Guidelines, Oakridge Bob Stark Jamboree (Oakridge Aeros Minor Hockey)

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GENERAL RULES

  • A representative for each team is to register with a tournament Convenor at the registration table located at the arena of your first game 45 minutes prior to start time. Each Arena will have a Convenor available.
  • At this time, you must provide a copy of your Approved Roster along with a Travel Permit. Players do not have to sign in. (if not provided electronically)
  • You cannot dress more players than number found on your original team roster.
  • Goalie relief can be an exception with permission of the Tournament committee.
  • All teams require a certified trainer on the bench.
  • All teams must be ready to play their games at least 15 minutes in advance of the scheduled start time (except for first game of the day at each arena

U8 JAMBOREE GUIDELINES

The Jamboree will follow Novice half-ice game play rules implemented by the OMHA.  These rules have been created to maximize player engagement by increasing the opportunities to interact with the puck and other players. A simplified version of the game allows younger players to focus on elements of the game they enjoy most. 


PLAYING RULES

  • 4 vs. 4 format in each half-ice area
  • Each team is required to have a goalie for each half-ice area
  • 3 minute warm up 
  • Black Puck will be utilized
  • No centre-ice line, therefore no icing
  • No blue-lines in play, therefore no offsides
  • No score is kept

RINK SET-UP

  • Boards/Barriers will be placed along the centre red line to divide the two ends
  • Game length will be 44 minutes (two - 22 minute periods)
  • Shift lengths will be 60 seconds with an automatic buzzer to indicate players change
  • The clock continues to run throughout the 22 minute half 
  • Main score clock will be utilized to keep time for both games simultaneously
  • Home team will defend the ends of the rink
  • Visiting teams will defend the centre-ice nets
  • Teams will share the player benches with each team using the gate closest to the net they are defending
  • Visiting team will switch ends and benches at end of first half
  • Both games will be synchronized 
  • Officials work together to keep the games synchronized 
  • There will be two face-offs during the game; 
  • The first face-off will start the game 
  • The second face-off with start the second half                          

SHIFTS

  • On the buzzer, players must relinquish control of the puck immediately and vacate the ice. The new players enter the ice immediately 
  • Failure to immediately relinquish control of the puck or new players entering the ice surface prematurely may result in a penalty for the offending team 
  • If there are fewer than four players on the bench, the active player designate to stay out for the following shift must tag up at the bench prior to continuing play 

CHANGE OF POSSESSION

  • Goaltender freezes the puck- the official blows the whistle to indicate the attacking team backs off and defending team gets possession 
  • Puck shot out of play- the offending team backs off and the official gives the non-offending team a new puck 

PENALTIES

  • Minor penalties are noted with the official briefly raising their arm to indicate a penalty will be assessed. At the conclusion of the shift, the official notifies the coach of the infraction and the number of the offending player. 
  • If the offending team controls the puck after the infraction, the official blows the whistle and calls for a change of possession; the non-offending team is given room to play the puck
  • The offending player will sit out the next shift, but the team will play even strength 
  • Should an infraction occur that would normally require a player to be ejected from the game (game misconduct, match penalty or gross misconduct), the player will be removed from the remainder of that game.
U9 GUIDELINES
  • Ice will be flooded at the end of the game.
  • A three-minute warm-up will be permitted at the start of each game
  • All round-robin games, will consist of three periods of 10 minutes each, stop time (10-10-10) with no curfew.
  • The time clock will run on straight time during the third period when the goal differential is five or more. Penalties (three minutes for minors, seven for majors) will also run-on straight time during this scenario. If the difference becomes three, clock will revert to stop time in playoff games only.
  • One 30 second timeout per team will be allowed in Championship Final games only. It cannot be saved for overtime.
  • All games will be recorded using GameSheet Inc. software
  • Teams will be provided “iPad” code to retrieve gamesheets
  • ALL OHF-ALLIANCE RULES WILL APPLY WITH THE FOLLOWING EXCEPTIONS:
    • Any player who incurs a major penalty for fighting will be suspended for the remainder of the tournament.
    • A Gross Misconduct will result in an automatic suspension for the remainder of the tournament.
    • Tournament committee reserves the right to curfew games if needed or change the schedule at any time as needed
  • AFFILIATED PLAYERS
    • If you are using APs, you need a roster from their original team and a document from your home Association acknowledging their use.
    • Players can only play, or AP for one team in the tournament.
    • Teams can only use a maximum of two Affiliated Players in the tournament, and they must come from a younger age group
    • tie
  •  POINTS AND TIEBREAK
    • In all divisions, points will be awarded as follows:
      • WIN – 2 points
      • LOSS – 0 points
      • TIE – 1 point
      • Maximum goal differential for all games will be 7

      (e.g., a 13-2 final score will be officially recorded as 9-2, if 10-0 as 7-0)

      • Forfeit score will be 1-0
      • Teams will each play their round robin games. The teams with the most cumulative points will advance.

      Should there be a tie between teams after round robin play, the following tie breaking formulas will be used in this order:

      1. if one team has a win over the other, the team with the win will advance
      2. ** if teams are still tied, or if there is no head-to-head available, the team with the highest % goal average GF/ (GF+GA) will advance
      3. if teams are still tied, the team with the least GA will advance
      4. if teams are still tied, the team with the most GF will advance
      5. most wins
      6. fewest penalty minutes
      7.  coin toss

    PLAYOFF FORMAT

    • All Semi-finals are 10/10/10 minute periods
    • Finals are 101012 minute periods
    • Any tied play-off game will be decided in a sudden victory overtime period consisting of five minutes of three on three.
    • A penalty will result in the non-offending team adding a player(s) to the ice. When the penalty expires, teams will play four on four, or five on four, until the next whistle, when three on three, or four on three will resume. Maximum player difference is five on three.
    • If the teams remain tied after overtime, a shootout format will be used. Each team will pick three players (numbers/names and order to be submitted earlier with the game sheet). Each of the three players will shoot once (teams will alternate shots, visiting team shoots first) the total goals after the first three shooters will determine the winner.
    • If still tied, the first team to score on a round when the other team does not, will be the winner.
    • No player can shoot twice until all have participated.
    • Players who were serving a penalty before overtime expired are ineligible for the shootout.