1. The basics: pitch, kit and how a game works
If you've only ever seen hockey at the Olympics, the good news is the grassroots game uses the same rules at a gentler pace. Here's everything you need to follow a match.
The pitch and the D
Field hockey is played on a water-based or sand-dressed artificial turf pitch about 91.4m long by 55m wide, with a goal at each end. The defining feature is the shooting circle — a quarter-circle, 14.63m out, painted in front of each goal and universally called the D because of its shape. The single most important rule in hockey flows from it: a goal only counts if the ball is touched by an attacker inside the D before it crosses the line. A thunderbolt struck from the halfway line and flying straight in is no goal. Everything in attacking hockey is about working the ball into that D.
Kit and the teams
Each side fields eleven players — one goalkeeper and ten outfielders — so there are twenty-two on the pitch. Outfielders carry a hooked stick and may only play the ball with the flat face of it; the rounded back is illegal. Players wear shin pads, a gum shield and astro trainers. The goalkeeper wears the full armour: helmet, padded kickers, leg guards and hand protectors. Substitutions are rolling — players come on and off freely whenever the ball's in play, so fitness is managed across the whole squad rather than a fixed XI lasting the full match.
How a game runs
The game starts with a centre pass and flows continuously, stopping only for goals, fouls, the ball going out, or cards. Key offences to know: you can't play the ball with your feet or body (it's a stick sport), you can't raise the ball dangerously towards another player, you can't obstruct an opponent by backing your body into them, and you can't hit an opponent's stick. Most fouls are punished with a free hit; fouls by the defence inside the D earn the attacking side a penalty corner — the set piece that defines the sport.
2. Scoring: a timed sport, not a target
This is the rule newcomers from racket sports trip over most, so it's worth being concrete. Hockey is a timed game. There is no "first to X" and no winning margin to chase — you play for a fixed length of time, and whoever has scored more goals when the clock hits zero wins. A 1–0 win counts exactly as much as a 7–0 thrashing.
The clock
The modern format is four quarters of 15 minutes (60 minutes of play), with short breaks between and a longer half-time. Plenty of league and social hockey still uses the older two halves of 35 minutes (70 minutes). For friendlies and casual sessions you can set whatever duration suits your slot — just agree it before the first centre pass so nobody's arguing about when "full time" is.
How goals are scored
Goals come in three flavours, and good clubs track them separately because they tell you different things:
- Field goals — scored in open play from inside the D. The bread and butter.
- Penalty corner goals — scored from the set piece awarded for a defensive foul in the D. A team with a strong penalty-corner routine wins a lot of tight games on these alone.
- Penalty stroke goals — the one-on-one from the spot, awarded for a serious or goal-saving foul in the D. Hockey's equivalent of a penalty kick.
ClubLono records hockey on its timed scoring mode: you set the match length, the app keeps the clock and the running score, and you tap goals in as they happen. If you're tracking per-player stats it captures field, penalty-corner and penalty-stroke goals, assists, goalkeeper saves and any green, yellow or red cards — so the match report writes itself.
3. Rules people get wrong
A handful of rules trip up almost every newcomer and returning player. Brief your beginners on these five and they'll look like they've played for years.
- Goals only count from inside the D. The number-one misconception. A shot from outside the circle that goes straight in is no goal, full stop — an attacker has to touch it inside the D first.
- You can only use the flat face of the stick. Playing the ball with the rounded back of the stick — a "backsticks" — is a foul. New players do it instinctively when the ball's on their wrong side.
- Feet are illegal. The ball touching your foot or body is usually a free hit to the other team. Defenders kicking it clear like footballers is the most common reflex foul.
- Obstruction. You can't shield the ball by putting your body between it and an opponent. This catches out players from invasion sports where screening is fine — in hockey the defender must be allowed a path to play the ball.
- The self-pass and the five-metre rule. At a free hit, opponents must retreat five metres, and the player taking it can now play it to themselves (the "self-pass") to keep the game flowing. Newcomers stand over it waiting for a whistle that isn't coming.
One more for the watchers: hockey uses a three-card system, not two. A green card is a two-minute suspension (a quick cooling-off), a yellow is a longer temporary suspension of five minutes or more, and a red is a permanent send-off. Green isn't a warning to wave away — the player is genuinely off the pitch.
5. How a season league works
Most adult hockey in the UK is played in a regional league pyramid, and the structure is consistent enough that it's worth knowing how a season hangs together.
Divisions and promotion
Clubs are placed in divisions by standard, with promotion and relegation between them at the end of each season — finish top and you go up, finish bottom and you drop. A big club might run a 1st XI in a high division and a 2nd, 3rd and 4th XI cascading down, which is why a deep squad and clear selection matter.
Fixtures: home and away
A league season is normally a double round robin — you play every other team in your division twice, once at home and once away. Fixtures run weekly through autumn, winter and early spring (with weeks lost to frozen pitches and cup dates), so the calendar matters as much as the hockey.
Points and standings
The near-universal system is three points for a win, one for a draw, none for a loss — and because hockey is timed, draws are common and those single points decide titles and relegation. The table is ordered on total points, and ties are usually broken by goal difference, then goals scored, then the head-to-head result between the level teams. Keeping an accurate, live table across a whole season is the bit that quietly eats a fixtures secretary's evenings.
6. How ClubLono runs hockey
ClubLono is built around the way hockey is actually scored and organised, so you spend the afternoon playing rather than refereeing a spreadsheet.
- Timed scoring, built in. Hockey runs on the timed scoring mode with a match length you set per game. The app keeps the clock and the running score, and logs field, penalty-corner and penalty-stroke goals, assists, saves and cards as they happen.
- The recommended format is pool-into-playoff. Spin up an internal tournament or a festival day and ClubLono seeds the pools, runs the group games and builds the playoff bracket for you — guaranteed game time, a clean route to a winner.
- Standings keep themselves. Results feed the table automatically — three points a win, one a draw, ordered on points then goal difference — so the league table is always live and correct without anyone updating a sheet.
- Selection and squads. Take availability, pick a starting XI against a real hockey formation (3-3-3-1, 4-3-3 and the rest), and post the lineup so everyone knows the plan before the warm-up.
Running a single club — squad list, sessions, fixtures, chat, timed scoring and internal tournaments — is free, with no time limit. Full season leagues (divisions, home-and-away fixtures and automatic standings across a whole season) are a Premium feature: Premium is £19.99/month or £199.99/year with a 14-day free trial, and it drops the platform fee on any paid sessions from 5% to 1% while also unlocking multi-club hosting, kiosk mode and cross-club stats. For a club that's outgrown friendlies and wants a proper season table, that's the upgrade that does it.
Set up your hockey club in five minutes
Free for a single club, no card required. Roster, sessions, payments, chat and fixtures — all in one place.
Get started — it's free
4. Running a social session
Not every session is a league fixture. Midweek training, a one-off festival or a beginners' block all need a format that maximises touches and game time over crowning a champion.
Small-sided games
With a squad smaller than twenty-two, don't force a full eleven-a-side. 7-a-side (the recognised "Hockey 7s" / In2Hockey shorter format) on a half pitch is the workhorse of social hockey: more touches per player, less standing around, and far less daunting for beginners. You can go smaller still — 5-a-side end-zone games or simple "score in the D" mini-games — when numbers are tight. Mix abilities deliberately so a triallist always has a stronger player to feed off.
Pools into a playoff (recommended)
For an internal tournament or a multi-team festival day, the format that works best is a pool stage into a playoff. Split the teams into pools, play a short round of group games so everyone is guaranteed several matches, then send the top finishers into semi-finals and a final. It's ClubLono's recommended format for hockey precisely because it guarantees plenty of game time for everyone while still producing a real winner — nobody travels to a festival to be knocked out after one game.
Sensible alternatives
A pure round robin (everyone plays everyone) is the fairest table when you have only a handful of teams and enough time. A straight knockout bracket is quick and dramatic for a one-afternoon cup but cruel on the teams who lose early — keep it for finals day, not the whole event. The pool-into-playoff format is the best of both: group-stage fairness, knockout drama.