2010 Updated Edition of National Pro Hockey - Saskatoon Hockey League
INDEX:
A. Getting Started ……………………………………………………………... 1
B. The Face-off ……………………………………………..…………..… … 1
C. Advancing the Zone………………………………………………………. . 2
D. Play in the Attack Zone and Taking the Shot……………………………… 2
E. Saves, Rebounds and Supersaves…………………………………………....3
F. Penalty Charts and Assessment……………………………………………..3
G. Power Play Strategies and Rules……………………………………………4
H. Injuries ………………………………………………………………………5
I. Pulling the Goalie …………………………………………………………...5
J. Moving the Time Clock……………………………………………………..6
K. Line Rotation and Time Outs………………………………………………..7
L. Statistics……………………………………………………………………8
A. GETTING STARTED
1. Player Selection. You can choose to play any non-injured player you have on your roster. You must have a minimum of 9 forwards and 6 defensemen, and only 2 goalies total, in the 20 players you choose for the game. A third goalie is in the stands if both of your goalies are injured. Any forward (LW, C, RW) can play any forward position at no penalty or modification to their card.
a. If a forward plays as a defenseman; His BC = 0, their numbers at die roll 4 & 10 on the AZ column read 18, and the numbers at die roll 5 & 6 on the DZ column read 1. For playmaking, the LD or RD position he is occupying goes to his natural position.
b. If a defenseman plays a forward position; their numbers at die roll 4 & 10 on the AZ table become 18, and the numbers at die roll 5 & 6 on the DZ column read 1. For playmaking, the forward position he is occupying goes to LD, and OD goes to RD.
2. Set Time Clock. Place a pawn or marker on the .00 circle.
3. Place the Starting Lineup. Place your goalie in the DZ and place your players in their starting position as indicated on the board.
4. Place the Puck. At the beginning of any period, the puck is placed at centre ice. Use a pawn to represent the puck.
5. Choose A Strategy. Each player secretly chooses a play pattern from the Type of Play Pattern chart. To use the intimidation tables listed you must be able to maintain the number of intimidation points (9 for weak intimidation and 15 for strong intimidation) throughout the game. (Injuries and suspensions may make you lose T points from your lineup.) This strategy can be changed during the game between periods and at the one allotted time out per team. It may also be forced to be changed when injuries and game misconducts cause a loss of Intimidation (T) points so that the total is no longer sufficient to play an Intimidation style (see below).
6. Choose a Puckhandling Strategy. If you want a player to get the puck more often, you can set a pawn on that player’s position in the puck handling section. If you advance the zone on a starred (*) result, and the table on the board indicates it is a safe pass, the puck goes to that player instead of the player who would receive it normally through the result. You may also choose to use a broader strategy (like Puck Cleared To NZ) instead of choosing a particular player to receive the puck. When you roll the number indicated on your player’s card (ie. Die roll 5 in the defensive zone), ignore the appropriate table (Forechecking, in this case) even if it denotes an unsafe pass, and direct the puck to where your pawn indicates on the Puckhandling Strategy (opposition’s LW in NZ, in this case).
B. THE FACE OFF
There are several times when you will have to face-off in the game. Anyone on the ice except the goalie can take the face-off. Move the player taking the face-off for your team to the centre position on the board. Compare the FO ratings on the centres’ cards and the higher number rolls the dice for the face-off. Use the Face-off table representing the difference between the two centres and what zone they are in and roll two dice. (For example, Tim Taylor has a F rating of 4, Mark Messier has a F rating of 3. The player owning Tim Taylor would roll the dice on the +1 column at centre ice if this was beginning a game or period.) If there is a difference in FO ratings of greater than 2, then if the higher rated player loses, reroll on the +1 column if they were +3, and on the +2 column if +4. If there is a tie between the centres in FO ratings (ie. Both are 2’s), the home team player rolls the dice. Use the result to see who controls the puck. If someone gets kicked out, move your players around so that a new player is in the centre position. A player who is kicked out of the face-off cannot take the face-off until all eligible players for that team on the ice have been kicked out.
C. ADVANCING THE ZONE
Each player is rated on their abilities to move the puck in three zones – the defensive zone (DZ) which is the zone which contains your goalie, the neutral zone (NZ) which covers the area between the bluelines, and the attack zone (AZ) which covers the area which contains your opponent’s goalie.
When your player gets control of the puck, you roll 2 dice and add the result up. Compare that number to the column for the zone the player gained control in. (Suppose you rolled 10 and your player was in your DZ, you would determine the result by cross-referencing the DZ column and the 10 row.)
When you check the card, you will get one of four results:
1. X (die roll 5 – NZ). You have given control of the puck to your opponent’s player directly opposite your player in the NZ. (Your LW rolls the 5 in the NZ, your opponent’s RW gets the puck in the NZ.)
2. a particular position (LD, RD, LW, C, RW, OD). This means that you have passed the puck to the player in this position in the next zone. You advance from the DZ to the NZ to the AZ. Some defensemen have OD printed on their card. The pass goes to the other defenseman in this case. Because players can play in positions other than what is printed on the card, you may have the player passing to himself. In this case, the player passes to his natural position printed under his name on the card. (ie. Messier is a C but the coach has him playing LW. Messier gets a LW result from his card. Since he is listed as a C on his card, the pass goes to the centre ).
3. Stickhandle (SH). The player stickhandled into the next zone or if already in the AZ he keeps possession of the puck.
4. Penalty chance (P). If you get a P, a possible penalty has occurred. Check the P# of the player opposite. Go to the appropriate table and roll on it. The procedure for penalties is explained on the chart.
5. Playmaking number (1-20). Refer to this number on the board between the ice surface and your cards. You will get a result which means:
a. XLW,XRW,XC,XLD,XRD – intercepted by the player listed in the current zone
b. BRK – go to the breakaway table. Follow the instructions there.
c. SH – Stickhandled into the next zone. Treat like SH on player card.
d. ICING – a face-off occurs in your DZ.
e. OFFSIDE – a face-off occurs in the NZ.
f. L1,L2,R2,R1 – puck goes left or right 1 or 2 positions, and remains in the current zone. For instance, if you get a R2 and your player is a RW, it goes to the LD. If you get a L2 and your player is a LW, the pass goes to the RD. If no one is in that position, puck is lost to opposing player covering that position.
g. DD – If your opponent has a player with a DD of 1, that player gains control of the puck. If two DDs exist, owning player gets to pick which one. If your opponent doesn’t have a DD, you pass to the player in the position listed in the playmaking heading (L1 or R1)
h. (P1) to (P5) - If you are playing intimidation, roll on the appropriate table on the penalty chart if your intimidation total for players on the ice is less than that of your opponents to see if a penalty occurs. Otherwise ignore.
i. Backchecking Numbers 0 to 4 – If you get a number on the backchecking table, check the BC rating on the player who is covering your player. If his BC is higher than or equal to the number you got, he gains control of the puck. If not, you pass R1. In the AZ the LD covers RW, LW covers RD, C covers C, RW covers LD, and LW covers RD.
j. – (dash) – on old boards, a dash means that a pass has occurred to player who is in the position listed next to the heading (ie passing, breakaways). In either case, the puck goes left or right 1 or 2 positions as indicated.
D. PLAYING IN THE ATTACK ZONE AND TAKING THE SHOT
1. Plays in the AZ. Once you get the puck into the AZ, you must make a minimum of 1 play and may make a maximum of 3 plays before a taking a shot on goal.
2. Taking the shot. If you maintain control after at least 1 play, you can take a shot at goal.
a. Numbers 1 to 3. If you get a number, the goalie rolls on his card on the column that is the same as you got. (You got a 3, the goalie rolls on his 3 column.)
b. HV. Refer to the Home/Visitor Advantage table to see which player gets control of the puck. If you retain control, you must make at least one play and no more than three to once again take a shot.
c. W. Refer to the Wide table to see who gets control of the puck. If you retain control, you must make at least one play and no more than three to once again take a shot.
d. GOAL. You have scored a goal. However, on this type of goal, the goalie gets a chance to supersave the goal.
e. Deflection D1 to D3. Check the deflection rating of the player in that position. D1 refers to LW, D2 refers to C, D3 refers to RW. Use the number listed there for the column the goalie saves on. If it is 0, it is a wide shot and use the Wide Table. If the player called for isn’t there, the player covering the position takes control of the puck for the other team. If the shooting player is filling the position called for, then refer to the player in the shooter’s natural position. (Messier a C and is playing LW. His card has a D1 and D3 on his card. He rolls a D1. He would normally be filling the D2 position, so the C deflects the shot and you use that player’s D rating to determine the type of shot.)
3. Normal and Shorthanded Shots. If you have as many or more players than your opponent, use the N shooting table for your shot. If you have less players on the ice than your opponent, then use your SH shooting table for the shot. In 6 on 5 situations, each team actually has 6 players on the ice (6 skaters versus 5 skaters and a goalie) so the team with 5 skaters uses their N shot, not the SH shot.
E. SAVES, REBOUNDS, and SUPERSAVES
When a shot hits the net, the goalie has a chance to stop it from going in.
1. The Shot, Number 1 to 3 on the Shooter’s card. If the result on the shooter’s card is a number, you roll on that column on your goalie’s card. (1,2,or 3).
2. The Save. When rolling on the goalie card, there are the following results:
a. GOAL. If you get GOAL, it went in and a goal is scored. There is no supersave chance.
b. R1 to R5. A Rebound occurs (see Rebound section.).
c. G*. If you get G*, it is gloved for a face-off in your DZ.
d. GN*. If you get GN*, it is gloved for a faceoff and a possible injury has occurred. (See injuries.)
e. Any other result is a save and you can give possession to any player on the ice. However, when playing even strength you can’t give it to the same player twice in a row during the same shift.
3. The SuperSave. If the shooter gets a GOAL result on HIS card, you have a chance to supersave the goal. Roll two dice and compare the result to the goalie’s SS rating. If it falls within the goalie range, it was supersaved and a goal wasn’t scored. (You rolled a 4. Your goalie is a 2-4. The goal was supersaved so no goal was scored. If you rolled a 5, it is out of the goalie’s SS range so a goal would’ve been scored.) If the goal is supersaved, there is a face-off in the goalie’s DZ.
4. Rebounds. If you get a R1,R2,R3,R4 or R5 when attempting to save a goal, a rebound has occurred. Here’s what you do. On the spaces where you place your players on the ice, you can see a R1 etc. in the left corner. Match the R# the goalie got with the shooting player. This player has a chance at picking up the rebound. R1 is LD, R2 is LW, R3 is C, R4 is RW, R5 is RD. Then you determine which opposing player is covering the potential rebound shooter (same as checking the backchecking player above). The potential blocking player rolls two dice and adds the result. A simple formula determines the outcome: subtract the covering players BC rating from the result. If the resulting number is less than 2, the defending player gains control of the puck in his DZ. If the result is 2 or 3, he has gotten the puck out to the NZ where his opponent takes control of the puck with any player of his choice. Any other result allows the opponents shooter to shoot the rebound toward the net. If the shooter does manage to direct the rebound past the defender, he rolls on his appropriate shooting table. If it results in 1,2,3 or Goal, the goalie must roll on the Rebound Table of his card. If the shooter gets a D# and the deflecting player’s D rating is greater than zero, the goalie rolls on his Rebound table (and the shot is recorded by the deflecting player, not the original shooter). All other shots on the shooter’s card are Wide or HV and you use the appropriate table. The results on the Rebound Table are the same as listed in Saves and Supersaves.
You might have repeated rebounds from the Rebound Table, so continue with those rebound chances as above until a GOAL or a save occurs, or shot is W or HV, or rebound is intercepted or cleared.
F. PENALTY CHART AND ASSESSMENT
Whenever you get a P, you have to check to see if a penalty occurs. You get these by rolling 7 on the NZ column of your player or from the Intimidation table.
1. The Penalty Rating. Every player has a P#. It would look like something like this – P2(123)F4*
a. If a P results in the NZ, check the P# of the player who is directly opposite to the player who generated the P. (LD-RD, LW-RW, C-C). Roll on the penalty chart on the table of the number next to that player’s P. (In the example above, the player has a P2 so it’s the 2 table.)
b) When using intimidation strategies, you may have to check to see if a penalty is generated when in the AZ. You do so when there is a result of P1 to P5 on the chart. You will then need to check if your line has a lower total T rating than your opponents. Both sides add up the T ratings on the players’ cards that are on the ice at the time. If the puck-carrying team that is playing the Intimidation style has a lower total T rating on the line than the opposing team, you need to check for a penalty chance by rolling on the appropriate table of the Penalty Chart as listed in your Intimidation strategy. P1 and P2 Intimidation refer to P1, P3 Intimidation refers to P2, and P4 and P5 Intimidation refers to P3 columns.
2. Delayed Penalty (Extra Attacker)
When a penalty is called against the non-puck carrying team, the puck carrier moves directly into the AZ and the goalie can be removed for an extra attacker. Any player that has not been on the ice less than 1:00 previous can come in to shoot for a designated player on the ice. The puck carrier must then make a play with the puck (or up to 3 plays), until a shot is made. If the puck is touched by an opposing skater, the play is stopped and the penalty called. When you have an extra attacker, you refer to the 6th skater table on the Power Play chart for playmaking numbers 1 to 20. Note that if the clock moves, the extra attacker that came on the ice has 0:30 against his allowed time on ice, and if he goes back to the bench, he is not allowed to play for another 1:00. (see PULLING THE GOALIE for a more detailed explanation of what to do in all extra attacker scenarios).
3. The Penalty Chart. For specific penalty explanations and assessment refer to the attached rules on the play chart.
G. POWER PLAY
When a penalty is assessed to both teams, each penalized player is replaced by another player. This means that play remains at 5 on 5 skaters. Whenever only one team receives a penalty, a power play situation can result. The team that receives the penalty refers to the SHORTHANDED tables rather than the gameboard whenever a play result of 1-20 is obtained. Likewise, the team with the man advantage uses the POWER PLAY tables. The correct table to use is determined by cross referencing the choices of the two coaches.
1. STRATEGIES for 1 man advantage:
If there is a 1 man advantage situation, the options are as follows:
a. Player playing shorthanded can:
i. Play Safe, protect his goaltender, allow his opponent to set up in the AZ, and shoot the puck down the ice as often as possible or
ii. Play Breakaway chance. If trailing late in the game and needing a goal, play for a Breakaway by attempting to intercept any cross ice pass and scoring. This choice is weaker defensively than the Play Safe option but very effective against teams who have a line with a lot of 17s and 18s on their cards.