SCTA Qualifiers Tournament Rules
(Last revised February 23, 2010)
SCHEDULE
Tentative schedules with game times must be into the SCTA Qualifier Tournament Committee by Feb. 1st. There must be a minimum of 2 hour break between games for a team. This committee will approve the schedule within 48 hours.
LENGTH OF GAMES
In the Round-Robin series, all games will be as follows:
- Novice – 10-10-15 minute periods with a 5-minute warm-up prior to the game and a rest between the 2nd and 3rd periods
- Minor Atom & Atom – 10-15-15 minutes periods with a 5-minute warm-up prior to the game and a rest between the 2nd and 3rd periods
- Minor PeeWee and above – 15-15-15 minute periods with a 5-minute warm-up prior to the game and a flood between the 2nd and 3rd periods
There is no overtime in the Round-Robin series.
The Qualifying Final Games will be:
- Novice – 10-15-15 minute periods with a 5-minute warm-up prior to the game and a rest between the 2nd and 3rd periods
- Minor Atom & Atom – 15-15-15 minutes periods with a 5-minute warm-up prior to the game and a flood between the 2nd and 3rd periods
- Minor PeeWee and above – 15-15-15 minute periods with a 5-minute warm-up prior to the game and a flood between the 2nd and 3rd periods
Should the teams be tied at the end of the regulation time, a 10-minute sudden victory overtime period will be played. If the teams are still tied at the end of this 10-minute overtime period, additional overtime will be played as per OMHA Regulation 9.0 – Overtime.
After 3 overtimes, if the game is still tied the winner will be determined by:
- Points per period. One point for a win, ½ point for a tied period and 0 point for a lost period.
- First goal scored in that game.
- Refer to the lowest penalty minutes
- Flip of a coin by the Tournament Chairperson
First there would be overtime, sudden victory 10 minutes to a maximum of three overtime periods. In the event that the game is still tied, the game would revert to a point system for the first three periods, Per A. If the game is still tied, the next tiebreaker would be back to who was the team to score the first goal of the game, Per B. In the next event of a 0 – 0 hockey game, lowest penalty minutes, Per C. If still tied, the Tournament Chair will flip a coin, Per D.
TIES IN ROUND-ROBIN STANDINGS
In the event of a tie at the end of the Round-Robin series, for any position, the following procedure will be used to break the tie:
1. Two Teams Tied
1.1. The winner of the Round-Robin game between the two tied teams gains the higher position.
1.2. The team with the most wins in the Round-Robin gains the higher position.
1.3. If the two teams are still tied after 1.1 and 1.2 have been applied, then the team with the best goal average gains the higher position. The goal average of a team is to be determined
in the following manner:
Total number of goals for divided by the total number of goals for and against.
NOTE: All Round-Robin games are included.
Example: Goals for 10 - Goals against 4: Percentage: 10 divided by (10 + 4) = .714
1.4. If the two teams are still tied after 1.1, 1.2 and 1.3 have been applied, the team with the least number of minutes in penalties throughout all of the Round-Robin games, gains the higher position. All misconducts are to be included in the penalty minute count.
1.5. If the two teams are still tied after 1.1, 1.2, 1.3 and 1.4 have been applied, then the team which scored the first goal in the game between the tied teams gains the higher position.
1.6. If the two teams are still tied after 1.1, 1.2, 1.3, 1.4 and 1.5 have been applied, a single coin toss will determine which team gains the higher position.
2.0. Three or More Teams Tied
Note: The three-team tiebreaker is used to determine the seeding of the 1st, 2nd, 3rd, or 4th 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 remaining teams. At no time will teams using this formula go back to the two-team tiebreaker.
2.1. 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. This is used only when you have 5 Teams in a division. For a 4 Team Division please start the tiebreaker at 2.2
2.2. If the teams are still tied after 2.1 has been applied, the team with the most wins (among the tied teams) would gain the highest position.
2.3. If the teams are still tied after 2.1 and 2.2 have been applied, then the team with the best goal average gains the highest position. The goal average of a team is to be determined in the following manner:
Total number of goals for divided by the total number of goals for and against.
NOTE: All Round-Robin games are included.
Example: Goals for 10 - Goals against 4: Percentage: 10 divided by (10 + 4) = .714
The exercise of 2.3 establishes the team or teams with the highest position(s) by percentage. These teams will advance. If there are still teams tied, they go to the next step. They do not go back to the “two Team Tiebreaker”.
Example A: Team A - .714 = 1st Seed – Advances
Team B - .500 = 3rd Seed – Does not Advance
Team C - .650 = 2nd Seed – Advances
Example B: Team A - .714 = 1st Seed – Advances
Team B - .500 = Still tied with Team C – go to next step 2.4
Team C - .500 = Still tied with Team B – go to next step 2.4
Example C: Team A - .650 = Still tied with Team B – go to next step 2.4
Team B - .650 = Still tied with Team A – go to next step 2.4
Team C - .500 = Does not Advance
2.4. If the teams are still tied after 2.1, 2.2 and 2.3 have been applied, the team with the fewest goals against (all Round-Robin games played) will gain the highest position.
2.5. If the teams are still tied after 2.1, 2.2, 2.3 and 2.4 have been applied, the team with the most goals for (all Round-Robin games played) will gain the highest position.
2.6. If the teams are still tied after 2.1, 2.2, 2.4 and 2.5 have been applied, the teams to qualify would be the team that received the least number of minutes in penalties throughout the Round-Robin games.
2.7. If the teams are still tied after 2.1, 2.2, 2.5 and 2.6 have been applied, a coin toss shall determine the winner. In a three team coin toss, the odd team (three coins are tossed) gains the highest position.
GAME REGULATIONS
All games will be played under official OMHA rules.
PLAYER ELIGIBILITY
Prior to the start of the qualifying series the team will provide an approved electronic Player Roster/ Declaration List and Affiliated Player List plus the corresponding team rosters that the affiliated player/players are listed on to the Regional Executive Member or Designate in charge. Only those players approved on the lists will be eligible to play.
GAME OFFICIALS
The Host Center (or local referee in chief) is responsible for appointing game officials. To qualify, game officials must be from an AAA centre and not officiate the game that centre is playing in. The Host Centre is responsible for the costs of these officials (including mileage).
The Host Centre will appoint timekeepers and scorekeepers. Goal Judge for each game will be optional.
A three-man system will be used from Minor PeeWee to Midget.
GAME TIMES
The Host Centre will set the schedule which must be approved by the SCTA qualifying committee by Feb. 3rd.
Note: The positions (1 vs. 2) of teams may not be altered, you may adjust the starting times of your games, but you must have two hours between each game.
PROTESTS
The team representative must present any protest or grievance resulting from any game in the Qualifying Tournament Weekend to the OMHA Executive assigned to the tournament, in writing within 30 minutes of the conclusion of the game in question, along with the protest fee of $150. The protested team may file a defence, in writing, within 30 minutes of the protest being filed, along with the protest fee of $100. All protests shall be dealt with by the OMHA Protest Committee. See the OMHA Manual of Operations (Section 5.2 – Page 185) for matters that may or may not be protested.