Sports Dice: Hockey
Sports Dice: Hockey Rulebook
Table of Contents
Table of Contents
Components
- 1 Ice Rink Board
- 6 Blue Player Dice
- 6 White Player Dice
- 1 Red Goaltender Die
- 1 Hockey Puck Token
- 1 Bright Blue & 1 Red Tracking Tokens
- 1 Blue & 1 White Scoring Tokens
- 1 Power Chip
Game Objective
Achieve the highest score after 3 periods of play.
Note: Players are referred to as teams throughout the rulebook.
Setting Up the Game
- Each team gets a set of 6 dice of one color (white or blue). Place the red die aside.
- Place the Ice Rink board at the center of the table.
- Place the white and blue tokens near the SCORE track. Place the red token near the PERIODS' track and the bright blue token near the SHOTS' track.
- Place the Puck token at center ice.
- Flip the Power Chip. The team that wins the toss wins the Power Chip to start the game.
How to Play
Both teams simultaneously roll all their dice. The symbol that appears the most on each team's set of dice becomes their play. The team that rolled the most dice with the same symbol wins the roll. Apply the outcome of the winning play as described in the Dice Chart. See the Dice Chart for a description of each symbol.
Example: Offense team has the Hockey stick as the most with the same symbol. Defense has the Puck as the most with the same symbol. Since the Offense has more dice with the same symbol (4 verses 3) they win the roll and refer to the Dice Chart to perform their winning action.
Note: When there is a tie within a team's own dice roll, they select the best play.
Offense/Defense
- A team is on OFFENSE when the Puck token is on the opponent's side of the rink.
- A team is on DEFENSE when the Puck token is on their side of the rink.
- When the puck is at center ice (at start of game and after every Shot on Goal), both teams roll as the Offense.
Tie Breaker and Power Chip
When there is a tie in the roll between the opposing teams, the team with the Power Chip may use it to win the roll. If they decide to use the Power Chip, they must hand it over to the opposing team. If the team with the Power Chip prefers to keep it for a future use, then their opponent wins the roll.
Dice Chart
The Dice Chart is laid out by WINNING ACTION (the symbol rolled), with two columns: IF OFFENSE WINS and IF DEFENSE WINS.
- Hockey Stick
- If Offense wins: Advance 1 section OR take a Shot on Goal* (see below). 6 hockey sticks is an automatic goal!
- If Defense wins: Push back 1 section. 6 hockey sticks is an automatic goal!
- Puck
- If Offense wins: Saucer Pass. Advance Puck 2 sections. If you reach the goal, also take a Shot on Goal* (see below).
- If Defense wins: Clear Puck. Push back 2 sections.
- Check
- Free Reroll (both columns): Reroll the dice showing the Check symbol. Apply the resulting winning outcome of the entire roll (the opponent's roll is ignored).
- Referee
- Penalty (both columns): The opposing team rolls 1 less die until after the next goal is attempted or scored.
Shot on Goal*
Your team must be past the solid blue line to take a Shot on Goal.
The Offense rolls all their available dice and totals up the number of Hockey sticks they rolled. If they are on a rink section with +1 or -1, they add or substract 1 from their total. The Defense rolls the red Goaltender die only. The team with the higher number wins:
- If Offense has more Hockey sticks than the number on the Goaltender Die, a goal is scored and they move their Scoring token one spot.
- If Defense rolls a higher number than the Hockey sticks in the opponent's roll, the shot is blocked.
- If Defense rolls a mask, it is an automatic save. No goal is scored.
- If there is a tie, use the Power Chip as the tie breaker.
No matter the result, the Puck token goes back to the center ice and the Shots token (bright blue) is moved one spot. After 5 Shots on Goal, move the Periods token (red) up one spot and reset the Shots token.
Advanced Rule - Power Chip ReRoll
As per the rules, you may use the Power Chip anytime to win a tie, however you may also use the Power Chip to reroll any of your dice.
Example: if you roll 3 Hockey sticks when shooting at the goal, you may wish to reroll the 3 dice not showing stick to try to get more Hockey sticks to beat the Goaltender die to score a goal. After you reroll, if there is a tie with your opponent, you lose the tie. Your opponent keeps the Power Chip and their play wins.
End of Game
The game ends after 3 periods (15 shots). The highest scoring team wins. If there is a tie, move the Periods token to OT and play an Overtime Period.
Overtime Period
The game ends as soon as a player scores a goal. If no goal is scored after 5 Shots on Goal, then move the Periods token to SO and have a Shoot Out.
If no goals were scored during the Overtime Period, each team takes 3 Shots on Goal. The team with the most goals wins. If there is a tie, each team alternately takes one Shot on Goal until they score one more goal than their opponent.
Note: If situations occur not covered by these rules, apply standard Hockey rules to resolve.