At 4-on-4, coverage loses one player compared to the usual 5-on-5, which complicates the center's quick step-out. Four Across stays the standard alignment on a loss: the second forward has to resist the urge to step out toward the opposing defenseman until the puck has actually moved from one defenseman to the other, then step into the shooting lane only once that pass is confirmed. That discipline, more than the starting position, is what separates a well-run alignment from an exploited gap.
D takes the draw flips the usual roles: a defenseman physically wins the duel while a forward covers an opposing defenseman. The alignment stays solid but sees rare use, precisely because it requires specific faceoff-technique training for a defenseman. On a win, boards-side roll instead offers an offensive option: the first defenseman chooses between shooting directly, with a forward screening the net, or passing to his partner for a one-timer, provided both switched sides before the draw so each shoots off his strong hand.
With the goalie pulled, the goal changes: create a quick chance rather than build an elaborate sequence, with every player knowing exactly his option before the puck even drops. Inside-out play sends three players straight to the net while the remaining winger slides outside to collect the puck, then reads four options depending on the opposing coverage: feed the center, return it to the defenseman, play it in front of the net, or pass to the other defenseman.
D slide play instead creates a one-timer for a mobile offensive defenseman, who slides toward the outside while two forwards drive the net. Double option gives the center two immediate choices: fire the puck to the boards for a left-handed shooter specifically positioned there, or simply tap it forward for a quick play at the net. Placing a right-handed shooter at that boards spot, in fact, cancels out the whole shooting angle the play is built around, an easy detail to forget.
From the stands, these plays are recognized precisely by their rarity: run them every game and the opponent eventually reads them, and the surprise disappears. Instead, note whether they work when the team genuinely needs them, a clean late-period chance at 4-on-4, or a quick shot in the closing seconds with the goalie pulled. RinkLog keeps a record of those specific moments, instead of diluting them into one general faceoff statistic.
These six plays share one thing in common: they only get used a handful of times a season. Saved for the right moment, a tight 4-on-4 or the closing seconds with the goalie pulled, they make all the difference; run too often, they fall apart just like any other play the opponent has already read.
- At 4-on-4, the second forward waits for the D-to-D pass before stepping out to pressure
- D takes the draw flips the usual roles but demands specific training
- With the goalie pulled, every player knows his option before the puck even drops
- These high-stakes plays lose their surprise if they show up too often
Frequently asked questions
Why does 4-on-4 complicate defensive coverage?
Because the center is tied up in the draw itself and cannot immediately step out to cover an opposing defenseman, unlike at 5-on-5. The second forward then has to resist stepping out too early, before the puck has actually moved from one defenseman to the other.
Which play should you run late in a game with the goalie pulled?
Inside-out play stays the simplest: three players drive the net while a winger collects the puck outside, with four clear options after that. Double option fits if the center wants to keep control from the very first touch, with a left-handed shooter placed on the boards.
RinkLog measures and computes all of this automatically during your hockey, ball hockey and ringette games.
Try it for free
