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A Clear Guide to Referees, Penalties, Video Review & IIHF Olympic Rules
Hockey uses a team of on-ice officials — referees and linesmen — to enforce the rules. Referees call penalties, confirm goals, and drop the puck at center ice. Linesmen handle offsides and icing. At the IIHF and Olympic level, the standard is a 4-official system: 2 referees + 2 linesmen working simultaneously. Unlike figure skating or gymnastics, ice hockey is not judged — the game is decided by goals scored, not scores from a panel. But officials make critical subjective calls that directly shape the outcome, and video review has become a key tool at the Olympic level.
Ice hockey is unique among winter sports in that no judges assign scores to determine the winner. The team that scores more goals wins — full stop. However, this does not mean officiating is purely mechanical. On every shift, referees make subjective judgment calls about whether a hit is legal, whether a player's action constitutes hooking or slashing, and whether a goal was scored cleanly or through interference. These decisions directly affect the game's outcome.
At the IIHF level (which governs the Winter Olympics, World Championship, and other international tournaments), the on-ice officiating crew consists of 4 officials: 2 referees and 2 linesmen. The referees wear orange armbands to distinguish them from linesmen.
The rulebook used at the Olympics and all IIHF events is the IIHF Official Rule Book, which differs from the NHL rulebook in several important ways — rink dimensions, fighting rules, overtime format, and more.
Some of the most critical and game-changing calls officials make include:
Understanding how officials operate helps explain why certain game stoppages happen, why a seemingly clean goal might be waved off, and why a team suddenly has a one-player advantage.
The 4-official system used at IIHF major tournaments divides responsibilities clearly between the two referee and two linesman roles.
| Role | Primary | Secondary |
|---|---|---|
| Referee (x2) | Call penalties, confirm or disallow goals, drop the puck at center ice for face-offs after goals and at the start of each period | Assist with off-side and icing calls when linesmen need support; communicate with video review officials on challenged plays |
| Linesman (x2) | Call icing, call offsides (both delayed and immediate), conduct face-offs in the defensive and neutral zones | Report certain infractions to referees (e.g., too many men on ice, stick infractions); break up fights; assist referees on goal-line situations |
Hockey's penalty system is tiered. Not all infractions are equal — the severity of the call determines how long the offending player sits out and whether the penalized team loses a skater on the ice. Here is every standard penalty type used at the IIHF level:
| Penalty | Duration | Description |
|---|---|---|
| Minor Penalty | 2 minutes | The most common penalty. The offending player serves the full 2 minutes in the penalty box unless the opposing team scores a goal during the power play — in that case, the player is immediately released and the teams return to equal strength. Examples: hooking, holding, interference, tripping, high-sticking (without drawing blood). |
| Double Minor Penalty | 4 minutes (two consecutive 2-min segments) | Assessed for certain infractions that are more severe but not quite a major. Most commonly given for high-sticking that draws blood. If the opposing team scores during the first 2-minute segment, that segment ends early but the second 2-minute segment begins immediately. The player is only fully released after both segments are served or after a second goal is scored. |
| Major Penalty | 5 minutes (full time, regardless of goals scored) | A more serious infraction. Unlike a minor, a major penalty is served in full even if the opposing team scores one or more power play goals — the penalized team remains short-handed for the entire 5 minutes. Examples: fighting (at NHL level), boarding, charging, cross-checking when deemed severe. At IIHF level, fighting results in a game misconduct rather than just a major. |
| Misconduct Penalty | 10 minutes (player sits, but team stays at full strength) | Assessed for unsportsmanlike conduct, arguing with officials, or certain behavioral infractions. Crucially, a misconduct does NOT reduce the penalized team to a man disadvantage — a substitute player takes the ice immediately. The penalized player simply sits out for 10 minutes. Misconduct penalties can be combined with minor or major penalties. |
| Game Misconduct | Ejection from the game | The player is removed from the game entirely and takes no further part. Depending on the infraction, a game misconduct may or may not also carry a concurrent minor or major penalty (which would create a power play). At IIHF level, fighting automatically results in a game misconduct for all participants. Game misconducts may trigger automatic supplemental discipline review. |
| Match Penalty | Ejection + automatic supplemental review | The most severe in-game penalty. Assessed for deliberate intent to injure or actions the referee deems to have endangered the safety of an opponent. The player is ejected immediately, a substitute must serve 5 minutes in the penalty box (creating a power play), and the case is automatically forwarded for disciplinary review — which may result in additional game suspensions. |
A power play occurs when one team has more skaters on the ice than the other due to one or more penalties. The numerical advantage creates a significant scoring opportunity — at the elite level, power play conversion rates of 20-25% are considered strong.
Standard power play scenarios:
Key rules for power plays:
Penalty killing is the act of defending while short-handed. Teams typically use 2 forwards and 2 defensemen in a box or diamond formation to deny shooting lanes and run down the clock. A successful penalty kill (the minor expires without the power play team scoring) is a significant momentum shift in high-level hockey.
Video review has become a central part of officiating at the IIHF and Olympic level. Officials and coaches can initiate review of specific play situations to correct calls that are difficult to judge at game speed.
Situations reviewed by the video goal judge (automatic review):
Situations eligible for Coach's Challenge:
At IIHF major tournaments (including the Olympics), coaches have access to a challenge system. A coach may challenge the on-ice call in the following situations:
Challenge outcomes:
The threat of the delay-of-game penalty discourages frivolous challenges and ensures coaches only challenge plays where they have genuine reason to believe the call was incorrect.
Many fans watch both Olympic and NHL hockey and notice differences that can be confusing. The two sets of rules diverge on several important points:
| Rule | Iihf | Nhl | Impact |
|---|---|---|---|
| Rink Size | 60m × 30m (approximately 197ft × 98ft) — wider surface | 200ft × 85ft (60.96m × 25.9m) — narrower surface | The wider IIHF surface creates more open space, favoring skating and puck-movement. NHL's narrower rink leads to more physical, board-battle play. |
| Fighting | Automatic game misconduct for all participants — immediate ejection | 5-minute major penalty; players remain in the game unless a game misconduct is also assessed | Fighting is effectively eliminated from IIHF/Olympic play. In the NHL, staged fights and retaliatory fights still occur under the major-penalty framework. |
| Overtime Format (regular season / tournament context) | Varies by round. Preliminary rounds: 5 minutes of 3-on-3 overtime, then shootout. Knockout rounds (quarterfinals onward): 10 minutes of 3-on-3 overtime, then shootout. Gold medal game: unlimited sudden-death 3-on-3 periods (20 minutes each) until a goal is scored — no shootout | Regular season: 5 min 3-on-3, then shootout. Playoffs: unlimited 5-on-5 sudden-death periods (no shootout) | Olympic hockey uses different OT formats depending on the round. The gold medal game uses unlimited sudden-death overtime (similar to NHL playoffs but 3-on-3), while earlier rounds use a shootout after the OT period. |
| Icing Rules | Hybrid icing — linesman judges whether the defending player would reach the puck first; if yes, icing is called without a race | Hybrid icing (adopted in 2013) — same principle as IIHF | Both now use hybrid icing. Previously, touch icing (NHL) required the puck to be physically touched by the defending team, creating dangerous races to the puck. |
| Two-Line Pass | No two-line pass rule — long passes across multiple lines are permitted | Eliminated in 2005 — long passes across the center line are permitted | Both have eliminated this rule. It was previously a major difference that suppressed long-pass offense. |
| Goaltender Trapezoid | No trapezoid — goaltenders can handle the puck anywhere behind the goal line | Trapezoid in effect — goaltenders are restricted from handling the puck in the corners behind the net (outside the trapezoid area) | IIHF goaltenders have more freedom to play the puck in the corners, reducing dump-and-chase effectiveness. |
The vast majority of whistles in an ice hockey game come from two infractions: icing and offside. Understanding these rules explains why play stops so often and why puck position matters so much strategically.
Icing is called when a player shoots or dumps the puck from their own half of the ice (from behind or on the center red line) all the way past the opposing team's goal line without any other player touching it first.
Why this rule exists: Without icing, a defensive team under pressure could simply fire the puck the length of the ice indefinitely to avoid being scored on. Icing forces teams to exit their own zone cleanly rather than simply dumping the puck away.
What happens when icing is called:
Exception: Icing is not called if the team icing the puck is short-handed (killing a penalty) — this would be too punishing for teams already at a numerical disadvantage.
Offside is called when an attacking player enters the offensive zone before the puck crosses the blue line.
The key rule: The puck must precede or simultaneously cross the blue line with the attacking player. If a player's skates are inside the offensive zone before the puck crosses the blue line, the play is offside.
Delayed offside: If an attacking player is in the offensive zone before the puck, the linesman raises their arm (delayed offside signal). If the attacking team clears all players back to the blue line before the puck is touched, play continues. If the puck enters the zone while a player is still offside, the whistle blows.
Offside challenge: Under IIHF rules, a goal scored immediately after a zone entry can be challenged if the coach believes the entry was offside. Video review examines only the zone-entry moment — not every puck touch leading up to it.
Why offside matters strategically: The offside rule prevents attacking players from camping in the offensive zone waiting for the puck. It forces teams to organize their entries and creates the distinctive neutral zone play that characterizes high-level hockey tactics.