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Big League Hockey Manager

Big League Hockey Manager Rulebook

Table of Contents

Table of Contents

  • Part One: Basic Principles
    • Getting Ready to Play
    • Some Important Basic Rules
    • Look for Angles
  • Space-by-Space Guide
  • Part Two: The Details
    • 1. The Trading Rules
    • 2. A Player Retires
    • 3. When a Debt Cannot Be Paid
  • Conclusion

Part One: Basic Principles

Object of the game: be the first general manager (GM) to win 5 games. (You may change the number of games required to win as you wish.)

How a game is played: games are played when a general manager lands on the "Play a Game" space. That GM's starting lineup is measured against the starting lineup of another GM. The details of the game are explained in the Space-by-Space Guide.

The starting lineup: it consists of one goalie, two defencemen and three forwards. Write the six starting players of your team on the starting-lineup sheet provided for this purpose.

Components: game pawns, white protection tokens, blue victory tokens, white paper clips for injured players, blue paper clips for cards, two blue game dice, two white game dice, money, player cards, League Book cards, 6 starting-lineup sheets and a dry-erase marker.

Getting Ready to Play

  1. Distribute the money: designate one player as the banker. Each player receives:

    • 1 × $1 million
    • 2 × $500,000
    • 4 × $100,000
    • 4 × $50,000
  2. Draft the first ten players: divide the players into 3 piles by position. Shuffle the cards and place them face down in the middle of the table. Each GM chooses one player in turn until each has ten. It is necessary to have at least one starting lineup (one goalie, two defencemen, three forwards). The 3 extra players form the reserve pool ("la relève") in case you need them. Your player cards must be face up and in full view so that the other GMs can see your entire team.

    Apart from position, each player has 3 important characteristics. Of these, Power is the most important.

    • Power: the higher the number, the more likely you are to win games. The range of player powers is shown on your starting-lineup sheet.
    • Salary: from $1 million to $9 million. Remember that the salary cap is $50 million (see p. 14).
    • Age: from 19 to 41 years. All else being equal, youth is preferable.
  3. The starting-lineup sheet: each GM must use this sheet to identify the starting lineup. During a game you may exchange your players with players from the reserve pool, but exchanges must be made at the start or end of your turn, or after a player exchange with another GM. Use the "game summary" to keep track of games, the total power of your starting lineup and the total salary of the players on your team. When you need them, visit , where you will find starting-lineup sheets that you can download as you wish.

Some Important Basic Rules

  1. Money: if you do not have enough money to pay a debt, you will have problems. If you cannot pay a debt in full, follow the rules in the section titled "WHEN A DEBT CANNOT BE PAID" (p. 19).

  2. Number of players: your team may have a maximum of 14 players (injured players do not count). You may not exceed this limit. For example, if you are at your limit and land on "Draft a Defenceman", you may not do so, because you have no room. However, you may make room for the player by trading or selling players. The right to draft is tradable but must be exercised immediately.

  3. Pay attention to special wording: some rules are optional. In general, if a space says "You May...", you have the choice to do or not do what is indicated. If it says "You Must...", you have no choice.

  4. Card and money piles: unless otherwise indicated, money returns to the bank and player cards are placed face down at the bottom of the appropriate pile.

  5. Hide your money, keep your players in full view: your players must always be in full view so that the other GMs can see your team. Keep your money hidden, however. For example, when a large sum must be offered to a free-agent player, it is best that no one knows how much you can pay.

  6. The injured player: when a player is injured, attach a white paper clip to his card and set it aside. An injured player cannot be part of the starting lineup.

  7. During the game: feel free to criticize the decisions of the other GMs. That is part of the game!

Look for Angles

Everything that appears on a blue space can be sold or traded between GMs!

The trading rules

Starting a trade

  1. You may only initiate a trade during your own turn. This rule keeps the game from slowing down. However, once a trade offer is in motion, anyone may make an offer.
  2. Trades may only be completed at the start and end of your turn. For example, if you land on "Salary Cap", you may not immediately get rid of your best player to avoid the penalty. However, if your pawn is approaching "Salary Cap" and you fear the consequences of landing on it, you may initiate the trade at the start of your turn, before rolling the dice.

Trading the right to obtain a player: remember that when GMs trade for the right to obtain a player (for example, "Draft a Goalie. Pay $200,000"), the $200,000 debt must be paid by the GM who acquires the right.

Now it is time to play a game!

Space-by-Space Guide

As you go around the board, refer to this section.

  1. Season Ticket Sales Increase: as mentioned above, managing money plays an important role in a GM's success. If you do not have enough money to pay a debt, you will be penalised (see p. 18). If you have a lot of money, you will come out ahead in free-agent auctions.

  2. You may draft a goalie: the word "may" means that you can do this if you wish. You may choose to do nothing or to trade the right. If you trade it, remember that the GM who receives it must pay the money to the League Treasury.

    TIP: keep an eye on the power numbers on the board to estimate your chances of seizing a highly ranked player in the draft.

  3. The League Book: there are two kinds of spaces. On the "Take a card" space, only the person who lands there takes the card. On the "Everybody take a card" space, the person who lands there takes the first card, followed by all the other GMs in turn, clockwise.

    THE LEAGUE BOOK contains four kinds of cards:

    • I. Trophy cards: attach the trophy card to the player of your choice with a blue paper clip.

      Remember: a. Some trophies are tied to a position (such as the Vezina) and the one for best rookie has an age limit. b. The trophy increases the player's power and salary. c. The trophy stays with the player forever, even after retirement. d. You may not trade the trophy card on its own.

    • II. Championship rings: follow the same basic rules as for trophy cards. A player may have both a championship ring and a trophy card.

    • III. Event cards: the effect of these cards needs no explanation. Note that some carry the designation "May Be Sold and/or Saved."

We hope this guide has been useful. When you need it, please consult the following rules to better understand certain more complicated topics:

Part Two: The Details

1. The Trading Rules

Trading the right to obtain a future player: trading the right to obtain a future player can be very advantageous and at the same time a huge risk. To limit its complexity, we have established two rules that govern trades:

a. You may not designate the type of player to draft (e.g. goalie, forward, etc.), only the "next" player. b. You may not trade a "trade right" that you obtained in a previous trade.

Use your starting-lineup sheet to record the details of each trade.

Trading an injured player: you may trade an injured player, but he remains injured after the trade.

Trading the right to "Remove a Player From the Injured List": if you land on "Remove a Player From the Injured List", you may trade the right, but it must be exercised immediately. This right is not valid on a future occasion.

Trading a protection token: remember that the (white) protection tokens are not attached to players. They may be traded and placed elsewhere. Naturally, a trade of a player may also include his token.

2. A Player Retires

Retired players are placed in the middle of the table. Certain special cards in the League Book pile allow you to reactivate them.

3. When a Debt Cannot Be Paid

The other GMs and the league will not be very happy. The first thing to do is to try to negotiate a trade in order to find cash. If that is not possible, your most powerful unprotected player becomes a Free Agent Without Compensation. He is then sold at auction (see the rules for the free-agent market). The sum owed to the other GMs must be paid first, followed by the league. If, after the auction, no GM buys him, you may keep him. However, if a GM buys him, you may, at the end of your turn, draft a new player of any position.

Conclusion

We are sure you will enjoy our Hockey General Manager game as much as we do. Here at last is a board game that recreates the spirit of our favourite sport and lets us demonstrate our prowess as business leaders. Each game unfolds differently from the last. We hope you will visit our website, www.bigleaguemanager.com, to send us your comments and suggestions, which will help us improve the game. The best suggestions will win a copy of the next edition.

Good luck and good management!

www.bigleaguemanager.com
  • Take three white protection tokens: these tokens are very useful. Place them on three different players. They protect your team from player free agency (explained later) and from the consequences of certain events. If you lose a player, or make a trade involving a player who has a protection token, you may move the token to a different player, but only at the start of your turn. You may sell, buy or trade protection tokens.

  • Name your players: at the bottom of each player card is a light-blue space where you can, when you have a free moment, write names. Use the dry-erase marker included in the box.

  • Start playing: each GM chooses a pawn and places it on the "Start/Play" space. Roll the blue game dice to see who begins, then proceed clockwise.

  • IV. The Stanley Cup: place it face up beside the starting lineup. The Cup adds 4 points to the team's power. It cannot be traded or sold.

  • You may draft a player of your choice: (see "You May Draft a Goalie", page 7).

  • Play a Game:

    This is the moment to put your team to the test. Remember that a team that looks remarkable on paper does not guarantee victory.

    Who you play against: the GM who lands on "Play a Game" plays against the GM to his left. The next time the same GM lands on "Play a Game", skip to the next GM clockwise, and so on. It is very important to record the games in the column indicated on the starting-lineup sheet.

    Before playing: add up the "POWER NUMBERS" (the number on each player's card) of the six players in the starting lineup. (IF YOU DO NOT HAVE SIX, ADD UP THE STARTING PLAYERS YOU DO HAVE.) The difference determines who takes a lead in the game. The following list is also printed on the starting-lineup sheet.

    • If the margin is 1 to 3, the GM with the higher total takes a 1-0 lead.
    • If the margin is 4 to 6, it is a 2-0 lead.
    • If the margin is 7 to 9, it is a 3-0 lead.
    • If the margin is 10 or more, it is a 4-0 lead.

    How to play a game: the GM who initiated the game begins by rolling a white die. Each GM rolls his die three times, once for each period. Add up the total each GM obtained on the dice and add it to the score determined before the game started (see "Before Playing").

    Overtime: if the game is tied after three periods, each GM rolls the die once, repeatedly, until there is a winner. The winner receives a blue token.

  • You may remove a player from the injured list: if you have no injured players, you may trade this card with another GM, but that GM must use it immediately. It cannot be kept for a later turn. You are not obliged to activate an injured player. (Salary cap: no room for manoeuvre as far as the roster is concerned.)

  • You lose your goalie: your starting goalie forces your hand. Roll a die. If the result is "one", the starting goalie has asked to be traded. First, ask the other GMs to make you an offer. If you decide to refuse the offer, the goalie no longer has a contract. Remove the card and turn it face down. His salary no longer counts when you land on "Salary Register" or "Salary Cap". However, the goalie still occupies one of the 14 places on the roster. You may trade him in the future, but in the meantime he remains without a contract.

    If the result is between 2 and 6, you MUST release one of your unprotected goalies (if you have one) to the league, placing the card at the bottom of the goalie pile.

  • You may draft a defenceman: (see "You May Draft a Goalie", page 7).

  • Play a Game: (see page 9).

  • The Owner Considers Selling the Team: you must wait until your next turn before doing anything.

  • Free Agency With Compensation: bad news for you. Perhaps good news for the other GMs who will want to try to obtain this player's services.

    FIRST STEP: isolate your highest-ranked UNPROTECTED player aged 22 or older (injured players and retired players are not included). When calculating the total, do not forget rings and trophies. If there is a tie among players, choose the one who will become the Free Agent With Compensation.

    SECOND STEP: once the player has been determined, place him on the board and start the bidding. You reserve the right to match the highest bid. Bidding starts at $50,000 and rises by at least $50,000 each time. Give the other GMs time to make their final offer before announcing "once, twice, three times, sold."

    THIRD STEP: once the highest bid is determined, you may either match the bid to keep the player, or let him go to become a member of the team of the GM who made the highest bid. That GM must pay you $100,000 in compensation. The money from the bid goes to the League Treasury. The player may not be part of the new team's starting lineup before his new GM's next turn.

  • You may draft a forward: (see "You May Draft a Goalie", page 7).

  • A starting-lineup player retires: roll a die and follow the instructions on the space. The player's card is placed in the middle of the table. He no longer belongs to anyone, and his salary must be removed from your salary register. Some cards will allow you to bring a retired player back.

  • The League Book: (see page 7).

  • You may draft a player of choice: (see "You May Draft a Goalie", page 7).

  • You may trade any combination... This space can save your life late in the game, when you want to take risks to improve your team.

    TIP: make deals with other GMs to get rid of some salaries, or to seize their players and their protection tokens, while sharing draft choices.

  • You lose a protection token: the protection token is returned to the league.

  • An injured player has surgery: you may roll the dice and wait to learn the result of the operation, or you may trade the unfortunate player. If you succeed in trading him, his new GM must roll the dice immediately.

  • Play the Game: (see page 9).

  • Souvenir sales profits increase: (see "Season Ticket Sales Increase", page 7).

  • The League Book: (see page 7).

  • One of your best players is injured: (see "Injured Player", page 5).

  • New television contract: (see "Season Ticket Revenue Increases", page 7).

  • Salary Cap:

    The GM who lands on this space triggers the day of judgment for all GMs. Each GM must check the total of his salaries (except for players who are injured or who have not signed a contract). If the total is:

    • Less than $50 million: nothing is paid!
    • Between $50 and $54 million: $1 million is paid to the league.
    • $55 million or more: the payment of part of the revenues comes into play. Pay a fine of $1 million, IN ADDITION TO paying $200,000 to each GM.

    Remember: if you cannot pay a debt, you will be penalised (see "WHEN A DEBT CANNOT BE PAID", page 18).

  • Play the Game: (see page 9).

  • You may place 2 players on waivers: this is an easy way to make cuts, either in terms of salaries or in terms of the number of players. You may also trade the right to release one or two players.

  • Lose an unprotected forward due to league expansion: you must release an unprotected player of your choice. His card is placed at the bottom of the forward pile.

  • Play the Game: (see page 9).

  • Contract buyout: choose as many players as you wish: (see space 26).

  • Free Agency Without Compensation: even the cleverest GM may be about to lose his best player if he lands here. (Protected players are not exempt; the age is 29 and up; you do not have the right to match the highest bid; and there is no compensation.)

    1. Isolate your highest-ranked player aged 29 or older (injured players are not included). When working out who the highest-ranked player is, do not forget trophies and championship rings. If there is a tie among the highest-ranked players, choose the one who will become the Free Agent Without Compensation.

    2. Once the player has been determined, place him on the board and start the bidding. The minimum bid is $50,000, and all GMs may take part. If there is a GM who does not take part, he may act as the auctioneer. Give the GMs enough time to make a final offer before announcing "once, twice, three times, sold."

    3. The GM who makes the highest bid receives the player. He may be placed immediately among the six starting players and given a protection token. The money goes to the treasury.

  • You may protect one more player: (see "Protection Tokens", page 3).

  • The oldest player in the starting lineup retires: (see "A Starting-Lineup Player Retires", page 12).

  • The League Book: everybody take a card: (see page 7).

  • A new shareholder buys shares in the team: (see "Season Ticket Revenue Increases", page 7).

  • You may draft any player: (see "You May Draft a Goalie", page 7).

  • Salary Register:

    The GM who lands here must calculate the total of the salaries he pays (injured players, retired players and players who have not signed a contract are not included).

    IF THE TOTAL IS:YOU PAY (to the league)
    Less than $30 million$50,000
    Between $30 and $39 million$200,000
    Between $40 and $47 million$400,000
    Between $48 and $54 million$800,000
    More than $55 million$1,000,000
  • You build two corporate boxes: (see "Season Ticket", page 7).

  • Start:

    Each time you pass through here, you may add $100,000 to your bank account, or, if you are really in need, you may pay a very high price to draft a player of choice.