Explainer
Icing and offside hockey rules, and the sense behind them
How the icing and offside hockey rules work: why offside keys on the puck, the tag-up, hybrid icing, the exemptions and the faceoff that follows.
By CricketTaken EditorialPublished Explainer20 min read
A defenceman is pinned on his own goal line with two forecheckers closing. Judged only by his next five seconds, the most sensible thing he can do is fire the puck the length of the ice and breathe. Two hundred feet away, the most sensible thing his own centre can do is stand next to the opposing goaltender and wait for a pass.
Both decisions are individually rational and collectively ruinous. A sport in which everybody does them is not hockey. It is a punting contest with a goal at each end.
The icing and offside hockey rules exist to price those two options. Neither is banned outright, which is the part people miss. You are allowed to shoot the puck down the ice and you are allowed to send a forward towards the far blue line. What the rules do is attach a cost, and the cost is calibrated finely enough that both actions remain part of the game rather than disappearing from it.
Learn the two rules properly and a great deal of what looks like tactics turns out to be rule-following. The trap in the neutral zone, the shape of a breakout, the timing of a forechecker's first stride, the reason a defenceman holds the puck an extra half-second behind his own net: all of it is built on top of two lines painted on the ice and one paragraph each in the rulebook.
Two rules, one job: making the selfish option expensive
The offside rule and the icing rule are usually taught separately, as two unrelated pieces of hockey trivia to be memorised before your first game. They are better understood as one idea applied at both ends of the sheet.
Each rule targets a shortcut that benefits one team at the expense of the game. Offside targets the shortcut of getting a player into scoring position without earning the ice in between. Icing targets the shortcut of relieving pressure without earning the exit. In both cases the shortcut is cheap, effective and available on every shift, which is precisely why it needs a rule.
What separates them is the punishment. Offside is punished with a reset in neutral territory, which costs the attacking team its entry and nothing else. Icing is punished with a faceoff deep in the offending team's own zone, with the offending team forbidden from changing its tired players. One is a mild correction. The other is a genuine penalty, and it was made into one on purpose.
That asymmetry is deliberate. An offside is usually a timing error at speed and it happens many times a night. Icing is a decision, taken by a player who has chosen relief over possession, and the rules are designed to make him think twice about it.
- End boards to goal line11
- Goal line to blue line, defending zone64
- Neutral zone, blue line to blue line50
- Blue line to goal line, attacking zone64
- Goal line to end boards11
Rule-defined dimensions of a standard NHL sheet, which is 200 feet by 85 feet. The five sections add to 200.
Show the numbers
| Item | Value |
|---|---|
| End boards to goal line | 11 |
| Goal line to blue line, defending zone | 64 |
| Neutral zone, blue line to blue line | 50 |
| Blue line to goal line, attacking zone | 64 |
| Goal line to end boards | 11 |
Those numbers matter more than they look. The neutral zone is fifty feet wide, which is not many strides for a forward already moving, and that is the entire window in which an offside is decided. The attacking zone from the blue line to the goal line is sixty-four feet, which is why a player loitering beside the far post is a full zone ahead of the play, and why the rule that stops him standing there is the oldest structural rule in the sport.
Offside is a rule about the puck, not about the player
Here is the rule stated as precisely as it can be stated in one sentence. An attacking player is offside if both of his skates have completely crossed the leading edge of the blue line before the puck has completely crossed that same line.
Every word in that sentence is load-bearing.
Both skates. One skate on or behind the line keeps the player onside. This is why you see forwards dragging a trailing foot at the blue line like a long jumper stretching for the board. It is not showmanship, it is the rule being used correctly.
Completely crossed. The line has width, and the line belongs to the neutral zone. A skate touching the paint is still in the neutral zone. So is the puck. The puck has to be entirely past the leading edge before it counts as having entered the zone, which means there is a real, measurable band of ice where neither the puck nor the player has legally arrived.
Leading edge. Measured from the direction of travel, so the far side of the paint as the attackers see it.
The blade of the skate. The most recent tightening of the rule says explicitly that a skate means the blade only. A boot overhanging the line is not a skate on the line. That sounds like pedantry until you remember these calls are now settled by freeze-frames, and a freeze-frame needs to know exactly which pixel it is looking for.
Then there is the clause that trips up everyone who learned the rule from a diagram. A player in possession and control of the puck cannot be offside, because the puck travels with him. There is no gap between the two at all, so there is nothing for the rule to measure. Recent wording tightened this as well, requiring that the possession and control be established with the stick before both skates cross. Kicking the puck forward and chasing it does not count. That closes a loophole where a player pushed the puck ahead with a skate, crossed the line, and claimed he had been carrying it all along.
The last piece changed most recently and changed the most calls. A skate that is off the ice, but still above or behind the plane of the blue line, keeps the player onside. For years the rule required contact with the ice, which produced the absurd result of a player being ruled offside because he happened to be in mid-stride, his trailing blade an inch in the air over his own side of the line, while a slower player in the same body position was fine. The plane replaced the surface, and a category of goals that had been wiped out by video review started counting again.
Why the rule keys on the puck rather than on the defenders
Association football solves the same problem differently, and the comparison is the fastest way to see why hockey chose what it chose. In football, the attacker's position is judged against the second-to-last defender. In hockey it is judged against a painted line and the puck.
The football method measures relative position, which means the defending team draws the line itself. A defensive unit can step up in unison and put an attacker offside without touching him. That creates a rich tactical layer and also a permanent argument, because the reference point is a moving human being whose exact position at the exact frame the ball was played is a matter of interpretation.
Hockey's method measures absolute position. The line does not move. The puck's position is unambiguous. The result is a rule that is far easier to officiate in real time by two linesmen skating at speed, and one that produces a fixed geography every player on the ice can see.
That fixed geography is the whole point, and it is worth spelling out what it buys. Because the boundary is painted rather than negotiated, both teams know exactly where the edge of the attacking zone is at all times, which turns the blue line into a structural feature to be defended, attacked, held and surrendered. Defending the blue line is a real activity in hockey in a way that defending an imaginary line between two centre backs is not. Almost every defensive system in the sport is organised around it, from the clogged neutral zone to the aggressive pinch that keeps the puck in.
Keying on the puck also removes the offside trap from hockey entirely. There is no way for a defence to manufacture an offside, because the attacking team controls the puck and therefore controls the line. That was a design choice with a consequence: the rule can never be used as a weapon, only as a constraint. Football's version is a weapon, which is why football needs semi-automated technology and endless argument about armpits, and hockey needs a linesman with a good angle.
The delayed offside is the rule's pressure valve
If offside were an immediate whistle every time, hockey would stop constantly. A forward drifting a foot too deep while a teammate is still fighting for the puck in the neutral zone would kill a play that has not even started.
So the rule contains a delay. When an attacking player is in the zone ahead of the puck but no attacking player has touched the puck inside the zone, the linesman raises an arm and says nothing. Play continues. The infraction exists but has not yet been committed.
From that moment two things can happen, and both are worth understanding because they define what the next ten seconds of hockey look like.
The attacking team can clear the zone. Every attacking player has to get back over the blue line into the neutral zone, at which point the arm comes down and the whole thing never happened. They can then re-enter immediately, which is why this is called tagging up. In practice a winger who has overrun the line will skate backwards over it and turn, all in one movement, without ever really leaving the play.
Or the defending team can end it. If a defender gets the puck out over the blue line, the delayed offside is finished and the situation resets. This is why you sometimes see a defender under no pressure whatsoever rim the puck around the boards and out. He is not clearing danger. He is killing an infraction that is hanging in the air above his own zone.
What the attacking team cannot do is touch the puck inside the zone while somebody is still offside, or check an opponent in there. Either action is the moment the offence is committed, and the whistle goes.
- An attacker crosses the line earlyBoth his skate blades cross the leading edge of the blue line before the puck does, but nobody on his team has touched the puck inside the zone yet.
- The linesman raises an armNo whistle. The infraction now exists but has not been committed, and play continues at full speed.
- Three things can end itThe attackers tag up, the defenders clear the puck out, or an attacker touches the puck in the zone.
- If they tag upEvery attacking player returns over the blue line into the neutral zone. The arm drops, the play is clean, and they may re-enter at once.
- If the defenders clear itThe puck leaves the zone under defensive control. The situation resets with no stoppage and no faceoff.
- If an attacker touches itWhistle. The offence is committed the instant the puck is played, or an opponent is checked, inside the zone.
- The faceoff comes back outTo the neutral zone dot nearest the point of the infraction, outside the blue line, so the attacking team loses its entry and nothing more.
The sequence as officiated. No result, player or team is asserted.
The tag-up has been in and out of the rulebook. The league removed it for a spell in the nineties, so that any attacker in the zone ahead of the puck meant an immediate stoppage, and restored it in the package of changes that followed the lost season in the middle of the last decade. The same package abolished the two-line pass, which had banned a pass from a team's own end across the centre red line and had been the single biggest reason the neutral zone could be turned into a wall.
Those two restorations belong together. Bringing back the tag-up meant fewer whistles and more continuous play. Killing the two-line pass meant the long stretch pass became legal, which meant a team could skip the neutral zone entirely rather than grind through it. Both were aimed at the same target, a version of the sport that had become a fifty-foot traffic jam, and the effects still shape how systems in the neutral zone are built and beaten today.
The offside challenge asks a binary question of a blurred picture
Offside is a bright-line rule, which is exactly what makes video review of it so uncomfortable.
A coach may challenge a goal on the basis that the play entering the zone was offside. The review is conducted centrally rather than by the on-ice officials, and it asks a single question with two possible answers: had both skate blades completely crossed the leading edge before the puck did, or had they not? There is no proportionality in the question. There is no consideration of whether the infraction had anything to do with the goal that followed twenty seconds later. It happened or it did not.
That produces the situation everybody in hockey has an opinion about. A goal scored fairly, in a play nobody objected to at the time, is wiped out because a winger's trailing blade was a centimetre past the paint on an entry that occurred long before the shot. Nothing about that skate blade helped anybody score. The rule does not care, and a rule that did care would be unenforceable, because you cannot ask an official to rank how much an infraction contributed to a goal.
The league has adjusted around the edges rather than at the centre. Moving from the ice surface to the vertical plane recovered a family of goals that were being erased on a technicality nobody had intended. Defining a skate as the blade removed a second family of arguments about boots and overhang. Both changes made the freeze-frame easier to read without changing what the rule asks of it.
The cost of a failed challenge has done more work than either. Get it wrong and your team takes a minor penalty for delaying the game, which is a serious price to pay for a hunch. That single provision converted the challenge from a free lottery ticket into a decision a coach has to be reasonably sure about, and it is a good illustration of how the challenge system is designed around deterrence rather than accuracy. A review system with no downside gets used on everything.
There is a genuine unresolved argument here, and it is not about the technology. One camp says a bright-line rule should be enforced brightly, because the alternative is a judgement about materiality that no two officials would make the same way. The other says a rule whose original purpose was to stop players camping in the offensive zone should not be voiding goals over a body part that was airborne, and that a tolerance band would restore the rule's intent without destroying its clarity. Both positions are coherent. Neither has won.
Icing is four conditions, and all four have to be true
Icing looks like the simpler of the two rules and is in fact the fussier one, because it is defined by a stack of conditions and a longer stack of exemptions.
The core is this. A team at equal or greater strength shoots, bats or deflects the puck from its own side of the centre red line, the puck crosses the opposing goal line without going in the net, and no eligible player touches it on the way. That is icing, and the faceoff comes all the way back.
Take the conditions one at a time, because each is a decision point somebody exploits.
From its own side of the centre red line. The puck's position when it is played is what counts, not the player's. A defenceman standing in the neutral zone can shoot the puck the length of the ice legally if the puck itself was past the red line when he hit it. That inch either side of the paint is why players carrying the puck up ice will take a stride longer than looks necessary before releasing it.
Across the goal line. The whole goal line, extended across the width of the rink, not just the six feet between the posts. A puck that hits the end boards has already crossed it.
Not into the net. A shot from behind the red line that goes in is a goal. There is no clause protecting a goaltender from a two-hundred-foot shot, which is why an empty net at the far end is worth a long attempt rather than a dump-in.
Untouched. If an opposing player other than the goaltender plays the puck, icing is off. Critically, if in the linesman's judgement an opposing player could have played it and chose not to, icing is also off. That second clause is a judgement call sitting inside a rule that is otherwise mechanical, and it is there for an obvious reason. Without it, a defending winger could simply let a puck slide past him and collect a free faceoff in the other team's end.
The strength condition is doing something specific and often misread. A team at equal strength or on a power play cannot ice the puck. A team that is short-handed can, freely, for the whole duration of the penalty.
Touch, no-touch and why hybrid icing is a safety rule
The oldest version of the rule required a touch. The puck crossed the line and nothing happened until a defending player skated down and touched it, at which point the whistle went. If an attacking player got there first, there was no icing and the play carried on.
That produced a race, and the race was the problem. Two players at full speed, both looking at a puck rather than at each other, both arriving at the end boards at the same instant, with one of them reaching for the puck and therefore off balance. The geometry of that collision is about as bad as the sport produces: high speed, a fixed obstacle, an unprepared body position, and frequently a shoulder or a stick in the back at the moment of impact.
The obvious fix was no-touch icing, sometimes called automatic icing. The whistle goes the moment the puck crosses the line. No race, no collision, no argument. Several leagues use it, have used it for a long time, and it is standard in a lot of amateur and international hockey.
The objection to no-touch is real. It removes a legitimate play. A forward who genuinely outskates the defender and reaches a dumped puck first has done something useful, and under no-touch he never gets the chance. The rule also rewards a defending team for a bad decision by handing it a guaranteed stoppage rather than making it win a foot race.
Hybrid icing splits the difference by moving the finishing line. Instead of racing to the puck, the two players race to the faceoff dots in the end zone. If the defending player reaches that point first, the linesman blows the whistle and calls icing before either of them gets near the boards. If the attacking player wins the race, the icing is waved off and play continues exactly as it would have under the touch rule.
The race is preserved and the crash is removed, because the contest is settled at a point well short of the wall. Officials judge it on who reaches the dots first, which in practice means the linesman is watching the two skaters rather than the puck.
Hybrid is not free of criticism. It converts a mechanical outcome into an official's judgement, and judgements about a race that is close by half a stride will always produce complaints from whichever bench lost. Players raised on touch icing had to relearn when to pull up and when to keep going. But the trade was made with eyes open, and it is one of the clearest examples in the sport of a rule rewritten for safety with a known cost in purity attached.
- The puck is playedIt must be shot, batted or deflected from the shooting team's own side of the centre red line, by a team at equal or greater strength.
- Is the shooting team short-handed?If it is, the rule does not apply at all. The puck can travel the length of the ice with no stoppage.
- Does anyone touch it on the way?A touch by an eligible opposing player kills the call, and so does the linesman judging that one of them could have played it and did not.
- Does the goaltender leave the crease for it?If he moves out towards the puck, the icing is waved off. This is why goaltenders sell the movement even when they have no intention of playing it.
- Does it cross the goal line?It must cross the full width of the goal line without entering the net. A puck that goes in is simply a goal.
- The race to the dotsUnder hybrid icing the linesman watches which player reaches the end-zone faceoff dots first, not which one reaches the puck.
- Defender first, or attacker firstDefender first means the whistle goes and icing is called. Attacker first means the call is waved off and the play continues.
- The faceoff, if it is calledBack to the offending team's own end. The non-offending team picks which of the two dots, and the offending team may not change its players.
The judging sequence under hybrid icing. Every branch is a rule-defined outcome, not a description of any particular play.
The exemptions, and the long argument about short-handed icing
The exemption list is where the rule's intent is clearest, because each entry is a case where enforcing icing would punish something the rules do not want to punish.
- A short-handed team. A team killing a penalty may ice the puck as often as it likes.
- The puck goes straight into the net. That is a goal, and the shooter gets credit for it.
- The puck is iced directly from a faceoff. A puck that travels the length of the ice off a draw is not icing.
- The goaltender leaves his crease towards the puck. The call is off, whether or not he actually plays it.
- An opposing player touches it, or could have. The judgement clause described above.
- The puck is deflected off an opponent. Once it has hit a defending player, the shooting team is no longer responsible for where it ends up.
The first of those is the one people argue about, and the argument is better than it usually sounds.
The case for the exemption is that a penalty is already a punishment and stacking a second one on top of it is disproportionate. A four-man unit against five cannot break out cleanly against a competent power play. Removing the exemption would mean a penalty kill either wins the puck cleanly or accepts a faceoff in its own end, every single time, and the two minutes would become far more punishing than the rules intend. There is a safety argument too, that a killing unit forced to carry the puck out under pressure will take more contact in worse positions than one allowed to flip it down the ice.
The case against is that the exemption hands the killing team a free reset. A penalty kill that gets a stick on the puck can send it two hundred feet, get a stoppage in the attacking end of the ice, change its tired forwards, and start again from a neutral-zone faceoff. Watch a good kill and you will see the clock eaten in twenty-second chunks by exactly that sequence, repeated. Critics point out that this makes the most valuable thing a killing unit can do a defensive non-play, and that what a power play is actually worth is depressed by a rule that has nothing to do with the penalty itself.
Various half-measures get floated. Allow short-handed icing but forbid the line change afterwards. Allow it only in the first minute of a penalty. Allow it once per kill. None has been adopted anywhere significant, and the honest reason is that the exemption is very old, very well understood by everybody who plays the sport, and removing it would change the value of every penalty in the rulebook overnight. That is a large amount of collateral change to accept for a fix to a problem that is real but modest, and it belongs in the wider question of how much a penalty should actually cost.
The faceoff and the line change are what turn icing into a punishment
The stoppage itself is nothing. If icing merely stopped play, it would be a rest, and a tired defensive pair would ice the puck every shift on purpose.
What makes it a punishment is a pair of provisions attached to the faceoff.
The first is location. The faceoff goes to the offending team's own end zone, and the non-offending team chooses which of the two dots. That choice is not decoration. It lets the attacking side put the draw on the side of the ice where its centre is stronger, or where its best shooter can be set up, or away from the defending team's preferred coverage. A faceoff in your own end is the most dangerous non-penalty situation in the sport, and the team that iced the puck has just handed the other side its pick of them.
The second is the substitution ban. The team that iced the puck may not change its players, injuries aside. So the five skaters who were on the ice, who were almost certainly tired, which is almost certainly why the puck went down the ice in the first place, have to take the defensive-zone draw and then defend whatever comes off it.
This is the single most important sentence in the whole rule, and it is a relatively recent addition. Before it existed, icing was an escape. A pinned unit could ice the puck, get a whistle, and send five fresh players over the boards. The stoppage cost a faceoff in the wrong end and bought a full line change, and for a tired team that was a good trade. Attaching the substitution ban inverted the arithmetic completely.
A later refinement closed the last hole: the team that ices the puck cannot call a timeout afterwards either, which had been the obvious workaround. Ice it, call your timeout, get your rest and your change anyway.
Here is invented arithmetic showing why the ban bites. A defensive pair has been stuck in its own end for forty seconds, which is already a long shift under pressure. They ice the puck. The stoppage runs fifteen seconds while the officials set up. Then they take the draw and play another twenty-five seconds before the puck finally leaves the zone and they can get off.
Eighty seconds is an eternity for a defensive pair playing without the puck. The forty-second shift they were trying to end became twice as long, they spent the extra time defending a faceoff in the worst place on the ice, and the opposition chose which dot. That is why coaches shout about icings the way they do, and why "we iced it three times on that kill" is a complaint about fatigue rather than about possession.
What the icing and offside hockey rules do to a breakout
A breakout is the sequence that moves the puck from your own end to the attacking blue line. Everything about how one is designed sits downstream of these two rules.
Start with the offside constraint. The puck must precede the players over the blue line, so a breakout has to be built with the puck ahead of or level with its supporting runners at the moment of entry. This is why forwards curl back into the neutral zone rather than turning and running straight at the line. A winger who sprints ahead of the play cannot receive the puck in the zone, so he is not an option, so he is not a threat, so he is not occupying a defender. Timing beats speed at the blue line, and the rule is the reason.
The consequence is that a breakout has to be a shape rather than a sprint. The centre drops low, the wingers hold the boards level with the blue lines, and the whole unit accelerates together on the first pass. Get that shape right and the puck can be carried across the line with two supporting players at the same depth. Get it wrong and the entry becomes a dump-in or a whistle, which is most of what zone entries measure when they are counted properly.
Now add the icing constraint, which acts in the opposite direction. If the shape is not there, the defenceman's escape hatch is expensive. He cannot simply fire it down the ice, because that is the icing that keeps his tired pair on for another forty seconds. So his real options narrow to four: make the hard pass under pressure, skate it out himself, chip it off the glass to a spot beyond the red line, or take a hit to make the play.
The glass chip deserves attention, because it exists purely because of these rules. A puck rimmed high off the boards from the defensive zone that lands past the centre red line is not icing, and it does not require a receiver to be onside anywhere, because it is not entering the attacking zone at all. It is the legal version of the punt. It gives up possession, it does not give up a faceoff, and it is the reason boards and glass behave the way they do at every rink in the world.
The stretch pass is the other product of the rules. Since the two-line pass was abolished, a defenceman can hit a forward at the far blue line with a single pass from behind his own goal line. The receiver has to time it so the puck crosses the line first, which is why a stretch forward glides parallel to the blue line rather than running at it. Done correctly, a breakout goes from a defensive-zone retrieval to an odd-man rush in one pass, and there is nothing in the rulebook to prevent it.
What they do to a forecheck
The forechecking team is playing the same two rules from the other side, and the incentives invert cleanly.
The forecheck's purpose is to make the breakout hard enough that the defending team takes the icing rather than the risk. That is a real objective, and it is why forecheckers approach from angles rather than straight lines. A first forechecker who takes away the passing option to the strong side does not need to win the puck, he only needs to force the defenceman to choose between a difficult reverse and a two-hundred-foot flip. Both outcomes are wins. One is a turnover, the other is a defensive-zone faceoff with a tired pair unable to change.
The support behind him is shaped by the offside rule. Forecheckers cannot simply flood the zone, because the moment the puck leaves it every one of them has to come out and tag up before returning. So the second and third forecheckers hold positions near the top of the zone, close enough to pressure and close enough to the line to exit and re-enter without losing the play. That layered shape, one player hunting and two supporting high, is the standard structure across most forechecking systems, and the reason it is standard is the tag-up.
The defensive pair on the blue line are doing the same calculation with more at stake. A defenceman who pinches down the wall to keep a puck in the zone is playing the offside rule aggressively: he is betting he can hold the puck inside the line and avoid the whole reset. If he misses, his team is now short a defender in transition against an attack that is already moving. That single decision, repeated dozens of times a night, is one of the largest sources of variance in a hockey game, and every part of it exists because a painted line makes staying in the zone valuable.
Both rules also explain something about pace. Hockey resets constantly, and a large share of those resets come from these two rules, which is part of why the sport is played in short bursts by players who change on the fly. A game with no offside and no icing would be slower, not faster, because possession would be worth less and the puck would spend its life in the air. That structure runs through nearly every tactical decision in the modern game, from how lines are matched to why a coach burns a timeout after his team has been trapped in its own end for ninety seconds.
Watching for it, once you know what to look for
Four things are visible from any seat, and they will tell you whether a team is being beaten or merely being sloppy.
Whose trailing skate is dragging at the blue line. A forward who habitually enters with a foot behind the line has been coached properly and gives his defence a legal option every time. A forward who is offside twice a period is throwing away entries his team had already earned.
Where the puck goes when a defenceman is under pressure. Off the glass past the red line is a controlled concession. Straight down the middle of the ice from the goal line is a player who has run out of ideas, and it will cost his pair another forty seconds.
Who is on the ice for a defensive-zone faceoff after an icing. It will be the same five players who iced it. If they look heavy, the next thirty seconds are the most dangerous of the shift, and the attacking coach knows it, which is why the best teams have a set play ready for exactly that draw.
Whether the forecheckers are tagging up cleanly. A unit that exits and re-enters the zone as a group is keeping the pressure alive. A unit that gets caught deep and has to skate out one at a time has just handed the other team thirty feet of open ice for nothing.
None of that requires a replay, a tracking system or a statistic. It requires knowing that two painted lines and two paragraphs are doing most of the work, and that almost everything a hockey team does deliberately is an answer to one of them.
Common questions
What is the difference between icing and offside in hockey?
Offside is about entering the attacking zone too early: the puck has to cross the blue line before the attacking players' skates do. Icing is about leaving your own zone the lazy way, by shooting the puck from your own half all the way past the opposing goal line without anyone touching it. One rule polices how you get into the offensive end, the other polices how you get out of your defensive end.
What is hybrid icing?
Hybrid icing settles the race for a potential icing at the faceoff dots rather than at the goal line. If the defending player reaches the dots first, the linesman blows the whistle and calls icing; if the attacking player gets there first, the call is waved off and play carries on. It exists because the older version of the race ended with two players at full speed arriving at the end boards together.
Why can a team ice the puck when it is shorthanded?
The rule deliberately exempts a team that is short a player through a penalty, so a penalty kill can clear its zone the length of the ice without a stoppage. The reasoning is that the penalty is already the punishment and a four-man unit cannot be asked to break out cleanly against five. It is the most argued-about clause in the rule, because it hands the killing side a free reset that the same team would not get at even strength.
What is a delayed offside?
When an attacking player is in the zone ahead of the puck but nobody on his team has touched it yet, the linesman raises an arm and lets play continue. The attacking team can wipe the infraction out by having every one of its players leave the zone, which is called tagging up, after which they can come back in. If an attacking player touches the puck or checks an opponent inside the zone before that happens, the whistle goes.
Where is the faceoff after an icing?
In the offending team's own end, at one of the two end-zone dots, and the team that did not ice the puck chooses which of the two. The team that iced it also may not change its players. Those two details, not the stoppage itself, are what make icing a punishment rather than a rest.
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