22/24/or 26 Minutes 33/36/or 39 Cards

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1 HEAD OF THE LAKES VARIATIONS TO STRAT-O-MATIC S SUPER ADVANCED RULES The league follows the Strat-O-Matic Super Advanced rules; however, over 40 addons and variations to those rules are utilized. This document is designed to explain those aspects that are over and beyond the normal super advanced game engine. Gamers should have a strong understanding of the normal Strat-O-Matic game engine; this document will not explain systems that have not been changed, for example the faceoff resolve system. MODIFICATIONS TO THE ACTION CARD AND SPLIT CARD DECKS: Three identical Strat- O-Matic Action Card decks (90 cards) will be shuffled together and will be used in their entirety to complete regulation play. Each deck will modify the number at the bottom of the card to vary the results within the context of the varying opponent against system. Deck 1 # Changes Deck 2 # Changes Deck 3 # Changes 1 None None None None None None None None None None None None None None None None None None None None None None None None None None None None None None When a game goes into overtime the deck will be reshuffled and used as needed to complete a game. If a game goes past the 3 rd overtime the deck will be reshuffled again and used as needed to complete a game and so forth. An alternative Split Deck will be used and will carry over in verbatim the Breakaway, Icing, and Assist Sections from Strat-O-Matic s Split deck. Moreover, the Injury Section will carry over the verbatim position involved with the injury, but the length of injury will be determined by a home made chart, with the exception of the goalie injury which will follow Strat s results verbatim. A modified Rebound Section will be used to determine the player match up for all man power situations (during power plays some results will be an automatic for a power play player: 5 on

2 4 10/40 cards, 4 on 3 12/40 cards, and 5 on 3 15/40 cards). From there the Modified Rebound System will be utilized to determine the result of the rebound. The Loose Puck and Passing Sections of the Strat-O-Matic Split Deck are eliminated entirely. Moreover, the Intimidation Section will be resolved by a 20-sided dice roll and will not be included in the modified Split Deck. The #1-20 at the top of the Strat-O-Matic Split Deck will be eliminated and all 20 chance results will be decided by 20-sided dice roll. LINE CHANGE SYSTEM 30 SHIFTS REGULATION The average NHL shift usually runs between seconds, once players are running upwards of 50 seconds fatigue becomes an extreme factor. Strat-O- Matic s shift system averaged anywhere from 4:40-6:40 for forwards and 10:00 for defensemen, cardiac arrest would be setting in at the NHL intensity level if players were to try shifts of this length. However, capturing a realistic shift system in a board game simulation is next to impossible, especially when each Action Card represents 40 seconds of game time, one would be changing every card. This system places change cards after every three Action Cards (2 minutes of game play), although to be completely realistic one should change every 1-2 (2 even being on the high side) cards, but that seems to be too much for the board game. Moreover, this system lines up with the Strat-O-Matic s specialty teams engine with 2 minute shifts. This compromise on shift length and the default format for changes allow the following ice times for lines and pairs, barring penalties: Top Scoring Line Second Scoring Line Third Scoring Line/Checking Line Fourth Line First Pair Second Pair Third Pair 20:00 Minutes/30 Cards 16:00 Minutes/24 Cards 16:00 Minutes/24 Cards 8:00 Minutes/12 Cards 22/24/or 26 Minutes 33/36/or 39 Cards 22/24/or 26 Minutes 33/36/or 39 Cards 12:00 Minutes/18 Cards Please consult the shift change charts, there are two different sets, one for designating the home team s top scoring line as line 1 or 3 and the second when the home team s top scoring line is designated as line 2. Usage: The top four defensemen will be combined into two pairs and will be designated pair 1 or 2. The combinations and designations between these four players may change after each shift for the third pair of defensemen. Each member of the third pair of defensemen may take one additional shift without an injury, extended penalty, or game ejection occurring subbing for a player on the top two pairs each period (including overtime). However, this shift may not take place either prior to or following the third pairs normal shift. Neither defenseman from the third pair can be named to one of the top two pairs unless an injury, extended penalty (not involving a power play) or game ejection occurs. Once the game begins the third pair must remain assigned to the third pair. When an injury, extended penalty (not involving a power play), or game ejection occurs, one or both of the defensemen from the third pair will be assigned to one of the top two pairs for the remainder of the situation. When the third pair is due for it shift, one or both of the defensemen from one of the top two pairs may double shift filling in for the injured/penalized player(s), but may not triple shift. Thus if pair 2 is due before and after the 3 rd pair s shift, one of or both of the defensemen from the 1 st pair must be picked to substitute to avoid triple shifting.

3 Forwards Usage: The top nine forwards will be combined into three forward lines and will be designated as line 1, 2, or 3. Once the line combinations and designations (visiting team may not vary from the designation format on the charts) are made they will remain the same through the first two periods. Prior to the start of the third period these nine forwards may be recombined and may change their designations for the third period. The same is true prior to each period of overtime. Each member of the fourth line of forwards may take one additional shift without an injury, extended penalty (not involving a power play), or game ejection occurring subbing for a player on the top three lines each period (including overtime). However, this shift may not take place either prior to or following the fourth lines normal shift. None of the forwards from the fourth line can be named to one of the top three lines unless an injury, extended penalty, or game ejection occurs. Once the game begins the fourth line must remain assigned to the fourth line. When an injury, extended penalty (not involving a power play), or game ejection occurs, one or more of the forwards from the fourth line will be assigned to one of the top three lines for the remainder of the situation. When the fourth line is due for it shift, one or more of the forwards from the top three lines will substitute for the missing player(s) on the fourth line. However, this player(s) may not double shift. Therefore, if line 1 has it shift prior to the 4 th lines normal shift and line 3 s shift is due after the fourth lines normal shift, the player(s) substituting must come from line 2. Notes: Double and in some rare cases triple shifts may occur in combination with injuries, extended penalties, or power play opportunities. These will be allowed to occur. However, the emphasis on restricting double shifting needs to be enforced as much as possible during even strength play. Period breaks reset the shift rules, thus a line finishing the first period with one of the players subbing on the fourth line to begin the second period would not be considered a double shift. The overtime is set up for playoffs, regular season shifts will need to be addressed individually by each gamer. The visiting team may change the combination of the three forward lines after the second period and again prior to the start of overtime. However, the visiting team s best scoring line must be designated as the top scoring line and assigned to the number 1 designation. The same situation applies with the second scoring line and third scoring/checking line. During FTF play if the home team feels the visitors are designating their best scoring line as a number other than 1, another league member not playing the game may be consulted and if that member agrees the home team may set the line designations for the visitor. After the first shift of the third period, the score of the game will dictate whether the visiting team will use the trailing or leading format. When the game is tied after the first shift of the third, the visiting team has the option of choosing either format. The format stays the same throughout the third period regardless of whether a lead change occurs or not. In general, when the home team line is designated as line 1, they will be matched up primarily against the visiting team s second scoring line. When declared as line 3 they will be matched primarily against the visiting team s top scoring line and when declared as line 2 primarily against the visiting team s third scoring/checking line. The charts allow for all 6 combinations of designations for the top three lines.

4 During the third period when using the visiting team leading format and using the home team top scoring line designated as line 1 or 3 system, the change for cards and will indicate a line due and if no timeout remains and alternate line that can be used. Therefore, if the home team has already used its time out, this system allows for the first line due normally during cards to be moved to the last shift. However, both lines must play one of the two shifts, thus this would not apply if the timeout was used after the 22 nd card and before the 28 th card (timeout must have occurred prior to the 22 nd card of the third period). Allowable Designations Top Three Lines (Top Scoring either Line 1 or 3) Visiting Line Designation Home Line Designation Line Designation Line Designation Line Designation Top Scoring Line 1 Top Scoring Line Second Scoring Line Checking / Third Scoring Line 2 Second Scoring Line 3 Checking/ Third Scoring Line Home team must designate line numbers to top three lines. This designation will remain the same through first two periods. FIRST PERIOD CARDS VISTING 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 VISTING 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

5 Allowable Designations Top Three Lines (Top Scoring either Line 1 or 3) Visiting Line Design. Home Line Design. Line Design. Line Design. Line Design. Top Scoring 1 Top Scoring Line Line Second 2 Second Scoring Line Scoring 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 VISTING 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 VISTING 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 1 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

6 Allowable Designations Top Three Lines (Top Scoring Line 2) Visiting Line Designation Home Line Designation Line Designation Top Scoring 1 Top Scoring 2 2 Line Line Second 2 Second 1 3 Scoring Line Scoring 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 VISTING 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 VISTING 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 Allowable Designations Top Three Lines (Top Scoring Line 2) Visiting Line Designation Home Line Designation Line Designation Top Scoring 1 Top Scoring 2 2 Line Line Second 2 Second 1 3 Scoring Line Scoring Line Checking / Third Scoring 3 Checking/ Third Scoring 3 1

7 Line 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 VISTING 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 VISTING 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 TIMEOUTS AND PLAYERS ALLOWED DURING FINAL TWO MINUTES: Strat rules do not allow changes to offensive strategies until a faceoff or a change card occurs. Therefore, one timeout per team will be available. The timeout may be utilized anytime prior to the drawing of an Action Card when a team has possession of the puck, with the exception of a forechecking situation which is a continuation of a possible offensive chance. During the last three cards (two minutes of regulation) both teams can then change their players (any 6 of the coaches choice, must have position listed on card), offense, and defense modes. Play resumes with a faceoff at center ice. However, if a team has used its timeout prior to the last 3 cards of regulation, that team must bring out the line and pair indicated on the change card. The only way for that team to change skaters is for a faceoff to occur. Moreover, a timeout may be utilized during the game to go with back to back power play or penalty kill. Therefore, during an important point in the game a team may decide to use their timeout and have their top power play unit used in back to back power play situations instead of alternating between the two units. When this occurs the

8 opposition may also bring out there top penalty kill unit without burning their timeout, due to both teams getting equal rest during the timeout. PENALTIES LAST 4:00 (6 CARDS) OF REGULATION AND INTO OVERTIME: To simulate the tendency of most referees putting away the whistle late in the game, penalties occurring from the opponent defense 7-11 will be read as opponent defense 12 with 6 cards remaining in regulation and throughout overtime, which produces either a take away puck or an. Moreover, possible penalties to the goalie during the same time period will be treated as a save and a faceoff in the goalie s defensive zone. Penalties from intimidation, during dump and chase situations, goalie puck handling situations, and third man in altercations will be treated the same throughout the course of the entire game. INJURIES THROUGH INTIMIDATION/ GOON RULE/ THIRD MAN IN: GOON RULE: Any player that has an intimidation rating of and a Penalty Rating of an A or AA can be designated as the Goon (strictly optional) during his shift. This applies only at even strength and does not apply during power play situations. As the goon, any time an intimidation opponent occurs, the goon would be the intimidator. Normal intimidation rules apply. Intimidation chances that specify a position, the goon could not intimidate unless his position was designated. Whether the goon is successful in the intimidation or not the opposing team can declare a fight when there is a player on the ice with a penalty rating between B AA. If a fight is declared, the player declaring the fight could be called for an instigator penalty ( AA 1-12 no penalty/ penalty, A 1-14 no penalty/15-20 penalty, B 1-16 no penalty/17-20 penalty), which is an additional two-minute minor, plus a 10 minute misconduct, both are added onto the five minute major. If intimidation results in matching majors to both teams ignore the challenge assuming the fight between the intimidator and the player intimidated occurs without challenge. INJURIES THROUGH INTIMIDATION: Anytime an intimidation opportunity occurs were a player has a double- digit intimidation rating (10-15), he has the potential to cause an injury to the opponent being intimidated. If the player chooses to intimidate and rolls a 20-sided die with Intimidation that falls within his range there is a possible injury to the player intimidated. Therefore, let us say that a player with a (1-12, AA) has an intimidation chance on an opposition player (1-5, B). If the intimidating player rolls a intimidation he successfully takes the puck away and causes a possible injury to opposing player. To determine the extent of the injury utilize the homemade injury charts. This tip also carries well into the "Goon Rule". With the example above, the intimidator falls into the category of "Goon" and if declared as such could take all intimidation opponent possibilities on his given shift. Therefore, whether the intimidator was successful or not on the intimidation, if the opposition has a player on the ice with a B to AA penalty rating they could declare a fight with the intimidator. This would include the player intimidated if he were not injured on the intimidation, therefore, check for injury prior to any declaration of a fight. If take away or fails to take away puck possible penalty occurs, check for penalties on Super Advanced Penalty Chart and if any matching five- minute majors are called assume that the fight occurred without a fight being declared. If matching majors are not called the option to declare a fight remains open. Furthermore, if a fight is declared there is the potential for an instigating minor and a 10-minute misconduct to the player that declared the fight. Remember that two instigator penalties in the same game results in the player being ejected from the game as does 3 fights during the same game. FIGHTING RESOLVE: Fights can occur through the Goon Rule, matching 5 minute majors called on the Super Advanced Penalty Chart, and fights resulting from a MP, GM, or stand alone 5 minute major. To resolve the initial fight the following

9 procedure, based upon the penalty ratings of the players, will be utilized. Penalty rating of D=1, C=2, B=3, A=4, and AA=5. Each combatant will shake one six sided dice and the penalty ratings determining which player has an advantage. A player who has a disadvantage must win the dice roll by a number that is equal to the disadvantage to have a draw and greater than the disadvantage to win the fight. Therefore, if an AA rated player fights a B rated player, the AA player has a plus two advantage and the B rated player s dice roll would need to be two higher to get a draw and three higher to win the fight. Only the original fight is resolved, if further altercations breakout they are not resolved. THIRD MAN IN/POSSIBLE BRAWL: During a fight if a player on either team is getting beat by 5 or more on the dice roll, taking into consideration all advantages for higher penalty ratings, use the Third In Chart to determine if a teammate with the highest penalty rating that is on the ice at the time of the fight comes to the rescue, thus becoming the third man into an altercation. If the player does not join the altercation, check for injury to the player being pummeled using a homemade injury chart. If a third man does enter the altercation, utilize the Penalties For Third In Chart to determine outcome and penalties. INJURIES: Injuries can occur to players through several methods which include successful intimidation 10-15, Split Card draw referring to rebound section that results in a possible injury, rare play off a rebound situation, a 5 or more point loss during a fight, a stand alone 5 minute major, gross misconduct, or a match penalty. When a possible injury occurs refer to the homemade injury charts to determine length of injury. MISCONDUCTS ON DEFENSE 7-11: When 10 minute misconducts occur on an Action Card result of Opponent Defense 7-11, the resulting misconduct will be ignored. Misconducts are built into the goon rule, third man in, and other aspects. Strat-O- Matic originally added the misconduct to address the lack of penalty minutes the game engine was producing, these system address the lack of penalty minutes and structure them into a more realistic method to earn the minutes. 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: 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 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.

10 Lowest Penalty rated player receives no Injured player receives no minutes. minutes No injury Occurred: Player receiving MP receives 5, 5 and is tossed from the game. Player who fights player receiving (MP) receives 5 as well as possible instigator All other skaters on the ice are penalty of 2 and 10MC penalized 5 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: 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. THIRD MAN IN CHART (20 Chances) Penalty Rating Does Not Join Altercation Third In D C B A AA PENALTY FOR THIRD MAN IN (20 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 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

11 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 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. 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 FIGHTING INSTIGATOR Penalty Rating No Instigator Penalty Instigator Penalty D C B A AA INJURY DURATION CHARTS 42/43-45/46 50 gp 46/47-48/49 60 gp 49/50-66/67 70 gp gp 68/69-69/70 76 gp 70/71-73/74 78 gp 74/75-91/92 80 gp 92/93-93/94 84 gp 94/95 48 gp 95/96-82 gp

12 INJURY CHART CONT. (20 chances) No injury Rest of period Rest of game Rest of game % 10% 10% 5% % 10% 10% 10% % 10% 10% 15% % 10% 10% 20% % 10% 10% 25% % 10% 30% % 35% % % % Rest of Game % % % % % % % % % Rest of Game % % % % % % % % % HOCKEY HALL OF FAME INJURY CHART (20 chances) Draft League 10 No injury Rest of period Rest of game Rest of game +1 Rest of Game +2 Rest of Game +3 INT 10 Int % % % 20 5% INT 11 Fight/ Split % % % % 19 5% 20 5% +5FIGHT/ SPLIT Int % % % % % % CARD INT 12 5 Min GM % % % % % % INT Int

13 % 10% 10% 25% 20% 20% 5 MIN MAJOR Match Pen % % % % % GAME MIS (GM) 1 5% % % % INT % % % INT % % % MATCH PEN % % % VARYING OPPONENT AGAINST: Strat-O-Matic s game engine emphasis on matching forwards versus forwards and defense versus defense for defensive purposes is a serious flaw in the game engine. In real hockey the vast majority of time spent in the offensive zone will feature defense versus forwards matchups. The league will use a system that allows for varying defensive match-ups in all man power situations and will place the emphasis on defense versus forwards match-ups. The match-ups will be determined by the number at the bottom of each Action Card This will be applied in both even strength and special team situations. All situations requiring an opponent against will use these charts with the exception of rebounds and loose pucks. 5 ON 5 VARYING OPPONENT AGAINST Left Wing Left Defense Center Right Defense Right Wing Right Defense Right Wing Center Left Wing Left Defense 1-20 Right Wing 1-20 Center 1-20 Right Defense 1-20 Left Wing 1-20 Left Defense Right Defense Right Wing Left Defense Center Left Wing N 4 VARYING OPPONENT AGAINST Left Wing Left Defense Right Defense Right Wing Right Defense Right Wing Left Wing Left Defense 1-24 Right Wing 1-24 Right Defense 1-24 Left Wing 1-24 Left Defense Right Defense Right Wing Left Defense Left Wing N 3 VARYING OPPONENT AGAINST Left Defense Center Right Defense Center Right Defense Left Defense 1-15 Right Defense Left Defense Center 16-30

14 5 0N 4 VARYING OPPONENT AGAINST Left Wing Left Defense Center Right Defense Right Wing Right Defense Right Wing None Left Wing Left Defense 1-10 None 1-10 Right Wing 1-10 Right Defense 1-10 Left Wing 1-10 Left Defense Right Defense Right Wing Left Defense Left Wing None ON 5 VARYING OPPONENT AGAINST Left Wing Left Defense Right Defense Right Wing Right Defense Center Left Wing Left Defense 1-15 Right Defense 1-15 Right Wing 1-15 Center 1-15 Left Defense ON 3 VARYING OPPONENT AGAINST Left Wing Left Defense Center Right Defense Right Wing Right Defense None Left Defense Center None 1-10 None 1-10 Center 1-10 Right Defense 1-10 None 1-10 Left Defense Right Defense None Center None Left Defense N 5 VARYING OPPONENT AGAINST Left Defense Center Right Defense Right Defense Left Defense Center 1-15 Center Right Defense Left Defense N 3 VARYING OPPONENT AGAINST Left Wing Left Defense Right Defense Right Wing Right Defense None Center Left Defense 1-30 Right Defense 1-15 Center 1-15 None 1-30 Left Defense ON 4 VARYING OPPONENT AGAINST Left Defense Center Right Defense

15 Right Wing 1-15 Right Defense Right Defense 1-15 Left Defense Left Defense 1-15 Left Wing INSIDE SHOT FOR ANY PLAYER: The league will ignore this rule and will not track any player shots. OUTSIDE SHOT WITH OPTIONS: The league will follow Strat-O-Matic s rules regarding s with options but will include penetration charts for all man power situations, individual match-ups for all even strength man power situations and the Revised Wilkerson/Goldberg Passing Chart which replaces a Split Card draw for all passing attempts from s. When a coach decides to penetrate in an situation the 5 on 5 Strat-O-Matic chart will be used as written; however, a 4 on 4 and 3 on 3 chart will be used as well. Therefore, individual match-ups will be enforced during all even strength situations. EVEN STRENGTH PENETRATION CHARTS 5 0N 5 PENETRATION CHART Penetration Defense Rating Rating ON 4 PENETRATION CHART Penetration Defense Rating Rating N 3 PENETRATION CHART Penetration Defense Rating Rating During power play situations individual match-ups will not be enforced, the penetration attempt is against the entire penalty kill unit or power play unit. However, charts will be included for 4 on 3 and 5 on 3 power plays in addition to Strat s power play and short handed penetration charts. SPECIAL TEAMS PENETRATION CHARTS Play Against Short Handed Penetration Rating 5 on 4 4 on 3 5 on 3

16 Short Handed Against Play Penetration Rating 4 on 5 3 on 4 3 on FAILED PENETRATION ATTEMPTS DURING POWER PLAY: Whenever a power play or penalty killer attempt to penetrate for an inside shot, when unsuccessful the puck is turned over to any skater of the coaches choice on the opposing team. No loose pucks will occur in this situation. PASSING ATTEMPTS: All s with options that occur and the coach decides to make a pass attempt; both at full strength and during power play situations, the revised Wilkerson/Goldberg Passing Charts will be used. During even strength situations both the offensive player s passing ability and the defensive player who is defending the passer defensive ability will be factored into resolving the pass attempt. During power play situations, the individual defensive player will not be taken into consideration, just like the penetration system the passing attempt is considered to against the entire unit. REVISED WILKERSON/GOLDBERG PASSING CHART EVEN STRENGTH Passing Rating + Passing L/ Great Defense 1 Defense 2 Defense 3 Defense 4 Defense 5 BAR Pass Passing J K L 5 or L L L L REVISED WILKERSON/GOLDBERG PASSING CHART SPECIAL TEAMS Play Short Handed Passing Rating + Bar Passing L /Great Inside Shot Inside Shot Int Assist Rating Passing L /Great Inside Shot Pass Pass Passing Passing 0 1 J J 1-3 K K 1-5 L 5 or L 5 or L L L L L L L L

17 Inside Shot Lose Puck to Inside Shot Intimidation 1-3 Inside any player 1 Lose to RD ( if 3 on 3 inside shot anyone) 1-7 Inside shot for any player I-Opponent 4-8 Inside for C (LW) 2 Lose to LD (if 3 on 3 or 4 on 4 inside shot anyone) 8-10 Inside shot C (LW) I-RD 9-13 Inside for RW ( C ) 3 Lose to RD Inside shot RW ( C ) I-LD Inside for LW (RW) 4 Lose to LD Inside shot LW (RW) I-RD(LD) 19 Inside for RD (LD) 5-8 Lose to C Inside shot RD (LD) I-LW(RW) 20 Inside for LD (RD) 9-12 Lose to RW Inside shot LD (RD) I-RW(LW) Lose to LW Lose to opponent Lose to any D player ** Whenever a pass (either successful or lose to) goes to a vacant position the result is a loose puck in the offensive zone. POSSIBLE BREAKAWAY: The league will follow Strat-O-Matic s rule of drawing a Split Card to determine the player who receives the possible breakaway and if his breakaway/penetration rating is high enough to produce a breakaway. When a breakaway does occur, further steps including determining the type of breakaway (clean (follow normal Strat rules), 2 on 1, or a 3 on 2) determining player who joins a 2 on 1 breakaway, a passing system for the 2 on 1 breakaway, and a 3 on 2 resolve are all additional features the league will utilize. When a possible breakaway results in a breakaway chance, the first step is to add the two defending defensemen s defense ratings together and refer to the following chart. POSSIBLE BREAKAWAY CHART (20 CHANCES) s combined defense rating Breakaway 2 on 1 Breakaway 3 on 2 Breakaway When a 2 on 1 occurs the next step is to determine which player joins the out numbered break. The player who had possession of the puck at the drawing of the split card to resolve the possible breakaway is considered the headman passer. PLAYER WHO JOINS THE 2 ON 1 BREAKAWAY (5 SKATERS) Player who makes headman pass Player who G LW LD C RD RW

18 receives headman pass from split card LW LD C RD RW 1-3 C 4-6 RW 1-3 C 4-6 RW 1-3 LW 4-6 RW 1-3 C 4-6 LW 1-3 C 4-6 LW XXXXX 1-3 C 4-6 RW 1-5 RW 6 RD 1-3 C 4-6 RW 1-5 C 6 LD 1-3 C 4-6 RW XXXXX 1-3 LW 4-6 RW 1-2 LW 3-4 C 5-6 RW 1-3 C 4-6 LW 1-5 RW 6 RD 1-2 LW 3-5 RW 6 RD XXXXX 1-2 RW 3-5 LW 6 LD 1-5 LW 6 LD 1-3 C 4-6 RW 1-2 LW 3-4 C 5-6 RW 1-3 LW 4-6 RW XXXXX 1-3 C 4-6 LW 1-5 C 6 RD 1-3 LW 4-6 C 1-5 LW 6 LD 1-3 LW 4-6 C XXXXX PLAYER WHO JOINS THE 2 ON 1 BREAKAWAY (4 SKATERS) Player who makes headman pass Player G LW LD RD RW who receives headman pass from split card LW 1-5 RW 6 RD XXXXX RW RW 1-3 RD 4-6 RW LD 1-3 LW 4-6 RW 1-5 RW 6 RD XXXXX 1-3 LW 4-6 RW 1-5 LW 6 RD RD 1-3 LW 4-6 RW 1-5 RW 6 LD 1-3 LW 4-6 RW XXXXX 1-5 LW 6 LD RW 1-5 LW 6 LD 1-3 LD 4-6 LW LW LW XXXXX PLAYER WHO JOINS THE 2 ON 1 BREAKAWAY (3 SKATERS) Player who makes headman pass Player G LD C RD who receives headman pass from split card LD 1-5 C XXXXX 1-4 C C 6 RD 5-6 RD C 1-3 LD RD XXXXX LD 4-6 RD RD 1-5 C 6 LD C 1-4 C 5-6 LD XXXXX 2 ON 1 BREAKAWAY CHART (20 CHANCES) After the two offensive players have been determined, roll 1 6-sided die to determine the defenseman who gets back to defend the 2 on1 (1-3 LD and 4-6 RD). When a 2 on 1 breakaway occurs the player who receives the head man pass has the option of taking an inside shot or passing to the player who joins the 2 on 1 breakaway for a rebound/breakaway shot. When passing, roll a 20-Sided Die:

19 * In all situations a 20-Sided Die number of 17 or 18 results in the pass being blocked for a faceoff in the defensive zone. ** In all situations a 20-Sided Die number of 19 results in the pass being blocked for an uncontrolled rebound (Does not count as a forecheck situation). *** In all situations a 20-Sided Die number of 20 results in the pass being blocked for a loose puck situation in the offensive zone. **** In all other cases if the 20-Sided Die number falls within the listed range the pass is successful for a rebound breakaway shot and if the 20-Sided Die number is higher than the listed range but below a 17 the pass is blocked and the defending defense men takes possession. Passing Def 5 Def 4 Def 3 Def 2 Def 1 L L L L L 5or K J Zero When a 3 on 2 breakaway occurs the following system will be utilized. 3 ON 2 BREAWAY SYSTEM: OFFENSIVE TEAM MUST DECEIDE WHETHER PLAYER ENTERING OFFENSIVE ZONE WILL SHOOT OR PASS coverage with LD to RW (RD)/ RD to C / LW (LD) is open men on the ice. If the RD or LD receive the headman pass 3-4 LD to C/ RD to LW (LD)/ RW (RD) is open from the split card draw they replace same side wing. 5-6 LD to RW (RD)/ RD to LW (LD)/ C is open coverage with LD to RW/ RD to (RD/LD)/ LW is open men on the ice. If LD or LW made headman pass the RD 3-4 LD to (RD/LD)/ RD to LW/ RW is open joins the rush. If RD or RW made the headman pass the LD joins the rush. If RD or LD 5-6 LD to RW/ RD to LW/ (LD/RD) is open receive the head man pass from the split card they are the puck carrier entering the offensive zone. coverage with LD to RD/ RD to C/ LD is open men on the ice. 3-4 LD to C/ RD to LD/ RD is open Shooting: is the player attempting to shoot the puck open when entering the zone? 5-6 LD to RD/ RD to LD/ C is open Passing: is the player attempting to pass the puck open when entering the zone? YES: Roll 1 6-sided die YES: Roll 1 6-sided die 1-2 Breakaway 1-2 Player keeps puck, inside shot 3-5 Inside shot 3 Play is too slow developing, back checking center (4 on 4 play becomes either wing) steals puck, draw action card

20 6 Shot deflected, loose puck offensive zone. NO: Roll 1 6-sided die 1-2 Outside shot only if result is X-REB, open forward gets initial rebound 3-4 Shot deflected, loose puck offensive zone. 5-6 Opponent steals puck, draw action card 4-6 Pass deflected, loose puck. Roll 1 6- sided 1-4 offensive zone, 5-6 neutral zone. NO: Roll 20-Sided Die 1-14 Pass completed to open forward, roll 1 6-sided die: 1-2 Inside Shot 3-4 Breakaway 5-6 Shot deflected, loose puck offensive zone Pass intercepted, opponent has control, draw action card INTIMIDATION: The league will follow Strat-O-Matic s intimidation system; however, a Split card will not be drawn. Instead a 20 sided dice roll will resolve the intimidation. Results from a roll of 16 or higher are provided below. INTIMIDATION 16 OR HIGHER EVEN STRENGTH 20 SIDED DIE RESULTS 16 TAKES AWAY PUCK POSSIBLE PENALTY 17 TAKES AWAY PUCK POSSIBLE PENALTY 18 TAKES AWAY PUCK POSSIBLE PENALTY 19 TAKES AWAY PUCK POSSIBLE PENALTY 20 FAILS TO TAKE AWAY PUCK POSSIBLE PENALTY INTIMIDATION 16 OR HIGHER POWER PLAY 20 SIDED DIE RESULTS 16 INSIDE SHOT 17 INSIDE SHOT 18 INSIDE SHOT 19 INSIDE SHOT 20 TAKES AWAY PUCK POSSIBLE PENALTY 1-3 FAILS TO TAKE AWAY PUCK POSSIBLE PENALTY 4-6 REBOUNDS: The league will feature a new rebound system were an individual match-up will be determined from the Split Card draw and then the offensive and defensive ratings of the two players involved will be used to determine the outcome including the possibility of a rare play. When the 20 sided dice roll results in a 2-19 either the offensive player receives a rebound shot or the defensive player takes possession of the puck drawing an Action Card; however, if a defensive defensemen takes possession of the puck and the attacking team was set in a 2/2 or higher a forechecking situation will occur. Whenever a 1 or 20 results a rebound rare play will occur. During power plays some results will be an automatic for a power play player: 5 on 4 10/40cards, 4 on 3 12/ 40 cards, and 5 on 3 15/40 cards. When these occur, if the power play team is attacking they get an automatic rebound shot, if they are defending team they take possession and draw an action card, no dice roll is required in either situation. REBOUND CHART Offense Defense Rating and 20-Sided Die Roll Rating XXXX Dice roll #1 Defense 1 Defense 2 Defense 3 Defense 4 Defense 5 Dice roll #20 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 O 2-12 O 2-11 O 2-10 D 2-11 D 2-12 Rare

21 Play D D D O O 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 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 and defensive player battling in front each get called for 2 minute minors, no rebound shot. Roll 20-sided die and if below both players double lines on Super Advanced Penalty Chart a fight ensues. 3 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 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. 6 Wild scramble occurs, referee loses sight of puck and blows play dead. Draw Split Card and check for possible injury. Example of Split Card BREAKAWAY- RW (C) if breakaway/ penetration rating 2 or more-if not- lose puck to opponent BREAKAWAY- LD (RD) if breakaway/penetration rating 3 or more-if not-lose puck to opponent 5 on 5 LD RW 4 on 4 LD RW 3 on 3 LD RD 5 on 4 LD 4 on 3 LD C 5 on 3 LD 4 on 5 LD RW 3 on 4 LD RW 3 on 5 LD C ICING- Puck iced-pp team loses puck-sh LD has control Any C RW RD LW LD INJURY- Goalie under attack, out for remainder of game 5 on 5 LD RW 4 on 4 LD RW 3 on 3 LD C 5 on 4 LD 4 on 3 LD 5 on 3 LD 4 on 5 LD RW 3 on 4 LD RW 3 on 5 LD C ICING- Puck iced-sh RW defense takes away puck or for PP LW Any RW G LW RD C INJURY- Home team LW DEFENSE RATINGS IN PARENTHESIS: This rating will be applied to both rebounds and defense ratings. When defense do not reflect the () number the adjustment will be hand written on player cards. REBOUNDS/DEFLECTIONS: All outside dice rolls of 8 from the defensemen positions that produce a rebound/deflection result will be treated as an automatic deflection by one of the forwards thus producing an inside shot. The literal shot results from the inside shot column will be followed and the shot will be credited to the forward.

22 PULLING THE GOALIE AT EVEN STRENGTH AND DURING POWER PLAYS: When a team pulls the goalie for an extra skater, the extra skater is overloaded (as described below) on one of the wings, that player still will have an opponent against in intimidation situations, defensive situations, as well as pass/penetrate chances, unless that defending position has been vacated due to penalty. The goalie may be pulled in two situations: delayed penalty and during the last two Action Cards of the hockey game. Although there is an extra attacker this situation does not count as a power play; therefore, goal+ and goalie rating+ still are considered a save and faceoff. During a delayed penalty, the offensive team may pull the goalie for an extra attacker and place the player at either wing; player must be able to play a forward position (LW, C, and RW). If a defensive rating, offensive rating, or intimidation rating occurs to the position with the extra attacker, the coach may choose between the two players for the result. When the delayed penalty results in a goal the penalty is wiped out and both teams remain at even strength, unless a 4 minute double minor (serve 2 minutes and wipe out 2 minutes) or a 5 minute major (serve entire penalty) is called. If a goal does not result, the play is whistled down as soon as a faceoff occurs or when the defensive team takes possession of the puck. At the end of a game, if the goalie is pulled the team can place an extra attacker at either wing; player must be able to play a forward position (LW, C, and RW). If a defensive rating, offensive rating, or intimidation rating occurs to the position with the extra attacker, the coach may choose between the two players for the result. The team is considered to be in Offense 3 and Forecheck 3 and the defensive team can be in any offense and forecheck alignment. When the team draws an Action Card, they will refer to the power play section. If the defensive team causes a turnover without a shot resulting, the defensive team draws an Action Card, follows normal even strength procedure, and considers the opponent to be in Forecheck 3. If a shot attempt results, any shot (x (rebound), goal, goalie Rating, goal +, goalie rating +) that reaches the net, is an open net goal. When the power play unit is trailing during the last two cards of the game and pulls their goalie for a sixth skater, all normal rules concerning power play and pulled goalie procedures apply. The only change is on the penalty kill, where an icing attempt that results in a defense rating of is changed to defense 14. Therefore, if a penalty killer has listed in his defense 14 spot, the power play player that is indicated on the Alternate Split Card has an / pass/ penetrate opportunity. When the penalty kill unit is trailing during the last two cards of the game and pulls their goalie for an extra skater, the extra skater fills one of the vacant positions. If the penalty kill unit and power play unit have an equal number of skaters, the penalty kill unit will refer to the normal even strength sections of the Action Card and both the power play and penalty kill units must declare offense and forecheck settings. Although the power play unit declares offense and forecheck settings, when the power play unit gains possession of the puck with no shot options, thus having to draw an Action Card, the power play unit still refers to the Play section on the Action Card and all goalie + and Goal + s are considered empty net goals. However, even strength rules for faceoffs, passing, penetration, breakaways, forechecking, dump and chase, intimidation, and the goon rule apply for both the power play and penalty kill units. Although even strength rules apply in this situation, the 19 board clock must still be utilized to time the duration of the power play. All normal timing procedures are still utilized. FORWARDS PLAYING THE POINT: Ignore the asterisks for playing the point. If a player had any time playing the point, it is the coach s discretion as too how much he uses the forward(s) at the point. Although each point player would be limited to

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