Visiting Home. Line 1 3. Pair 1 2. Cards Visiting Home. Pair 2 1 X X X X X X. Cards Visiting Home. Pair 1 2

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1 TOP SCORING LINE DESIGNATED AS LINE 1 OR 3 Start of 1 ST Period 1/3 Cards ST Period 1/3 Cards 4-6 Line 4 4 Line 1 3 Pair ST Period 1/3 Cards 7-9 Line ST Period 1/3 Cards Line ST Period 1/3 Cards Line ST Period 1/3 Cards Line 4 4 Pair ST Period 1/3 Cards Line ST Period 1/3 Cards Line ST Period 1/3 Cards Line ST Period 1/3 Cards Line 2 1 Start of 2 ND Period 1/3 Cards 1-3 Line 4 4 Pair 3 3 2ND Period 1/3 Cards 4-6 Line 2 Top scoring

2 2ND Period 1/3 Cards 7-9 Line 3 2 2ND Period 1/3 Cards Line 1 3 2ND Period 1/3 Cards Line 2 1 2ND Period 1/3 Cards Line 4 4 Pair 3 3 2ND Period 1/3 Cards Line 1 1 2ND Period 1/3 Cards Line 2 2 2ND Period 1/3 Cards Line 1 3 2ND Period 1/3 Cards Line 3 2 Start of 3RD Period 1/3 Cards 1-3 Line 1 Top scoring Pair 3 3 3RD Period 1/3 Cards 4-6 Visiting Trailing/Tied Line 2 2 Visiting Leading/Tied Line 3 2 3RD Period 1/3 Cards 7-9 Visiting Trailing/Tied Line 3 1 Visiting Leading/Tied Line 2 3 3RD Period 1/3 Cards Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 1 1

3 3RD Period 1/3 Cards Visiting Trailing/Tied Line 3 2 Pair 3 3 Visiting Leading/Tied Line 2 2 Pair 3 3 3RD Period 1/3 Cards Visiting Trailing/Tied Line 2 1 Visiting Leading/Tied Line 3 1 3RD Period 1/3 Cards Visiting Trailing/Tied Line 3 2 Visiting Leading/Tied Line 1 3 3RD Period Cards /3 Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 2 1 if no to 2 3RD Period Cards /3 Visiting Trailing/Tied Line 2 1 Visiting Leading/Tied Line 1 3 3RD Period Cards /3 Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 3 2 if no to 1 TOP SCORING LINE DESIGNATED AS LINE 2 Start of 1 ST Period 2 Cards ST Period 2 Cards 4-6 Line 4 4 Line 1 3 Pair ST Period 2 Cards 7-9 Line ST Period 2 Cards Line ST Period 2 Cards Line ST Period 2 Cards Line 4 4 Pair 3 3

4 1 ST Period 2 Cards Line ST Period 2 Cards Line ST Period 2 Cards Line ST Period 2 Cards Line 2 1 Start of 2 ND Period 2 Cards 1-3 Line 4 4 Pair 3 3 2ND Period 2 Cards 4-6 Line 2 Top scoring 2ND Period 2 Cards 7-9 Line 3 1 2ND Period 2 Cards Line 1 3 2ND Period 2 Cards Line 2 1 2ND Period 2 Cards Line 4 4 Pair 3 3 2ND Period 2 Cards Line 1 2 2ND Period 2 Cards Line 2 1

5 2ND Period 2 Cards Line 1 3 2ND Period 2 Cards Line 3 2 Start of 3RD Period 2 Cards 1-3 Line 1 Top scoring Pair 3 3 3RD Period 2 Cards 4-6 Visiting Trailing/Tied Line 2 1 Visiting Leading/Tied Line 3 1 3RD Period 2 Cards 7-9 Visiting Trailing/Tied Line 3 2 Visiting Leading/Tied Line 2 3 3RD Period 2 Cards Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 1 2 3RD Period 2 Cards Visiting Trailing/Tied Line 3 1 Pair 3 3 Visiting Leading/Tied Line 2 1 Pair 3 3 3RD Period 2 Cards Visiting Trailing/Tied Line 2 2 Visiting Leading/Tied Line 3 2 3RD Period 2 Cards Visiting Trailing/Tied Line 3 1 Visiting Leading/Tied Line 1 3

6 3RD Period 2 Cards Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 2 1 3RD Period 2 Cards Visiting Trailing/Tied Line 2 2 Visiting Leading/Tied Line 1 3 3RD Period 2 Cards Visiting Trailing/Tied Line 1 3 Visiting Leading/Tied Line 3 2 Overtime Cards 1-3 Line 1 1 Pair 2 2 Overtime Cards Line 1 1 Pair 1 1 Overtime Cards 4-6 Line 2 2 Pair 1 1 Overtime Cards Line 2 2 Pair 2 2 Overtime Cards 7-9 Line 3 3 Pair 2 2 Overtime Cards Line 3 3 Pair 1 1 Overtime Cards Line 1 1 Pair 2 2 Overtime Cards Line 2 2 Pair 1 1 Overtime Cards Line 3 3 Pair 2 2

7 Overtime Cards Line 1 1 Pair 1 1

8 1. PENALTIES/FIGHTS/INJURIES FROM SUPER ADVANCED PENALTY CHART Anytime a MP, GM, or a stand-alone five minute major occurs, check for possible injury to the offensive player. If an additional game injury occurs, the league reviews the tape and penalized player is suspended for the same number of games as the injured player is out of action. In the case of a Match Penalty (MP), regardless of injury the highest penalty rated player for the offensive team (does not include possibly injured player) fights the player receiving the match penalty (check for instigator penalty to the offensive player). If there is one additional B, A, or AA penalty rated player on the ice for each team (this may include the player who received the possible injury, if after checking no injury occurred), a brawl ensues with all players on the ice involved including the goalies. After checking for an injury, if the player who was possibly injured did not sustain an injury he would be involved in the brawl. However, if the player was injured, he and the lowest rated penalty player from the defensive team stay out of the brawl and are not penalized. The following penalties would be assessed: Injury Occurred: Defensive Team Player receiving MP receives 5, 5 and is tossed from the game with a possible suspension. All other skaters on the ice except the player with the lowest penalty rating are penalized 5 and 10MC Lowest Penalty rated player receives no minutes No injury Occurred: Defensive Team Player receiving MP receives 5, 5 and is tossed from the game. All other skaters on the ice are penalized 5 and 10MC Offensive Team Player who fights player receiving (MP) receives 5 as well as possible instigator penalty of 2 and 10MC All other skaters on the ice except the player with the injury are penalized 5 and 10MC. Injured player receives no minutes. Offensive Team Player who fights player receiving (MP) receives 5 as well as possible instigator penalty of 2 and 10MC All other skaters on the ice are penalized 5 and 10MC. In Gross Misconduct (GM) and stand alone five minute majors, check for injury to the offensive player. If no injury occurs there are no additional penalties: however, if this was a Goon situation the offensive team may still declare a fight. When an injury does occur the highest penalty rated player on the ice for the offensive team may fight the player receiving the initial penalty based upon the following chart: Penalty Rating Fight No Fight AA A B C D When a fight does occur check for an instigator penalty to the offensive player. Moreover, for each set of players for each team that are B, A, AA penalty ratings there will be that many more fights. Example: Defensive player taking original penalty, the offensive player who is injured, and the offensive player who fought the player taking the original penalty would not be taken into consideration. Therefore if the defensive team had (2) A s, C, and a D, while the offensive team had a B, C, and D, only one additional fight would occur. The additional fights would only be assessed five minute majors, no misconducts. Whenever a goalies gets matching double minors or higher (4/4, 5/2, 5/4, 5/5, 7/2, 7/5, 7/7, 9/7, 12/7) go automatically to the third man in chart and refer to section The highest penalty rated player on the goalie s team is the third man in during an altercation. There is no chance for an instigator penalty in this situation, thus substitute the penalties awarded during the original altercation involving the goalie for the wording: Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 & 10 minute misconduct. All other penalties remain the same. 2. THIRD MAN IN CHART ( Chances)

9 Penalty Rating Does Not Join Altercation Third Man In D C B A AA PENALTY FOR THIRD MAN IN ( Chances) Outcome 1 Fight is happening next to the Visiting team s bench. Highest Penalty Rated Player on the ice jumps the third man in and Highest Penalty Rated Player from the visiting team s bench, jumps to the ice causing a bench clearing brawl. If instigator and the third man in belonged to the same team full two minute 5 on 3. If instigator and third man in on opposite teams it is a wash teams play 5 on 5. If no instigator, team with the third man in goes on the penalty kill 5 on Third man jumps in as well as Highest Rated Penalty Player from opposite team. Linesmen and referees gain control quickly. If instigator and the third man in belonged to the same team full two minute 5 on 3. If instigator and third man in on opposite teams it is a wash teams play 5 on 5. If no instigator, team with the third man in goes on the penalty kill 5 on Third man jumps in followed by the Highest Rated Penalty Player on the ice from the other team causing a melee between all players on the ice including the goalies. If instigator and the third man in belonged to the same team full two minute 5 on 3. If instigator and third man in on opposite teams it is a wash teams play 5 on 5. If no instigator, team with the third man in goes on the penalty kill 5 on 4. Fight is happening next to the Home team s bench. Highest Penalty Rated Player on the ice jumps the third man in and Highest Penalty Rated Player from the home team s bench, jumps to the ice causing a bench clearing brawl. If instigator and the third man in belonged to the same team full two minute 5 on 3. If instigator and third man in on opposite teams it is a wash teams play 5 on 5. If no instigator, team with the third man in goes on the penalty kill 5 on 4. Penalties Enforce instigator penalties if applicable. Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 and 10 minute misconduct. Third man in receives a 2, 5, game misconduct, and a 1 game suspension. Player who jumped the third man in gets 5 and 10 minute misconduct. Backup goalies find each other 5 and 10 minute misconducts each. The next 3 highest Penalty Rating for each team get 5 and 10 minute misconducts, except the player who left the bench, he will receive 5, game misconduct, and 3 game suspension Enforce instigator penalties if applicable. Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 and 10 minute misconduct. Third man in receives 2, 2, a game misconduct, and a 1 game suspension. Player who jumped the third man in receives 2. Enforce instigator penalties if applicable. Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 and 10 minute misconduct. Third man in receives a 2, 5, game misconduct, and a 1 game suspension. Player who jumped the third man in gets 5 and 10 minute misconduct. Everyone else on the ice receives 5 and 10 minute misconducts. Enforce instigator penalties if applicable. Therefore, two players in original fight get 5 each and if there was an instigator penalty the instigator receives an additional 2 and 10 minute misconduct. Third man in receives a 2, 5, game misconduct, and a 1 game suspension. Player who jumped the third man in gets 5 and 10 minute misconduct. Backup goalies find each other 5 and 10 minute misconducts each. The next 3 highest Penalty Rating for each team get 5 and 10 minute misconducts, except the player who left the bench, he will receive 5, game misconduct, and 3 game suspension 4. FIGHTING INSTIGATOR Penalty Rating No Instigator Penalty Instigator Penalty D 1-19 C B A AA

10 5. CHART VERSUS SOMETHING STUPID Penalty Rating Chart Result Something Stupid Chart AA A B C D HOWIE S REVISED SOMETHING STUPID CHART Dice Penalty D Penalty C Penalty B Penalty A Penalty AA 2 4/0 7/5 RUN REF CROWD 3 4/2 7/5 7/5 ATTK STICK SW 4 4/0 7/5 HS RUN 5 4/0 HS RUN 6 Roll C Roll B Roll A B-END ATTK 7 Roll C Roll A Roll AA SPEAR SPEAR 8 SPEAR ATTK STR 9 4/0 KNEE ATTK 10 4/0 7/5 RUN REF 11 4/2 7/5 ATTK ATTK ATK BENCH 12 4/0 HS SPEAR ATTK STR COACH Blank spaces on the chart indicate that penalties will be handed out in normal fashion as per penalty chart. No other secondary rolls occur when only a number appears such as 5/0. RUN- Runs opposing goaltender. Give player a 5 minute charging major and game ejection (MP). Check for injury to goalie. Roll two 6 sided dice, if doubles occur the following injuries will result. Doubles Result 1 s and 2 s Goalie injured for rest of the game 3 s and 4 s Goalie injured for rest of the game and 1 additional game 5 s Goalie injured for rest of the game and 2 additional games 6 s Goalie injured for rest of the game and 3 additional games Refer to the MP section for the possibility of further penalties. In this situation the offensive player becomes the teammate of the goalie. If a brawl between all players on the ice results, if the goalie is injured the opposing goalie does not get involved in the brawl. HS- give player a 5 minute high sticking penalty and game misconduct (GM). Check for injury to player receiving high stick. Refer to the GM section for the possibility of further penalties. SPEAR- give player a 5 minute spearing penalty and game misconduct (GM). Check for injury to player receiving spear. Refer to the GM section for the possibility of further penalties. B END- give player a 5 minute butt ending penalty and game misconduct (GM). Check for injury to player receiving butt end. Refer to the GM section for the possibility of further penalties. KNEE- give player a 5 minute kneeing penalty and game misconduct (GM). Check for injury to player receiving knee. Refer to the GM section for the possibility of further penalties.

11 ATTK- player is attacked by a vicious charge. Give attacker a 5 minute charging penalty and a game ejection (MP). Check for injury to player receiving the attack. Refer to the MP section for the possibility of further penalties. Automatic 3 game suspension regardless of injury. ATTK STR- player attacks the best opposing player. Give attacker a 5 minute charging penalty and game ejection (MP). First check for injury and then a possible bench clearing brawl between teams using the following chart: Number of AA and A s in Bench Clearing Brawl MP Section lineup of star player being attacked None or more If a bench clearing brawl does occur, the highest penalty rated players on both benches are both suspended for 3 games for leaving the bench during an altercation. Player who attacks the star player gets 5, 5, 10, 10, ejected, and a 3 game suspension. Highest penalty rated player on ice for team being attacked gets 5 and check for instigator penalty (can included player who was attacked if not injured). Next 3 highest penalty rated players (including those first to leave the bench) for both teams receive 5 and 10. Two players who first left the bench get 5, 10, 10, ejection, and a 3 game suspension. If a brawl does not occur, check for injury to player receiving attack. Refer to the MP section for the possibility of further penalties. Automatic 3 game suspension regardless of injury. REF- player gets a minor penalty from referee. Dislikes call. Argues, is given 10 minute misconduct. Roll a 6 sided die. If AA and a roll of 5-6 or a A and a roll of 6- he goes berserk and punches the ref in the face. Player ejected from game and a 3 game suspension. ATK BEN- Player gets heckled by player on other bench. Angered, he jumps into bench after opposing player. Check for Bench Clearing Brawl: Number of AA and A s in Bench Clearing Brawl No Additional Penalties lineup of player going into bench None or more If no brawl player jumping bench gets 5, 10, 10, ejection, and 1 game suspension. If a brawl occurs player jumping bench gets 5, 10, 10, ejection 1 game suspension. Highest penalty rated teammate leaves the bench causing a brawl. He gets 5, 10, 10, ejection, and a 3 game suspension. Next two highest penalty rated teammates get 5 and 10. Top four penalty rated players on opposing team get 5 and 10. COACH- same as attack bench, except player goes after coach. STICK SW- two players get into stick swinging duel. Roll on penalty chart. A roll below the lowest penalty rated player double lines means they connect with their stick blows. Check each player for injury, give each match penalties (MP), ejected, and each suspended 3 games. No additional fights occur in this situation. Rolls above the double lines means each swings and misses and is broken up by officials. Both players are given 5 and 10. CROWD- Visiting player involved in altercation heckled by fans, charges into stands after them and gets ejected from game. Every teammate that is rated AA or A joins the altercation in the stands. All players are ejected and suspended 3 games. 7. EVEN STRENGTH OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK LOCATION AND MATCH-UP 6-Sided Die # Location in the Zone 5 ON 5 4 ON 4 3 ON 3

12 1 High offensive left wall above faceoff dot 2 Low offensive left wall faceoff dot to behind the net 3 High slot above faceoff dots 4 Low slot faceoff dots and below 5 Low offensive right wall faceoff dot to behind net 6 High offensive right wall above faceoff dot 1-10 OLD VS DRW OLD VS DC OC VS DRW 19- OC VS DC 1-8 OLW VS DRD 9-14 OC VS DRD OLW VS DC 18- OC VS DC 1-4 OLD VS DC 5-8 ORD VS DC 9-16 OC VS DC OLD VS DRW 19- ORDVS DLW 1-4 OLW VS DRD 5-8 OC VS DRD 9-12 OC VS DLD ORW VS DLD 17 OLW VS DC OC VS DC ORW VS DC 1-8 ORW VS DLD 9-14 OC VS DLD ORW VS DC 18- OC VS DC 1-10 ORD VS DLW ORD VS DC OC VS DLW 1-18 OLD VS DRW 19- OLD VS DRD 1-18 OLW VS DRD 19 OLWVS DRW OLD VS DRW 1-10 OLD VS DRW 11- ORD VS DLW 1-9 OLW VS DRD 10 OLW VS DLD 11 ORW VS DRD 12- ORW VS DLD 1-18 ORW VS DLD 19 ORW VS DLW ORD VS DLW 1-18 ORD VS DLW 19- ORD VS DLD 1-10 OLD VS DC OLD VS DRD 16- OC VS DC 1-15 OC VS DRD 16- OC VS DC 1-7 OLD VS DC 8-14 ORD VS DC 15- OC VS DC 1-6 OC VS DLD 7-12 OC VS DRD OC VS DC 17 OLD VS DC 18 ORD VS DC 19 OLD VS DRD ORD VS DRD 1-15 OC VS DLD 16- OC VS DC 1-10 ORD VS DC ORD VS DLD 16- OC VS DC 19- OC VS DC OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK RESOLVE Offensive Player Ratings Defensive Player Ratings Result Offense + Intimidation Defense + Intimidation When offensive player is the higher rated an outside shot with options results, except when the loose puck occurs in the low slot then it becomes inside shotintimidation opponent. When defensive player is the higher rated he wins control and an Action Card is drawn. When a tie results a faceoff in the offensive/defensive zone will occur. 8. EVEN STRENGTH NEUTRAL ZONE LOOSE PUCK LOCATION AND MATCH-UP 6-Sided Die # Location in the Zone 5 ON 5 4 ON 4 3 ON Visiting team left wall/home team right wall 1-14 VLW VS HRW VC VS HRW 1-16 VLW VS HRW VLW VS HRD 1-14 VC VS HC VC VS HRD 18- VLW VS HC 3-4 Middle of the ice 1-8 VC VS HC 9-11VC VS HRD VC VS HLD VRD VS HC 18- VLD VS HC 5-6 Visiting team right wall/home team left wall NEUTRAL ZONE LOOSE PUCK RESOLVE -sided die Ratings Used # s 1-5 Intimidation ratings. If tied Offensive ratings Defense ratings If tied Intimidation ratings Offense ratings If tied Breakaway/Penetration rating 16- Offense + Defense + Intimidation + Breakaway/Penetration 1-14 VRW VS HLW VC VS HLW 18- VRW VS HC Result 19- VLD VS HRW 1-7 VLW VS HRW 8-10 VLW VS HRD VLD VS HRW 14- VRW VS HLW 1-16 VRW VS HLW VRW VS HLD 19- VRD VS HLW 9. SPECIAL TEAMS OFFENSIVE/DEFENSIVE ZONE LOCATION AND MATCH-UP RESOLVE 18- VLD VS HC 1-8 VC VS HC 9-11VC VS HRD VC VS HLD VRD VS HC 18- VLD VS HC 1-14 VC VS HC VC VS HLD 18- VRD VS HC Highest rating wins control of puck. Tie after both ratings results in a faceoff at neutral. Highest rating wins control of puck. Tie after both ratings results in a faceoff at neutral. Highest rating receives outside shot only. Tie after both ratings results in a faceoff at neutral. Highest rating receives outside shot with options. Tie after all ratings results in possible fight ( chance must be over both player s double penalty lines for a fight to occur). If no fight results, faceoff at neutral.

13 6-sided die roll for location 1 High offensive left wall above faceoff dot 2 Low offensive left wall faceoff dot to behind the net -sided die roll to determine player match-up power play team s defensive zone -sided die roll to determine player match-up shorthanded team s defensive zone 5 ON 4 4 ON 3 5 ON 3 5 ON 4 4 ON 3 5 ON PRW 1-4 PRW 1-4 PRW 1-3 PLD 1-4 PLD 1-5 PLD 4-16 PRW/LD 5- PRW/LD 5 PC 4-19 PLD/RW 5- PLD/C 6-19 PLD/C 17- PC/LD 6-17 PRW/LD PC/RW PC/C 1-3 PRD 4-18 PRD/LW 19- PC/LW 3 High slot above faceoff dots 1-3 PC 4-11 PC/LD 12- PC/RD 4 Low slot faceoff dots and below 1 PRD 2 PLD 3 PC 4-11 PRD/LW 12- PLD/RW 5 Low offensive right wall faceoff dot and behind net 6 High offensive right wall above faceoff dot 1-3 PLD 4-18 PLD/RW 19- PC/RW 1-3 PLW 4-16 PLW/RD 17- PC/RD 1-4 PRD 5- PRD/C 1-2 PRW 3-4 PLW 5-12 PRW/LD 13- PLW/RD 1-2 PRD 3-4 PLD 5-12 PRD/C 13- PLD/C 1-4 PLD 5- PLD/C 1-4 PLW 5- PLW/RD 18- PC/LD 1-4 PRD 5 PC 6-18 PRD/C 19- PC/C 1 PRW 2-4 PC 5 PLW 6-12 PRW/LD 13- PLW/RD 1-2 PRD 3-4 PLD 5 PC 6-12 PRD/C PLD/C PC/C 1-4 PLD 5 PC 6-18 PLD/C 19- PC/C 1-4 PLW 5 PC 6-17 PLW/RD 18- PC/RD 1-2 PLW 3 PC 4-18 PLW/RD 19- PC/RD 1 PLD 2 PC 3 PRD 4-12 PLD/RW 13- PRD/LW 1 PLW 2 PC 3 PRW 4-7 PLW/RD 8-11 PRW/LD PC/LD 16- PC/RD 1-2 PRW 3 PC 4-18 PRW/LD 19- PC/LD 1-3 PRD 4-19 PRD/LW PC/LW 1-4 PLW 5- PLW/RD 1-2 PLD 3-4 PRD 5-12 PLD/C 13- PRD/C 1-2 PLW 3-4 PRW 5-12 PLW/RD 13- PRW/LD 1-4 PRW 5- PRW/LD 1-4 PRD 5- PRD/C 1-4 PLW 5 PC 6-18 PLW/RD 19- PC/RD 1-2 PLD 3-4 PRD 5 PC 6-12 PLD/C PRD/C PC/C 1 PLW 2-4 PC 5 PRW 6-9 PLW/RD PRW/LD PC/RD 18- PC/LD 1-4 PRW 5 PC 6-18 PRW/LD 19- PC/LD 1-5 PRD 6-19 PRD/C PC/C OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK RESOLVE Offensive Player Ratings Defensive Player Ratings Result Offense + Intimidation Defense + Intimidation When offensive player is the higher rated an outside shot with options results, except when the loose puck occurs in the low slot then it becomes inside shot-intimidation opponent. When defensive player is the higher rated he wins control and an Action Card is drawn if on the power play; however, when on the penalty kill the team has a choice of icing, skating, or drawing an Action Card. When a tie results a faceoff in the offensive/defensive zone will occur. 10. SPECIAL TEAMS NEUTRAL ZONE LOCATION AND MATCH-UP RESOLVE 6-sided die roll for location 1-2 Power play team left wall/penalty kill team right wall 3-4 Middle of the ice 1 PLD 2 PC 3 PRD 4-9 PLD/RW PC/RW PC/LW 14- PRD/LW 5-6 Power play team right wall/penalty kill team left wall -sided die roll to determine player match-up 5 ON 4 4 ON 3 5 ON PLW 1-4 PLW 4-19 PLW/RW 5-19 PLW/C PLD/RW PLD/C PC/C 1-3 PRW 4-19 PRW/LW PRD/LW NEUTRAL ZONE LOOSE PUCK RESOLVE -sided die Ratings Used # s 1-5 Intimidation ratings. If tied Offensive ratings Defense ratings If tied Intimidation ratings Offense ratings If tied Breakaway/Penetration rating 16- Offense + Defense + Intimidation + Breakaway/Penetration Result 1-2 PLD 3-4 PRD 5-12 PLD/C 13- PRD/C 1-4 PRW 5-19 PRW/C PRD/C 1-5 PLW 6-19 PLW/C 1 PLD 2-4 PC 5 PRD 6-10 PLD/C PC/C 16- PRD/C 1-5 PRW 6-19 PRW/C PC/C Highest rating wins control of puck. Tie after both ratings results in a faceoff at neutral. Highest rating wins control of puck. Tie after both ratings results in a faceoff at neutral. Highest rating receives outside shot only. Tie after both ratings results in a faceoff at neutral. Highest rating receives outside shot with options. Tie after all ratings results in possible fight ( chance must be over both player s double penalty lines for a fight to occur). If no fight results, faceoff at neutral.

14 11. LOOSE PUCK SITUATIONS NOT INCLUDED ON CHARTS Situations resulting in a defensive zone loose puck Shot from the shooting column resulting in vacant position controlling puck Goalie rating resulting in vacant position controlling puck Passing A-I resulting in vacant position controlling puck only when an inside shot would have occurred for either team Defensive zone faceoff resulting in vacant position controlling puck Inside shot result resulting in vacant position controlling puck During power play: An unsuccessful penetration by a power play unit will result in a loose puck when the penetrating play is against a vacant position (5 on 4 %, 4 on 3 25%, and 5 on 3 40%), refer to appropriate varying opponent against chart. During power play: Passing J-L occurs resulting in an inside shot for a vacant player (4 on 3) During power play: Icing attempt resulting in an interception by the power play unit for an inside shot for a vacant position (4 on 3) During power play: Successful icing were the penalty killer s defense rating is not high enough and the power play unit takes possession with an outside shot but the power play position is vacant (4 on 3) During power play: Short handed team draws an Action Card and loses the puck for an inside shot to a vacant position on the power play (4 on 3) Situations resulting in a neutral zone loose puck Passing A-I resulting in vacant position controlling puck when either lose to opponent or an outside shot for either team would have resulted Neutral zone faceoff resulting in vacant position controlling puck Outside shot only result resulting in vacant position controlling puck During power play: Passing J-L that results in losing the puck to a vacant position During power play: Successful icing that results in the short handed team taking possession without any defense rating involved and that position is vacant During Power Play: Power Play unit in possession draws and Action Card resulting in a lose puck possible breakaway. Use the Varying Opponent Against Charts to determine player that takes the puck away for the short handed team. If the position is vacant a loose puck at neutral will occur

15 12. FORECHECKING CHART WITH 2 FORECHECKERS ( chances) Defensemen s passing rating Forecheck 2 through 4 Forecheck 5 through 6 Forecheck 7 through 8 0 Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation J Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation K Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation L Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation Forecheck 9 through on 5, player who receives the shot (6 chances) 1 LW 2 LD 3 C 4 RD 5 RW 6 Any 4 on 4, player who receives the shot (6 chances) 1 LW 2 LD 3 loose puck 4 RD 5 RW 6 Any *When a loose puck occurs the loose puck will be in the offensive zone. Intimidation: Highest intimidation rating of designated forecheckers only, attempts to intimidate puck away from defensemen. Intimidation within range: takes away puck outside shot. Roll 6-sided to determine player. Intimidation over range: defenseman makes breakout pass. Takes away puck-possible penalty: Use normal Strat procedure, when no penalty results forechecker takes away puck outside shot. Roll 6-sided to determine player. Fails to take away-possible penalty: If no penalty results defenseman makes breakout pass. If penalty results to just forechecker, defenseman makes breakout pass, delayed penalty. When an icing occurs the draw will be at neutral except when replaying season s with the modern faceoff rule, then in penalty kill team s defensive zone. If penalty results to both players, play is whistled dead. If coincidental penalties result, the faceoff will be in defenseman s defensive zone. Double digit intimidation still result in possible injury, if intimidator is the goon all goon rules apply. If a double digit intimidation causes a possible injury to the defenseman, resolve the injury first. If an injury does occur and the player with the outside shot is matched against the injured defenseman, the shot is upgrade to an inside shot.

16 13. FORECHECKING CHART WITH 3 FORECHECKERS ( chances) Defensemen s passing rating Forecheck 3 through 6 Forecheck 7 through 9 0 Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation J Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation K Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation L Lose puck outside shot only Lose puck outside shot Lose puck inside shot Int-Opp Defenseman makes breakout pass Intimidation Forecheck 10 through Forecheck 13 through on 5, player who receives the shot (6 chances) 1 LW 2 LD 3 C 4 RD 5 RW 6 Any 4 on 4, player who receives the shot (6 chances) 1 LW 2 LD 3 loose puck 4 RD 5 RW 6 Any *When a loose puck occurs the loose puck will be in the offensive zone. Intimidation: Highest intimidation rating of designated forecheckers only, attempts to intimidate puck away from defensemen. Intimidation within range: takes away puck outside shot. Roll 6-sided to determine player. Intimidation over range: defenseman makes breakout pass. Takes away puck-possible penalty: Use normal Strat procedure, when no penalty results forechecker takes away puck outside shot. Roll 6-sided to determine player. Fails to take away-possible penalty: If no penalty results defenseman makes breakout pass. If penalty results to just forechecker, defenseman makes breakout pass, delayed penalty. When an icing occurs the draw will be at neutral except when replaying season s with the modern faceoff rule, then in penalty kill team s defensive zone. If penalty results to both players, play is whistled dead. If coincidental penalties result, the faceoff will be in defenseman s defensive zone. Double digit intimidation still result in possible injury, if intimidator is the goon all goon rules apply. If a double digit intimidation causes a possible injury to the defenseman, resolve the injury first. If an injury does occur and the player with the outside shot is matched against the injured defenseman, the shot is upgrade to an inside shot.

17 14. Hold The Zone Chart Forechecking Team 2/2 Defenseman s Hold the Zone Rating 1-2 Defenseman attempts to hold zone 1 Defenseman moves to neutral, draw Action Card 2-6 Defenseman s Hold the Zone Rating 3 Defenseman attempts to hold zone Defenseman moves to neutral, draw Action Card Defenseman s Hold the Zone Rating 4-5 Defenseman attempts to hold zone Defenseman moves to neutral, draw Action Card Forechecking Team 3/ Forechecking Team 3/3 /goalie pulled 1-3 / /5-6 /goalie pulled 1-4 / /6 /goalie pulled 1-5 /1-6 6 /0 Hold the Zone Versus Clear the Zone Chart Key: FC= Zone held forecheck established, G= Passing G, H=Passing H, B=Passing B C=Forward clears puck to forechecking teams defensive zone, no icing occurs. Defense partner of defenseman holding the zone takes possession of the puck, his team now becomes the breakout team, and draws an Action Card. 2ON1= Forward passes to closest winger (5 on 5: LW to C, RW to C, C on left wall to LW, C on right wall to RW) and possibly joins the play for 2 on 1 against defense partner of player holding the zone, roll a sided dice and if roll below defenseman s holding the zone double lines on Super Advanced Penalty Chart a penalty is called for interference. Delayed penalty, attacking team may pull goalie and the forward who receives pass has a 1 on 1 against defense partner of defenseman holding zone. May shoot or penetrate only, no passing option. If no penalty occurs the 2 on 1breakaway will result. 15. Clear the Zone Rating (Defense Rating) Hold the Zone Rating (Forecheck Rating) FC C 2ON1 G H B 4 FC C 2ON1 G H B 3 FC C 2ON1 G H B 2 FC C 2ON1 G H B 1 FC C 2ON1 G H B Note: Passing G or H resulting in an outside shot or Passing B resulting in an inside shot with intimidation, the opponent against will be the defensive partner of the holding the zone defense (Not a Goon situation, unless defense partner was designated as the Goon). When turned over for a shot the varied opponent against system will be used.

18 16. BREAKOUT PASS CHART ( chances) Defenseman s Offense 2 passing rating Defense vs. opponent s (forecheckers) offensive and 2 defensive alignment Passing zero Icing 1-12 Outside only may d&c13-16 Outside shot Pos Breakaway Passing J Icing 1-10 Outside only may d&c11-14 Outside shot Pos Breakaway 19- Passing K Icing 1-8 Outside only may d&c 9-13 Outside Shot Pos Breakaway 18- Passing L Icing 1-6 Outside only may d&c 7-11 Outside shot Pos Breakaway 17- Offense 3 Defense (forecheckers) 2 Icing 1-12 Outside only may d&c13-15 Outside shot Pos Breakaway 19- Icing 1-10 Outside only may d&c11-14 Outside shot Pos Breakaway 18- Icing 1-8 Outside only may d&c 9-12 Outside shot Pos Breakaway 17- Icing 1-6 Outside only may d&c 7-11 Outside shot Pos Breakaway 16-5 on 5, player who receives breakout pass (6 chances) 1-2 LW 3-4 C 5-6 RW 4 on 4, player who receives breakout pass (6 chances) 1-3 LW 4-6 RW Offense 3 Defense (forecheckers) 3 Icing 1-12 Outside only may d&c13-15 Outside shot Pos Breakaway 18- Icing 1-10 Outside only may d&c11-13 Outside shot Pos Breakaway 17- Icing 1-8 Outside only may d&c 9-12 Outside shot Pos Breakaway 16- Icing 1-6 Outside only may d&c 7-10 Outside shot Pos Breakaway 15-

19 17. DUMP AND CHASE SYSTEM When an Outside Shot Only occurs, if the offense is in a 2-forechecker or 3- forechecker mode, it can opt to surrender the shot opportunity and dump the puck into the offensive zone and try to recover possession. This system may only be used at full and even strength. If the offensive LD or LW dumps the puck into the offensive zone, the defensive LD is the key player vs. the offensive RW (first man in). Consider the C the second man in. The coach may also roll 2 6-sided dice and if doubles occur the center may be the first man in with the right wing following as the second. If the offensive RD or RW dumps the puck into the offensive zone, the defensive RD is the key player vs. the offensive LW (first man in). Consider the C the second man in. The coach may also roll 2 6-sided dice and if doubles occur the center may be the first man in with the left wing following as the second. If the offensive C shoots the puck in he has the choice of defensemen to isolate. Use the appropriate wing as the first man in, with the center following as the second man. To see who wins control of the puck, total each key player s Offense and Defense ratings, then cross reference the Dump-and-Chase Chart and follow the instructions. If the defense wins control, pick an Action Card per normal SOM procedure. Add Offense + Defense ratings Offensive Player DEF Player If a player s Intimidation is 8 or higher, add 1 to the player s total. If roll is within range, forechecking team wins puck for an Outside Shot with options. Then roll 1 6-sided die: 1-2 First man in has puck 3-4 Second man in has puck 5 Either defenseman has puck 6 Refer to Goalie Puckhandling Chart (If forechecking team wins the puck and chooses to penetrate or pass, opponent is Defense Center When -sided die roll of 1, 6, 14 and occur they override the D & C Chart 1: Puck frozen: faceoff in defensive zone 6: Loose Puck: Roll 1 6-Sided die 1-5 offensive zone, 6 neutral zone 14: Puck shot into stands: Roll 1 6- sided die 1-4 minor penalty to defense for delay of game, faceoff in defensive zone 5-6 faceoff in defensive zone : Roll -sided die again

20 1-15 Offside, 16- Icing, faceoff in attacking team s defensive zone 18. GOALIE PUCK HANDLING CHART ( CHANCES) If goalie assist rating is Goalie dumped: Roll 1 6-sided die: 1-3 Penalty to first man in 4-6 Inside shot for second man in Int- Opp (Goon rule and varying opponent against). Treat as empty net shot! If goalie assist rating is 3 or more 1 Goalie dumped: Roll 1 6-sided die: 1-3 Penalty to first man in 4-6 Inside shot for second man in Int- Opp (Goon rule and varying opponent against). Treat as empty net shot! 2-4 Puck misplayed. Outside shot with 2-4 Puck misplayed. Outside shot with options for first man in. options for first man in. 5-6 Puck misplayed. Outside shot with 5-6 Loose Puck. Roll 1 6-sided die 1-4 options for first man in. offensive zone, 5-6 neutral zone 7-10 Loose Puck offensive zone 7-10 Loose Puck. Roll 1 6-sided die 1-5 offensive zone, 6 neutral zone Loose Puck. Roll 1 6-sided die 1-5 offensive zone, 6 neutral zone 13 Possible Breakaway for goalie s team. Roll 1 6-sided die 1-2 LW 3-4 C 5-6 RW Check Goalies Breakaway, roll -sided die if within range breakaway, if not faceoff in goalies zone. With old style goalie cards published prior to 1993, add 5 to the goalies Boxed Assist Rating to determine breakaway range Puck cleared to defense s other defensemen, pick Action Card 16 Puck cleared to goalie s center, pick Action Card Puck intercepted, Outside Shot with options for either Defensemen 19 Puck shot into stands: Roll 1 6-sided die 1-4 minor penalty to goalie for delay of game, faceoff in defensive zone 5-6 faceoff in defensive zone. Puck cleared to neutral ice. Dump and Chase team RD or LD has Possible Breakaway for goalie s team. Roll 1 6-sided die 1-2 LW 3-4 C 5-6 RW Check Goalies Breakaway, roll -sided die if within range breakaway, if not faceoff in goalies zone. With old style goalie cards published prior to 1993, add 5 to the goalies Boxed Assist Rating to determine breakaway range. 13 Possible Breakaway for goalie s team. Roll 1 6-sided die 1-2 LW 3-4 C 5-6 RW Check Goalies Breakaway, roll -sided die if within range breakaway, if not faceoff in goalies zone. With old style goalie cards published prior to 1993, add 5 to the goalies Boxed Assist Rating to determine breakaway range Puck cleared to defense s other defensemen, pick Action Card 16 Puck cleared to goalie s center, pick Action Card Puck intercepted, Outside Shot with options for either Defensemen 19 Puck shot into stands: Roll 1 6-sided die 1-4 minor penalty to goalie for delay of game, faceoff in defensive zone 5-6 faceoff in defensive zone. Puck cleared to neutral ice. Dump and Chase team RD or LD has

21 possession again. Regroup and draw and Action Card. possession again. Regroup and draw and Action Card. 19. INJURY DURATION CHARTS 42/43-45/46 50 gp 46/47-48/49 60 gp 49/50-66/67 70 gp /69-69/70 76 gp 74 gp /71-73/74 78 gp 74/75-91/92 80 gp 92/93-93/94 84 gp 94/95 48 gp 95/96-82 gp INJURY CHART CONT. ( chances) No injury Rest of period Rest of game Rest of game % 10% 10% 5% % 10% 10% 10% % 10% 10% 15% % 10% 10% % % 10% 10% 25% % 10% 30% % 35% % % Rest of Game % % % % % % % % Rest of Game +3 5% 19-10% 18-15% 17- % 16-25% 15-30% 14-35% 13-40%

22 % % 12-45%. HOCKEY HALL OF FAME INJURY CHART ( chances) Draft League 10/16 Team No injury Rest of period Rest of game Rest of game +1 INT Int % 10% 10% 5% INT Fight/ Split 60% 10% 10% 10% +5FIGHT/ Int SPLIT % 10% 10% 15% CARD INT 5 Min INT 13 5 MIN MAJOR GAME MIS (GM) INT 14 INT 15 MATCH PEN GM Int Match Pen 30% % 10% % % 10% % % 1 5% % % % % % 1-4 % % Rest of Game % % % % % % % % % Rest of Game +3 5% 19-10% 18-15% 17- % 16-25% 15-30% 14-35% 13-40% 12-45% 21. FACEOFF LOCATIONS Neutral Zone After a goal has been scored Offside on a dump and chase situation Penalties assessed from the defense 7-11 columns *Bench Penalties from intimidation chances or from the goalie card that are assessed to the offensive team. Power play resulting from an instigator penalty or third man in situations Checking for injury to an offensive player Rare Play: Goalie cannot find the handle and the puck is kicked in. Referee disallows goal. Goalie dumped in dump and chase situation resulting in a minor penalty All penalties (including matching penalties) were two or more players from each team are penalized Offensive/Defensive Zone Goalie makes a save for a faceoff Penalties assessed from an intimidation chance *(one exception) Penalties assessed from the goalie card *(one exception) Rare Play: Penetrating offensive player gets by defense and is hooked down, drawing a minor penalty Puck shot into stands from either the defensemen or goalie during a dump and chase situation whether resulting in a penalty or not All matching penalties involving 1 player from each team only when the penalties are from intimidation chances, rare play on a rebound, or on the goalie card Icing from either a forecheck or dump and chase situation After an unsuccessful penalty shot Blocked pass attempt covered for a faceoff during a 2 on 1 breakaway

23 Checking for an injury to a defensive player that occurs in his defensive zone Starting in the season all penalties resulting in a power play, the faceoff will occur in the penalty kill team s defensive zone.

24 Visiting Team Top Scoring Line Second Scoring Line Checking / Third Scoring Line 22. Allowable Designations Top Three Lines (Top Scoring either Line 1 or 3) Line Home Team Designation 1 Top Scoring Line 2 Second Scoring Line 3 Checking/ Third Scoring Line Line Line Line Line Designation Designation Designation Designation Home team must designate line numbers to top three lines. This designation will remain the same through first two periods. FIRST PERIOD CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation SECOND PERIOD CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Each team combines top two pairs of defensemen and establishes pair designation Top Scoring Each team combines top two pairs of defensemen and establishes pair designation

25 23. Allowable Designations Top Three Lines (Top Scoring either Line 1 or 3) Visiting Team Line Designation Home Team Line Designation Line Designation Line Designation Line Designation Top Scoring 1 Top Scoring Line Line Second Scoring 2 Second Scoring Line Line Checking / Third Scoring Line 3 Checking/ Third Scoring Line Home team must designate line numbers to top three lines. This designation will remain the same through third period. THIRD PERIOD VISITING TEAM TRAILING/TIED CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Top Scoring 3 Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation THIRD PERIOD VISITING TEAM LEADING/TIED CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Top Scoring 3 Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation If no timeout line If no timeout line 1 1 OVERTIME: Home team must designate line numbers to top three lines AND each team combines top two pairs of defensemen and establishes pair designation, this will remain the same through the overtime period. Cards VL VP HL HP CARDS VL VP HL HP

26 Allowable Designations Top Three Lines (Top Scoring Line 2) Visiting Team Line Designation Home Team Line Designation Line Designation Top Scoring Line 1 Top Scoring Line 2 2 Second Scoring 2 Second Scoring 1 3 Line Line Checking / Third Scoring Line 3 Checking/ Third Scoring Line 3 1 Home team must designate line numbers to top three lines. This designation will remain the same through first two periods. FIRST PERIOD CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation SECOND PERIOD CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Each team combines top two pairs of defensemen and establishes pair designation Top Scoring Each team combines top two pairs of defensemen and establishes pair designation

27 25. Allowable Designations Top Three Lines (Top Scoring Line 2) Visiting Team Line Designation Home Team Line Designation Line Designation Top Scoring Line 1 Top Scoring Line 2 2 Second Scoring 2 Second Scoring 1 3 Line Line Checking / Third Scoring Line 3 Checking/ Third Scoring Line 3 1 Home team must designate line numbers to top three lines. This designation will remain the same through third period. THIRD PERIOD VISITING TEAM TRAILING/TIED CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Top Scoring 3 Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation THIRD PERIOD VISITING TEAM LEADING/TIED CARDS VISITING LINE VISITING PAIR HOME LINE HOME PAIR Top Scoring 3 Each team combines top two pairs of defensemen and establishes pair designation Each team combines top two pairs of defensemen and establishes pair designation OVERTIME: Home team must designate line numbers to top three lines AND each team combines top two pairs of defensemen and establishes pair designation, this will remain the same through the overtime period. Cards VL VP HL HP CARDS VL VP HL HP

28 N 5 PENETRATION CHART Penetration Defense Rating Rating ON 4 PENETRATION CHART Penetration Defense Rating Rating N 3 PENETRATION CHART Penetration Defense Rating Rating REBOUND CHART Offense Defense Rating and -Sided Die Roll Rating Dice roll #1 Defense 1 Defense 2 Defense 3 Defense 4 Defense 5 Dice roll # 4 Rare Play O 2-13 D O 2-12 D O 2-11 D O 2-10 D D 2-11 O Rare Play 3 Rare Play O 2-12 D O 2-11 D O 2-10 D D 2-11 O D 2-12 O Rare Play 2 Rare Play O 2-11 D12-19 O 2-10 D D 2-11 O D 2-12 O D 2-13 O Rare Play 1 Rare Play O 2-10 D D 2-11 O D 2-12 O D 2-13 O D 2-14 O Rare Play 30. REBOUND RARE PLAY 6-Sided Result 1 Rebound goes to offensive player INT- same defensive player (not a Goon Situation, unless Goon is designated defensive player). 2 Offensive and defensive player battling in front each get called for 2 minute minors, no rebound shot. Roll -sided die and if below both players double lines on Super Advanced Penalty Chart a fight ensues. 3 Offensive player puts puck on net with a high stick and play is whistled down. Faceoff at neutral if even strength or short handed chance, if power play chance faceoff in offensive team s defensive zone. 4 Offensive and defensive player cancel each other out, loose puck offensive zone. 5 Rebound goes off of offensive player s skate into the goal. Play reviewed: roll another 6-sided: 1-2 Goal 3-6 No Goal Faceoff at Neutral.