Hockey (FIH) — Official Rules
Rules of Hockey · FIH · 2026
The FIH Rules of Hockey effective from 1 March 2026, issued by the FIH Rules Committee, with the 2026 amendments (half-time interval, stopping time after a goal, aerial-ball reception, umpire deflection, captain yellow card) and the shoot-out tie-break from the FIH General Tournament Regulations.
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Source: FIH
1. The Field of Play
1.1 Field Dimensions
The field of play is rectangular, 91.40 metres long and 55.00 metres wide. The longer perimeters are the side-lines; the shorter perimeters are the back-lines. The parts of the back-lines between the goal-posts are the goal-lines. A centre-line is marked across the middle of the field. 23-metres lines are marked across the field 22.90 metres from each back-line. All lines are 75 mm wide and form part of the field of play.
1.2 The Circle (Shooting Circle)
The circles (also called the D) are marked inside the field around each goal. Each circle is formed by two quarter-circle arcs of 14.63 metres radius drawn from each goal-post, joined by a line 3.66 metres long parallel to the back-line. The 3.66 metres line and the arcs are the circle-line. A goal can only be scored when the ball is played by an attacker from inside this circle.
1.3 Goals and the Penalty Spot
Goals are positioned outside the field of play at the centre of, and touching, each back-line. The distance between the inner edges of the goal-posts is 3.66 metres and the distance from the lower edge of the cross-bar to the ground is 2.14 metres. The back-boards are 460 mm high — the height a first hit at a penalty corner must not exceed crossing the goal-line. A penalty spot 150 mm in diameter is marked in front of the centre of each goal with its centre 6.40 metres from the inner edge of the goal-line.
2. Composition of Teams
2.1 Players on the Field
A maximum of eleven (11) players from each team take part in play at any time during the match. The total squad size and the number of substitutes are set by the regulations of the particular competition (elite FIH events commonly dress a squad of 16 with 5 substitutes), not by the Rules of Hockey themselves. 2026 change: if a team has more than the permitted number of players on the field, time is stopped to correct it; where this materially affects the match, a yellow card must be awarded against the captain of the offending team.
2.2 Goalkeeper Option
Each team plays either with a goalkeeper — wearing a different colour shirt and protective equipment comprising at least headgear, leg guards and kickers — or with only field players, in which case no player has goalkeeping privileges or wears a different shirt, and no player may wear protective headgear except a face mask when defending a penalty corner or penalty stroke. Any change between these two options must be made as a substitution.
2.3 Substitutions
Substitution is unlimited — there is no limit to the number of players substituted at once or to how often any player may be substituted. A substitution is permitted at any time except within the period from the award of a penalty corner until it has been completed; during that period substitution is allowed only for an injured or suspended defending goalkeeper. Substitution is permitted only after the player being replaced has left the field, and field players enter and leave within 3 metres of the centre-line. Time is stopped only for substitutions involving goalkeepers. No substitution is permitted for a suspended player during their suspension.
3. Captains, Clothing and Equipment
3.1 Captains
One player of each team must be appointed as captain and must wear a distinctive arm-band or similar distinguishing article on an upper arm, shoulder, or over the upper part of a sock. A replacement captain must be appointed when a captain is suspended. The captain is accountable for the conduct of the team and, under the 2026 amendment to Rule 2.1, may be shown a yellow card where having too many players on the field materially affects the match.
3.2 Goalkeeper Protective Equipment
Goalkeepers must wear protective equipment comprising at least headgear, leg guards and kickers, except that the headgear and any hand protectors may be removed when taking a penalty stroke. Permitted for goalkeepers only are body, upper-arm, elbow, forearm, hand, thigh and knee protectors, leg guards and kickers. Clothing or equipment that significantly increases the natural size of the goalkeeper's body or area of protection is not permitted.
4. Match Duration and Result
4.1 Four Quarters and Intervals
A match consists of four quarters of 15 minutes each, with an interval of 2 minutes between quarters 1 and 2 and between quarters 3 and 4, and a half-time interval of 10 minutes between quarters 2 and 3. 2026 confirmation: the half-time interval is now fixed at 10 minutes (Rule 5.1). Other durations of periods and intervals may be agreed by both teams except as specified in competition regulations.
4.2 Result and the Drawn Match
The team scoring the most goals is the winner; if no goals are scored, or the teams score an equal number of goals, the match is drawn (Rule 5.2). The current FIH Rules of Hockey provide no extra-time period — the abolished golden-goal extra time is not used. Where competition rules require a result from a drawn match, that result is reached directly by a shoot-out competition as set out in the FIH General Tournament Regulations.
4.3 Stopping Time After a Goal (2026 Change)
Under the new Rule 8.2 (2026), time and play are stopped after a goal is awarded and re-started when the teams are ready, aligning the Rules with the procedure used at international tournaments. Unless otherwise specified by competition regulations, teams may agree not to stop the time after a goal or after the award of a penalty corner, deviating from Rules 8.2 and 13.3(a).
5. Method of Scoring
5.1 How a Goal is Scored
A goal is scored when the ball is played within the circle by an attacker and does not travel outside the circle before passing completely over the goal-line and under the cross-bar. The ball may be played by a defender or touch their body before or after being played in the circle by an attacker. A goal cannot be scored from a ball played by an attacker from outside the circle.
5.2 Penalty Corner and Penalty Stroke Goals
Goals may be scored from open play (field goals), from a penalty corner, or from a penalty stroke. At a penalty corner, the ball must first travel outside the circle before a shot, and if the first shot is a hit it must cross the goal-line at a height not exceeding 460 mm (the backboard height) for a goal to count; pushes, flicks and scoops are not subject to this height limit. A penalty-stroke goal is scored when the single push, flick or scoop from the penalty spot, taken after the whistle, crosses the goal-line.
6. Start and Re-start of Play
6.1 Coin Toss and Centre Pass
Before the match a coin is tossed: the winner chooses which goal to attack in the first two quarters or to start with the centre pass. Direction of play is reversed in the third quarter. A centre pass is taken to start the match, to start the second quarter, to re-start after half-time, to start the fourth quarter, and after a goal (taken by a player of the team against which the goal was scored). It is taken at the centre of the field and the ball may be played in any direction; until the ball is played, all players except the taker must be in the half containing the goal they are defending.
6.2 Ball Outside the Field
The ball is out of play when it passes completely over the side-line or back-line, and play restarts with the team that did not last touch it. Over the side-line, play restarts where the ball crossed, using free-hit procedures. Over the back-line without a goal: if played by an attacker, the defence restarts with the ball up to 15 metres from, and in line with, where it crossed; if played unintentionally by a defender (or deflected by a goalkeeper), play restarts with the ball on the 23-metres line in line with where it crossed; if played intentionally by a defender, a penalty corner is awarded.
7. Conduct of Play
7.1 Playing the Ball and the Stick
Players must hold their stick and not use it in a dangerous way, and must not lift the stick over other players' heads. Players must not play the ball with the back (rounded side) of the stick, and must not hit the ball hard on the forehand with the edge of the stick. Field players must not stop, kick, propel, pick up, throw or carry the ball with any part of their body; it is not automatically an offence if the ball merely hits a player's foot or body unless they gain an advantage or position themselves intentionally to stop it.
7.2 Aerial Ball Reception (2026 Change)
Players must not approach within 5 metres of an opponent receiving a falling raised ball until it has been touched by the receiver. The ball may be intercepted within 5 metres but outside playing distance provided it is done safely. 2026 change to Rule 9.10: opponents may now approach once the receiver has touched the ball — provided the initial 5 metres of space for safe reception was respected — rather than waiting until the ball is fully controlled on the ground. If it is not clear which player is the initial receiver, the team that raised the ball must allow the opponent to receive it.
7.3 Obstruction, Tackling and Dangerous Play
Players must not obstruct an opponent who is attempting to play the ball, and must not play the ball into or shield it with their body, stick or feet from an opponent (third-party and ball-shielding obstruction). Players must not tackle unless in a position to play the ball without bodily contact. Players must not play the ball dangerously or in a way that leads to dangerous play; a ball is dangerous when it causes legitimate evasive action by opponents, and the penalty is awarded where the dangerous action took place.
8. Penalties
8.1 Advantage and Free Hit
A penalty is awarded only when a player or team has been disadvantaged by an opponent breaking the Rules (the advantage principle). A free hit is awarded to the opposing team for an offence by any player between the 23-metres areas, for an offence by an attacker inside the 23-metres area they are attacking, and for an unintentional offence by a defender outside the circle but within their defending 23-metres area. The ball must be stationary, opponents at least 5 metres away; attacking free hits within 5 metres of the circle have specific restrictions, and the ball must travel at least 5 metres before being played into the circle.
8.2 Penalty Corner
A penalty corner is awarded for an offence by a defender in the circle that does not prevent a probable goal, for an intentional offence in the circle by a defender against an opponent without possession, for an intentional offence by a defender outside the circle but within their 23-metres area, for intentionally playing the ball over the back-line by a defender, or when the ball becomes lodged in a defender's clothing or equipment in the circle. A maximum of five (5) defenders, including the goalkeeper, may be positioned behind the back-line; all other defenders must be beyond the centre-line until the ball is played. 2026 (Rule 13.3 n): field players must remove penalty-corner protective equipment safely as soon as able after completion.
8.3 Penalty Stroke
A penalty stroke is awarded for an offence by a defender in the circle that prevents the probable scoring of a goal, or for an intentional offence in the circle by a defender against an opponent who has possession of, or an opportunity to play, the ball. It is taken from the penalty spot 6.40 metres from the goal-line. The taker may push, flick or scoop the ball and may raise it to any height, playing it only once and not feinting. The defender stands with both feet on the goal-line and must not move either foot until the ball is played.
9. Personal Penalties (Cards)
9.1 Caution and Green Card
For any offence, a player may be cautioned (indicated by spoken words) or warned and temporarily suspended for 2 minutes of playing time, indicated by a green card. For the duration of each green-card suspension the offending team plays with one fewer player. The suspended player must remain in a designated place until permitted by the umpire to resume play.
9.2 Yellow Card
A yellow card is a temporary suspension for a minimum of 5 minutes of playing time, at the umpire's discretion (a longer duration may be set). The offending team plays with one fewer player for the duration of the suspension. The intended duration may be extended for misconduct by the player while suspended. Temporarily suspended players may re-join their team at a quarter or half-time interval but must then return to the designated place to complete the suspension.
9.3 Red Card
A red card is a permanent suspension from the current match. The offending team plays for the remainder of the match with one fewer player, and the permanently suspended player must leave the field and its surrounding area. A personal penalty may be awarded in addition to the appropriate match penalty (free hit, penalty corner or penalty stroke).
10. Umpires and Video Referral
10.1 Umpires and Ball Striking an Umpire (2026 Change)
Two umpires control the match, apply the Rules, and are the judges of fair play, each taking primary responsibility for one half of the field. 2026 change to Rule 11.8: if the ball hits an umpire or an unauthorised person on the field, play continues unless the contact results in an advantage to one team, in which case the match is re-started with a bully. Contact between the ball and a loose object on the field is now handled under Rule 9.16 rather than 11.8.
10.2 Video Referral
In competitions using video technology, each team is entitled to one (1) team video referral per match, retained if the referral is successful and lost if unsuccessful. Referrals may be used for decisions concerning a possible goal, penalty corner, penalty stroke, or related incidents within the attacking 23-metres area. The captain or player signals a 'T' to the umpire, and the video umpire reviews the footage and communicates the decision. The on-field umpires may also independently refer a decision to the video umpire.
11. Shoot-out Competition
11.1 Shoot-out Procedure
When a result is required from a drawn knockout match, a shoot-out competition is held directly (no extra time), as set out in the FIH General Tournament Regulations. Each team selects five (5) players to take shoot-outs alternately. The attacker starts with the ball on the 23-metres line and has 8 seconds to score in a one-on-one against the defending goalkeeper, who starts on the goal-line. The attacker and goalkeeper may continue to play within the 8 seconds; the attempt ends at a goal, when 8 seconds elapse, or when the ball goes out of play.
11.2 Sudden Death
If the scores are level after each team has taken its five shoot-outs, the competition proceeds to sudden death: teams take further shoot-outs in series, and a team wins as soon as it has scored one more goal than its opponent after an equal number of attempts. Players may be reused as permitted by the regulations until a winner is determined.
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