Matt Blair

Matt Blair

I read that you learn more from a poor example than from a correct one. I don't believe this but that means my site will be a success.

← Beginner's Guide

Play stops; the refs set a restart. Figure out which one you are in, where you may stand, and when you can move.

Where the puck goes

Restarts sit inside the five-and-two area: at least 5 m from the end walls and 2 m from the sides. Foul outside that box? Puck moves to the nearest edge.

Equal puck

Both teams fouled, or the ref wants a neutral restart. Signal: forearms crossed in an “X.”

  • Water refs stand on either side of the puck. That line is the midline.
  • Each team stays on its own side.
  • Heads on the surface until the buzzer.
  • On the buzzer, dive. One player from each team races for the puck.

Positioning

EqualPuck

Line up much like the opening strike. Center Forward directly over the puck; left and right forwards slightly offset behind. Backs in their usual roles. Center Forward duck-dives to the puck.

Do not start the backs in a true seven. The strong-side back is about to charge forward; a full seven leaves a gap behind them. Keep center and weak-side closer to the puck so the formation settles into a seven as that back advances.

Notice how once the strong side back swims forward, the formation aligns itself.

That closeness also helps if Center Forward does not win the puck: center and strong-side back are already on the play.

Advantage puck

Your team was fouled. Signal: flat hand pushing toward the offending team.

  • Your team sets anywhere. One player takes the puck.
  • Opponents stay 3 m back until you touch the puck.
  • After the buzzer you have 5 seconds to touch it. Miss that, and the other team gets the advantage.

Same setup from the other side of the whistle is a disadvantage puck: you are the team held 3 m back.

Positioning

Advantage1

Forwards line up behind the defenders. The back who takes the puck charges forward and passes only when they meet resistance, usually over the defenders to a teammate.

Same seven-formation note as equal puck: start center and weak-side closer so the charge does not open a hole.

Advantage2

If the first pass is picked off, those nearby backs are already set to shut the play down.

Penalty shot

A foul in the goal area likely stopped a goal. Signal: fist pumping up and down. If the ref is sure it would have been a goal, they may award a penalty goal instead.

  • Two attackers, one defender. Everyone else to the sub boxes.
  • Puck on the penalty spot: 3 m out from the center of the goal.
  • Attackers start on the surface behind the puck. After the buzzer, touch the puck within 5 seconds.
  • Defender keeps one hand on the end wall until the attackers touch the puck. They may dive whenever they want.

Attackers score, or the defender fouls: goal. Puck leaves the 6 m circle around the goal, or the attackers foul: defended.

Positioning

PenaltyShot

A two-on-one. Attackers usually pick their best two (often a back and a forward). Defense picks their best stopper on the goal.

Timeouts

Full-length games: usually one timeout per half, one minute each. Coach or captain signals an “O” overhead to the chief ref. Some tournaments ban them; check captains’ notes.

Refs can stop play for their own timeouts too.

Time penalties and warnings

Severe or repeated fouls: 1, 2, or 5 minutes in the box (or dismissal). Team plays short. Chief ref says when you may return.

Warnings come first for habits the ref keeps seeing. Ignore the warning and expect a time penalty.

Substitutions

Mid-game subbing: Subbing Out. Atlantis — Substitutions.

Further Reading

Atlantis — Protocols. CMAS Vol. 2.

← Beginner's Guide

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