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Defensive Zone: Won Draws

Described here are seven plays that teams can use when they win the draw in the defensive zone. Teams should practice breaking out on a won draw from both sides of the ice. The option used will depend to a degree on how the opposition forechecks and also what you are comfortable your team can execute. The final two options in this section, the breakaway and quick-change plays, are trick plays that might be used only a couple times a year. They can be used at any time of the game but generally are saved for moments when you are down by a goal, because there is a degree of risk in each of them. The rate of successfully completing these plays is much less than for the other provided, but if your opponents are not ready, you may catch them by surprise

  • SPIN AND UP STRONG-SIDE

    If the opposition forechecks with their board side winger hard and also takes away the pass to D2 then D1 goes back for the puck and spins off pressure, moving the puck up to LW on the strong-side boards. Before reversing the puck or spinning off, D1 must first carry the pressure to make the opposition think he is going behind the net. C supports low, and RW moves across to support (figure 11.21). D1 may also bank the puck off the boards or glass into the neutral zone, and both wingers can race to that area. This will surprise teams who pinch their defense and may result in a two on one.

  • REVERSE TO CENTER

    Once again the opposition team pressures hard with the boardside winger. D1 goes back for the puck and carries the pressure, trying to gain the back of the net. Knowing that he will not make it, he reverses the puck to C. Depending on pressure, D2 supports the front of the net or moves to the wide side, ready for a D-to-D pass. D2 should stay in front whenever D1 is under heavy pressure. LW moves back to support the boards, and RW moves across the ice in support (figure 11.22).

  • D-TO-D SHORT POST

    Off a won draw, D1 gets the puck and makes a short pass to D2 at the near post (figure 11.23). From the near post, D2 skates behind the net and reads options to rim the puck, make a direct pass to the winger or center in mid-ice, or possibly execute a return pass to his partner.

  • BUMP TO PARTNER

    If the opposition only forechecks with one player, D1 quickly bumps the puck to D2 who releases to the wide side of the net in anticipation of the D-to-D pass. When D2 moves out to the wide side, he should try to be turned around facing up ice and ready for the pass when it arrives. RW moves out to the boards, and LW comes across through the high slot. C supports low (figure 11.24).

  • WIDE RIM

    This play can be used to catch the opposition off guard or late in a game when you are up or down by a goal. C wins the draw back to D1, who rims the puck (the Ds may switch sides before the draw to make it an easier rim play). RW goes out to the point and then slants across to support LW (figure 11.25). LW must get to the corner of the blue line before the opposing D. LW has the option to skate with the puck and go through the neutral zone or chip to RW if the opposing defenseman stays in the zone and pinches.

  • BREAKAWAY PLAY

    C draws the puck back to D1, who quickly skates around the net (figure 11.26). D2 screens to give D1 time to make a play. RW goes hard to the opposing defenseman as if he were going to cover the D. LW slides out to the boards, calling for the pass. RW slants to the center-ice circle. D1 lays or lofts the puck out to RW for a breakaway. RW should have a breakaway because the opposing defense will not have time to react. In leagues that have touch icing, the worst-case scenario is that RW gets the puck in the offensive zone. For automatic icing, the worst-case scenario is that the face-off will come back into your zone

  • QUICK-CHANGE PLAY

    This is truly a surprise play that should be practiced and used at key moments of the game or season. Once opposing teams know you use it, they may watch for it and therefore be able to react quicker. This play might be used once or twice a year as a trick play when a team is down by a goal with the face-off in their own zone. C draws the puck back to D1 (figure 11.27). RW goes hard to the opposing defenseman as if he were going to cover the D. RW then goes by the D and onto the bench. One forward is waiting at the opposite end of the bench and quickly heads out to the far blue line. LW goes to the boards for a pass. D1 fakes a pass to LW and passes to the new forward at the far blue line.

    Defensive Zone: Lost Draws

    There are two variations of alignments that teams may use in their defensive zone. Outlined here are the responsibilities for each player when the face-off is lost. Five Across is the most common alignment, where all players are set to defend; D Back gives you an offensive advantage if you win the draw, but it requires some quick adjustments if you lose.

    >FIVE ACROSS

    This common setup is generally used for 80 percent of all defensive zone draws. When Closes the draw, he stays with the other team’s center (figure 11.28). RW shoots through on the inside of the circle and pressures the point. LW moves out to the high slot and is ready to go after the other D if a pass is made. D1 and D2 stay with their forwards. The 5 across has become the NHL standard d-zone face off alignment. The only variation is that D2 will be back a few steps with some teams in order to break out quicker when the draw is won. All 5 players have clear assignments and can adjust off of this positioning.

    D BACK

    Some teams like to have a D directly behind the center on the draw for an easy breakout (figure 11.29). If you lose the faceoff in this setup, C stays with the other center. RW pressures the boards point, and D1 takes the forward he was lined up against. LW moves into the high slot, ready to pressure the other defenseman if a pass is made. D2 steps up quickly and takes the inside forward.