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Playoff One-On-One Hockey Challenge

Playoff One-On-One Hockey Challenge Rulebook

Table of Contents

Table of Contents

  • Player Cards
  • Dice
  • Quick Shot: A Short Version of Playoff One-on-One Challenge
    • Objective
    • Setup
    • Taking a Turn
    • Winning
  • Playoff One-on-One Challenge Complete Rules
    • Objective
    • Dice in Advanced Play
    • Setup
    • Sequence of Play
    • Face-Off
    • Offense Actions
    • Offense Action Highlights
      • SKATE Action
      • PASS Action
      • SHOT Action
    • Defense Actions
    • Defense Action Highlights
  • Additional Rules
    • Building a Team Deck
    • Dice
    • Duplicate Player Cards
    • Line Changes
    • Change on the Fly
    • Aggressive Play / Penalty
  • ★ Highlights
    • Special Terms and Actions
  • Tips to Improve Your Game Experience

Player Cards

In Quick Shot, you will only need to reference the following player card information:

  • Player's Position.
  • Player's Shot ability / Goalie's block shot ability.

The other information on the card is only used in the Playoff One-on-One Hockey Challenge game.

Card layout, as numbered in the source:

  1. Action box with a hockey action highlight.
  2. Player's picture.
  3. Player's position.
  4. Player's Shot number. Roll this number of dice when the player is attempting a shot on goal. On a Goalie's card, the number is the Goalie's ability to block shots.
  5. Player's Skill number. Roll this number of dice when the player is skating, during a steal attempt, and battling for a face-off.
  6. Team logo.
  7. Player's Aggressiveness number for other skills.
  8. Player Aggressiveness number for scoring.
  9. Card number.
  10. Player's name and team.

Dice

When there is a shot on goal, the roll of the dice will determine the outcome.

  • The puck icon or an NHL team logo: count one for your team.
  • Whistle icon: no count in the Shot and a Goal game.
  • Blank side: no count.

Quick Shot: A Short Version of Playoff One-on-One Challenge

Objective

The first team to score a goal wins!

Setup

  • Each team selects a Goalie card and puts it face up on the table.
  • Each player shuffles their deck. During play when cards are discarded, form a discard pile near your deck.
  • Each player draws three cards from their deck for a starting hand.
  • To determine the home team, each player rolls 6 dice. The player rolling the most puck and team symbols is the home team.
  • The home team takes the first turn. The team taking its turn is on offense; the other team is on defense.
  • After the home team takes its turn, the visiting team takes a turn.

Taking a Turn

  1. The offensive team draws a card to bring their hand up to four cards.
  2. The offensive team plays one card from their hand.
    • When you play a player card, put the card face up in front of your goalie. You may attempt a shot this turn or may choose to hold off. You may only have one player of each position in front of your goalie. This restriction may at times prevent you from playing a player card.
    • When you play a goalie card, place the card crossways behind your goalie (this indicates support). You may not attempt a shot this turn. You may put any number of Goalie cards in support.
    • When you can't play a player card or Goalie card, you must discard a card and you must attempt a shot this turn.
  3. Offensive shot attempt procedure.
    • The offensive team references the player card Shot number. Roll a number of dice equal to the Shot stat number. If you have more than one player deployed, add the total of all player Shot stat numbers to the dice roll. Remember, count one for each puck, and one for each NHL team logo. Whistles or blanks don't count.
    • The defensive team references the Shot Block number of the Goalie. Roll a die for each Shot Block number plus one die for each Goalie card in support.

Offensive team roll: Player's Shot number + Other players' Shot numbers.

Defensive team roll: Goalie's Shot Block number + 1 die for each supporting Goalie.

  • When the defensive team total is higher or is a tie, the shot is blocked. The offensive team must discard all the player cards attempting the shot. The defensive team must discard all Goalie cards in support.
  • When the offensive team total is higher, the offense scores a goal. YOU WIN!
  1. If the goal is not scored, the teams switch roles. The defensive team goes on offense and takes their turn. Go to Step 1.

Winning

The first team to score a goal wins! It may take some turns to determine a winner.

Teams may choose to play 3 out of 5 contests for a longer game.

Playoff One-on-One Challenge Complete Rules

Objective

The team that scores the most goals when one player draws their last card wins!

Dice in Advanced Play

When the teams face off, when a player skates and is challenged, when there is a steal attempt, or when there is a shot on goal, the roll of the dice will determine the outcome of all these hockey actions.

  • The puck icon: means count one for your team action.
  • NHL team logo: means count one for your team action. However, when the team logo and the player's NHL team match, count it as two.
  • Whistle icon: is used to determine penalties.
  • Blank side: means bad luck, no count.

Setup

  • Determine the home team. Each player rolls 6 dice. The player rolling the most puck and team symbols is the home team.
  • Each team selects a starting lineup of 6 cards. Your starting lineup will need 1 Goalie (G), 1 Center (C), 1 Right Winger (RW), 1 Left Winger (LW), and 2 Defenseman (D) cards. The two teams should place their starting lineup cards across from each other, face up in a line, with a card space between the two lines.
  • Each player shuffles their deck. During play when cards are discarded, form a discard pile near your deck.
  • Each player draws 3 cards for a starting hand.
  • Place a marker (a coin will be fine) to represent the puck in the open space between the center positions.
  • Place the puck on the player card which won and move the card forward into the attack position.

Sequence of Play

During a normal sequence, the offensive team will play a card from their hand. The offensive action highlight on the card is resolved by a dice roll.

Offensive actions are SKATE a player, PASS the puck, and attempt a SHOT. The defensive team may respond after the offensive action is resolved and play a card from their hand.

The defensive action highlight on the card is resolved by a dice roll. Defensive actions are SKATE a player and attempt a STEAL.

Face-Off

At the start of the game or after a stoppage in play, there is a face-off to determine which team will gain control of the puck. The Center for each team will face off.

Face-off procedure:

  • Each player checks the Center's Skill number [YELLOW].
  • Both teams roll their dice.
  • The team rolling the higher total gains control.
  • When there is a tie, reroll the dice. The players are still battling for control.
  • The losing team is on the defensive.
  • The winning team is on the offensive.

Offense Actions

  • The team on offense starts play by drawing a card up to four cards.
  • The offensive team plays one card from their hand.
  • The card is placed face up on the discard pile.
  • The offensive team reads the Action Box of the card played.
  • The action is resolved.

When the action highlight combines more than one action, the actions are completed in order. The first action must be resolved successfully before the second action is attempted. The second must be resolved successfully before the third is attempted.

Offense Action Highlights

SKATE Action

When the offensive team plays a skate action highlight, the skate action will state which player(s) positions to skate and if there is a modifier. When the action doesn't specify a player position, any player on your team may skate.

Skate procedure:

  • The offensive team references the skating player's Skill number. Roll a number of dice equal to the Skill number plus the modifier listed in the action box, if any.
  • The defensive team references the opposing defensive player Skill number. Roll a number of dice equal to the Skill number.
  • Each team rolls the dice at the same time.

Offensive team roll: Player's Skill number + Action Box modifier.

Defensive team roll: Defensive player Skill number.

  • When the offensive team total is higher or there is a tie, the skating player gains the position. Move the player card into the attack position. If the opponent card was already in the attack position, push the opponent player's card back to their own zone and move your card to occupy the attack position.
  • When the defensive team total is higher, the offensive player doesn't gain the position.
  • The defensive team now plays.

When the offensive team doesn't have a skate highlight card, the offensive team may still skate one player, by announcing the skate action and discarding one face down card from their hand.

Example: Player SKATE. South is on offense and plays the following action highlight: "SKATE. Winger at +1". The Right Winger for the South Skill number is 2. The number of dice South will roll is 2 (Skill number) + 1 (Action modifier) = 3. South rolls one NHL logo and two blanks. The NHL logo and the player team logo match. Therefore, South equals 2 points. North's opposing winger, the Left Winger, has a Skill number of 2. North will roll 2 dice. North rolls one puck and one blank for a total of 1. South wins the challenge and moves the Right Winger into the attack position.

PASS Action

When the offensive team plays a pass action highlight, the action will state which player position is making the pass and which position will receive the pass. When the action doesn't specify a player position making the pass, any player on your team may make a pass. When the action doesn't specify a player position receiving the pass, any player on your team may receive the pass.

The offensive team moves the puck from the card currently with the puck to the player card receiving the pass.

Interception. The defensive team can react to the offensive pass action by playing a ★ highlight card "Interception". The defensive player, across from the player making the pass, will intercept and gain control of the puck. Place the puck on this player card. The teams switch roles. The defense goes on the offense, draws a card, and starts an offensive rush.

When the offensive team doesn't have a pass action highlight card, the offensive team may still make one pass, by announcing they are going to make a pass and discarding one card from their hand face down.

Example: PASS. South is on offense and plays the following action highlight: "OFFENSE: Rink wide PASS to teammate, teammate SKATES". South passes the puck to the Left Winger by moving it from the Center onto the Winger card. If the North team doesn't play an intercept card, the second part of the card can be completed.

The Left Winger can also SKATE as part of the action highlight. We assume South wins the challenge (dice roll) and moves the Left Winger along with the puck forward into the attack position.

SHOT Action

When the offensive team plays a shot action highlight, the action will state which player position will shoot and if there is a modifier. The player shooting must have the puck. When the action doesn't specify the player position, any player with the puck may shoot.

Shot procedure:

  • The offensive team references the player's Shot number. Roll a number of dice equal to the player's Shot stat number, plus any modifier listed in the action box, plus one die for each offensive player card in attack position other than the player taking the shot.
  • The defensive team references the Shot Block number of the Goalie. The defensive player rolls a number of dice equal to the Shot Block number plus one die for each defensive player card in an attack position.
  • Each team rolls their dice at the same time.

Offensive team roll: Player's Shot number + Action box modifier + 1 die for each other player in an attack position.

Defensive team roll: Goalie's Shot Block number + 1 die for each defensive player in the attack zone.

  • When the offensive team total is higher, the offense scores a goal. After the home team records the score, the puck is placed between the center positions for a face-off and all the player cards are moved back to their own zone.
  • When there is a tie, the puck is held by the goalie for a face-off. Place the puck between the center positions and all player cards are moved back to their own zone.
  • When the defensive team total is higher, the shot is blocked and there is a Rebound.

Rebound. When a shot is blocked and it is not held for a face-off, the puck bounces free and there is a scramble for the rebound. Set the puck in front of the Goalie until control is resolved.

Rebound procedure:

  • The attacking team rolls one die for each player they have in attack position.
  • The defensive team rolls one die for the Goalie and one for each player they have in their zone.
  • Each team rolls the dice at the same time.
  • When there is a tie, reroll the dice. The players are still battling for control.
  • When the attacking team total is higher, the attacking team gains control. The puck is placed on any player in an attack position. The team is on offense, draws a card, and plays.
  • When the defensive team total is higher, the defensive team gains control. The puck is placed on any player in their zone. The team goes on the offense, draws a card, and plays. If there are no player cards in their zone, then the goalie holds the puck for a face-off.

Long shot. It is possible to attempt a shot from your zone. On a long shot, the Goalie will add his Skill number to the number of dice rolled to block the shot.

When the offensive team doesn't have a shot action highlight card, it may still take a shot, by announcing that it is going to take a shot and discarding one card from their hand face down.

Example: SHOT. South is on offense and plays the following action highlight: "OFFENSE: Winger SHOT at +1". The Left Winger on the South Shot stat is 2. The number of dice South will roll is 2 (Shot stat) + 1 (Action modifier) + 1 for a teammate in an attack position, equaling a total of 4. South rolls one logo, two blanks, and one puck. The NHL logo and the player doesn't match. Therefore, South's roll equals 2 points. The North Goalie Shot Block stat is 4. The number of dice North will roll is 4 (Shot Block stat) + 1 for a defensive teammate in an attack position, equaling a total of 5. North rolls four pucks and one blank for a total of 4 points. North blocks the shot and there is a Rebound.

Defense Actions

  • The team on defense draws a card up to four cards.
  • The defensive team plays one card from their hand.
  • The card is placed face up on the discard pile.
  • The defensive team reads the Action Box of the card played.
  • The action is resolved.

Defense Action Highlights

SKATE Action

When the defensive team plays a skate action highlight, the skate action will state which player(s) positions to skate and if there is a modifier. When the action doesn't specify a player position, any player on your team may skate. Some skate actions don't specify offense or defense and may be played by either the offense or defense.

Skate procedure:

  • The defensive team references the player's Skill number. Rolls a number of dice equal to the Skill number plus the modifier listed in the action box.
  • The offensive team references the offensive player's Skill number. Rolls that many dice.
  • Each team rolls their dice at the same time.

Defensive team roll: Player's Skill number + Action box modifier.

Offensive team roll: Defensive player Skill number.

  • When the defensive team total is higher or there is a tie, the skating player gains the position. Move the player card into the attack position. If the opponent card was already in the attack position, push the opponent's player card back to their own zone and move your card to occupy the attack position.
  • When the offensive team total is higher, the defensive player doesn't gain the position.

When the defensive team doesn't have a skate action highlight card, the defensive team may still skate one player, by announcing they are going to skate one player and discarding one card from their hand face down.

STEAL Action

When the defensive team plays a steal action highlight, the action will state which player position may attempt the steal and if there is a modifier. When the action doesn't specify a player position, any player adjacent to the puck may attempt the steal.

To make a steal attempt, the player card must be in the position directly in front of, or positioned to the side of, the opposing player with the puck.

Steal procedure:

  • The defensive team references the player attempting the steal's Skill number. Roll a number of dice equal to the Skill number plus the modifier listed in the action box.
  • The offensive team references the player's Skill number. The offensive team rolls a number of dice equal to the Skill number.
  • Each team rolls the dice at the same time.

Defensive team roll: Player's Skill number + Action box modifier.

Offensive team roll: Defensive player Skill number.

  • When the offensive team total is higher, they keep control. The offense draws a card and plays.
  • When the roll is a tie, there is a face-off. Place the puck between the center positions and all player cards are moved back to their own zone.
  • When the defensive team total is higher, they gain control. The teams switch roles. The defense goes on the offense, draws a card, and starts an offensive rush.

When the defensive team doesn't have a steal action highlight, the defensive team may still make a steal attempt, by announcing they are going to steal and discarding one card from their hand face down. The offensive player may, however, choose to pass the puck to avoid a steal attempt made without a steal action highlight card being played. When a steal action highlight card is played, the offense doesn't have the opportunity to pass the puck before the steal attempt is resolved.

Example: STEAL. South is on defense and plays the following two-part action highlight card: "DEFENSE: SKATE Defenseman, STEAL attempt." We assume the Defenseman on the South Skate action wins the challenge and moves South's Defenseman forward into the attack position.

Because South's Defenseman is now in a position to attempt the steal (adjacent to the puck), the second part of the action is played out. The Defenseman on the South Stick stat is 2. The number of dice South will roll to steal is 2. South rolls two pucks, so South equals 2. The North player with the puck has a Stick stat of 2. The number of dice North will roll to maintain control is 2. North rolls two pucks for a total of 2. This is a tie, which means there is a face-off. Place the puck between the center positions and all player cards are moved back to their own zone.

Winning

The team to score the most goals after going through the deck one time is the winner. When one player draws their last card and completes their action, the horn sounds and the game ends. Some contests may end in a tie. We recommend teams use the Quick Shot rules to break a tie game.

Additional Rules

Building a Team Deck

A standard deck has a random mix of cards and is playable right from the box. However, as your card collection grows, you can fine-tune your team to include players from just one conference, division, or a few teams. To save time, players should build a deck of 50 cards ahead of time.

The deck you build must have:

  • At least 3 different player cards for each position.
  • 6 different Defenseman player cards.
  • The 32 other cards can include any mix of position players.

During a typical hockey season, some players will change teams. For game play consistency, the NHL team logo pictured on a player's card is the player's NHL team.

Dice

A player may only bring a maximum of twelve dice to use in the game. A player may have a maximum of four dice with the same NHL team logo. When you are required to roll more dice than you have, you can roll the opponent's dice or just reroll your dice. The 2 points for rolling an NHL logo will only count on the first cast, not on any rerolls.

Duplicate Player Cards

At the start of the game, after each team selects and deploys their starting lineup, carefully review both teams' cards. If both teams have the same player in their lineup, the home team may keep the player card in their lineup and the visitor must select another player card for the position.

Line Changes

Before each face-off except for the opening face-off, both teams must take two player substitutions. Each team draws the top two cards from their deck. The two cards indicate which position(s) must be replaced. The home team draws and plays first, the visiting team follows.

  • If you draw two of the same position, you may select which one to substitute; the other is discarded. However, if you draw two Defenseman positions, both Defensemen are replaced.
  • If you draw a player which you already have on the ice, the player catches a second wind. Discard the drawn card.
  • If you draw a player card which your opponent has on the ice, the opponent's player stays on the ice. The drawn card is discarded.

The replaced player cards are placed on the discard pile.

Change on the Fly

After drawing, instead of playing an action highlight card on a turn, a team may make two player substitutions. The team selects from their hand one or two player cards and they are placed in proper positions. The cards being replaced are discarded.

Aggressive Play / Penalty

A team may announce before a dice roll that it is going to use the player's aggressive number for that action. The aggressive number equals the number of dice a team can add to their total. When a team adds a player's aggressive dice, there is a possible chance, however, for a penalty to be called on a player.

To determine if there is a penalty on the play, roll one die for each player who used their aggressive dice. When the die rolls a whistle symbol, there is a penalty. If a whistle is not rolled, keep playing.

When there is a penalty:

  • The penalized player card is turned over on the ice. This represents the player being in the penalty box. Until the player card is turned face up again, your team must play one man short.
  • Take the top six cards from your deck and turn them crossways on top of the deck. When the last of the crossways cards is drawn, the penalized player may return to the ice. Turn the player card face up again.
  • A penalized player card may not be replaced. Cards drawn as substitutions for the penalty player position are discarded.
  • The team with the man advantage can skate without being challenged.
  • The team with the man advantage gains one die to all SHOT attempts for each penalized opposition card.
  • When the penalized card is the Center, the team must select another player to battle for any face-offs.
  • When a goal is scored on a penalized team, one man comes out of the penalty box.
  • Play resumes with a face-off. Place the puck between the center positions and all player cards are moved back to their own zone.

Two penalized players. A team may only have two penalized players at the same time. Take care to keep the crossways cards at slightly different angles for each penalized player. When a team has two players penalized, a team may not roll aggressive dice until one player comes out of the penalty box.

★ Highlights

★ highlight cards are special cards which are played to modify an action or modify the number of dice a team will roll during an action. Some ★ highlights are offensive modifiers and others are defensive modifiers. When you play a ★ action card, make sure you draw another card into your hand.

Special Terms and Actions

  • Drop PASS: The puck is passed back to a player in your zone for a shot attempt.
  • SHOT (Rebound): When an action states rebound, the offensive team gets the puck back if a shot is missed. When there is a face-off (a tie) there is no rebound.
  • ★ Swarm Puck, add +2 for attack positions: Normally during a shot, a team gains one die for each player card in an attack position. When this card is played, it modifies this rule so two dice are gained for each player card in an attack position.
  • ★ Whistle on STEAL attempt: When a team is attempting a steal, the player attempting the steal has a chance for a penalty. Play resumes with a face-off.
  • ★ Whistle on SHOT attempt: When a team is attempting a shot, the player position opposite the player taking the shot has a chance for a penalty. Resolve the action first, then check for the penalty. Play resumes with a face-off.
  • ★ Player down on the ice to block SHOT (Face-off): Play this card before the dice are rolled on a SHOT attempt. The SHOT is blocked. Play resumes with a face-off.
  • Defense: Double team STEAL attempt, total two players' stats: Two adjacent player cards' Stick stats are used as one total in a steal attempt. When the steal is successful, place the puck on either player card.
  • Teamwork, add +2 to any (NHL team) action: Play this card and add two dice to the action of a player whose NHL team matches the highlighted team.
  • ★ Interception is a special ★ highlight that is played by the defense when the team on offense is passing the puck.

Tips to Improve Your Game Experience

  • To give more suspense to the game and be even more strategic, choose your Goalie and, before drawing your initial hand, reveal cards from the top of your deck until you reveal a player for each position. Shuffle your deck afterwards.
  • To avoid a pay-to-win environment, use the Rare (Blue Box) and Ultra Rare cards (Gold and Silver Background) as unique cards. Use a 3-copy maximum rule for commons (Green Box) and uncommon cards (Purple Box).
  • If you have too few dice with the same logo, treat any NHL team logo as a 2-point count in any roll.
  • If you don't have dice, use a simple 6-sided die with the following conversion:
    • 1: Penalty
    • 2: Puck
    • 3: Blank
    • 4: Blank
    • 5: Puck
    • 6: Team logo
  • If you don't like the original line change rule, you can make substitutions from the cards in your hand. After your line change, draw a card for each player you substituted.
  • If you want to take the game to the next level, each time the attacking player scores a goal, the defending player must place a number of cards from the top of their deck into their discard pile equal to the difference between the attacker's and the goalie's roll value.
  • SKATE Action
  • STEAL Action
  • Winning
  • ★ Hustle is a special ★ highlight that is played after you have completed an action and wish to play again.