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Hockey 101
  • Hockey
    Statistics
  • Common Hockey
    Terms
  • Areas of the
    Ice Surface
  • Types of
    Penalties
  • Minor
    Penalties
  • Stoppages
    in Play
Hockey Statistics

Goals (G) Reflects the number of goals a player (or players) has scored.

Assists (A) A pass or series of passes which immediately precede a goal. A maximum of two assists are credited for one goal. The goal-scorer cannot be credited with an assist.

Points (PTS) Reflects the combination of goals and assists achieved by a player (or players).

Points Per Game (PPG) Reflects the number of points a player averages per game. Usually calculated as percentage and most often used as a team stat.

Penalties in Minutes (PIM) Reflects the number of penalty minutes a player, players, or team has served.

Plus Minus (+/-) Reflects the cumulative affect of goals scored when a given player or players are on the ice. For every goal scored by their own team while they are on the ice, they get a + mark. For every goal scored against their team while they are on the ice, they get a - mark. The +/- is the balance of these goals. This statistic is used more often as a measure for defensemen, to show whether or not they are effective in stopping potential goals and aiding in the scoring of goals for their team. Plus minus is not calculated for special teams play. Such as powerplay or penalty kill.

Games Played (GP) Reflects the number of games a player or players have played in.

Power Play Goals (PPG) This statistic reflects the number of goals scored by a player or players when their team is playing with more skaters than their opponent (due to a penalty to their opponent). See also power play.

Short Handed Goals (SHG) This statistic reflects the number of goals scored by a player or players when their team is playing with fewer skaters than their opponent (due to a penalty). In this manner, the team in question is short handed (see also penalty kill).

Game Winning Goals (GWG) Refers to the number of goals scored by a player that put their team up one goal to win the game. This goal is the last goal scored above a tie, regardless of the number of goals scored beyond the minimum to win. For example, in a game where the home team won 4-2, the player on the home team with the 3rd goal has the game winning goal (because that goal was the last necessary to actually win the game).

Goals Against Average (GAA) This statistic is for goaltenders only. This describes the average number of goals against a goaltender while in net. A lower goals against average is supposed to reflect more solid goaltending.

Save Percentage (SPCT or Save %) This statistic is also for goaltenders only. This statistic takes the number of saves divided by the number of shots on a goaltender while in net. This denotes the likelihood that a goalie will make a save when faced with a shot. For example, if a goaltender faces 32 shots and makes 30 saves, their save percentage = .938 (93.8%, save percentage is expressed in decimal format).

Shootout Goals (SHOG) This rule only pertains to certain minor leagues, including the CHL. In the event of a tie after the overtime period (regular season only) the CHL goes into a shootout. Each team gets 5 skaters that alternate one-on-one with the goaltender in an attempt to score more goals than their opponent. When a player scores in this situation, they are awarded with a shooutout goal. (*note, in the CHL, if the game is still tied at this point, the teams continue alternating shooters until one team misses a shot and their opponent does not.)

Shootout Goal Attempts (SHOA) This refers to the number of goals a player attempts but does not score in a shootout situation.

Common Hockey Terms

Back Check Attempt by forwards in their defensive zone to regain the puck from the opposition.

Backhand A pass or shot in hockey made with the back of the blade of the stick.

Body Check To ride or drive an opponent into the dasher boards. Slowing or stopping an opponent with the puck by using his hip or shoulder. (Legal)

Breakaway When a player on offense skates into the opponent's zone with no opposition except the opponent's goaltender.

Drop Pass Puck carrier passes the puck or leaves the puck behind him for a teammate bringing up the rear.

Deke To fake out an opponent, usually before shooting.

Five-Hole The area between a goalie's leg pads. A five-hole goal is a goal scored through this opening.

Fore Check To keep opponents in their end of the rink while trying to regain control of the puck.

Penalty Box An area to the side of an ice-hockey rink in which penalized players serve their penalty.

Poke Check To dislodge the puck from the puck carrier by stabbing at it with the blade of a stick. (Legal)

Shootout A means of resolving a tie after overtime, in which five players from each side alternately take individual shots on a goal defended by a goalie.

Shorthanded A term describing the team playing with one or more players in the penalty box (shorthanded one or two skaters on the ice).

Slap Shot A shot in which the player raises the stick in a back swing with his strong hand held low on the shaft and his other hand on the end as a pivot. When the stick comes down to the puck, the player leans into the stick.

Wrist Shot A shot made using a strong flicking of the wrist and forearm muscles with the stick blade kept on ice; is slower, but more accurate than a slap shot.

Zamboni Machine used to clean the ice and smooth it out between periods. The Zamboni is named after its inventor, Frank Zamboni.

Penalty Shot Occurs when a player is severely interfered with from behind while breaking in alone on the opposing net. The player who has been interfered with may skate on the opponent's goal and take a shot on goal alone on the opposing goaltender. A penalty shot may also be awarded for a rules violation, and not interference with a player. In this case, the designated captain of the team awarded the shot may choose the player to take the shot from among the players on the ice at the time of the violation.

Areas of the Ice Surface

Crease Semi-circular area with a 6-foot radius drawn in front of the goal - this is the goaltender's area. No attacking player may enter into this area unless pushed in.

Neutral Zone The center ice area between defending and attacking zones (the area between both blue lines). Critical area for puck control and flow of the game.

Red Line The line at the center of the rink that divides each team's half of the ice. Also the location of the opening faceoff at the beginning of the game or a period.

Blue Lines The lines that divide the ice into zones, located on either side of the red line. The area between blue lines is referred to as the "neutral zone". The areas on the opposite side of either blue line are each team's zone, determined by which side their goaltender is currently playing in. The blue lines are also the markers for offsides (described further below on this page) as they determine the end of a team's zone.

Goal Line The line along which the opening to the goal lies. This is also the line past which a puck must go when icing is called.

Faceoff Circles Five circles, one located at center ice, two located in each corner of one team's zone, the other two located in each corner of the other team's zone. These areas are used for faceoffs as determined by the previous play and the referee. There are also other faceoff dots used for this purpose.

Faceoff Dots Red dots within a faceoff circle or standing alone that are used to host faceoff battles as determined by the referee.

Power Play The term used when a team has an advantage in number of skaters due to a minor penalty or penalties asssessed to their opponent. The power play is over either when the team scores (and restores the skater in the box or, if there are two players in the box, scores twice) or when time on the penalty to the opposing team runs out. Another way to end a power play is by taking a minor penalty during the power play, thus reducing the number of skaters for the attacking team.

Penalty Killing The term used when a team is suffering from a minor penalty and is a skater or two skaters short on the ice. The penalty kill is over either when the other team scores (and restores the skater in the box to the ice, or if there are two players in the box, scores twice) or when time on the penalty or penalties runs out. Another way to end the penalty kill is if the other team takes a minor penalty, thus reducing their number of skaters.

Types of Penalties

Minor Penalties Two minutes in the penalty box. Served by the player who committed the violation, no substitutions. Penalty is over when team on the power play scores or the two minutes run out on the clock.

Double Minor Penalty Four minutes in the penalty box. Served by the player who committed the violation, no substitutions. Essentially the same as a regular minor penalty except that the original violation was deemed to be more severe than that of an ordinary minor penalty violation. Penalty is over when team on the power play scores or the four minutes run out on the clock.

Major Penalties Five minutes in the penalty box regardless of scoring by the team on power play. Served by the violater only, no substitutions allowed. Usually awarded after a fight takes place.

Misconduct Expulsion from the game. Substitute permitted after 10 minutes of playing time if penalty is for deliberately injuring opponent, and after five minutes playing time if imposed for attempt to injure.

Minor Penalties

Boarding Driving opposing player into boards with body check - this penalty is usually signaled by a longer distance hit into the boards, can cause serious injury if the player's head is down.

Elbowing Use of the elbow to impede an opponent's efforts.

High Sticking A minor penalty when the stick is brought above the shoulder level of the opponent resulting in a hit or a menace to the opponent; major penalty if cut or injury results.

Cross Checking Hitting an opponent with both hands on their stick, with no part of the stick on the ice.

Hooking The use of the stick in impeding the progress of an opponent.

Charging Taking a run at opposing player using more than two strides to build up speed.

Slashing Striking opposing player with a stick with an intent to injure.

Holding Grabbing an opposing player's body or stick with hands, stick or arms.

Tripping Using a stick, knee, foot, arm, hand, or elbow to cause an opponet to trip or fall.

Roughing Engaging in minor levels of fighting or shoving.

Interference When a player intentionally interferes with or impedes the motion of an opponent who is not in possession of the puck. This penalty extends to goaltenders as well; any player who interferes with a goaltender will get assessed a penalty for doing so.

Spearing Stabbing an opponent with the point of the stick blade while the stick is being carried in one or both hands.

Delay of Game This is called when a player purposely delays the game. Delay of game is usually called when a goalie shoots the puck into the stands without the puck deflecting off a skater or the glass. Delay of game also occurs when a player intentionally knocks a goalpost out of its stand (usually in an attempt to prevent a goal from being scored).

Too Many Men This is called when there are more than the allowed number of skaters on the ice for a team (usually, this number is 6 skaters). There is a small area surrounding the bench in which players entering and exiting the ice are considered exempt from this rule (as they are not "completely on the ice"). Referees have to allow this small space for line changes. If there is an extra skater clearly out of the close range of the bench, too many men on the ice will be called. This penalty is served by a player who was on the ice at the time of the infraction. The coach is allowed to choose which player on the ice serves the penalty. Is considered a bench minor penalty.

Stoppages in Play

Penalty When a referee signals that a penalty has taken place and the whistle is blown immediately.

Delayed Penalty When a referee signals that he is about to penalize a player, but will not stop play until the team to be penalized touches the puck.

Offsides A team is offsides when any member of the attacking team precedes the puck over the defending team's blue line. The position of a player's skates, not his stick, is the determining factor. If both skates are over the blue line before the puck, the player is offside. If he has one skate over the blue line and one on it, he is onside. The CHL uses delayed offsides with the "tag up" rule. This means a player(s) deamed offsides can clear the offensive zone by every player "tagging up" at the opposing blue, before re-entering the offensive zone.

Icing Icing occurs when a player on his own side of the red center line shoots the puck all the way down the ice, across the red goal line at any point other than the goal. When this occurs, play is stopped and the puck is returned to the other end of the ice for a face-off in the offending team's zone. Icing is not called if: *If the goalie plays the puck out of his net. *If the puck cuts across the crease. *When a defending opponent, in the judgement of the linesman, could have played the puck before it crossed the red goal line. *When a team is playing short-handed because of a penalty or penalties.

Hand Pass Called when a player uses his hand to direct the puck to another player from the same team in the offensive or neutral zone. Hand passes are allowed in the defensive zone.