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NHL overtime and shootout rules, and the playoff opposite

How the NHL overtime and shootout rules work: three a side, the long change, four on three, the shootout procedure, and why the playoffs do the reverse.

By CricketTaken EditorialPublished Explainer19 min read

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A hockey game tied after sixty minutes is solved twice a year, in two ways that barely resemble each other. From October to April the NHL overtime and shootout rules hand you five minutes of three a side and then, if that fails, a penalty-shot competition that ends the night in about ninety seconds. From the first round of the playoffs onwards, the same tied game gets full twenty-minute periods at five a side, repeated for as long as it takes, and the shootout does not exist.

Same league. Same tie. Opposite answers.

That is not an inconsistency anyone is embarrassed about. It is a deliberate trade, made twice, between two things the league wants and cannot have at once: a regular season schedule that finishes on time and gives everyone a result, and a postseason in which the way a series is decided looks like the sport the series has been about. What follows is how each answer actually works, rule by rule, including the parts that get skipped in every broadcast explanation.

What the NHL overtime rules give you: five minutes at three a side

The regular season rule is short and worth reading slowly, because almost every misconception about overtime lives in a clause somebody skimmed.

When the third period ends level, both clubs are awarded a point in the standings immediately. That point is banked. Nothing that happens next can take it away, with one exception covered further down. The teams then play a single sudden-death period of not more than five minutes, three skaters and one goaltender each, and the first goal wins an additional point.

Before it starts, arena staff shovel the whole ice surface using the same procedure as a television timeout. No intermission goes on the clock, though the expectation written into the rule is that overtime begins roughly two minutes after regulation ends. Players stay at their benches and are specifically forbidden from going back to the dressing room. Goaltenders come to the bench for that rest. Anyone sitting in the penalty box stays in the penalty box, and if he steps out he is simply escorted back with no extra punishment unless he does something else wrong on the way.

Then the detail that shapes the entire period: the teams change ends.

For all five minutes, each club defends the zone it defended in the second period. That is the long change, and in a five-on-five game it is the reason second periods produce more scoring than first and third. In a three-on-three game it is closer to a structural rule than a quirk. A tired defenceman deep in his own end is now a full two hundred feet of skating away from a fresh replacement, and the whole strategic problem of overtime follows from that single sentence in the rulebook.

The two overtimes, side by side
  • 5Regular season overtime, minutes
  • 3Skaters per side in regular season overtime
  • 3Shooters per team in the first shootout round
  • 20Playoff overtime period, minutes

Structural figures from Rule 84 of the NHL rulebook. Not results, and not averages.

Why taking two skaters away changes more than the space it frees

Everyone can see that three on three creates room. The interesting part is that the room is the smallest of the three effects.

The rink is fixed at two hundred feet by eighty-five, with corners rounded on a twenty-eight foot radius, which works out at a shade over sixteen thousand square feet of playing surface. Divide that by the ten skaters on the ice at five a side and each one is responsible for about sixteen hundred and thirty square feet. Take four of them off and the same surface is shared by six, at roughly twenty-seven hundred square feet apiece. Two-thirds more ice per player.

Square feet of ice per skater, by strength
Five a side1633
Four a side2041
Three a side2721

The playing surface is 200ft by 85ft with the four corners rounded on a 28ft radius, which is about 16,327 square feet. Goaltenders are excluded from the division. Arithmetic from the rink dimensions in Rule 1, not a measured figure.

Show the numbers
Square feet of ice per skater, by strength
ItemValue
Five a side1633
Four a side2041
Three a side2721

That is the visible effect. Two others matter more.

The first is that structure stops being available. Every defensive system in hockey is a shape: a box, a wedge, a collapse, a layered neutral zone. Shapes need bodies, and three bodies cannot cover both the slot and the points, or both sides of the ice on a two-on-one, or the puck carrier and the back-door option. Defending three on three is not a compressed version of defending five on five. It is a different job, closer to basketball's transition defence, in which you concede something on every rush and choose which thing to concede. The whole apparatus described in the systems teams use to kill penalties assumes four skaters working as a unit. Remove one and the unit is gone.

The second is that fatigue becomes a tactical variable rather than a background condition. At five a side a shift ends when the coach wants it to. At three a side, with the long change, a shift ends when the puck gives you permission.

The long change is why an overtime shift refuses to end

Nothing in the rulebook says a line change in overtime is harder than one in regulation. The standard procedure applies: after a stoppage the visiting team places its line-up first and gets five seconds, then the referee raises his hand and the home team gets eight. Icing still forbids the offending team from changing. Delay of game still forbids it.

What changes is the price of a change while the puck is live.

A change on the fly is a moment of vulnerability at any strength. At five on five, one player skating to the bench leaves four covering, which is survivable. At three on three, one player skating to the bench leaves two covering three, and two covering three in that much space is a scoring chance more often than not. So players do not change on the fly unless the puck is deep in the offensive zone and firmly held.

Combine that with the long change and the arithmetic becomes brutal. A defender who has been chasing for ninety seconds is standing at the far end from his own bench. To get off, either his team must gain clean possession and carry it the length of the ice, or the whistle must blow. Neither is under his control. So he stays. Then he stays some more.

Which produces the thing every viewer notices without knowing why: teams in overtime skate the puck back into their own zone with nobody chasing them, circle, and come again. That regroup is not passivity. It is the only legal way to convert possession into rest and a change, because carrying the puck backwards is the one activity that is simultaneously safe and slow. The league's general managers have discussed penalising it, with ideas ranging from a shot clock to forbidding a team to re-enter its own zone after gaining the offensive blue line, and every proposal has run into the same objection: any rule that stops the regroup creates stoppages, and stoppages are what three on three was invented to avoid.

The regroup is therefore a designed-in cost, not a loophole. Given a choice between watching a team skate in a circle and watching a shootout, the league has decided the circle is the lesser evil.

A penalty in overtime is worth far more than the same penalty in regulation

The floor is written in plain language: at no time will a team have fewer than three players on the ice. Everything else about penalties in overtime falls out of that one sentence.

Take a minor at three on three and your team stays at three. The other team goes up to four. That is not a five-on-four power play with two fewer bodies, it is a materially larger advantage, because the extra skater represents a third more attackers rather than a fifth more, and because he arrives on ice with no defensive shape available to absorb him. Concede a second minor and you still stay at three while the opposition goes to five. Five on three, in overtime, in that space, is about as close to a free goal as a rulebook can create without awarding one.

The exception is symmetry. If both teams take a minor at the same stoppage and nothing else is running, the strength stays at three on three. Neither side can go below the floor and neither gets an addition, so coincidental minors in overtime cost precisely nothing in numbers. That is a genuinely different outcome from the same infractions at five on five, where coincidental minors drop both teams to four and open the ice up for everyone. The rest of the calculus around drawing and taking fouls is covered in how minor, major and match penalties are assessed, and overtime bends all of it.

Penalties carried over the horn get their own handling. If regulation ends with a five on three still running, overtime starts five on three. If regulation ends four on four, overtime starts three on three. If it ends three on three, it starts three on three. Whenever the strength climbs back to even, the reset to overtime numbers happens at the next stoppage, not the moment the penalty expires.

The four-on-four minute that nobody planned for

This is the clause that produces the strangest sixty seconds in the sport, and it is a direct consequence of how penalties expire.

A penalised player leaves the box the instant his time is up, while play is running. His team was at three. Now it is at four. The opposition is already at four. So the game is briefly four on four in the middle of a three-on-three overtime, and the rulebook lets it stand until the next whistle.

Goals scored during that window count normally. Nothing is provisional about them. A club can therefore win a five-minute three-on-three overtime with a goal scored at four on four, and if a second penalty had been in play it could win one at five on five, which is a peculiar thing to be able to say about a period defined by having three skaters.

The reason for the clause is practical rather than principled. The alternative would be to make a player skate to the bench the moment his penalty expired, which would either require a whistle nobody wants or create a self-inflicted too-many-men situation. Letting the strength float until the next stoppage is the tidy answer, and it hands coaches a live tactical question: with a penalty about to expire, do you send the fourth man hard at the net while the extra skater is still legal, or hold possession and take the whistle?

Why teams pull the goalie in overtime and never in a tied regulation game

Watch a tied game with two minutes left in the third period. The goaltender stays in his net. Watch the same two clubs three minutes into overtime, and one of them might send him to the bench for a fourth skater.

Both decisions are correct, and the reason is entirely in the standings.

At a tie in regulation, a goal against costs you a point that is otherwise guaranteed. Reach the horn level and you have banked one point with a chance at two. Concede before the horn and you have zero. Pulling the goaltender there is a wager where a loss destroys something certain, which is why it never happens.

In overtime, the certain point is already in your pocket. Rule 84.1 awards it the moment the third period ends level. From that position there are three ways the night can finish: win in overtime for two points, lose in overtime for one, or reach a shootout you might win. If the shootout is close to a coin flip, its value is somewhere around a point and a half. So the gain from winning and the loss from being scored on are roughly the same size, half a point either way, and pulling the goaltender is worth doing whenever you think a four-on-three attack is more likely to produce your goal than a shootout is.

The league saw that coming and priced it. Rule 84.2 lets a team pull its goaltender in overtime, then adds this: if the team loses the game while the goaltender is off the ice, it forfeits the automatic point it earned at the end of regulation. The gamble is not half a point against half a point. It is half a point of upside against a full point and a half of downside, because the shootout equity and the banked point both vanish together.

That reframing is what makes the decision rare rather than routine. It also has two riders worth knowing. The goaltender who has been pulled cannot come back on the fly; he has to wait for a stoppage, and returning during play draws a bench minor for an ineligible player. And the forfeit clause does not apply when the goaltender was pulled on a delayed penalty against the other side, which is why that particular pull is close to free: the opposition cannot score, because touching the puck ends the play. The one way to lose there is to shoot the puck into your own empty net, in which case the rulebook says the game is over and the team that was about to be penalised wins it.

The NHL shootout rules are a separate rulebook bolted onto the game

If nobody scores in five minutes, the shootout starts, and the procedural detail is more particular than most people realise.

The ice is shovelled again. Goaltenders take the net closest to their own bench, which means both clubs defend the end they defended in the first and third periods, the reverse of overtime. The home team chooses whether to shoot first or second. Coaches pick the order of their shooters, and every player is eligible unless he is serving a ten-minute misconduct, a game misconduct or a match penalty. A player sitting in the box for an ordinary minor when the horn goes is still allowed to shoot, which contradicts what a lot of people assume. Once the shootout begins the goaltender cannot be replaced unless he is injured, and a substitute gets no warm-up.

Each team takes three attempts, alternating, unless the result is settled earlier. Level after three and it goes sudden death, one attempt each per round. No player may shoot twice until everyone eligible has shot, with a sensible carve-out: if injuries or penalties leave one team with fewer eligible shooters than the other, both may reuse players who have already gone, until the shorter list has been exhausted again.

The attempt itself is governed by the penalty shot rule, and its central provision is the one that ends arguments. The puck must be kept in motion towards the opponent's goal line, and once it is shot the play is complete. No rebounds, with a single exception for a puck that comes off the post or crossbar, then the goaltender, then goes in. Any time the puck crosses the goal line or comes to a complete stop, the attempt is over. A full three-hundred-and-sixty degree spin is not permitted and kills the attempt on the spot. The lacrosse-style pick-up and whip is allowed, provided the puck never goes above shoulder height and is not released above the crossbar. The goaltender must stay in his crease until the shooter touches the puck; if he leaves early and the attempt fails, it is taken again.

From the final horn to a winner, the regular season sequence
  1. The horn goes with the score levelBoth clubs are credited with one standings point immediately. Everything that follows is a contest for a second point that only one of them can have.
  2. The ice is shovelledArena staff clear the whole surface on the television timeout procedure. No intermission goes on the clock, players stay at the benches, and penalised players stay in the box.
  3. Teams change endsFor all five minutes each club defends the end it defended in the second period. This is the long change, and it is why overtime shifts run so long.
  4. Five minutes, three skaters a sideSudden death. First goal wins. A penalty makes it four on three, a second makes it five on three, and nobody ever drops below three skaters.
  5. Nothing scored, so the shootout is calledThe ice is shovelled again. Goaltenders move to the net nearest their own bench, so the ends swap back to the first and third period configuration.
  6. The home team picks the orderShoot first or second, its choice. Coaches then nominate shooters in whatever order they like from the eligible list.
  7. Three attempts each, alternatingThe puck starts at centre and must be kept moving towards the goal line. No rebounds, no spin move, no second chances once the puck stops.
  8. Sudden death if still levelOne attempt each per round until one team scores and the other does not. Nobody shoots twice until every eligible teammate has gone.
  9. The result is written down oddlyThe winner is recorded with exactly one more goal than the loser. The deciding shooter gets no goal in his personal totals and the beaten goaltender is not charged with it.

The order of operations set out in Rule 84 and Rule 24. Timings are the rulebook's own.

How a shootout is written down, and why the accounting is strange

The scoring rule is unusual enough to be worth quoting in substance. Whatever happens in the shootout, the final score recorded for the game gives the winning team one more goal than its opponent, based on the score at the end of overtime. Win the shootout three attempts to nil from a two-all game and the result is three-two, not five-two.

Then the two lines that tell you what the league really thinks. The losing goaltender is not charged with the extra goal against. And the player who scores the game-winning attempt is not credited with a goal in his personal statistics.

Read those together and the position is clear. The shootout decides which club gets the second point, and it is not permitted to touch anything else. It does not move a goal total, a plus-minus, a goals-against average or a save percentage. Attempts are logged in their own category, where a specialist's record can be admired without contaminating the numbers that describe hockey. Whether that separation is honest bookkeeping or a quiet admission of embarrassment depends on your view of the shootout, but it is consistent: the league has built a tiebreaker that produces a result and deliberately produces no statistics.

There is even a clause for a club that refuses to take part. Decline the shootout and it is recorded as a shootout loss. Decline an individual attempt and it is a no goal.

Why shootout wins are quietly excluded from the tiebreakers

Two clubs finish the season on the same number of points. The league does not go straight to goal difference, and it does not go to total wins either.

The published order starts with games played, so a club that earned its points in fewer games ranks higher. Then it counts wins excluding those earned in overtime or a shootout, the regulation wins column. Then wins excluding only shootouts, the regulation-plus-overtime column. Only after both of those does total wins appear, followed by head-to-head points.

The effect is a hierarchy of victory. A regulation win is worth most. An overtime win is worth less. A shootout win counts for the two points and then, at the first moment it might matter, stops counting.

Invented worked example: two clubs, level on points, split by the ladder
  • Regulation wins
  • Overtime wins
  • Shootout wins
Club A3455
Club B3068

Two fictional clubs with identical points totals and identical overall win counts. No real season is being described. Club A wins the tiebreak on regulation wins despite winning fewer games beyond sixty minutes.

Show the numbers
Invented worked example: two clubs, level on points, split by the ladder
ItemRegulation winsOvertime winsShootout wins
Club A3455
Club B3068

Both invented clubs have forty-four wins. On the ladder, Club A goes ahead on the first tiebreaker and never has to defend the position, because it won thirty-four games inside regulation against Club B's thirty. Club B's eight shootout wins bought eight second points during the season and then contributed nothing to the ranking those points produced.

This is the league grading its own tiebreaker. If a shootout win were the same thing as a win, there would be no reason to build two separate columns to filter it out. The seeding a club ends up with can turn on the distinction, which is a real consequence attached to what looks like a piece of bookkeeping.

The loser point is the argument underneath the whole design

None of this makes sense without the point awarded for losing.

The structure is inherited. Overtime returned to the regular season schedule in the 1980s as five minutes at full strength, with ties still possible. At the end of the 1990s the league cut overtime to four a side and started giving a point to a team that lost in it, which is where three-point games come from: a regulation result is worth two points in total, an overtime result is worth three. The shootout arrived for the 2005-06 season and abolished the tie outright. Three a side replaced four a side a decade later, because too many games were still surviving overtime and reaching the shootout, and the league wanted more of them settled by hockey.

Every complaint about the standings traces back to that guaranteed point. It compresses the table, because a bad club that reaches overtime often accumulates points it did not win. It creates a genuine incentive problem in the last minutes of a tied third period, since neither side has much reason to take risks when the horn hands both of them something. And it makes cross-league comparison useless, because a points total in a system with three-point games measures a different thing from a points total in a system without them.

The counter-argument is equally real. The point keeps clubs in playoff contention deeper into the season, which sells tickets and holds television audiences in markets that would otherwise have checked out in February. It softens the punishment for losing a game to a bounce. The league has never seriously moved towards the three-two-one-nil model used in some European competitions, in which a regulation win is worth more than an overtime win, though the tiebreaker ladder shows it has quietly implemented the same idea by a different route. Compare it with the way American football resolves a tie and the difference in philosophy is stark: one sport still permits a draw and refuses to invent a tiebreaker, the other abolished the draw and built two.

The playoffs answer the same question the opposite way

Come the postseason, the entire apparatus above is switched off.

A tied playoff game goes to a fifteen-minute intermission, exactly like the one between periods, and then resumes with twenty-minute periods at full strength. Teams change ends at the start of each overtime period. The first goal wins. There is no shootout, no limit on the number of periods and no mechanism by which the night can end any other way.

Everything follows from that. Special teams matter more, because a power play in playoff overtime is a five-on-four in sudden death and the ordinary rhythm of a power play becomes a potential series-ending event. Coaches shorten their benches and then have to unshorten them, because a fourth line that has played six minutes cannot cover a hundred minutes of hockey. Fringe players who never see overtime in the regular season end up taking defensive-zone faceoffs at one in the morning.

And the shot quality question inverts. In three-on-three overtime a team can hunt for the perfect chance, because the period is five minutes long and a shootout is waiting. In playoff overtime there is no clock to survive and no fallback, so the calculation changes: any puck at the net is a chance, and the value of a low-percentage shot rises simply because the game does not end until one goes in. The models behind expected goals are built on regular-season shot distributions, and playoff overtime is exactly the environment where the behaviour they measure stops looking like the behaviour they were fitted to.

What a third overtime does to goaltenders and to the ice

Two things degrade over a long playoff overtime, and only one of them is human.

The goaltender's problem is not primarily fatigue in the legs. It is the accumulation of decisions. A save is a sequence of reads, tracking the puck through screens, judging depth, choosing when to commit, and each one is a small act of concentration. A double-overtime game asks for a full extra game's worth of them without a break long enough to reset. Weight loss through sweat is real and measurable, dehydration follows, and the equipment gets heavier as it soaks. Goaltending coaches talk about the depth creeping, meaning a tired goaltender gradually stops challenging shooters and settles deeper in his crease, which is the physical tell of a mind that has stopped choosing and started reacting.

The ice is the other one. A sheet is at its best straight after a resurfacing and gets worse from there, and by the end of a third period it is chewed, warm and slow in the high-traffic areas. The playoff structure helps, since a fifteen-minute intermission before each overtime period means a proper resurfacing, so the ice is repeatedly restored to something decent. That is a real difference from the regular season, where overtime gets a shovel and nothing more.

But arena conditions in late spring work against it. Warm buildings, humidity and a crowd generate soft ice and fog, and a soft sheet slows the puck, kills passes and rewards the team that has decided to grind. Which is one of the reasons a third overtime rarely looks like the first: not because the players have stopped trying to make plays, but because the surface has stopped letting them.

Should a skills competition decide a league game?

The case against the shootout is that it does not test the sport. Hockey is a team game played in shifts with checking, systems and possession, and a shootout is none of those things. It is a series of one-against-one events with a rulebook of its own, and it hands a share of the standings to a skill that a club needs for roughly ninety seconds a fortnight. The strongest version of the objection is not aesthetic: a competition should be decided by the thing it is a competition in, and the shootout is measurably a different thing, as the league itself concedes by refusing to put its goals in anybody's statistics.

The case for it is that the alternative is worse for a schedule of that length. Playoff overtime works because there are relatively few playoff games and no game the next night. A regular season schedule cannot absorb repeated unbounded overtimes without wrecking travel, rest and the health of the players, and the tie it replaced was not popular either. The shootout guarantees a result, in a fixed window, on television, at low physical cost.

Three a side was the compromise position and it has largely done its job, moving a meaningful share of tied games out of the shootout and into hockey. The remaining arguments are about degree, not direction: a longer overtime, a shootout that requires more rounds, a points system that values a regulation win more highly. All of them chip at the same problem from different sides, and none of them proposes going back to ties.

For a sense of how far the league has already travelled, look sideways at the rest of the sport. Development leagues have run longer overtimes that start at four a side and drop to three, on the theory that more time at reduced strength produces more winners before the skills competition. International tournaments extend overtime for medal games and still keep a shootout underneath as the last resort. Nobody has found a way to guarantee a result inside a fixed window without one.

What to watch for once the horn goes

Four things tell you almost everything about an overtime, and all of them are visible from the sofa.

Which end each team is defending. If a club's bench is at the far end from the puck, the players on the ice are stuck there, and the next shift change is the most dangerous thirty seconds of the period.

Who is on for the first shift. Coaches send out their best puck-carrier and their best passer, usually with a defenceman chosen for skating rather than defending. The composition tells you whether the coach intends to attack or to survive to the shootout.

What happens at a stoppage in the offensive zone. That is the one moment a team can change without cost, and a coach who does not change there has decided fatigue is less dangerous than the players he would be sending on.

Whether the goaltender leaves. If he does, check the situation first. On a delayed penalty it costs nothing. Otherwise the club has just put its guaranteed point on the table, and the rulebook will take it if the puck goes in the empty net.

Common questions

How long is overtime in the NHL?

Regular season overtime is a single sudden-death period of not more than five minutes, played with three skaters and a goaltender per side. If nobody scores, the game goes to a shootout. Stanley Cup playoff overtime is completely different: full twenty-minute periods at five a side, repeated as many times as it takes, with no shootout at any point.

What happens if a penalty is called in three-on-three overtime?

No team may ever have fewer than three skaters on the ice, so the penalised team stays at three and the other team adds a skater, making it four on three. A second penalty makes it five on three rather than dropping anyone to two. If both teams take a minor at the same stoppage and nothing else is running, play simply continues at three on three.

Why does the strength go to four on four after a penalty expires in overtime?

The penalised player returns to the ice while play is still running, so for a moment both teams have four skaters. The rulebook lets that stand until the next whistle, at which point the strength is reset to three on three. Goals scored at four on four in overtime count exactly the same as any other.

Do shootout goals count in a player's statistics?

No. The player who scores the deciding shootout attempt is not credited with a goal in his personal totals, and the losing goaltender is not charged with the extra goal against. The winning team is simply recorded as having one more goal than its opponent, based on the score at the end of overtime, and shootout attempts are tracked in their own separate category.

Why are shootout wins excluded from the NHL tiebreakers?

The league treats a shootout as a different kind of win from one earned in play, so when two clubs finish level on points it looks first at regulation wins, then at regulation-plus-overtime wins, and only then at total wins. A club that piles up shootout victories therefore sits below a club that won the same number of games inside sixty-five minutes. It is the league conceding, in its own rulebook, that the skills competition is not quite hockey.

Filed under Ice Hockey·nhl · overtime · rules · shootout · playoffs