Graham Tuer Bantam Challenge

Rules


TOURNAMENT RULES

FORMAT: Round robin - 4 Game Guarantee

GAME LENGTH:  3 - 20 minute periods.  Flood before each game and after the 2nd period of each game. 

RULES:  All games played under Hockey Canada and Saskatchewan Hockey Association Rules.  Saskatchewan Bantam Rules on no change icing and faceoff positioning after a penalty will be used.

HOME TEAM:  The Home Team will be the first team listed on the schedule. The Home Team will be required to wear light colored jerseys and will be responsible to change sweaters if there is a color conflict while the visiting team will wear dark jerseys.

PRE GAME WARM-UP: 5 minutes in length from the real starting game time or if running behind the warm up will start immediately after the ice clean is done. Teams are required to be ready 15 mins prior to game time - games will start early if time allows.

MATCH PENALTY OR GROSS MISCONDUCT: Any player receiving a gross misconduct or match penalty will be suspended for the remainder of the tournament.

TEAM OFFICIALS: Team officials will also fall under the same rulings as the players with regards to suspensions.

SCHEDULING: If the tournament gets behind schedule, the Tournament Committee, at their discretion can and will adjust the remaining ice times and that decision will be final.

MERCY RULE: If at any time during a game one team is 5 goals ahead, the remaining time will be run time. If the trailing team scores to narrow the spread to 5 goals, then the remaining time will revert to stop time.   No change to the time on any current penalties will occur. Penalties incurred during running time will be as follows: three (3) minutes for each minor infraction, eight (8) minutes for each major infraction, and fifteen minutes for each misconduct.

TIE BREAKING PROCEDURES:  If two or more teams are tied in the standings, it will be broken according to the SHA Handbook Tie Breaking Procedures (section 8).  This section is available at the tournament office and is posted on the tournament website.

OVERTIME:  There is no overtime in round robin games.  In playoffs, all overtime games will be sudden death (first goal wins). The teams will change ends and play 5 minute stop time, 3 on 3, until the first goal is scored. If it is still tied, a three player shootout will follow.  If it is still tied, a sudden victory shoot out will take place until a winner is declared.  The home team will decide whether or not to shoot first. Any player who has been assessed a game misconduct, game ejection, gross miscount or match penalty will not be eligible.  In 3 on 3, when a penalty is called in OT, the non-penalized team will add a player until the next stoppage after the penalty has expired (playing 4 on 3).  In the shootout, no player may shoot twice until all players have shot at least once.

Championship Final only - OT will be 5 mins 4 on 4, followed by 3 on 3 until a winner is declared

PROTESTS: All protests must be in writing, accompanied by Two Hundred and Fifty ($250.00) cash protest fee signed by a carded team official within one (1) hour of game completion to the Tournament Committee. All decisions made by The Tournament Committee will be final on any or all protests. If a protest is rejected, the entire fee will be forfeited. It should be noted that a referee's decision is final and may not be protested unless it concerns an interpretation of the rules as outlined in the Hockey Canada Rulebook.

DRESSING ROOMS:  Dressing room assignments will be predetermined by the Arena Staff each day. Teams will be expected to vacate their dressing room within 45 minutes of game ending, leaving in clean condition. Rooms will be inspected by Rink Marshall or Arena Staff after each game.  Each team will be responsible to obtain dressing room keys from the front desk.

 

TIE-BREAKING PROCEDURES

* The tournament will follow SHA’s tie-breaking procedures as outlined below.  If there are any discrepancies, the SHA Handbook will be used for final decision.

To determine teams standings in the event of a tie, the following criteria shall be used:

Two Teams Tied

  1. Best win record in games played between tied teams.
  2. If still tied, the team with the best win record.
  3. If the two teams are still tied after i) and ii) have been applied, then the team with the best goal average gains the higher position.  The goal average is to be determined by calculating the total number of goals for divided by the total number of goals for and against.  All games are included.  A maximum of seven (7) goal difference per game will be used in the calculation of the game ratio. This will be calculated from the actual “goals for” of the losing team in the particular game.
  4.  If the two teams are still tied after i), ii) and iii) have been applied, the team with the Least number of minutes in penalties throughout all games, gains the higher position.
  5. If the two teams are still tied after i), ii), iii) and iv) have been applied, then the team which scored the first goal in the game between the tied teams gains the higher position.
  6. If the two teams are still tied after i), ii), iii), iv) and v) have been applied, a single coin toss will determine which team gains the higher position.

Three or More Teams Tied

The three-team tiebreaker is used to determine the seeding of the 1st, 2nd, 3rd seed.  If any step in the tiebreaker only seeds one team, that team assumes that position. The Three-team tiebreaker will continue to determine the seeding of the two remaining teams. At no time will teams using this formula go back to the two-team tiebreaker. If three teams or more are tied, the point record established in the games among the tied teams only will be used as the first tie breaking formula in deciding which team(s) shall advance.

  1.  The team with the most wins (among tied teams) would gain the highest position, in ALL games
  2. If teams are still tied after i) has been applied then the team with the best goal average gains the highest position.  All games are included.  A maximum of seven (7) goal difference per game will be used in the calculation of the game ratio.  The exercise of ii) establishes the team or teams with the highest position(s) by percentage. These team(s) will advance. If there are still teams tied, they go to the next step. They do not go back to the “Two Team Tiebreaker”  If teams are still tied after i) and ii), the team with the fewest goals against (all games played) will gain the highest position.
  3. If teams are still tied after i), ii), iii), the team with the most goals for (all games played) will gain the highest position.
  4. If teams are still tied after i), ii), iii) and iv), have been applied, the team to qualify would be the team that received the least number of minutes in penalties throughout all games played.
  5. If teams are still tied after i), ii), iii), iv) and v) have been applied, a coin toss shall determine the winner. In a 3 team coin toss, the odd team gains the highest position

 



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