Umpires need to develop other management skills: speaking to players, listening to players, varying whistle tone, varying presentation, changing the timing of your whistles (less or more advantage). In giving a yellow card, know what the different lengths of suspension are for. For dissent or not being the correct distance (don’t give a card the first time!) you could give a 2 minute yellow card. For physical fouls against the body of an opponent the yellow cards start at 5 minutes. Again, common sense needs to guide us in how we create a flowing, enjoyable game for the players. Use other management tools first if you can. (In tournaments the umpire would signal the length of the suspension to the Technical Table as the Table is responsible for letting the suspended player know when to return to the court). The ‘5 meter bump’ is one tool available to encourage players to change specific behaviors (dissent or interfering with a restart only!). If you want those behaviors to change, other tools are almost always more effective. The tool of advancing a free-push is overused in our hockey competitions.

16) Substitution.
Substitutes must come onto and leave the court within 3 meters of the centerline. The players’ ability to substitute properly will be much better if the umpires make sure they interchange from the correct place. If the ball is out of play don’t worry too much about who is on/off. Know if things are correct when the ball is in play. Either umpire can give a penalty corner for an incorrect substitution – and the players involved return to their roles before the illegal substitution. Teams can’t substitute after the award of a penalty corner. (Know when the PC ends).

17) Placement of the ball before restarts.
We want to let the players play as much as possible. We also don’t want the team who fouls to get an advantage from fouling. If the umpires make the ball go to the exact spot of the foul each time we stop flow, and we always give the defense time to get organized. This is against the spirit of the game. In most of the court we can actually encourage the players to start earlier if the ball is near the foul (“you can start there”). As we get closer to the attacking circle we will want to be more exact. In the same way we don’t want to be completely worried about the ball moving. If the player has clearly tried to stop the ball, and then passes, that should be clear to both teams and can be allowed. Balls that go over the sideboards are restarted near where the ball went out, but not within 1 meter of the attacking circle. Don’t worry if the restart isn’t right beside the boards. Balls over the back-line are either a 9-meter push (off attack or unintentionally off defense) or a penalty corner. If you would give a long-hit outdoor then it would be a 9-m indoor. Have the 9-m restart be on the same side it went out, but allow “near” the line up from the back-line. Balls put intentionally, by an overt and deliberate movement of the defender’s stick, over the back-line are a penalty corner.

18) Shot on Goal.
A raised shot on goal must be targeted at or going between the posts. A lifted shot going wide of the posts is a foul. A defender is permitted to use a dead stick (raised and stationary) to stop or deflect a shot at goal at any height. Swinging at the ball is not permitted.

19) Penalty Corner.
All six defensive players must go behind the defensive back line. The goalkeeper is the only one allowed in the goal. The other 5 defensive players must line up opposite the side from where the push out is being taken. The offensive players feet must be outside the circle. The offensive players taking the push out may have one or both feet out of bounds. The ball has to exit the circle for a goal to count during a penalty corner. The ball must travel outside the circle but need not be stopped before a shot on goal.


Kanaisan Kanapathy
Umpires’ Manager

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   HOCKEY-PENALTY SHOOT-OUT

PENALTY SHOOT-OUT COMPETITION
In a shoot-out competition, five players from each team take a one-on-one shoot-out alternately against a defender from the other team as set out in this Regulation. The shoot-out competition comprises all series of shoot-outs required to determine a result.
The following sets out both the playing Rules and the procedures to be followed.

1. Respective Team Managers nominate five players to take and one player to defend the shoot-outs
   from those on the Match Report except as excluded below. A player nominated to defend the
   shoot-outs can also be nominated to take a shoot-out. No substitutions / replacements are permitted
   during the shoot-out competition other than as specified below.

2. Team Managers sign the Shoot-out Competition form to confirm the nominations of the five
    players and the sequence of players to take the shoot-outs and submit the form to the Technical
    Officer on duty.

3.  If the Shoot-out Competition takes place after the end of a match/extra time, the above procedures
    must be carried out promptly so that the first shoot-out can take place within five (5) minutes of
    the end of the match/extra time.

4.  A player who is still serving a disciplinary suspension by the Tournament Director at the time the
    shoot-out competition takes place or has been excluded permanently (red card) during the match
    which leads to the shoot-out competition, cannot take part in that shoot-out competition. A player
    who has been warned (green card) or temporarily suspended (yellow card) may take part in the
    shout-out competition even if the period of their suspension has not been completed at the end of
    the match.

5. The Tournament Director will specify in advance the goal to be used.

6. The Tournament Director will specify at the pre-competition briefing meeting the method of
     timing shoot-outs taking account of the facilities available and the need to control time accurately.

7. A coin is tossed; the team which wins the toss has the choice to take or defend the first shoot-out.

8. All persons listed on the Match Report other than any player who has been excluded permanently
   (red card) during the match which leads to the shoot-out competition are permitted to enter the
   field of play outside the 23m area used for the shoot-out but must be at least 10 metres from the
   spot where the ball is placed at the start of the shoot-out.

9. The goalkeeper / defending player of the team taking a shoot-out may be on the back-line outside
    the circle.

10. A player taking or defending a shoot-out may enter the 23m area for that purpose.

11. Players taking a shoot-out and also defending the shoot-outs taken by opponents are allowed
     reasonable time to take off their protective equipment to take their shoot-out and subsequently to
     put back on their protective equipment.

12. Five players from each team take a shoot-out alternately against the goalkeeper / defending
      player of the other team making a total of 10 shoot-outs.

13. Taking a shoot-out:
      a. the goalkeeper / defending player starts on or behind the goal-line between the goal posts;
      b. the ball is placed on the nearest 23m line opposite the centre of the goal;
      c. an attacker stands outside the 23m area near the ball;
      d. the Umpire signals to the technical table that the time may start;
      e. an official at the technical table starts the clock which automatically issues an audible signal;
      f. the attacker and the goalkeeper / defending player may then move in any direction;
      g. the shoot-out is completed when:
          i. 8 seconds has elapsed since the starting signal;
         ii. a goal is scored;
         iii. the attacker commits an offence;
         iv. the goalkeeper / defending player commits an unintentional offence inside or outside the 
              circle in which case the shoot-out is re-taken by the same player against the same  
              goalkeeper/defending player;
          v. the goalkeeper / defending player commits an intentional offence inside or outside the circle, 
              in which case a penalty stroke is awarded and taken;
        vi. the ball goes out of play over the back-line or side-line; this includes the    
            goalkeeper/defending player intentionally playing the ball over the back-line.

14. If a penalty stroke is awarded as specified above, it is taken by the two players involved in the
     shoot-out concerned unless either of them is incapacitated or suspended.

15. A video referral can only be requested by an Umpire to determine, if necessary, whether or not a
     goal was legitimately scored; team referrals are not available at a shoot-out.

16. The team scoring the most goals (or ahead by more goals than the other team has untaken
     shoot-outs available) is the winner.

17. A player may be suspended by a yellow or red card but not by a green card during the shoot-out
     competition.

18. If during a shoot-out competition (including during any penalty stroke which is awarded) a
      player is suspended by a yellow or red card:
     a. that player takes no further part in that shoot-out competition and, unless a goalkeeper /
         defending player, cannot be replaced;
     b. the replacement for a suspended goalkeeper/defending player can only come from the five
         players of that team nominated to take part in the shoot-out competition:
        i. the replacement goalkeeper / defending player is allowed reasonable time to put on protective
           equipment similar to that which the goalkeeper/defending player they are replacing was
           wearing;
       ii. for taking their own shoot-out (or penalty stroke), this player is allowed reasonable time to
           take off their protective equipment to take their shoot-out and subsequently to put it on again.
    c. any shoot-out or penalty stroke due to be taken by a suspended player is forfeited; any goals
        scored by this player before being suspended count as a goal.

19. If during a shoot-out competition, a defending goalkeeper/defending player is incapacitated:
      a. that goalkeeper/defending player may be replaced by another player from among the players
         listed on the Match Report for that particular match, except as excluded in this Appendix or
         unless suspended by an Umpire during the shoot-out competition;
     b. the replacement goalkeeper:
         i. is allowed reasonable time to put on protective equipment similar to that which the
            incapacitated goalkeeper / defending player was wearing;
        ii. if this replacement is also nominated to take a shoot-out, this player is allowed reasonable
            time to take off their protective equipment to take their shoot-out and subsequently to put it
            on again.

20. If during a shoot-out competition, an attacker is incapacitated, that attacker may be replaced by
     another player from among the players listed on the Match Report for that particular match,
     except as excluded above or unless suspended by an Umpire during the shoot-out competition.

21. If an equal number of goals are scored after each team has taken five shoot-outs:
      a. a second series of five shoot-outs is taken with the same players, subject to the conditions
         specified in this Appendix;
      b. the sequence in which the attackers take the shoot-outs need not be the same as in the first
          series;
      c. the team whose player took the first shoot-out in a series defends the first penalty shoot-out of
          the next series;
      d. when one team has scored or been awarded one more goal than the opposing team after each
          team has taken the same number of shoot-outs, not necessarily being all five shoot-outs, that
          team is the winner.

22. If an equal number of goals are scored after a second series of five shoot-outs, additional series
      of  shoot-outs are taken with the same players subject to the conditions specified in this
      Appendix:
    a. the sequence in which the attackers take the shoot-outs need not be the same in any subsequent
        series;
    b. all eligible players from each team must take a shoot-out before any one of them can take
        another; any shoot-out due to be taken by a suspended player is forfeited;
    c. the team which starts each shoot-out series alternates for each series.

23. Unless varied by this Appendix or Appendix 1, the Rules of Hockey apply during a shoot-out.



GREEN CARD – TWO MINUTE SUSPENSION
Rule 14.1.b: For any offence, the offending player may be warned (indicated by a green card).
Regulation: For any offence, the offending player may be warned (indicated by a green card).
(a) The offending player is temporarily suspended for two (2) minutes of playing time.
(b) For the duration of each temporary suspension, the offending team plays with one less player.
(c) If a field player is receiving a green card, the umpires stop the match (but not necessarily the time)
     to issue the card; if time has been stopped, the umpires restart it immediately after issuing the   
     card unless the time was stopped for another reason.
(d) If a goalkeeper or player with goalkeeping privileges is receiving a green card, the umpires stop 
      the time and re-start it immediately after that player has left the field of play.
(e) The offending player leaves the field immediately; if he interferes with play on his way to the 
      designated suspension area the umpire may further penalise the player in accordance with the  
      Rules of Hockey.
(f) The two minute temporary suspension starts when the player is seated in the designated area.
(g) Timing of the suspension is controlled by a technical official on duty.
(h) The offending player is permitted to resume play when the technical official on duty indicates 
      that the period of suspension has been completed unless this occurs during the taking of a penalty 
      corner in which case the player cannot return until the corner has been completed or another 
      penalty corner is awarded.




RESPONSIBILITIES OF HOME TEAM




The first team mentioned in the Match Schedule is the “Home Team”.

1.         THE FIELD OF PLAY

1.1.        Please liaise with the stadium authorities on the accuracy of the markings of the field of play and that the markings are visible;

1.2.        The goal posts must be in accordance to specifications with proper nets; a spare set of goal post must be available;

1.3.        Must ensure proper watering of the field of play before the match and during half time.

2.         THE TECHNICAL OFFICIALS’ TABLE

2.1.        The table must be situated at the centre and on the side of the field of play where there is least annoyance from the sun. The Team Bench must be completely visible from the table.

2.2.        The front should be at least 3 meters from the sideline of the field of play. There must be a protective cover against, rain, sun, wind and watering of the field of play.

2.3.        The table should measure 3 metres by 1 metre.

2.4.        Stick Racks with protective covers should be placed for both the teams, close to the Technical Officials’ Table.

3.         THE TECHNICAL OFFICIALS’ TABLE EQUIPMENT

          The Technical Officials’ Bag for the Technical Officials’ Table should contain the following:

3.1.     Hooters/Horns                 1
3.2.     Stop Watches                  3
3.3.     Warning Cards                 2 sets
3.4.     Whistle                             1
3.5.     Armbands/Ribbons          4 (assorted)
3.6.     Safety Pins
3.7.     Substitution Boards          1 set
          (1 to 22)
3.8.     Office Stationery
3.9.     Match Sheet
3.10.   Appointment Sheet
3.11.   Rules of Hockey
3.12.   Tournament Regulations
3.13.   Pointed Wedge (to check the rake or bow)



4.         BALL BOYS

4.1.        It shall be the responsibility of the “Home Team” to provide a minimum of 6 ball boys for each of the matches. (Ball boys should be above the age of 12 years).

4.2.        The payment for the ball boys will be the responsibility of the “Home Team”.

5.         SECURITY

5.1.        It shall be the responsibility of the “Home Team” to provide security for the players and the officials before, during and after the match.

5.2.        Kindly secure the assistance of the Police for the above purpose.

6.         FIRST-AID

6.1.     First-Aid Facility must be provided at the ground by the “Home Team”.

6.2.     The treatment of the injured player will not be allowed on the field of play. As such, stretcher-bearers must be provided.

6.3.     An ambulance must be on standby for emergency cases.

7.         REFRESHMENT

7.1     Half time drinks must be provided for the officials and the ball boys by the “Home  
          Team”.

7.2      Each of the teams will take care of refreshment (and ice) of their respective players. Thus, it will no longer be the responsibility of the home team to provide refreshment for the away team.

8.         ADVERTISING

8.1.     Teams are not permitted to use logos of any sponsors on their playing attire besides the logos of the official sponsors (MHC, NSC, MILO,)  during the match and the prize presentation ceremony.  The sponsors of teams may only advertise at the respective home venues of the teams concerned with the written approval of the Finance Committee / Executive Board  of MHC.

8.2.     Any financial assistance secured by the team shall be wholly retained by the team concerned.









NOTES FOR TEAM MANAGERS


1.    TOURNAMENT RULES

1.1.        Kindly ensure that you have a copy of the Tournament Rules & Regulations and that you have gone through them thoroughly. The TC/OC/ Executive Board  of MHC may amend/change/delete/add the Tournament Rules and Regulations if deemed necessary.

2.    REGISTRATION OF PLAYERS

2.1.        Each team will be allowed to register a minimum of 18 players and a maximum of 22 players for the MJHL 2012.

2.2.        Should a team decide to drop a player or a player withdraws from the team during the course of the tournament, there will not be a substitute for the player who has been dropped or who has withdrawn from the team.

3.    COMPOSITION OF A TEAM

3.1.        Team Managers are obliged to deliver a signed sheet indicating the names and numbers of players starting the match to the Technical Officer, 20 minutes prior to the start of the match. They should also indicate the names of the captains and the goalkeepers on the same sheet.

3.2.        Players must wear the shirt number under which they have been registered. Please ensure that this requirement is strictly adhered to for there will not be any compromise to this Rule.

4.    DRESS AND TEAM COLOURS

4.1.        The teams shall wear the colours that are registered in the team registration form.

4.2.  If, in the opinion of the TD/TO /Umpires, there is a clash of colours of the jerseys               
or stockings, then the first mentioned team is obligated to change the                     colours for the particular match. Team Managers are to consult opposing                     Team Managers well ahead of the scheduled match to avoid a clash of                     colours.

4.3.        Any additional item of clothing worn by a player during a match (e.g. tights) must be of the same colour specified for the corresponding piece of clothing.

4.4.        The goalkeeper's shirt must be of a colour, which is different and distinctive from the shirts of either team. A clear visible number should be on both the front and back of the shirt.

4.5.        The goalkeeper must wear protective headgear. The goalkeepers' gloves and equipment will be checked by the Judge on duty. A field player with goalkeeping privileges must wear  a different colour shirt and may wear protective  headgear  when inside his 23 metres area ; he must wear a protective  headgear  when defending a penalty corner or penalty stroke

4.6.        The Captains are required to wear a distinctive arm-band/ribbon, which is clear enough to be seen by the Umpires and the Technical Officials’ Table.

4.7.        The wearing of a headgear by players (cap etc) other than the goalkeeper is strictly prohibited. If the need arises, a player may wear a scarf that is black in colour or a colour corresponding to the jersey colour.

5.    STICK CHECK

5.1.        All sticks will be checked prior to the teams' warm-up. The players are required to line up in front of the Technical Officials’ Table for this purpose.

6.    TEAM BENCH

6.1.        The Home team shall occupy the player bench located on the left side of the Technical table/bench.

6.2.        A maximum of seven(7) players and three (3) officials will be allowed to be seated at the team bench. If a doctor is registered with the team, he is also allowed to sit at the bench.

6.3.        The Manager must sit at the end of the bench nearest the Technical Officials’ Table.

6.4.        The Manager shall be responsible for the behaviour of all persons on the team bench.

6.5.        Interference during the match from anywhere, especially the team bench, is not allowed.

6.6.        A player, who has been given permanent suspension (Red Card) during a match, shall return to the team bench to collect his equipment only. He must then leave the team bench immediately.

7.    INJURIES

7.1.        In the case of an injury, the team doctor and/or the physiotherapist together with the team manager may enter the Field of Play after permission has been given by one of the umpires. If the team does not have such registered officials, the team concerned may utilise the services of the First-Aid personnel on duty. The Team Manager will be permitted to enter the Field of Play.

7.2.        The coach(es) will not be permitted to enter the Field of Play under any circumstances.

7.3.        In case of an injury to a player causing bleeding, then that player must be substituted immediately. The injured player may re-enter the Field of Play only after stoppage of bleeding and the wound dressed.

7.4.        No treatment of players will be permitted on the pitch. Any player treated for injury shall only return to the pitch after two minutes of treatment time



8.    DISCIPLINARY ACTIONS

8.1.     Team Managers are obliged to maintain a record of all disciplinary actions and act in accordance with the Rule(s).

8.2.     The Technical Committee has the authority to suspend for one or more matches, players, team officials and other officials who in the opinion of the Technical Committee are guilty of misconduct before, during or after a match.


9.    REFRESHMENT

9.1.        No liquid or other refreshment will be allowed to be consumed on the Field of Play.

9.2.        Any player wishing to take refreshment during a match, including stoppages, must leave the Field of Play and is permitted to re-enter but not within the 25 yards lines and the goal lines. A goalkeeper shall re-enter the Field of Play only adjacent to the goal.

10.  MATCH SHEET

10.1.      Managers are advised to check the match sheet to ensure that the details therein are correct before signing it.

10.2.      Unless there is a protest, managers should sign the match sheet promptly following the end of a match.

11.  PRIZE GIVING CEREMONY

11.1.      Managers are to ensure that very little time is taken for their players to be ready for the prize giving ceremony. Your kind co-operation on this matter will be much appreciated.

11.2.      Players should be in uniform attire for this ceremony. Sandals and slippers are strictly prohibited.

12.  GENERAL

12.1.      Team Captains will be responsible for the discipline of the players on the Field of Play. Disciplinary action can also be taken on the Captain whose player(s) misbehave on the Field of Play.

12.2.      The Team Manager will be responsible for the conduct of the players and officials on the team bench.

12.3.      Team Managers are hereby advised to ensure that their players are insured against any injuries or death caused by accidents or otherwise during the duration of the tournament.

12.4.      Home teams are to ensure that the Ball boys and Tournament Officials are provided refreshment during half time.

12.5.      Medical assistance inclusive of first-aid and stretcher facilities is the responsibility of the home team.




INSTRUCTIONS TO TECHNICAL OFFICERS

1.    BEFORE THE START OF THE MATCH

1.1      Make sure you are familiar with the facilities at the stadium e.g.
1.1.1  Players' Changing Rooms
1.1.2  Umpires' Rest Room
1.1.3  Medical Room/Doping Facilities

1.2      Check with the Technical/Stadium Facilities personnel on the availability of the people:
1.2.1  Manning the watering system;
1.2.2  Floodlighting

1.3      Make sure the ball boys are present.

1.4      Check to see the following Technical Officials' Table Equipment:

Hooters/Horns             1
Stop Watches             3
Warning Cards            2 sets
Whistle                        1
Armbands/Ribbons     4 (assorted)
Safety Pins
Substitution Boards     1 set
(1 to 22)
Office Stationery
Match Sheet
Appointment Sheet
Rules of Hockey
Tournament Regulations
Pointed Wedge (to check the rake or bow)

1.5      Allocate the duties to the Judge(s).

1.6      Get from the Team Manager the names of players registered for the match and the Starting XI players.

1.7      Adhere to the following schedule:

1.7.1      20 minutes before: make sure that the field of play is sufficiently waters;
1.7.2      approximately 8 minutes before: check all sticks and the players' s shirt numbers;

1.8      Report immediately any irregularities to the Technical Committee.

2.            DURING THE MATCH

2.1      Be alert at all times.

2.2    Always acknowledge the signals from the umpires, especially:

2.2.1      during stoppages, restarts

2.2.2      issuing of cards (green, yellow and red)

2.3      Keep an eye on the team benches for any breach of discipline.

2.4      Regularly check with your Judge(s) on the time and that all entries in the Match Sheet are made correctly.

3.            AT THE END OF THE MATCH

3.1      Restart one of the stopwatches for 10 minutes to make sure that any protest is received within this time.

3.2      Get the Team Managers, the Umpires and the Judge(s) to sign the Match Sheet. You may then sign the Match Sheet.

3.3      Check to see that the Technical Officials' Table equipment is returned in order.

3.4      Hand over the Match Sheet and all other relevant forms to the Technical Committee.

4.            GENERAL

4.1      Make sure you are at the venue well ahead of time - at least one hour before the commencement of the match will be reasonable.

4.2      Adhere to the following seating plan:


 

 
 
 

4.3      Allocation of Specific Duties:

4.3.1  Technical Officer
1.        Official Time 
2.        Match Sheet
3.        Discipline at Team Benches
4.        Protests

4.3.2 First Judge
1.        Record Sheet
2.        Time

4.3.2 Second Judge
Record of Actual Playing Time
Normal Timekeeping

4.3.3 Reserve Umpire
         1.      Substitution of players.

 4.3.4     Seat Reserved for Umpires’ Manager

4.3.5     Stadium Coordinator

1.      Responsible for technical table equipment (including technical bag)
2.      Match Sheet and other necessary tournament forms are available.
3.      Stadium attendants are available to water the pitch when    required.
4.      Stadium Lightings.
5.      Safety of the Technical bag and the contents.
6.     Send results and other required documents to MHF office at the stipulated
         time/period.
                7.     Liaise with the ‘home team for ball boys, medical and police / safety requirement  at  
                        the stadium'


 
INSTRUCTIONS TO JUDGES

Appointed Judges should report at the venue at least 30 minutes before the match and should report to the Tournament Director/Technical Officer on duty at least 30 minutes before the start of the match.

Judges are personally responsible for checking their appointments for each day. The attire of the Judges for the matches in which they officiate will be black long pants, blue shirt & tie

Judges should assist the Technical Officer on duty by understanding the following responsibilities:

A.   Prior to the start of the match:

1.            Check all equipment at the technical table to ensure that it is present and in good working order before and after each match. Any malfunctions or missing items should be reported to the Technical Officer on duty immediately.

2.            Check all sticks prior to the start of the match. If possible all sticks (playing and reserve) should be checked at the same time prior to the start of the team's warm-up.

3.            Check the Goalkeeper's gloves and equipment and ensure that the colour of the Goalkeeper's shirt is different from that of his own team, opponents and umpires; also ensure that the Goalkeeper's number is visible on both the front and the back of the shirt.

4.            Ensure that any additional piece of clothing (e.g. cycling shorts) worn by a player during a match is of the same colour specified for the corresponding piece of clothing; also ensure that captains are wearing a distinctive arm-band or ribbon which is visible to the umpires and the technical table.

5.            If possible, during the line-up prior to the start of the match, verify the shirt numbers of both teams with the match form. Complete this during the opening minutes of the match if necessary. Any discrepancy should be reported to the Technical Officer on duty immediately.

B.   During the match

6.            Keep the time and watch the umpires' signals carefully with regard to time-outs and confirm them clearly.

7.            Register the goals on the match sheet together with the scorer, the minute of play, and the type of goal.

            When there is recording to be done, ensure that at least one person at the table is watching the match while others write.

            Goals should be recorded under the following categories:
            FG = field goal;  PC = penalty corner;
            PS = penalty stroke.

8.            Register warning cards on the match sheet against the correct number of the player recording the minute of play.

9.            Check the team benches for authorized persons and report any misconduct to the Technical Officer on duty.

10.          Ensure that all sticks, and goalkeepers' gloves and headgear are left at the team bench at half time.

11.          In the case of injury, and in conjunction with the umpire, ensure that only two persons enter the pitch in accordance with the Technical Regulations.

12.       Monitor the taking of refreshments during the match by players according to the method outlined in the Technical Regulations.

C.   After the Match

13.       Immediately when the match is stopped for half time start the watch to time the 10 minutes for the restart.

14.          Immediately following the stoppage of time for the end of the match, start a watch to time the 10-minute protest period. As soon as both Managers have signed the match sheets and no protest has been lodged, the watch may be stopped.

15.          In the event that a protest is lodged, remain available to give testimony to the Tournament Director.

16.          Sign the match sheet at the end of the match after it has been signed by both Managers and Umpires.

17.          Ensure that table equipment is collected, including captains' arm- bands and hand over to the tournament secretariat.

18.          Do not make any statement about the match or about the umpire with any other person other than the Tournament Director



 
INSTRUCTIONS TO UMPIRES


1.        Umpires are personally responsible for checking their appointments, even if they have not received the relevant appointment sheet.

If an appointed umpire is ill or injured, he must inform the Tournament Secretariat and Umpires' Manager without delay.

2.        Umpire should be at the venue at least one hour before the match and should report to the Tournament Director/Technical Officer in charge of the game at least 30 minutes before the commencement of the match.

3.        Prior to the match, umpires should check the goals and report any irregularities to the rules or regulations they may observe immediately to the Technical Officer in charge of the game. They should also ensure that each captain wears an armband and that there are no similarities between the colours of the goalkeeper, the teams and the ball boys. They must report any clashes immediately to the Technical Officer in charge of the game.

4.        Umpires must ensure that in the case of stoppages of time their time-out signal is confirmed by the technical officials' table and they should not start or restart the game before a clear signal has been given to technical officials' table and has been acknowledged by the Technical Officer on duty. The umpire on the tableside shall be responsible for the restart of the match.

5.        Umpires must not allow more than two authorized persons to enter the field in case of injuries. Do not allow anyone to interfere in any way with the game whilst it is in progress or even during stoppages without your permission.

6.        After the game the umpire should first check the result of the game and confirm the result with the Technical Officer in charge of the match. Do not sign the match sheet before both managers sign it.

7.        Umpires must not leave the ground after the game without prior agreement of the Technical Officer on duty. If a protest is lodged then umpires must remain available to give their testimony to the Technical Officer / Technical Committee.















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