CANADIAN TIRE ALL-STAR GAME & SKILLS COMPETITION
Unlike past seasons, participation in the Canadian Tire Skills Competition will be OPTIONAL. AAA divisions will participate in the Canadian Tire All-Star Game and all other divisions will participate in the Skills Competition. Here are a few rules and regulations surround the All-Star and Skills events as well as what to expect:
Each participant must compete in full equipment including neck guard (should their association make neck guards mandatory).
Please note that all players (other than goaltenders) must come dressed (all equipment other than skates) to the SKILLS COMPETITION. There will be no dressing room space allotted for the competition. NO HOCKEY BAGS WILL BE ALLOWED IN THE BUILDING DURING SKILLS COMPETITIONS.
Once you opt in you will be expected to participate. Please note that your Skills Competition or All-Star Game will likely take place in the middle of your round robin play, in between games. Should you decide to pull out of Skills Competition after the deadline once you have already opted in, you may face some, or all, of the following disciplinary actions:
1. Forfeiture of remaining games; and/or
1. Suspension of coaches for ALL games following completion of the All-Star game including playoffs and championship games; and/or
2. Risk sanctions for future year's entry
SKILLS COMPETITION
EVENTS/PROCEDURES/TIE BREAKERS
Power Play Challenge
· Teams will be comprised of 3 offensive players (X’s/O’s), 1 defensive player (D) and 1 goalie (G)
· Both ends of the ice will host the Power Play Challenge simultaneously
· Offensive team will have 90 seconds to score as many goals as possible
· Offensive team starts in the neutral zone with a puck
· Upon the start of the completion/whistle the offensive team enters the offensive zone and attacks the net
· The Offensive team must retreat over the blueline and re-attack into the offensive zone on-side after:
- A goal
- The goalie covers the puck
- the defensive player shoots the puck over blue line, or
- the puck is pinned against the boards by the defensive player for a significant amount of time
· 1 point will be awarded to the offensive team for each goal scored
· The defensive team allowing the fewest goals during the event will be crowned defensive champions
PowerPlay Challenge Tie-Breakers
- In the event of a tie between offensive teams, the team scoring their first goal in the least amount of time will be considered the champions
- Should offensive teams remained tied, the teams will compete in the challenge again with the team scoring the first goal considered the champions
- The tied offensive teams would compete against the opposing team’s defensive pairing (i.e. if Kanata and Nepean’s offensive teams are tied, Kanata would then face Nepean’s defensive team and Nepean would face Kanata’s defensive team).
- In the event of a tie between defensive teams, the team maintaining their shutout for the longest amount of time will be considered the champions
- Should defensive teams remained tied, the teams will compete in the challenge again with the team maintaining their shutout the longest considered the champions
- The tied defensive teams would compete against the opposing team’s offensive pairing
PowerPlay Challenge Penalties
- Any penalty called by the referee on the offensive team will result in the puck being played declared “dead” and a 10 second penalty
- Play does not begin until 10 seconds are counted off of the clock
- Any penalty called by the referee on the defensive team will result in a goal being declared and the current puck being played declared “dead”
- Offensive team begins again in the neutral zone
Breakaway Relay
60 Seconds Allowed |
60 Seconds Allowed |
Rules and Regulations
- Teams will be comprised of two skaters (identified as X & O above)
- Both ends of the ice will be hosting the Breakaway Relay simultaneously
- Players will have 60 seconds to complete 6 breakaways on a goalie. Each player will take 3 breakaways
- The first skater (identified as X above) will start at the blue line with the pucks in front of him/her
- After shooting the first puck, the player will return outside of the blueline and pickup the second puck
- Once the first skater has shot his/her third puck they will return to outside of the blueline thereby putting him/her on-side, at which time the second skater (identified as O above) will then begin to take his/her three breakaways
- One (1) point will be awarded to the player for each puck scored (maximum of 6 points).
- Goalie that allows the fewest goals against during the event will be the goalie champion
Breakaway Relay Tie-Breakers
- In the event of a tie between offensive teams, the team scoring their first goal in the least amount of time will be considered the champions
- Should offensive teams remained tied, the teams will compete in the challenge again with the team scoring the first goal considered the champions
- The tied offensive teams would compete against the opposing team’s goaltender (i.e. if Kanata and Nepean’s offensive teams are tied, Kanata would then face Nepean’s goaltender and Nepean would face Kanata’s goaltender).
- In the event of a tie between goaltenders, the goaltender maintaining their shutout for the longest amount of time will be considered the champion
- Should goaltenders remained tied, the goaltenders will compete in the challenge again with the goaltender maintaining their shutout the longest considered the champions
Target Shoot
Target Board |
25 Seconds Allowed |
Each arena will have received 2 shooter boards to simultaneously run the target shooting competition at both ends of the rink.
Rules and Regulations
Target Shoot
- Each shooter will have 25 seconds to shoot 12 pucks.
- Note: Players should begin so that the pucks are all in front of him/her (rather than behind him/her)
- Only one end of the ice will be utilized
- An OIHF shooting board will be hung on the net with pre-cut holes as targets.
- The pucks will be shot from a line between the hash marks of the face-off circles.
- A point is awarded for each puck entering the net.
- A maximum of 12 points can be achieved per player
- In the event of a tie, there will be a shoot-off and each player will shoot 12 additional pucks (continues until a winner is determined).
Tie-Breakers
A. A tie in the Target Shooting will result in the tied shooters shooting 12 pucks in 20 seconds
- Most targets hit wins
B. If still tied, shooters shall be given 12 pucks and 15 seconds to shoot
Agility Relay
Rules and Regulations
- Teams will be comprised of 3 skaters with a puck (identified as X’s and O's)
- Beginning from inside the centre ice circle , on the whistle, the first skater carries a puck through the pylon course laid out in front of him/her (total of six pylons will be positioned within a straight line).
- Once returned to the centre circle line, the player must pass the puck to their teammate and take a knee at the end of the line
- Players must skate past the centre circle line and leave the puck for his/her teammate who returns through the course in the exact same manner.
- The team that is first to have all three players complete the pylon course will be declared the winner. For the purposes of determining the final placements of the teams, the centre ice circle line will be considered the finish line.
- Players will be considered to be crossed the finish line when one of their skates cross the centre ice circle.
- Should a player miss a pylon, and not retrace his/her path and go back through the missed pylon the team will be disqualified.
Agility Relay Race Tie-Breakers
- A tie in the Heat Races will result in each tying team racing again to declare a winner and the team advancing to the Finals
- You may only have 4 teams in the final
- A tie in the Final Race will result in each tying team racing again until a winner is declared
Relay Race
Rules and Regulations
- Each team will consist of five (5) skaters. Skaters are to be in full equipment including gloves, neckguards, and helmets.
- No sticks are permitted in the race.
- Nets should be pushed out to the top of the crease for safety.
- Pylons should be placed at each face-off dot in the offensive/defensive zones
- Four (4) teams per heat is recommended to a maximum of six (6) teams if necessary.
- The first player on each team will start at the blue line (and/or centre red line should there be more than four teams) and make one complete revolution of the ice.
- A baton (a piece of a hockey stick) will be handed off to the next player to skate.
- When handing off the baton, the skater receiving the baton should be in a stationary position (no running starts).
- A five second penalty will be added to the team’s time for a running start violation
- Should a skater drop the baton on the handoff, he/she may pick it up without penalty
- The teams winning each heat will remain on the ice for the Finals
- Teams not qualifying for Finals are sent off the ice to take off skates and watch remaining competition into stands
- Any skater/team crossing in front of the net will be disqualified from the event
- Players will be considered to cross the finish line when one of their skates cross the blueline (or red line) in which they started
- Diving across the finish line is not permitted. Any player found to dive across the finish line (in an attempt to “edge out” the opposing teams) will be disqualified.
Tie-Breakers
- A tie in the Heat Races will result in each tying team advancing to the Finals
- A tie in the Final Race will result in each tying team racing again until a winner is declared
BEST OF LUCK!