Tournament Rules, Ayr Regional, Niagara Peninsula Region, 2018-2019, Canadian Regionals (International Silver Stick)

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AYR REGIONAL SILVER STICK – RULES AND REGULATIONS 2018

 

 

1.       The Tournament Director / Committee, or the designated representative thereof, shall have complete authority with respect to the     interpretation and/or application of the Tournament Rules and Regulations.

 

2.       All decisions by Referees, the Tournament Director / Committee, or the designated representative thereof, shall be considered final and   binding on all parties.

 

3.       There are no appeals or protests allowed at this tournament. Any concerns or issues are to be address with the Tournament Director.

 

4.       ‘FIGHTING’ is not allowed in a Silver Stick Tournament. Any player receiving a fighting penalty is out of the tournament.

 

      GENERAL  

 

1.       Hockey Canada rules, OMHA regulations and the OMHA manual of operations shall apply to all teams. In addition to these rules, complying   with the rules with of the International Silver Stick Hockey Association.

 

2.       All players shall wear all approved equipment and safety protection (ie: mouthguards, neck guards) as per the OMHA Manual of Operations.

 

It should be noted that teams from outside the OMHA are only required to wear mouth guards if that is a requirement of their governing body.

 

3.       The Tournament Committee is requesting the assistance of team players and officials to help keep the dressing rooms tidy at the conclusion   of each game. Please encourage your players to use the waste containers.

 

4.       Team officials are requested to do an inspection of their dressing rooms immediately before entering and after their players have left.   Please report any damage or untidiness to the Tournament Director / Committee Member immediately. Offending teams are responsible for   any costs associated with damage or untidiness.

 

5.       As a courtesy to the incoming teams please keep showers short and exit the dressing rooms as quickly as possible.

 

6.       Dressing room keys will be provided at the tournament headquarters. Keys are not issued until a deposit is provided, which will be     reimbursed once the room key is returned.

      REGISTRATION:

 

1.       All teams must present an approved electronic roster and a travel permit from their association before participating in their first game.

2.       All bench staff participating in the tournament must be on an approved electronic roster. If you intend to use a substitute, they must be on   an approved electronic roster. A copy of the approved electronic roster must be submitted to the Tournament Director prior to game time   or the substitute will not be allowed to participate.

  

      GAMES:

 

1.       Teams must be at the arena and prepared to start the games fifteen (15) minutes prior to the published scheduled start time.

 

2.       Games may run longer than scheduled.

 

      Atom and Peewee Divisions:

 

1.       In the preliminary round, teams are awarded points as follows:  2 points for a game win, 1 point for a game tie, 0 points for a game loss.

 

2.       The team with the highest points total in each division (A, B, C) will move on to the semi- final games. 

 

3.       A wildcard team will be chosen as the fourth team from the three divisions.  The wildcard team will be determined by the team with the   best ratio of in all round robin games: Goals for / Goals for + Goals against.

 

4.       The teams with the highest points total in each of their respective divisions will then be seeded 1, 2 and 3 based upon points accumulated   in the round robin.

 

      Tie Breaking in round robin standings will be based, in order, on:

 

      If only 2 teams are tied,

 

a.      The head to head record involving the two teams, then
b.      The best ratio of in all round robin games: Goals for / Goals for + Goals Against, then
c.      Team with the most wins advances, then
d.      Team with least goals allowed, then
e.      A toss of the coin by the tournament director or designate.

      If 3 or more teams are tied,

a.      The best ratio of in all round robin games: Goals for / Goals For + Goals Against
b.      Team with the most wins advances then,
c.      Team with Total Goals for in Preliminary Round advances then,
d.      Team with fewest goals against in Preliminary Round advances then,
e.      Team with fewest Penalty Minutes in round robin counted as per OMHA Manual of Operations advances then,
f.       A toss of the coin by the tournament director or designate.

 

Note: In the case of three or more teams tied in a division, the steps will apply to all teams till an advancing team is determined, then the remaining teams will begin again at a.

 

      Tie breaking in team seeding will be based, in order, on:

a.      The best ratio of in all round robin games: Goals for / Goals For + Goals Against
b.      Team with the most wins advances, then
c.      Team with the most goals for in round robin advances, then
d.      Team with fewest goals against in Preliminary Round advances, then
e.      Team with fewest Penalty Minutes in Preliminary Games counted as per OMHA Manual of Operations advances, then
f.       A toss of the coin by the tournament director or designate.

 

Note: In the case of three or more teams tied in a division, the steps will apply to all teams till an advancing team is determined, then the remaining teams will begin again at a.

 

Tie breaking in determining the wildcard team, will be based, in order on:

 

 a.     Team with the most wins advances, then

 b.     Team with the most goals for in round robin advances, then

 c.     Team with fewest goals against in Preliminary Round advances, then

 d.     Team with fewest Penalty Minutes in Preliminary Games counted as per OMHA Manual of Operations advances, then

 e.     A toss of the coin by the tournament director or designate.

 

Note: In the case of three or more teams tied in a division, the steps will apply to all teams till an advancing team is determined, then the remaining teams will begin again at a.

 

Bantam and Midget Divisions: 

 1.       In the preliminary round, teams are awarded points as follows: 2 points for a game win, 1 point for a game tie, 0 points for a game loss.

 

 2.       The two teams with the highest points total in each division will move on to the semi-final games. 

 

Tie Breaking in round robin standings will be based, in order, on:

 

If only 2 teams are tied,

 

 a.      The head to head record involving the two teams, then
 b.      The best ratio of in all round robin games: Goals for / Goals for + Goals Against, then
 c.      Team with the most wins advances, then
 d.      Team with least goals allowed, then
 e.      A toss of the coin by the tournament director or designate.

       If 3 or more teams are tied,

 a.      The best ratio of in all round robin games: Goals for / Goals For + Goals Against
 b.      Team with the most wins advances then,
 c.      Team with Total Goals for in Preliminary Round advances then,
 d.      Team with fewest goals against in Preliminary Round advances then,
 e.      Team with fewest Penalty Minutes in Preliminary Games counted as per OMHA Manual of Operations advances then,
 f.       A toss of the coin by the tournament director or designate.


Note: In the case of three or more teams tied in a division, the steps will apply to all teams till an advancing team is determined, then the remaining teams will begin again at a.

 

      Atom & Peewee Playing Times:

· Atom and Peewee preliminary games are 10 - 10 - 12. No timeouts overtime or shoot out.

· Semi-Final** games are 10-10-15 no flood (with a 3 on 3, 10 minute sudden victory over time). If tied, a 5 man victory shoot out.

· Final Games** are 10-10-15 no flood  (with a 5 on 5, 10 minute sudden victory over time). If tied, a 5 man victory shoot out.

· Timeouts allowed in the Final Game only. One 30 second timeout per team.

 

** Game Sheets for all semi-final and final games are to indicate the sequence of the 5 players for shootout prior to the start of the game.

 

In the event that a player listed for shootout is suspended or seriously injured during the game, the coach will indicate an alternate shooter in that players position.

 

If no winner after first 5 shooters, the same 5 will repeat in a sudden victory shootout with each player respectively shooting.

 

       Bantam & Midget Playing Times:

· Bantam and Midget preliminary games are 10 - 10 - 15. No timeouts overtime or shoot out.

· Semi-Final** games are 10-10-15 no flood (with a 3 on 3, 10 minute sudden victory over time). If tied, a 5 man victory   shoot out.

· Final Games** are 10-15-flood-15 (with a 5 on 5, 10 minute sudden victory over time). If tied, a 5 man victory shoot out.

· Timeouts allowed in the Final Game only. One 30 second timeout per team.

 

** Game Sheets for all semi-final and final games are to indicate the sequence of the 5 players for shootout prior to the start of the game.

 

In the event that a player listed for shootout is suspended or seriously injured during the game, the coach will indicate an alternate shooter in that players position.

 

If no winner after first 5 shooters, the same 5 will repeat in a sudden victory shootout with each player respectively shooting.

 

Mercy Rule

 

When any team is ahead by five or more goals in the third period the game will proceed under "straight time" unless the gap is reduced to three goals, at which point the clock will revert back to "stop time". 

The only time the clock would be stopped during running time if an on-ice injury should occur. 

All minor penalties assessed during running time are of 3 minute duration.