Cambridge roadrunners Hockey Glossary
Updated Aug 15/2024
The Cambridge roadrunners glossary is a summary of terminologies that are often used by coaches within the organization, on the ice, and in general within the sport of hockey. The glossary includes terms related to rules, skills, tactics, techniques and language used within the sport of hockey.
The glossary ensures that all players receive consistent and accurate information, reducing the chances of misunderstandings on the ice. It will be updated periodically as the game adapts and new terms are introduced into the sport and/or association.
--- Glossary ---
Angling:
To “angle” a player is to influence an attacking player, with your skating and body/stick position, to get the puck carrier to move in the direction you wish them to go.
Back Door Pass/Player:
The “Back Door” in hockey refers to the open side of the net that is on the far side away from the puck carrier. The goalie cannot protect both sides of the net, so they must first protect against the near side shot, leaving their “back door” open. A “back door pass” refers to a pass from the goalie’s strong side to the player behind him near the exposed side of his net.
Backchecking:
Backchecking usually comes into play when the attacking team loses the puck and then must transition to defense, placing defensive pressure from behind on the attacking players by skating hard back to the defensive zone. The key to a successful backcheck is to get a defensive body position as quickly as possible, with the defender looking to place their body between an attacking player and their net.
Backhand Shot:
This is a shot that is taken using the backside of a hockey stick blade. Although it is not as powerful as a slap shot or as accurate as a wrist shot, a backhand shot often confuses and deceives a goaltender, making it hard to defend at times.
Boards:
In a hockey rink, the boards are the walls that form the boundaries of the rink. The “sideboards” are the boards along the two long sides of the rink. The half boards are the boards halfway between the goal line and blue line. The sections of the rink located behind each goal are called the “end boards”.
Break Away:
A breakaway is a situation in which a player with the puck has no defending players, except for the goaltender, between them and the opposing goal, leaving them free to skate in and shoot at will. If a player is fouled from behind while on a breakaway and cannot get a decent shot off, the referee may award a penalty shot to the player who was fouled.
Breakout:
A hockey breakout is when one team gains control of the puck in their defensive end and passes or skates the puck out to the neutral zone in a controlled fashion. In most cases, a breakout needs good teamwork and coordination between the defensemen and forwards to exit their zone with puck control.
Center (Forward):
The center in ice hockey is the forward position of a player whose primary zone of play is the middle of the ice, away from the sideboards. Centers have more flexibility in their positioning and therefore often end up covering more ice surface than any other player. Centers are ideally strong, fast skaters who can backcheck quickly from deep in the opposing zone. Centers will take face-offs and are generally positioned between their two wingers. They are also expected to have exceptional “ice vision”, intelligence, and creativity. They also generally are the most defensively oriented forwards on the ice, as they are expected to play the role of the third player in defense, after the defensemen. Centers usually play as part of a line of players that are substituted frequently to keep fresh and keep the game moving.
Chip:
“Chipping” a puck can be placing a puck softly (soft dump or passing softly off the side wall) into a certain area for other players to pursue. In each case, we say that we “chip” the puck softly to an area or off the wall to an area for a teammate to recover. When chipping a puck off the boards, you can deaden the bounce of the puck off the wall by getting the puck up off the ice onto the white part of the boards. The puck will slow down and land more softly onto the ice.
Collapse:
When players/teams wish to play a more compact style of defense, they “collapse” or shrink the size of the covered area to cover the front of the net or play tighter coverage in a corner.
Cycling:
Cycling is when two or more offensive players move in a circular motion, making indirect passes to a teammate who is following behind in the quiet areas in the corner or behind the net to get away from the defensive pressure. This offensive strategy is designed to create time and space as well as tire out the defensive players. In today’s game, positions in the offensive zone are becoming more interchangeable with forwards cycling out to the blue line and defensemen cycling low to take their place. When forwards are cycling the puck low, one forward should always remain above the face-off circle or be skating toward it as a safety valve. If a D cycles deep a forward should take their place. Cycles occur on the low boards near the end of the offensive zone, in the corners, behind the net and up high close to the blue line. This can be a very aggressive system where all five skaters are part of the attack in the offensive zone.
D to D (Pass):
An in-game situation where a defenseman makes a direct pass to their defensive partner. This frequently occurs in all zones. In the offensive zone a D-to-D pass is often done to establish a shooting opportunity for the receiving defenseman. In the neutral and defensive zones D-to-D passes frequently occur to transition the play to the other side of the ice, allowing for easier movement of the puck up the ice.
Deflect:
When a player re-directs or tips a pass or shot with their stick to change the path of the puck, this is called a “deflection”. This technique is very effective in front of the net as it gives the goalie little time to react to the puck’s change of direction. Defensemen should use shots about knee height when shooting from the blue line as these are easier to deflect/re-direct/tip.
Deking:
In ice hockey, deking is a type of feint or fake technique where a player draws an opposing player out of position or skates by the opponent while maintaining possession and control of the puck. A more complex deke is the toe drag, a deke in which the puck carrier brings the puck forward on their forehand, and subsequently turns their stick and pulls the puck towards themselves with the toe of the blade while moving past the defender, who has presumably attempted to poke check the puck in its previous position.
Delay:
Frequently done in the offensive zone, a delay occurs when the puck carrier turns/skates away from the player defending them to open ice to allow for more time and space. This quick curl is effectively “delaying’ the drive towards the goal, creates space and time to look for other options, and allows for teammates to get into better position to receive a pass from the puck carrier.
Dots:
Nine dots denominate where faceoffs take place. There are two in the defensive zone, five in the neutral zone, and two more in the offensive zone. The center ice dot starts play at the beginning of the period and after goals are scored. The defensive and offensive zone dots start play after the puck is frozen or sent out of play while in the zone or in the event of an icing. The four remaining neutral zone dots are used in the event of offsides infraction or if the puck is sent out of play while in the neutral zone.
Drop Pass:
This is a type of pass where a player leaves or “drops” the puck directly behind them in an area where a teammate can skate onto it and pick up the puck. A perfect drop pass is where the player releases the puck behind them, where the puck then stops, and their teammate can skate onto it to shoot or continue skating with the puck.
F1/F2/F3:
This is a general term used when describing the positioning of forwards/players in team tactics. The “F” is short form for “forward” with the corresponding number relating to the position of a player in relation to the play. “F1” will often refer to the player closest to the play, while “F2” and “F3” will refer to those positional players who are the second/third closest to the play. For example, the first player to enter the offensive zone in a drill/set play would be referred to as “F1”, with the second player to enter the zone being referred to as “F2” etc.
Face-Off:
To start a game, new period, or after a referee stops the game, play can only resume with a new drop of the puck by a referee. This is called a “face-off”. There are eight face-off dots on the ice surface from where a face-off can occur. Players line up on their side of the face-off dot and may not move or enter the face-off circle until the referee drops the puck.
Forechecking:
When players are putting pressure on the other team in the offensive zone, this is called “forechecking”. The goal is to pressure the other team into losing the puck or turning the puck over in their own zone which can lead to quick counter-scoring chances close to their net. There are multiple tactics for forechecking that involve different formations and specific responsibilities for each checking player.
Gap:
The “Gap” is the amount of space between the puck carrier and the defensive player. Defensive players want to limit the space and time they give to the offensive players. When we say that a defensive player has a “good gap”, that means that he is playing very tight coverage on the offensive player, limiting his offensive options. When a player is asked to “close the gap”, the coach is suggesting that the space between the defender and the puck carrier is too large and must be reduced to provide better defensive positioning.
Give and Go:
A “Give and Go” play is when a player passes to a teammate, then moves to a new area to get the puck right back again. The initial puck carrier gives the puck to a teammate, then goes to open ice to get the pass back. This tactic is often used in the offensive zone close to the net to create scoring chances. Once the first pass is made, the passer must move quickly to an unprotected area to get the puck back from his teammate.
Half Wall/Boards:
The half wall is the position along the boards that are halfway between the goal line and the blue line.
Hashmark:
Hashmarks are the lines located on the outside of the two face-off circles in each team’s zone. They are typically red to stand out from other markings on the ice and are used in face-off positioning and in team specific strategies.
Hinge:
“Hinging” is when a defenseman staggers their position behind their defensive partner to provide an element of support. The “hinge” allows for the puck controlling player to make a safe pass to their partner (often creating time and space and/or initiating a regroup), or to provide defensive coverage in the event of a turnover and/or failed pinch.
Hit:
Hitting occurs when a player uses their body to make contact with another player, often with the intention of slowing them down and/or removing the puck from their possession.
Icing:
When the team in possession of the puck shoots the puck the length of the ice, over the defender’s goal line, before crossing the center ice red line, and the defending team touches the puck before an attacker can or beats the forechecker to the face-off circle, this is called an “icing” infraction. The linesman will whistle the play dead, and the next face-off will be back in the offending team’s end zone. A team is permitted to “ice” the puck when playing short-handed in a penalty-killing situation. The object then is to put the puck as far away as possible from their net as possible to let the clock run until their teammate can leave the penalty box to rejoin the play.
Inside Positioning/Defensive Side:
Refers to the position of the player in relation to the net and the position of the opposing player or players during play. To get the “inside” position, the player must place themselves in the interior of the play, closer to the net than the opposing player who is then on the outside. Defenders maintain good defensive positions by keeping their bodies between the attacking players and their net.
Left Winger & Right Winger (Forwards):
A winger is a forward whose primary zone of play is along the outer playing areas. They typically flank the center forward. Originally the name was given to forward players who went up and down the sides of the rink. Wingers generally have the least defensive responsibilities out of any position on the ice, however, they are still tasked with duties such as forechecking or covering the point in the defensive zone. This position is commonly referred to by the side of the rink that the winger normally takes, i.e. “left-wing” or “right-wing.” The side of the rink the player played on is traditionally related to the side of their body they take a shot from (i.e. left shooting playing left wing) but in recent decades more wingers have played the “off wing” meaning the opposite side of the direction they shoot, which enables faster release shots if receiving a pass while standing stationary in the offensive zone.
Line/Unit:
A hockey “line” may refer to three forwards who play together, a pairing of defensemen, or a group of five teammates that play together on the ice at the same time. Normally, there are three forwards, two defensemen and one goalie on the ice. Line changes usually happen during play or after a whistle. The coach decides what players are on the ice at any given point in a game. If things are not going well in a game, a coach may decide to change their lines mid game or “juggle” the lines.
Off-Side:
When entering the offensive zone, the puck must precede any offensive player entering the offensive zone. Should an offensive player enter the offensive zone before the puck crosses the blue line, the play would be whistled dead by the linesman and a face-off would occur just outside of that blue line in the neutral zone. If a puck goes out of the offensive zone, and the offensive players recover in the neutral zone and shoot it back in, the players trapped in the offensive zone may touchup outside of the blue line and re-enter the zone after all attacking players have exited the offensive zone. Play can continue from this point without any off-side infraction.
One-timer:
A “one-timer” shot occurs when a player receives a pass from a teammate and shoots it immediately without stopping to handle the puck. The most common shot from this is a slap shot. One-time shooting is very effective for scoring as it leaves the goalie little time to adjust his positioning, and it is also harder for them to pick up the shot direction of the puck coming off the shooter’s stick.
Overload:
An “Overload” can be a crucial strategy in hockey and refers to the deliberate act of concentrating more players in a certain area than the opposition, seeking to exploit space and create scoring opportunities for teammates.
Penalty:
A penalty in hockey is a punishment given to a player for breaking the rules of the game. When a player commits an infraction, they are sent to the penalty box for a set amount of time, during which their team must play with one fewer player on the ice. This gives the opposing team a numerical advantage, known as a “Power Play”. Penalties can vary in severity and duration:
- Minor Penalties: These are the least severe and typically last for 2 minutes. Examples include tripping, hooking, and high-sticking.
- Major Penalties: More serious infractions that result in a 5-minute penalty. Fighting is a common example.
- Misconduct Penalties: These result in a player being off the ice for 10 minutes but do not give the opposing team a power play. They are often the result of verbal infractions.
Penalty killing (PK):
When a player is penalized, they must leave the ice surface and sit in the penalty box. The penalized team is now described as being “shorthanded”. To “kill” the penalty, teammates must play with a reduced number of players until the penalty time has expired and the penalized player returns to the ice. While “killing” the penalty, the defending team may shoot the puck all the way down the ice without this causing an “icing” situation.
Pinching:
A “Pinch” is when a defending player, most often a defenseman, moves forward from the offensive zone blue line to confront an attacker along the boards. The goal is to keep the puck in the attacking zone and not let the opposing team out. This technique often creates turnovers but can be risky so good judgment must be used when deciding to pinch or not. Pucks that get past a pinching player can result in an odd-man attack going the other way. As a rule, a player should only pinch when they have a supporting player in position to assist should the puck/player get past them.
Point/Point-man:
The point in hockey is often used to reference defensemen, a defensemen’s position, or even just the blue line. This is often why you will hear announcers say that they passed the puck to the point, that a player is a particularly good point man, or that a shot was taken from the point. A good point player will be mobile, have a good shot, excellent play-making skills, and good vision. Good point players are never static with the puck.
Power Play:
When one team is penalized, the player who received the penalty is removed from the ice and the other team gets to play with one player more than the defenders. The attacking team is now on the “power play.” Should the power play score, the offending player may return to the ice, and play continues 5v5. It is considered a “power play” when the attacking team is playing at an advantage of 5v4, 5v3 or 4v3.
Pressure:
“Pressure” refers to the tactic of aggressively challenging the opposing team to force them into making mistakes or losing possession of the puck. This can be done in various parts of the ice but is most associated with an aggressive forecheck in the offensive zone.
Quick Up:
A “quick up” pass is a great way to get on the attack quickly and catch the opposition off guard. After recovering a loose puck deep in the defensive zone or after a neutral zone turnover, the puck carrier quickly advances the puck toward the opposition zone with a pass. Players retreating to pick up a puck deep in their zone should be checking over both shoulders to see where the forechecking pressure is and to locate their own players for quick pass options. It is a great help to the defender if an open player calls to him to get their attention and let them know that they are a quick option.
RD & LD (Defensemen):
Defensemen are players that are primarily responsible for preventing the opposing team from scoring. Defensemen need to be strong backward skaters and tenacious checkers. In the modern game, defensemen are increasingly involved in the offensive part of the game as well.
Rebound:
A “rebound” is a puck that remains in play after a save by a goalie or deflecting off another player. A rebound can occur off the boards or the net and often result in strong scoring opportunities as opposing players have not had sufficient time to adjust their positioning to adapt to where the puck rebounds too.
Regroup:
A tactical play where a team retrieves the puck in the neutral/defensive zone after an offensive attack is thwarted to reset and reorganize their attack. A standard regroup will consist of a forward retrieving the puck and passing back to the defenseman on their side, who in turn will quickly pass it over to their defense partner. This quick pass creates time/space on the ice, allowing for a strong/quick pass to an open forward for zone entry purposes.
Reverse:
A “reverse” is a quick change in direction by a puck carrier to relieve oncoming pressure from a defensive player. A reverse occurs when the puck carrier draws one of the opposition players out of position by skating in one direction, then quickly changes direction and skates the opposite way to create more time and space.
Rim:
A “rim” is when a player aggressively fires the puck along the boards towards the corner to use the shape of the corner to bend the pass around the defenders and to a teammate. A “rim” can be used in either the defensive zone to help clear the puck or the offensive zone to start a forecheck. A proper “rim” should be hard and high on the plexiglass to beat opposition players who will try to cut off the puck.
Roster:
Roster is a term used to describe the players on a team who are playing in the game. In female minor hockey, most rosters are set at 9 forwards, 6 defensemen, and two goalies for a total of 17 players.
Saucer pass:
The saucer pass is an ice hockey technique in which the puck is passed to another player in such a way that it flies in the air like a flying saucer. This makes the pass more difficult to intercept by opposing players, but still simple to control for the receiving player.
Screening:
When a player purposely stands in front of the goalie to mask their view. The term is often used as a verb (“don’t screen the goaltender”, or “the goalie was screened”). A “Screen Shot” is a shot taken when the goalie’s view of the puck is obstructed. It can be an attacker that is screening or one of the defenders can screen as well if they are out of position. The player that screens should try to tip the puck on the way by and then spin around to look for a rebound.
Shorthanded:
When a team is penalized, they are forced to play with fewer players than their opponent for the duration of the penalty. The penalized team is referred to as being “shorthanded” as they have fewer players on the ice than their opposition.
Shot/Shooting/Shot on Goal:
A shot on goal occurs when the puck is directed towards the net and either goes into the net for a goal or is stopped by the goaltender for a save. A shot that is deflected wide or blocked by an opponent does not count as a shot on goal; it is recorded as a blocked shot. Shots that sail wide or high of the net, and shots that hit the goalpost or crossbar but do not enter the net, are not counted as shots on goal.
Types of Shots:
· Wrist Shot – The most frequently used type of shot, the wrist shot is defined with a sweeping motion of the stick combined with a quick snap of the wrists.
· Snapshot– The snapshot is a combination of the wrist shot and slap shot. Draw the blade of the stick away from the puck a short distance then accelerates back into the puck, snapping your wrists on contact.
· Slap Shot – The slap shot is hockey’s rock star. It’s also the shot that most players want to practice and take during games, but its success rate in scoring goals falls to third or fourth place among the four types of hockey shots. Draw the blade of your stick back up above your shoulders then bring it back to the puck quickly, catching the ice just before contact with the puck, snapping your wrists on contact for maximum power and speed.
· Backhand shot – Similar to a wrist shot, except using the back of your stick blade.
Shot Block:
A shot block is a defensive maneuver where a player uses their body to intercept and stop an opponent’s shot from reaching the goal. Blocking shots is an important strategy for disrupting the opposing team’s offense, and potentially creating turnovers that can lead to scoring opportunities. Shot blocking requires awareness, proper positioning, and courage as players often face high-speed shots and direct contact with the puck.
Shooting Lane:
A shooting lane is the path between the puck carrier and the goal that is free of defenders, allowing for a clear shot on net. Players and teams work to create and maintain these lanes to increase their chances of scoring. Conversely, defenders aim to block or disrupt these lanes to prevent shots on goal and limit scoring chances.
Silky Mitts:
“Silky Mitts” refers to a player’s exceptional stickhandling skills. The term “mitts” is slang in hockey for hands, and “silky” is used to describe the smoothness and finesse with which a player handles the puck. A player with “silky mitts” can maneuver the puck with great precision and control, often making it look effortless.
Slot:
The “slot” is the area on the hockey rink directly in front of the goaltender between the faceoff circles on each side. This is a prime scoring area, and most goals are scored from this part of the ice. The “high” slot refers to the area at the top of the circles, furthest from the goaltender, while the “low” slot refers to the area immediately in front of the goaltender. Generally, it is the defensemen’s responsibility to cover offensive players in the low slot while the weak side winger covers offensive players in the high slot.
Strongside:
The side of the ice in which the puck is currently on. Often used to help with positioning on the ice in systems-based play. For example, a winger could be told to position themselves along the boards in the defensive zone when they are on the strongside of the ice.
Support:
When a player positions themselves closely to a teammate to provide assistance – by providing passing options while attacking or providing another layer of defense when defending – the player is in a “support” position. Players should stay compact in their formation most of the time so that they can help or “support” each other.
Trailer:
The “Trailer” is the player coming late on the play and supporting the puck carrier from behind. This can create multiple passing options after an entry into the offensive zone. Defensemen often jump up into the play to act as a trailer creating a numerical advantage during a rush up the ice. A player that is coming late on the play should communicate to let the puck carrier know that they are open.
Trap:
In hockey, traps happen when the ice is “clogged” with defensive players, making it harder for the attacking team to move up the ice. Traps in ice hockey are typically used when the coach feels their team is significantly out skilled by their opponent.
Weakside:
The side of the ice in which the puck is not currently on. Often used to help with positioning on the ice in systems-based play. For example, a winger could be told to position themselves in the high slot in the defensive zone when they are on the weakside of the ice.
Zone Entry:
“Zone Entry” refers to when the attacking team enters the offensive zone. Team tactics/systems will dictate the optimal means of zone entry to position players for the creation of scoring opportunities.