AS A REMINDER, these events are put together for your kids to have fun at the rink and on the ice. As our tag lines say, it's an opportunity for them to build their confidence, explore their creativity, and have fun! PLEASE do not prevent this by trying to circumvent any of these items below.
These 3on3 events are for the kids, to enhance their hockey FUN, in a safe and reliable environment. The rules we follow have been incorporated in order to maximize the safety and enjoyment of the game by everyone.
All play adheres to a Non-Contact style of play. Accidental or intentional body contact shall result in penalty shot(s) awarded to the non-offending team. See Minor Penalty below.
Teams may enter divisions of their own birth year or an older birth year, but not a birth year younger. Example: A 2010 team will enter a 2010 division or a 2009 division, but not a 2011 division.
Full ice tiers are estimated to be the following caliber:
T1: AAA - higher AA caliber
T2: AA - MD caliber
T3: Alliance HL & OMHA LL - AE
For clarification: *ELITE ALLSTAR* teams should enter the birth year above their year, in the same tier. Example: 2010T1 "ELITE allstar" team should enter the 2009T1 division. Next level (T2) type spring/allstar teams should enter T1 in their same birth year.
Cross ice tiers are estimated to be the following caliber (using 2015 - 2017 birth years):
T1: Top tier of IP/tyke - mostly 2015s, with a few stronger 2016s
T2: Mid pack of IP/tyke - mostly 2016s, with few late blooming 2015s, few stronger 2017s
T3: Lower level of IP/tyke - mostly 2017s, just starting out, late blooming 2015&2016s
Team rosters can include a minimum of 6 skaters and a maximum of 9 skaters, with 1 goalie. The roster can include combinations of players from any organization/league as long as they are grouped in the appropriate caliber of play. Example: a AAA player should be playing in T1, however, if all of his/her friends are T2 or lower and they wish to play with their friends, we are comfortable with 1 AAA player on a T2 roster - so long as the T1 player realizes and respects the difference in caliber and plays within the lower level.
***NEW*** Overaged (OA) or Overtiered (OT) Player:
The intention for allowing one (1) overaged or overtiered player on a roster is to accommodate siblings/friends/etc., who are one year or tier apart and do not have the opportunity to play on the same team during regular league play. However, the OA or OT cannot be the best player on the team, as this allowance was in no way intended to be used to make the team stronger. If the OA or OT's caliber and ability stand out above all others, the team may continue to play however, all games will be forfeited. Clarification of ages: in a 2012 division, an OA is a 2011 birth year; in a 2011/12 combined division, an OA is a 2010 birth year. Clarification of Tiers: in a T2 division, an OT is a AAA player.
If you suspect a team is using an OA or OT player whose caliber CLEARLY stands out from all others on the team, please ask a team representative to come to the check-in desk with the complaint. We will verify it and, if confirmed, the player will be asked to leave the ice. If, however, the complaint is unverified, the team upon which the complaint was lodged will be issued a penalty shot.
We reserve the right to refuse the use of OA or OT players in certain circumstances. Please contact us for approval if you intend to use an OA or OT.
We make every effort to see that the schedule runs smoothly and on time, and we ask for your help in this as well. Please be ready (at the door) to go on the ice 3 - 5 minutes in advance of your scheduled start time. At the conclusion of each game, the next teams playing should be allowed to enter the ice surface PRIOR to the concluding teams' exit so they may begin their warmup.
Home vs Away (FULL ICE GAMES)
When viewing the schedule, the team listed first shall take the VISITORS bench, the team listed second shall take the HOME bench. (Example: if the game slot indicates <Leafs vs. Canucks> the Leafs shall take the VISITORS bench; the Canucks shall take the HOME bench.
Home vs Away (CROSS ICE GAMES)
In a cross ice schedule, the 2 teams listed first shall play in the VISITORS zone; the 2 teams listed second shall play in the HOME zone. (Example: if the game slot indicates <Leafs vs. Canucks; Avalanche vs. Penguins> the Leafs/Canucks game will be played in the VISITORS zone; the Avalanche/Penguins game will be played in the HOME zone.
Home Net (CROSS ICE GAMES)
Continuing with the same game slot example above, the team listed first shall consider the left side of the arena their home end (when looking out towards the ice surface while standing in the lobby) - meaning they'll shoot on the net placed on the right side boards. (Example: the Leafs/Canucks game will be played in the VISITORS zone, the Leafs will shoot on the net at the right side of the arena; the Canucks will shoot on the net at the left side of the arena.)
Jerseys & Pinnies
Teams can wear any jerseys appropriate for children's viewing. Numbers are not required. Pinnies are available at all TimeKeepers booths and, in the case of jersey colour conflict, the HOME team shall wear the pinnies. Please leave the pinnies on the bench at the end of the game. After usage, they are sanitized and re-bagged for another use.
The hockey equipment specified by your governing body should be worn. At a minimum, CSA approved helmets, gloves, shoulder pads, hockey pants, shin pads, elbow pads, and a jock or jill, must be worn at all times while involved in game play.
Dressing rooms are assigned by the venue and are available up to 45 minutes prior to your first game time. Dressing rooms are typically yours for the duration of your play - however, we cannot guarantee that they will not be shared. In the case of shared rooms, no more than 2 teams will be booked per room. Please do not leave valuables in the dressing room, however, having these rooms for the day allows players a place to leave their gear while they are not on the ice.
Teams & Players
The roster size is the choice of each team, however, we offer a few guidelines:
3on3 FULL ICE teams should have 6 - 9 skaters + 1 goalie
4on4 FULL ICE teams should have 8 - 12 skaters + 1 goalie
3on3 CROSS ICE teams should have 6 - 9 skaters + 1 goalie
Game Length (both FULL and CROSS ice) **25min game times return**
All games have 25 minutes on the clock which starts running at the game start time, and includes a 2 minute warmup. There are no timeouts allowed.
(Teams and players step on the ice at their projected start time; the game clock will display 25:00. The clock will begin counting down in a "run-time" format, meaning it will not be interrupted, paused, or stopped, for any reason, until the full time has expired.)
For clarification (using a game start time of 9:00am)
At 9:00am the scorekeeper will set the game clock to 25:00 and it will begin its automatic countdown; the teams proceed to their respective benches and starting players lineup appropriately. The referee will drop the puck once players are lined up and ready. At 00:00, both teams should exit the ice immediately as the next game will be starting. (Simultaneously, the clock will have been reset to 25:00 for the next game which has a start time of 9:25am.
Although we go to great lengths to maintain the playing time for all participants, and appreciate the efforts of all participants in maintaining schedule integrity, there may be occasions that necessitate minor changes to the game clock times and we reserve the right to modify game times and/or warmup times.
The score at the end of all games stands.
A 5 goal differential is used in all full ice games; 3 goal differential for all cross ice games. At any time in a full ice game, only a 5 goal differential should be displayed on the score clock.
Winning team is awarded 6 points; losing team is awarded 1 points; ties are awarded 3 points each. The team that scores the first goal in round robin games is also given 1 point.
Tie Breaking formula ROUND ROBIN GAMES
2 Teams tied:
i. The team winning the 'head-to-head' matchup gains the higher position.
ii. If still tied, the team with the most wins of the games between the two (2) tied teams gains the higher position.
iii. If still tied, the team with the best (higher) goal average gains the higher position.
Formula calculation for each team: total # of GF / (# of GF + # of GA)
iv. If still tied, the team who scored the earliest goal of their first game, gains the higher position.
3 Teams tied:
i. The team with the most wins gains the higher position.
ii. If still tied, the goal average for all games will be used.
iii.If still tied, the team who scored the earliest goal of their first game, gains the higher position.
Formula calculation for each team: total # of GF / (# of GF + # of GA)
**NEW** Tie Breaking formula FINAL GAMES
In FULL ICE division, playoff games that end in a tie will be immediately followed by a "sudden death" shootout which begins immediately after the buzzer. The players on the ice at the end of the game will be the first 3 (or 4) shooters. Format:
1. Shooters all go to the centre line in their respective group of 3 (or 4)
2. 2 pucks will be placed on the red line; at the whistle both opposing shooters will attempt a single shot. If only 1 results in a goal, the game is over. If both or neither score, 2 more shooters take a single shot. This shootout continues until only 1 of the 2 shooters scores.
3. As each shooter completes their shot, another player lines up on the red line in preparation of the next shot. There should be 3 shooters from each team on the red line during this sudden death shootout.
In CROSS ICE division, playoff games that end in a tie will remain with final score as a tie.
In any situation, the referee(s) shall have full and final authority.
# of Players on the Ice
3on3: A maximum of 3 players + 1 goalie, or 4 players + 0 goalie, from each team may be on the ice at any time. In the case of a 5 goal differential, the team trailing may add a 4th player to the game until such time as the score is within 2.
4on4: A maximum of 4 players + 1 goalie, or 5 players + 0 goalie, from each team, may be on the ice at any time. In the case of a 5 goal differential, the team trailing may add a 5th player to the game until such time as the score is within 2.
4on4: A maximum of 4 players + 1 goalie, or 5 players + 0 goalie, from each team may be on the ice at any time. In the case of a 5 goal differential, the team trailing may add a 5th player to the game until such time as the score is tied.
There is no icing.
Offsides are whistled; puck possession goes to the defending team, while the attacking team clears the zone. Once cleared, the attackers may re-enter the zone without delay.
Goaltender freezes puck
A puck frozen by the goalie is whistled but does not result in a faceoff or stoppage in play; see "Offsides" above.
Upon a successful goal, all players from the scoring team must clear past the centre red line before touching the puck or re-entering the side of the defending team. Failure to do so shall give the defending team possession of the puck until the offending team has fully cleared to the centre red line.
Penalties are served through awarding the non-offending team a penalty shot. The format is a chase: the shooter stands at the centre dot and all the other players stand on the blue line behind the shooter. At the whistle, the shooter races to attempt an uninterrupted shot, while the other skaters race in an attempt to interrupt the shot. Play is live and continues after the shot is taken. Any rebound on the penalty shot is playable. The penalty shot must be taken by the player impacted by the infraction or, (and only) if injury prevents the player from taking the shot, by another player who was also on the ice at the time of the infraction.
**NEW** Penalty shots awarded are to be taken
A penalty shot awarded at any point int he game will be given the opportunity to be completed, even if the buzzer has sounded to indicate an end to the game.
If either team appears to be intentionally delaying the efforts to line up for the penalty shot, at any time during the game, the referee has the discretion to place the puck and blow the whistle for play to resume.
The team awarded the penalty shot has the right to decline to take the penalty shot.
Players are responsible for their own actions and those of their stick. If a player trips, holds, hooks, slashes, etcetera, they will receive a minor penalty. Minor penalties are served by awarding 1 penalty shot to the non-offending team. The (penalty shot) shooter is to be the player affected by the infraction. If the intented shooter was injured in the play, they may be replaced with one of the other 2 players that was on the ice at the time of the infraction.
Accidental body contact may result in 1 penalty shot being awarded to the non-offending team. Intentional body contact may result in 2 penalty shots awarded to the non-offending team. Additionally, if the referee believes body contact was made with an intent to injure, the offending player will be ejected from the game in addition to the 2 penalty shots awarded to the non-offending team.
A player receiving a major penalty, including unsportsmanlike behaviour towards another player, bench, or the game, will be ejected from the game, and we reserve the right to remove them from the event after consultation with the game officials. Additionally, any player ejected due to an 'intent to injure' type action may be denied entry to future events. This may sound extreme, however, we are providing lots of notice of this intention so it won't be a surprise if it occurs. And, just to reiterate our objective for the day: provide the best possible experience for everyone involved.
The tournament schedule will indicate projected start times for each game. If we find ourselves ahead of schedule for an upcoming game, we'll proceed with an earlier start time with approval from both teams.
Each team should bring their own pucks for warmup. Game pucks will be supplied by the tournament.
Where necessary, we may combine age groups so that teams have an opportunity to participate. We make every effort to provide balanced and fair divisions, as well as a fun and enjoyable day for all participants.
All games are officiated by certified referees, including groups such as London Referees Group. They are qualified to officiate at the level of the game scheduled (example: a Peewee game is officiated by a referee qualified to officiate at the Peewee level.)
This program is for TYKE/IP players, is played in a Cross-ice (x-ice) format, and includes a minimum 4 x 25 minute game schedule with champion/consolation awards for all participants. Game officials for this program will be certified when available.
The consumption of alcohol or illegal drugs at the arena or surrounding public areas is illegal. If Arena staff observe or are notified of this usage they will call the police immediately.
Participation at City of London recreational facilities requires participants to respect others and take responsibility in helping the City maintain a positive environment. The "R" in Rzone stands for Respect and Responsibility. Respect for yourself, Respect for others, and Responsibility for your actions. It is in effect at all times and applies to everyone. If you are involved in, or witness, an incident (such as listed on the City of London website) please report it to an Arena staff member. Once a report is made, City of London staff will investigate the incident and apply sanctions to offending parties if deemed necessary. For further information on RZone, please visit the City of London website: https://www.london.ca/residents/Recreation/Arenas-Skating/Pages/About-Rzone.aspx
Changes, Errors & Omissions
If, at any point, you have questions about why a particular rule has been implemented, we would appreciate the opportunity to discuss it with you. Additionally, these rules may change as needed, to better the experience and safety of all participants.
Updated: September 2, 2022