These rules are only guidelines for the game of knock hockey. It’s been played a variety of ways over the years. You may play it with our rules or your own rules or you may make up your own rules. We just hope you have FUN!
RULES for Knock Hockey– Rev. 1.8 – Oct. 17, 2003
The interior dimensions of the board are 24″ x 36
There are two goal areas painted red. (This is our version. Your board may be different.) There is a Red Line with a Starting or Face-off Circle. There are two Blocks – one in front of each goal.
Games are to eleven (11). There are pegs that fit into holes on the ends on each end. One peg moved 11 times. There are 12 holes. Start the peg at one end or the other and the first one to the other end wins. The pegs are black or blue or red. Score a goal and move your peg. First person to score eleven (11) goals wins.
THE RED LINE – What is this?
This is the center of the board and has no real significance in the game other than to anchor the starting point for face-offs. We could
have painted it green, but to keep with ‘hockey tradition’ we’ve made it red.
THE BLUE LINES – What are these?
Some of our boards are being painted with blue lines to accommodate a different set of rules that some players use. The area between the BLUE LINE and the goal area is YOUR ZONE. The area between the BLUE LINES is a NEUTRAL ZONE. Some players play this NEUTRAL ZONE as a free-for-all puck striking area where anything goes. Once it comes to rest in YOUR ZONE…you are the only one who can hit the puck.
STARTING THE GAME – Who starts?
To choose who starts the game (who gets the first whack)…play rock, paper, scissors or ’shoot’ odds and evens with your fingers or flip a coin and call heads or tails. ALT RULE: Face Off to start the game and after each goal. Tap Tap Tap (3 taps) then each player wacks at the puck to start action.
The game begins with the puck placed in the middle of the board on the red line in the center of the black circle. The puck must be completely within the circle. The face-off is used to start the game and to resume the game after each goal. The player who scores places it in the center circle and gets to shoot again. . ALT RULE: Face Off to after each goal. Tap Tap Tap (3 taps) then each player wacks at the puck to start action.
WHO HITS THE PUCK AND WHEN?
ALTERNATE TURNS. Shooters alternate turns no matter where the puck comes to rest. You may NOT block your opponents shot at any time. If you touch the puck before it stops, your opponent has the right to place the puck in the center circle for a free shot. The game continues after this free shot as it would from the start of the game or any face-off after a goal.
HITTING OR STRIKING THE PUCK
You must strike at the puck. Just AIM and HIT it. You may NOT SLIDE the puck with the stick and NOT GUIDE it where you want the puck to go. If you touch the puck and the puck moves…no matter how far it travels, it is your opponent’s turn.
NOTE: If a puck comes to rest along a back rail or in the corner, it can be moved out but only be the width of the stick. It should not be necessary to move the puck away from the side rail in as much as the next striker should be able to hit it “down ice”.
THE DANGLING PUCK – Don’t you just love the sound of this cool rule?
A puck that hangs off the end of the board in the goal area but does not drop through is NOT a goal, but the puck must be struck from the resting position. It may not be moved. If the puck is struck and it doesn’t leave your goal area it is still your opponents turn. If the puck falls through in your attempt to hit it, your opponent is awarded a goal.
OPTIONAL RULES & OPTIONAL SCORING RULES
This shutout rule can be used in conjunction with the 11 goal game. (7) straight goals to start the game making the score 7-0 and a winner may be declared.
2 POINTERS (THE DANGLING PUCK)
A goal made when a puck dangling is worth two (2) points. DEFINITION: A puck that is partly on the board and partly off the board and has not been declared a goal.
The DANGLING PUCK comes into play when a puck does not completely pass through the goal and fall off the end of the board. It can then be hit (creatively) from its resting position and if it goes in the other end after being struck it is worth 2 points. If the player shooting fails to move the puck after striking it, it is the opponent’s turn. A puck that is struck under these conditions and falls off the board in the process of being struck is a one point GOAL for the opponent.
THE RED ZONE & BLOCK – 5 POINTERS
A FIVE (5) POINTER is a goal from the top of the BLOCK
The red zone comes into play when you use OPTIONAL SCORING RULES. A puck landing completely inside the red area can be moved to the BLOCK and hit from the top of the block. A goal from the top of the BLOCK is worth 5 points.
NOTE: The puck may also be left in the red zone where it lands and a normal turn may be taken. Moving the puck to the BLOCK is OPTIONAL even under OPTIONAL SCORING RULES.
SEVEN (7) POINTERS
A SEVEN (7) POINTER is a goal from the top of the side of the board approximately half way between the red line and your corner of the board. (7) POINTERS may be added to the game and used as a CHOICE between shooting a 5 pointer or a 7 pointer. Any puck landing inside the RED ZONE gives the player the option of a difficult 5 POINTER or a near impossible 7 POINTER.
OPTIONAL RED ZONE RULE
If the puck lands completely in your own red zone after you shoot your opponent may pick up the puck and place it on their own BLOCK and try for a 5 Pointer …if you are playing the game using the 5 Pointer rule. Under regular rules your opponent must shoot from the point where the puck comes to rest.
FREE FOR ALL? … SURE YOU CAN PLAY THIS WAY IF YOU WANT!
Playing ‘free-for-all’ style is acceptable. Anything goes. It’s wild, it’s fun but it requires no skill what so ever. You can block shots, smack the puck at the same time as your opponent and whatever happens, happens. Most other rules can still apply when you play this way. Try both, mix it up…just enjoy it.
These Rules are © Copyright of Steve McRae and knockhockey.com, .biz, org & .net. Created March 15, 2002. Any and all rules are subject to creative variations.