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Strat-O-Matic Hockey

Strat-O-Matic Hockey Rulebook

Table of Contents

Table of Contents

  • Getting Started
  • The Basic Version
    • 1.0 Common Play Results
    • 2.0 Faceoffs
    • 3.0 Shooting
    • 4.0 Action Deck
    • 5.0 Readings on Player and Goalie Cards
    • 6.0 Outside Shots and Penetration
    • 7.0 Power Plays
  • Advanced Version / Super Advanced Options
    • 8.0 Faceoffs
    • 9.0 Offense and Defense Levels
    • 10.0 Advanced Action Deck
    • 11.0 Passing
    • 12.0 Intimidation
    • 13.0 Pulling the Goalie
    • 14.0 Assists
    • 15.0 Injuries
    • 16.0 Penalties
    • 17.0 Super Advanced Penalty Charts
  • Super Advanced Power Play
    • 18.0 Timing of Power Play
    • 19.0 Special-Team Units
    • 20.0 Power Play Team
    • 21.0 Actions by Short-Handed Team
    • 22.0 Additional Rules - Power Play
    • 23.0 Penalty Alignments
    • 24.0 Goalie Fatigue
    • 25.0 Deflection Chart
    • 26.0 Enforcer Rule
    • 27.0 Super Advanced Timing Chart
    • 28.0 Shootouts and Penalty Shots
    • 29.0 Tendency Rating
    • 30.0 Super Advanced Penetration
    • 31.0 Alternate Penetration

Getting Started

All rules of pro hockey apply.

LINEUPS. Each team consists of 16 skaters and two goalies (for those who purchase the additional players, a team may dress 18 skaters and two goalies). Each coach must then determine the starting forward lines (left wing, center, right wing) and defense-men pairings (left defense, right defense) to be used throughout the game. The roster sheet suggests lines and pairings, or you can assemble your own groupings.

Designate one team as the home team and the other as visitor. Each coach selects five starting skaters, one for each position, and a goalie to start the game. Place each starting player in the area marked for each position on the playing board. For the most realistic results, play the wings and defensemen at the specific position (left wing or right wing; left defenseman or right defenseman) indicated on the player's card. Each team's players on the board are "matched-up" for defensive purposes. For example, the home team's right wing will be matched against the visitors left wing, right defenseman against left defenseman, center against center, etc.). The starting goalies are placed to one side. Substitutes are held in reserve as replacements for the starters.

ACTION DECK. Place the action deck (30 cards found on perforated sheets) and split deck (40 cards) near the playing board, within easy reach of both coaches. Each action deck is divided into two sections - home and visitors. Separate the two forward line-change cards and the one defenseman line-change card from the perforated deck. Prior to each period, shuffle the action deck and count off 10 cards from the top. Place one of the forward line-change cards on top. Count off five more cards and insert the defenseman line-change card. Count off five more cards and place the other forward line change card on top. Then place the remaining action cards on the deck.

Note: For those who prefer to play with four forward lines, place the first forward line-change card after 8 action deck cards, the second after 7 more, the third after 8 more. Three defensive pairs would get 10 cards each instead of the 15 described above. Blank cards are provided to write in the extra forward / defenseman line change cards you may need.

The action deck is now set for play. Do not change forward lines until the forward line-change card is on the top of the action deck and the coach in control of the puck has to pick the top action card. If a penalty occurs during a line shift, replace the line on the ice at the time with the power play team. When the power play is over, the line on the ice at the time of the penalty returns and remains until the next forward line change is indicated.

The Basic Version

1.0 Common Play Results

Here are the readings you will encounter most often from the action deck, the split-card deck and the player cards. Please read the instructions, as this description does not cover all aspects of the game play. You may find it helpful to refer back to the instructions when first playing Strat-O-Matic Hockey. An index is provided on the last page to help you locate specific instructions swiftly.

A. Faceoff - Draw split card and refer to basic faceoff chart.

B. Draw action card to determine movement on ice. Possible action card readings:

  • Opponent Defense 12, 13, 14 - Refer to opposing player's defense column
  • Passing J, K, L - Refer to controlling player's passing column
  • Breakaway - Draw split card and refer to breakaway section. Player's breakaway / penetration rating may be needed (found in top portion of player cards)
  • Penalty - Refer to penalty rating of opposite defensive player to determine if defensive player has committed a penalty

C. Shooting - Roll dice and refer to proper column of player attempting the shot. Possible player card readings:

  • X-DRW - Shot on goal saved by goalie. Defensive RW has control of puck. Pick action card to start next sequence
  • X-Reb - Shot on goal saved by goalie followed by possible rebound. Draw split card and refer to rebound section. Rating of offensive or defensive player may be used
  • Goalie Rating - Draw split card and refer to card of attacked goalie. Faceoff follows
  • Goal (followed by split number) - Draw split card to determine if goal has been scored. Faceoff follows
  • Goal+ - Treat as a goal only when shooter is on the power play. Faceoff follows

D. Penetration - Occurs on unrestricted Outside Shot. Refer to player's breakaway / penetration rating (on top portion of his card). Draw a split card and refer to penetration chart. If successful, an Inside Shot results. If unsuccessful, opposing player has the puck

E. Power play and short-handed shots - Draw split card and refer to power play chart

F. Assists - Optional feature. Draw split card and refer to Assists section

2.0 Faceoffs

2.1 Play begins with the faceoff. Draw from the split deck, use the number at the top and refer to the basic faceoff chart to determine whether the home or visiting team wins the faceoff and which skater controls the puck. If a reading of "any player" results, the coach may choose any player on the ice to control the puck.

2.2 Not all faceoffs take place at center ice. If a faceoff occurs as a result of a save on the goalie's card, the faceoff takes place in the defending goalies end of the ice.

2.21 If the attacking team wins that faceoff, the player who gains control in his opponent's end has an outside shot with the option to penetrate for an inside shot. If the defensive team wins the faceoff, draw an action card in the usual manner and continue play.

3.0 Shooting

To attempt a shot, simply roll two dice and find that sum on the shooting player's card in the appropriate Outside, Inside, or Reb/Bkwy column.

4.0 Action Deck

The action deck initiates the play on the ice. Each time the puck changes hands and a shot is not indicated, a draw from the action deck will decide the team's moves on the ice. After faceoffs determine the player controlling the puck, the coach on offense draws the top action card (with the exception of the automatic shot explained above).

In reading the action card, refer to the home or visitor's column, according to which team has control of the puck. Once action cards are played, they are discarded and not re-used for that period.

Listed below are all possible readings from the basic action deck:

4.1 OPPONENT DEFENSE 12,13 or 14

  • Challenges the defensive ability of the man matched against the player who has control of the puck. The result, read from the Defense column on the card of this defending player, will be either an outside shot for the offensive player or the defensive player will take the puck away.

Example: Consider the sample cards of Player A and Player B on page 3. If Player B is on the attack and the action card reads "Opponent Defense 12," refer to the Defense column of Player A's card. Player A has taken away the puck. Draw a new action card to continue play.

If Opponent Defense 12, 13 or 14 challenges a position that is vacant, the result is an outside shot.

4.2 PASSING J, K or L - Refers to the controlling player's passing ability. Refer to the controlling offensive player's Passing column to the appropriate letter indicated on the action card. The result will be either an inside shot for another player, or he will lose the puck to a defensive player. A successful pass will go either to a designated player (on Player A's card, letter K indicates a pass to the center) or to any player (see Player A, Passing L). The same variations apply as to who gains control of an intercepted pass.

4.3 SHOT FOR ANY PLAYER - The offensive player in control has completed his pass to the teammate with the highest offense rating on the ice. Whenever a shot is for "any player" you MUST select the teammate with the highest Offense rating on the ice.

4.31 If more than one player on the ice has the same rating, they must alternate throughout the game. This rule applies to all situations except an "any player" reading that involves a specifically called-for rating. For example, in a rebound situation with the following reading - "offense - any player with Offense rating of 3 or more," you may select ANY player on the ice who has an Offense rating of 3 or more.

4.32 If a successful intimidation nullifies the shot of a player in an "any player" shooting situation, this still counts as a turn for that player in the alternating sequence.

4.4 OUTSIDE or INSIDE SHOT for designated player - The offensive player in control has completed a pass for an outside or inside shot to the player designated first on the action card (left wing, center, right wing, etc.)

4.41 Note, however, that a player cannot make a pass to himself. For instance, if left wing Player B has control of the puck and the action card reads "outside shot for LW (RW)," the result is a pass to the right wing for an outside shot. The pass goes to the player in parentheses only when the first reading refers to the player in control.

4.42 Some players have two positions listed on their cards. If, when playing their second position, their Passing column calls for a completed pass to this position, make the following appropriate substitution for recipient of the pass: LW to RW, C to LW or RW to C

4.5 LOSE PUCK, OUTSIDE SHOT ONLY for designated player - The offensive player in control has lost the puck and the opposing player indicated on the action card attempts an outside shot.

4.6 POSSIBLE BREAKAWAY - The offensive player in control has started a breakaway attempt. Draw a split card and refer to the Breakaway section on that card. If the reading refers only to a position (LD, RD, LW, C, RW), then the player indicated has a breakaway shot.

4.61 As with other passes, if the first reading is the same player who started the breakaway, the breakaway shot is attempted by the player in parentheses.

4.62 The breakaway reading also may refer you to the player's BREAKAWAY / PENETRATION rating, found in the upper right-hand corner of the skater cards. In such instances, if the rating on the skater's card is greater than or equal to the number called for on the split card, the player attempts a breakaway shot. If the player's rating is lower than the number called for on the split card, there is no breakaway, the opponent of the intended breakaway shooter gets the puck, and play resumes by drawing a new action card.

Example: With a breakaway rating of 3 needed, Player B's BREAKAWAY / PENETRATION rating (3) is high enough for him to attempt the shot. However, if his rating was 1 or 2, he would lose the puck to his defensive opponent, who then would draw an action card.

4.7 LOSE PUCK, POSSIBLE BREAKAWAY - The controlling offensive player has lost the puck, and a breakaway possibility exists for the defending team. Draw a split card and follow the same procedure as a possible breakaway reading.

4.71 When readings of "Lose puck, possible breakaway" or "Lose puck - inside shot for any player" occur, all opposing players (including the opponent of the player who was in possession of the puck) are eligible for these shots.

4.8 PENALTY CARD - A possibility for a two-minute penalty exists when a penalty card is drawn from the action deck.

4.81 Refer to the penalty rating of the defensive player matched against the player in control of the puck. This rating is found in the top portion of each player's card. If the defensive player's penalty rating is included in the top row of letters on the penalty card, he receives a two-minute penalty.

4.82 If the rating falls in the lower half of the penalty card, no penalty is given, the defensive player gains control of the puck and attempts an outside shot ONLY.

4.83 The player does not have the option to penetrate for an inside shot.

5.0 Readings on Player and Goalie Cards

5.1 X - Indicates a shot on goal that is saved by the goalie. The reading following the X indicates the action that occurs after the shot. For instance, X-DLW indicates a shot on goal saved by the goalie, who then clears the puck to his defensive left wing. The left wing now has offensive control of the puck, and the coach must draw an action card to determine the next move.

5.2 X-ANY D PLAYER - Indicates that the save is made and the coach may choose any skater on the ice to start the next action.

5.3 X-REB - Indicates that there was a shot on goal saved by the goalie that has not been controlled by the defense, thus creating a rebound situation. Draw a card from the split deck and refer to the Rebound section on that card. This section may yield any of four results:

5.31 Rebound goes automatically to an indicated offensive player;

5.32 Rebound goes automatically to an indicated defensive player;

5.33 Rebound goes to a designated offensive player if his Offense rating (found in the top portion of the players card) is equal to or greater than the rating indicated on the split card. If the Offense rating is less than the rating on the split card, the opposing player on the defensive team has cleared the rebound and gained control;

5.34 Rebound goes to a designated defensive player if his Defense rating (found in the top portion of the players card) is equal to or greater than the rating indicated on the split card. If the Defense rating is less than the rating on the split card, his offensive opponent attempts a rebound shot.

If a player has two Defense ratings, ignore the rating in parentheses.

If an offensive player controls the rebound, he attempts a rebound shot. Roll the dice and refer to his Reb/Bkwy column.

5.4 LOSE PUCK TO designated or ANY DEFENSIVE PLAYER - The player was attempting a shot on goal but never got it off. A designated defensive player or Any Defensive Player has control and must pick an action card to resume play.

5.5 GOALIE RATING - A shot on goal where the outcome is determined by the dice roll reading off the goalie card.

Refer to the goalie card to determine whether the shot was a goal or a save by the goalie. Example, see Player C's goalie card and Player A's Reb/Bkwy column. If, on a rebound shot by Player A, his coach rolls a nine, the result is a Goalie Rating. Roll two dice, add the total and refer to the goalie's card for the result.

5.6 GOALIE SPLITS - If the result from the goalie card is a "split" reading, such as "GOAL 1-8, Faceoff 9-20," draw a split card to determine the outcome.

5.7 BREAKAWAYS and PENALTIES on GOALIE CARDS - Most goalies have a reading similar to this:

OUT: Save, Breakaway 1-6 IN/BKWY: Faceoff, Penalty 1-18

5.71 The reading in all capital letters refers to the type of shot the goalie faced (in the top instance an outside shot). In this example, an outside shot results in a certain save and a possible breakaway for the defensive team. Draw a split card. If it's in the range (1-6), pick another split and check the Breakaway section to see which player might have the breakaway. If the split was out of range (7-20), then the goalie freezes the puck for a faceoff.

5.72 If the shot was from the Inside or Reb/Bkwy columns, then the result is a save, frozen by the goalie for a faceoff. There is a possibility of a penalty on the goalie. Draw a split and if it falls within range (1-18) the goalie is penalized.

5.73 If so, roll one die and refer to the Goalie Penalty Retaliation Chart to determine which opposing player might also receive a penalty. After the retaliation check, refer to the penalty chart in the normal manner.

5.8 GOAL or GOAL FOLLOWED BY SPLIT NUMBER - If no split number is shown, the shot is a score. If "Goal" is followed by a split, draw a split card and refer to the top number. If it falls within the split range, it is a goal. If not, it is a save for the goalie and a faceoff in the defensive zone.

Example: If Player A rolls a 5 on an inside shot attempt, his coach picks a split card. Split cards 1-8 indicate a goal and 9-20 a faceoff.

5.9 GOAL+ - Treated as a goal only in power-play situations. If Goal+ arises during even-strength play, the result is a shot on goal, a save by the goalie and a faceoff in the defensive zone.

5.10 GOALIE RATING+ - Treated as a Goalie Rating only in power-play situations. If a Goalie Ratings- occurs during even-strength play, the result is a shot on goal, a save by the goalie and a faceoff in the defensive zone.

6.0 Outside Shots and Penetration

If an action card reads "Outside shot ONLY," an outside shot must be attempted. However, if an action card reads "Outside shot," the coach has a decision to make. He may attempt the outside shot by rolling two dice and referring to the players Outside shooting column, or he may try to penetrate for a higher-percentage inside shot.

6.1 To penetrate, refer to the offensive player's Breakaway/Penetration rating in the top portion of the player card, and to the Basic Penetration Chart.

Example: Player A, attempting to penetrate instead of taking his outside shot opportunity, has a Penetration rating of 4. On the chart, a 4 earns a successful penetration on split readings 1-13. Draw a split card and if it is 1-13, Player A has an inside shot.

Roll the dice and refer to his Inside shooting column. If the split card is 14-20, the puck is stolen by Player A's defensive counterpart, the opposing left wing. Draw an action card to resume play.

6.2 NOTE: On a failed penetration against a short-handed team, if the position that would gain control of the puck is vacant, it is a loose-puck situation.

7.0 Power Plays

7.1 POWER PLAY TEAM - Before play begins, select two lines that will play during power-play situations. Each line will be on the ice for the entire penalty, but will alternate on each power-play opportunity. However, the same defensemen may play with both power-play units.

7.2 SHORT-HANDED TEAM - Select two defensemen and two forwards for a total of four players. Do not fill the center position (a center may play either wing in a short-handed situation, but the wings must play their designated positions). These four players, the "penalty-killing" team, may be on the ice for all short-handed situations.

7.21 If a player has two defensive ratings, ignore the first rating and use the rating in parentheses for short-handed situations.

7.3 RESOLVING THE POWER PLAY - After a penalty has been confirmed, flip over two action cards to account for the elapsed time of the power play.

7.31 If, when flipping two action cards for penalty time, a line change card comes up, do not change lines. Instead, change lines after the penalty is concluded.

7.32 To determine the outcome of the power play, draw a split number and refer to the Basic and Advanced Power Play Chart. Next to the corresponding split number on the chart, refer to the first column. This column judges the short-handed team's penalty-killing ability. The ratings in question are the short-handed team's defensive ratings. Each split number on the penalty chart is divided into two parts. Refer to the defensive ratings to determine which half to use.

If the short-handed team left defenseman's rating is a 4, the top section will be used, giving the short-handed team a breakaway opportunity and the power play team an inside shot for the right wing.

7.33 Resolve the short-handed teams shot opportunities first. If the defensive rating of the left defenseman is less than 4, the power play team has an inside shot for the center and a rebound shot for the left wing.

7.34 The power play team takes its shots in the order listed on the chart. If the power play team scores, the penalty is over and no subsequent power play shots are taken. If the short-handed team scores, the penalty is not over. Continue with the power-play team's shots.

7.35 The only actions taken during a power play are the shots indicated on the Power Play Chart. Therefore, disregard any rebounds or lost pucks.

7.36 With or without a goal, when the power play is over, play resumes with a faceoff at center ice.

7.37 If a power play comes at the end of the period (for instance, if a penalty card is drawn on the last action card), the penalty occurred at the buzzer and the power play begins at the start of the next period.

7.38 if the penalty occurs on the last card of the game, the game ends without a power play. Charge the offending player with a penalty.

Advanced Version / Super Advanced Options

8.0 Faceoffs

8.1 Refer to the Advanced Faceoff Chart. It is divided into three columns (Even, + 1 and +2). All forwards have a faceoff rating of either +2, +1 or 0 on the top portion of their cards. When a faceoff occurs, subtract the lower rating from the higher rating of the opposing centers on the ice. If their ratings are equal, refer to the Even column. If a center has a superior rating over his opponent, refer to the difference, either the +1 column or the +2 column.

8.11 Draw a split card and refer to that number under the appropriate column to determine which team and player has control of the puck. In the Even column, the controlling team is designated by home and visitors. In the +1 and +2 columns, control is determined by the superior or inferior faceoff ratings. The team with the higher-rated center is the superior faceoff team.

8.2 SUPER ADVANCED FACEOFF CHART

Use this chart to determine the outcome of all faceoffs. First determine the identity of the two players taking the faceoff (usually the centers, but sometimes a winger will have a better faceoff rating than his center) and note the difference in their faceoff ratings. Then apply any bonuses, which are listed above the chart.

As an extreme example, say that Team A is on a power play and its faceoff man is a center with a +1 faceoff rating, while Team B's faceoff man is not rated at center and has a 0 faceoff rating. Start with the difference in their ratings (+1), then add +3 because Team A is on the power play, and add another +1 because Team A's player is rated at center while Team B's is not. The total difference is +5, so use the last column ("+4 or more") to determine the outcome of this faceoff

8.21 If a player gets thrown out of the faceoff circle, choose another player on the ice to take the faceoff.

9.0 Offense and Defense Levels

9.1 PLAY SELECTORS - Each coach places the provided markers on the game board to indicate his team's offense and defense (the number of forecheckers).

9.11 The connecting lines on the game board show that, for each possible offense, the coach has two defensive options. For example, if a team is in a 2 offense, its defensive alignment may be either 1 or 2. A team in a 3 offense may only use a 2 or 3 defensive alignment.

9.12 Changes may be made only when a new forward line comes on the ice, or before any faceoff. The visiting team must make the initial offense-defense alignments, and then the home team may counter.

9.2 OFFENSIVE AND DEFENSIVE SELECTIONS

OFFENSE 1 - A conservative offense with little offensive punch, but difficult to penetrate against. This selection should be used late in the game to protect a lead.

OFFENSE 2 - Standard offense. This allows more scoring opportunities, but is not as protective defensively as the conservative offense. Most teams should use this alignment.

OFFENSE 3 - Maximum-pressure offense. This selection should be used late in the game when trying to come from behind, or early to build a lead. However, this selection will allow more scoring opportunities for the opposing team.

DEFENSE 0, 1, 2 or 3 - Denotes the number of forecheckers a coach uses to exert pressure. With no forecheckers against it, the offense will find it easier to bring the puck out of its own end, but it will have a much tougher time trying to penetrate for an inside shot. As the number of forecheckers increases, it will become increasingly harder for the offensive team to bring the puck up the ice. However, when it succeeds, it will have a greater chance of catching the defense up ice, thereby creating more scoring chances.

Remember that the offense and defensive alignments are directly related. For example, a coach may not put his team in a 3 offense and a 0 defense.

10.0 Advanced Action Deck

10.1 The Advanced game has a separate deck of 30 action cards. Pick from the action deck on the same occasions you would from the basic action deck. Line shifts also are determined by the action deck in the same manner as in the Basic game.

10.2 Each action card is divided into four offensive sections: Offense 1, Offense 2 (separate for home and visitors) and Offense 3. There are power play and short-handed sections used for the Super Advanced power play, which will be discussed later. If the action card divides the offensive section into separate defensive segments (determined by the number of forecheckers the defensive coach is using), refer to the appropriate segment.

Example using the action card above: The home team is attacking in a 2 offense against the visitors in a 1 defense. Refer to the Offense 2 (Home) section and look under the 1 Forechecker segment. The result reads "Opponent Defense 2" Refer to No. 2 in the defender's Defense column, if the home (offense) team had been in a 1 offense the result would have been Passing G. Refer to letter G in the controlling player's Passing column and follow the action indicated.

11.0 Passing

As in the Basic game, when a reading of "outside shot" occurs, the offensive coach may try to penetrate for a higher-percentage inside shot. Another option in the Advanced game permits an attempt to pass inside to a teammate.

When choosing this option, draw a split card and refer to the Passing section. Any of four readings may result:

11.1 Lose puck, defensive player has control - the pass was intercepted, the defending team has control and draws an action card.

11.2 Inside shot for LW, C or RW - pass is completed and the designated player attempts an inside shot.

11.3 Passing J, K or L - Refer to the offensive player's Passing column and follow the results shown next to the letter that corresponds to the split card.

11.4 Against SH, E or PP - Except when using the Super Advanced power play, disregard the SH and PP readings and always refer to the E reading (indicating that teams are playing at even strength).

11.5 PASSING L CHART (on the Supplementary Play Chart)

To distinguish the great passers from the very good ones, you can use the following rule:

Whenever a "Passing L" indicates an Inside shot, draw a split card and use the passer's assist rating (from the box in the upper portion of his card) to consult the Passing L Chart. If the shot is for "any player," the offensive coach must first identify the player who is to receive the pass before drawing the split card.

NOTE: On a power play, use defensemen's unadjusted rating with this chart.

12.0 Intimidation

When a pass resulting in an inside shot is followed by an intimidation (I) reading, a skater on the defending team has an opportunity to take the puck away from the player in control, thereby eliminating the inside shot attempt.

12.1 Each player has an "I" rating at the top of his card. The intimidation can refer either to a specific player (i.e. I-RD) or the player defending the offensive player in control (1-OPP). If the "I" reading refers to two players, use the second player only if the pass for the inside shot went to the second offensive player.

Example: The action deck reads inside shot for RW, I-LD. The offensive right wing has an inside shot unless the defensive left defenseman successfully intimidates and takes the puck away.

12.2 If the defending coach chooses to intimidate, draw a split card and refer to the Intimidation section. If the intimidator's rating (e.g. 1-11) includes the intimidation number on the split card, the defender has successfully intimidated and now has control of the puck. Draw from the action deck to resume play. If the intimidation number is higher than the intimidator's rating, the offensive player takes his inside shot.

12.3 Note, however, that an attempt to intimidate increases the chance of a penalty to the defensive team. The defensive coach may be wise to decline the chance to intimidate if the odds of penalty are high and the odds for successful intimidation are low, or if a power play presents a larger threat than the immediate scoring chance.

13.0 Pulling the Goalie

The goalie may be pulled for an extra skater in two situations: Delayed penalty (explained in section 16.13) and when there are 2 or fewer action cards remaining in the game.

13.1 If a Goalie Rating results from a shot by the team shooting at the empty net, consider it to be a goal. If an X-Reb results from a shot at the empty net, then a rebound does occur.

13.2 The team with the extra skater refers to the power play section of the action deck (unless the team that pulls it's goalie was short-handed to begin with) and is considered to be in a three-forechecker defense. The opponent may choose any allowable offensive and defensive alignment.

13.3 Whenever a team is using an extra skater, readings that go to "any player" direct the puck to the extra man. And, as long as the extra skater gives his team a numerical advantage in skaters (6 on 5, 5 on 4 or 4 on 3), his team gets the benefits of a power play team, EXCEPT that Goal+ and Goalie Rating+ readings are not goals.

14.0 Assists

If you are keeping assists, determine who assisted after all goals. The maximum number of assists on any goal is two. Determine assists in two ways:

14.1 Credit a player with an assist if his pass contributes directly to a goal from the action deck, the split deck or the Passing column of his card, or also if his shot produces a rebound that is converted into a goal. If only one assist is recorded in such manner, then follow the procedure below for the second assist.

14.2 If a goal occurs off a play without awarding two assists in the previous manner, draw a split card and refer to the Assists readings on the bottom of the card.

14.21 If the split reads "any player" 6, 7, 8 or 9, automatically give the first assist to the player on the ice with the highest rating (found in the box at the top of the card) equal to or greater than the number on the split card.

14.22 Then read in order from left to right to determine who gets the remaining assist(s). If the player next in line has an assist rating equal to or greater than the one on the split card corresponding to his position, credit him with an assist. If he does not, move to the next position and continue in this fashion until two assists have been awarded. If, after going through the line, two assists have not been recorded, then the goal has either one assist or none (unassisted).

Note: The player who scored the goal cannot be credited with an assist. A player cannot get more than one assist on a goal. Where the split card reads "one assist only," no more than one player may be credited with an assist.

Example: If any player on the ice other than the goal-scoring center has an assist rating of 6 or better, he gets an assist. Assume none do. Continue reading to the right. The center cannot be credited with an assist because he scored the goal. Assume the RD has a rating of 3. He gets an assist. Then assume the assist ratings for the RW, the LD and the LW are 1, 2 and 1 respectively. As the RW, LD and LW assist ratings do not equal the split card readings, none of these players earns an assist. You have gone through the line and credited only one assist. Therefore, only one assist is given for the goal. If the RW had an assist rating of 2 or more, he would have been credited with the second assist. Therefore, it would be unnecessary to check succeeding assist ratings since the maximum number of assists had been reached.

Note: For defensemen with an * next to their assist number, reduce their rating by one when they are participating on the power play. In all other situations, do not reduce their assist number.

15.0 Injuries

During a rebound situation, the reading "also injury" may occur. Continue play until there is a faceoff or until the puck changes hands. Draw a split card and refer to the Injury section. The reading indicates which player is injured and the length of the injury.

15.1 If injuries eliminate all eligible players for a specific position, use the most logical remaining player for replacement purposes.

16.0 Penalties

Penalties in the Basic and Advanced games will not reflect actual total penalty minutes for players and teams. However, they accurately reflect power play opportunities.

Penalties can occur two ways in the Advanced game:

16.1 After intimidation by a defensive player. An intimidation reading from the split deck may say "opponent takes the puck away - possible penalty" or "opponent fails to take away puck - possible penalty." If so, immediately draw a split card to determine if a penalty is called on the intimidating offender. Compare the number at the top of the split card with the defenders Penalty rating (at the top of his card) and the Intimidation Chart. Disregard the reading "Power Play 16" as this pertains only to the Super Advanced power play.

16.11 Example: Player B's penalty rating is B and the Intimidation Chart tells us that a split card number from 1-9 would not result in a penalty. If the number was 10-20, Player B would be assessed a two-minute penalty.

16.12 If no penalty, then the prior split-deck reading of "fails to take away the puck" results in an inside shot for the offensive team; the prior reading of "opponent takes away puck" results in the defensive team gaining control and drawing an action card to resume play.

16.13 If the result is a penalty and the defending player fails to take away the puck, the player in control takes the shot. This is a delayed penalty. Play continues until the defense gains control, a goal is scored or a faceoff occurs. Since no goal can be scored by the penalized team (play stops if the defensive team gains control), the offensive team should pull its goalie and bring in an extra skater.

16.14 If a goal is scored, no power play follows. Credit the penalized defender with a two-minute penalty and continue with a faceoff at center ice with both teams at full strength.

16.15 If the defensive team gains control or a faceoff occurs, stop play and begin the power play.

16.2 Opponent Defense 7, 8, 9,10 or 11 off the action deck. If drawn, refer to the defending player's Defense column. Either a penalty will occur or the defender will take away the puck and attempt an outside shot.

16.3 The power play procedure is the same as the Basic game with two exceptions:

16.31 Three action cards are turned over to account for the elapsed time instead of two.

16.32 Unlike the Basic game where a faceoff follows the last shot of the power play, continue play as normal after the last shot of an advanced power play. For example, if a reading of X-REB occurs on the last power play shot only, assume that the shot on goal occurred during the power play and the rebound situation occurs with both teams at even strength. Draw a split card for the rebound situation and continue play as usual.

16.4 On all shots occurring after the last shot of a power play, a reading of Goal+ or Goalie Rating+ is considered a shot on goal with a save and a faceoff.

16.5 If play continues after the power play is over with the power play team (now the offensive team) still in control, do not change lines. The power play team remains on the ice until a goal is scored, a faceoff occurs or the defensive team gains control of the puck.

16.51 The same holds true for the short-handed team. If a center was at either wing position on the short-handed team, put him at center and bring on the appropriate wing.

17.0 Super Advanced Penalty Charts

Penalties occur as they do in the Advanced game. However, not all Super Advanced penalties are two-minute penalties. If a penalty occurs, refer to the Super Advanced Penalty Chart (on the Supplementary Play Chart) to determine the number of minutes the defender is penalized — and if his offensive opponent also receives a penalty

17.1 Each penalty rating section is divided into two columns. The left side determines the amount of penalty minutes against the penalized defensive player. The right side determines whether the opponent has been penalized and the length of his penalty. If the action deck produces a penalty reading, draw a split card and use the number at the top of that card to refer to the appropriate penalty rating section. Always use the opponent's penalty (right side) first.

17.11 Example 1 - Assume a defensive penalty rating A and a number 12 from the split card. The reading for number 12 in the A penalty section is "2 min." in the left column and "2 min. if AA, A, B or C rating" in the right column. Reading the right side first, the opponent (player on the offensive team) receives a 2-minute penalty if his penalty rating (at the top of his card) is AA, A, B or C (but no penalty if his rating is D). The defensive player receives an automatic 2-minute penalty

17.12 Example 2 - Assume a defensive penalty rating of A and a number 15 from the split card. The reading for number 15 in the A penalty section is "2 min. + 2 min." in the left column and "2 min. [+2 min. if AA, A or B rating]" in the right column. The offensive player receives a 2-minute penalty. He receives an additional 2 minutes if his penalty rating is AA, A or B. The defensive player automatically receives 4 minutes in penalties.

17.13 Example 3 - Assume a penalty rating AA and a number 18 from the split card. The reading for number 20 found in the A penalty section is "4 min. [+5 min. if opp. penalty]" in the left column and "2 min. [+5 min. if AA rating] in the right column. The offensive player receives a 2-minute penalty. He receives an additional 5 minutes if his penalty rating is AA. The defensive player receives 4 minutes. He receives an additional 5 minutes only if the offensive player is assessed a 5-minute penalty. If the offensive player received only a 2-minute penalty, the defensive player receives only 4 minutes.

17.2 If no reading appears in the Opponent Penalty column, then the defensive player is the only penalized player.

17.3 When an intimidation penalty occurs, treat all readings that fall above the double line in each column as no penalty for the defensive player or his opponent. If no penalty occurs, the intimidating defender either takes the puck away or fails to take the puck away according to which reading was drawn from the split deck.

17.4 For AA-rated players, note the extra entry in their Defense column when the action card calls for Defense 7 through 11. For example, "(MC: 10 11)," where "MC" stands for a 10-minute misconduct that will be added to any penalties assessed against this player following action card results of Defense 10 and Defense 11.

17.41 For penalty timing, 10 minutes require 15 action cards. Teams do not play short-handed during misconduct penalties, but only for the other penalties assessed at the time of the misconduct (assuming the opponent has not been penalized for an equal number of minors and/or majors).

17.5 If a split of 19 or 20 occurs on the Super Advanced chart, pick another split and refer to the appropriate Secondary Penalty Charts for the final result of the play. The Secondary Penalty Charts introduce many new results, including penalty shots, bench minors, 5-minute power plays, coincidental majors and more.

17.51 At the Secondary Penalty Charts, determine the correct column (1-9) to consult by comparing the penalty ratings of the penalized defender and his opponent, as shown in the top Secondary chart. Use that column number in either the 19 Chart or the 20 Chart, as dictated by the initial Penalty Chart reading. Roll two dice and add them to determine the distribution of penalty minutes.

Super Advanced Power Play

For hockey enthusiasts who desire the utmost in realism and strategic maneuvers, Strat-O-Matic provides an optional Super Advanced power play. Please note this will take some time to master.

18.0 Timing of Power Play

As shown on the Penalty Timing chart on the playing board, the penalty starts at 0 and ends at 19+. The examples below show how each specific action advances the timer. NOTE: The values below override the values shown on the game board "Key."

18.1 Draw a split card for the faceoff - Power play wins faceoff - move 1 space.

18.2 Power play team draws card from action deck - move 6 spaces (now on space 7; though Timing Chart says "flip card #1" once you reach space 7, the first action card has just been flipped so no need to flip another yet). Action card reads "Inside shot for LW" Left wing takes shot on goal - Goalie Rating comes up.

18.3 Roll the dice for the Goalie Rating - move 1 space. Save by the goalie - faceoff. (NOTE: The Timing Chart states "All other draws from the split deck - 1" which included drawing a split against the goalie cards. However, modern goalie cards require a dice roll rather than a split card, so move the space for that roll However, if a split card is then required to complete the Goalie Rating play, DO NOT advance the timer an additional space.)

18.4 Draw from split deck for faceoff. Short-handed team controls faceoff - move 4 spaces. If the short-handed team wins any faceoff, move the timer four spaces unless the short-handed team decides to draw from the action deck (move 6 spaces instead) or unless the faceoff occurs in the power play team's end (move 1 space instead).

18.5 Short-handed team draws from split deck trying to ice the puck. Check Icing section. Icing successful - move 5 spaces (now on space 17; since you have passed space 13, flip action card #2). Split card says that power play team loses control after icing.

18.6 Short-handed team draws from split deck trying to ice the puck again. Puck intercepted by power play team (unsuccessful icing) - move 1 space. Split card says it's an inside shot for the power play team's center. Center takes shot on goal - result from his card shows X-DLW - a shot on goal, and a save controlled by the short-handed team's left wing.

18.7 Short-handed team's left wing decides to skate with the puck. Draw from split deck for the number at top of the card. Successful skate by left wing - move 3 spaces (now on space 19+, so flip third action card).

18.8 At space 19+, the power play is over, in this case with the short-handed left wing in control.

Note that a total of three action cards are flipped (when you land or pass spaces 7, 13 and 19+) for elapsed time if the power play team fails to score during a 2-minute penalty. However, do not flip an action card if above movement was due to a draw from the action deck since the card has already been flipped (as in Step 2 above).

18.181 If a power play goal is scored, the power play ends.

18.9 If the power play team is in control when the moves land on or pass space 19+, the power play team is allowed to complete one action while still on the power play. For instance, if the power play team has an outside shot, it may take the shot with all power play rules in force (e.g. a Goal+ reading is a goal).

18.91 If the power play uses its action instead to pass or penetrate, the first action — the success or failure of the pass or penetration — is determined under power play conditions. However, once successful, the power play has ended and the subsequent inside shot is treated as even-strength play. A reading of Goal-+ would be a save by the goalie and a faceoff in the defensive end.

18.92 When timing penalties that last longer than 2 minutes, simply count past 19 and wraparound to 1 on the penalty timing board. Each lime you pass a "Flip Card" circle on the Timing Chart, flip the next advanced action deck card.

18.93 The Penalty Timing Chart (on the back of the blue Supplementary Play Chart) lists the number of action cards for different amounts of time. For instance, five minutes requires 8 action cards.

19.0 Special-Team Units

19.1 You must have two separate power-play units and two separate penalty-killing units. These units are to alternate throughout the game, but each team has the option to use its first units on consecutive power plays once per game.

Example: It's the third period and you have had three power plays so far, using Unit 1, Unit 2, and then Unit 1. But it's a big moment and you need your best power play unit on the ice. You can use your one opportunity to repeat Unit 1's use. The penalty-killing team has the same option with its first unit, regardless of the offense's decision.

19.2 No player (forward or defenseman) can be in both power-play units (including forwards rated to play the point). A defense-man can play either left defense or right defense on the power play, even if the position is not specified on his card. So you could play two left defensemen or two right defensemen in the same power-play unit.

19.3 No player can be in both penalty-killing units. Defensemen must be rated to play the proper position (left defense or right defense) on penalty-killing units.

19.4 For power plays that last longer than 2 minutes, alternate the power play and penalty-killing units every 2 minutes.

Example: If a 5-minute major is called at the beginning of the game, the first unit plays 2 minutes, the second unit plays the next 2 minutes and then the first unit plays the last minute. On the next power play, the teams should use their second units.

20.0 Power Play Team

The power play team draws a card from the action deck whenever it wins the faceoff at the beginning of the penalty and at any other time when a shot is not indicated.

21.0 Actions by Short-Handed Team

21.1 ICING

When the short-handed team has control of the puck in its own end, it can elect to ice it. To do this, draw a split card and refer to the Icing section. Possible readings from this section are:

21.11 "Puck intercepted by power play team - inside shot for (designated player)." A player on the power play team has intercepted the puck, and he has an inside shot. The puck was not iced.

21.12 "Puck iced - PP team loses puck - short-handed (designated player) has control." The puck was iced by the short-handed team. The power play team lost the puck and a player on the short-handed team has control.

21.13 "Puck iced - PP team has control - outside shot ONLY for (designated player)." Puck was iced, the power play team brought the puck back up ice, and the player designated has an outside shot with no option to pass or penetrate.

21.14 "Puck iced - SH RD defense 14 ... takes puck away or outside shot for (designated player)." Puck was iced, the power play team brought the puck back up ice and the short-handed team right defenseman's defensive ability is being tested. Refer to number 14 in the right defenseman's Defense column. The card will state whether he takes away the puck or allows an outside shot for the designated player.

21.15 TIMING NOTE: Successful icing is worth five spaces on the power play Timing Chart (on the game board). An unsuccessful icing attempt is worth only one space.

21.2 SKATING

When the short-handed team has control of the puck, it's coach may decide to use up time by skating with the puck. The players skating rating is in the top portion of his card.

21.21 To skate, draw a split card and use the top number. If it falls within the player's Skating range (e.g. Player A's range is 1-14), he has successfully maintained control of the puck.

21.22 If the split number falls outside the skater's range, he has lost the puck and any member of the power play team has an outside shot.

21.23 Note: Some players have two skating ranges - Player A is 1-14 (1). If the split card number also falls within the second range, the player not only has skated successfully, but has a breakaway shot.

21.24 TIMING NOTE: A successful skate is worth three spaces on the Timing Chart. Failure to maintain control is worth only one space.

21.3 OFFENSIVE ACTION

21.31 If the short-handed team prefers aggressive play, it may draw an action card. Refer to the Short-Handed section at the bottom right-hand corner of the action card and follow the indicated action.

21.32 TIMING NOTE: A draw from the action deck is worth six spaces on the Timing Chart.

22.0 Additional Rules - Power Play

22.1 LOOSE PUCK

When a reading occurs that results in control for a vacant position (due to a penalty) a loose puck occurs. Draw a split card and refer to the Loose Puck section.

22.11 If the loose puck occurs during a power play, refer to the "Power Play" reading. If the power play team gains control, it will have an outside shot. If the short-handed team gains control, a designated player has the puck.

22.12 When a loose puck occurs during a 4-on-4 or 3-on-3 situation, refer to the "Even Strength" reading to determine whether the home or visiting team gains control. If a loose puck is awarded to a vacant position, use the position in parentheses on the split card for player control.

22.2 REBOUND SITUATION

22.21 If a rebound is awarded to a vacant position on the short-handed team, the opposing player on the power play team automatically takes the rebound shot.

22.22 If a rebound goes to any player on the power play and his offensive rating does not measure up to the number indicated in the Rebounds section of the split card, or that position is vacant, the opponent on the short-handed team controls the puck. If the short-handed team's position also is vacant, then a loose-puck situation occurs.

22.23 These rules governing vacant positions and loose pucks also apply to 4-on-4 and 3-on-3 situations.

22.3 INTIMIDATION

When an inside shot is the result of a pass, intimidation by the short-handed team may occur. If the reading from the Intimidation section of the split card includes "PP 16," disregard the possible penalty and accept 16 as the intimidation number.

22.4 DEFENSIVE RATINGS

In a short-handed situation, if a defensive rating is needed for a vacant position, the result is an inside shot for the opposing player on the power play team.

22.5 PASSING

During the power play, if either team opts to pass rather than take an outside shot, follow the usual procedure, except refer to the "Against (SH)" or "Against (PP)" readings in the Passing section of the split card.

22.6 PENETRATION

For penetration, reference the column that matches the defense you are up against.

22.7 FACEOFFS

22.71 If the penalty resulted from an action card (defense 7, 8, 9, 10 or 11), the faceoff to start the penalty occurs at center ice.

22.72 If the penalty resulted from intimidation, the faceoff will be in the short-handed team's defensive zone. However, if both teams received an equal amount of penalty minutes, the faceoff is at center ice.

22.73 Once the power play begins, faceoff locations are determined in normal fashion.

22.74 Use the Faceoff Chart for Super Advanced Power Play, selecting the column that correctly corresponds to the manpower situation on the ice at the time.

23.0 Penalty Alignments

5 AGAINST 4 - Normal power-play situation. All power play rules apply. The short-handed team leaves the center position vacant. A center may play either wing position.

5 AGAINST 3 - The short-handed team leaves both wing positions vacant. Any forward may play the center position.

4 AGAINST 4 - This is not a power play situation. Do not use the Penalty Timing chart. The time of the penalty is three action deck cards for each two minutes of penalty time. When three action cards have been played, player(s) penalized for two minutes return. Follow all even-strength rules of play except for passing and penetration. For a penetration attempt, refer to the "Against 4 on 4" column on the Super Advanced Penetration Chart.

4 AGAINST 3 - All power play rules apply. The power play team leaves the center position vacant, and the short-handed team leaves the wing positions vacant.

NOTE: When on a 4-on-3 power play, if a reading like the following occurs from the action deck: INSIDE SHOT FOR C(LW) I-LD(RD), then the LW would get the shot. It would not be a loose-puck situation, even though there is no center, because the attacking team is on a power play.

3 AGAINST 3 - Same as 4-on-4, except for penetration and passing. Refer to 3-on-3 readings.

23.1 Complexities arise when a new penalty occurs in a 4-on-4 situation. You may choose to disregard the new penalty. If so, instead of a penalty from a defense 7, 8, 9, 10 or 11 reading, the defender takes away the puck and has an outside shot ONLY.

23.11 Instead of a penalty from intimidation, use only the split-deck readings of "opponent takes away puck" or "opponent fails to take away puck."

23.2 For those who prefer total authenticity, when a new penalty during a 4-on-4 situation results in a 4-on-3 situation, follow this procedure:

23.21 Use both the action deck and the Penalty Timing chart on the game board for penalty timing. Action cards time the penalties that created the 4-on-4 (three cards for two minutes, six cards for four minutes). A new penalty that occurs before the prior penalties expire is timed on the Penalty Timing chart.

Example: Each team has a penalized player for four minutes. If after two action cards have been used, a new two-minute penalty creates a 4-on-3 situation, use the Penalty Timing chart for that penalty. If no goal is scored for those two minutes (which consume three more action cards), the power play is over. And the initially penalized players now have sat for five action cards. The teams then will be at 4-on-4 for one remaining action card.

23.22 NOTE: When a team in control of the puck goes from 3 to 4 skaters (as a player comes out of the penalty box), the team retains possession — give the puck to any player if the center had it.

24.0 Goalie Fatigue

24.1 For best results, do not use a goalie in more games than his suggested starts percentage found at the top of his card.

24.2 On each goalie card there will be a reading of "Faceoff" followed by a dot. Normally, this is a save and a faceoff. However, if the goalie is fatigued, this reading is a goal instead.

24.3 A goalie will be fatigued if he is "shelled" in a game. If he allows 4 or more goals in one period or at least 6 in a game consider him to be fatigued for the rest of the game.

24.4 A goalie also will be fatigued if he plays in more than his rated number of consecutive games. For instance, if a goalie has a fatigue rating of 4, then he can play in four consecutive games without being fatigued. However, if you play him in a fifth consecutive game he would be fatigued for that entire game. There are exceptions:

24.41 A "hot" goalie can continue to play without fatigue if he has not allowed more than 4 goals (empty-net goals do not count) in any of his full limit of rated games. These must have been complete games for the goalie. If he meets these conditions, he may continue to play beyond his rated number of games until he gives up more than 4 goals in a game (again, without substitution).

24.42 In older seasons, some teams have only one goalie because he played every game. He would become fatigued only when shelled.

24.43 During playoffs, any goalie with a fatigue rating of 5 or more may play as many consecutive games as the coach desires. This mirrors real life, where a coach often will ride a hot goalie throughout the playoffs. It is also realistic because there can be more "off" days during the playoffs.

25.0 Deflection Chart

Whenever a reading of "X-Reb" occurs on an outside shot by a defenseman, the offensive team may choose to try for a deflection or follow the normal rebound procedure.

25.1 For a deflection, the offensive coach rolls one die to determine which player gets the opportunity (shown on the Deflection Chart). If the roll to determine the player who will attempt a deflection indicates a vacant position, then the shot is not deflected.

25.2 If deflected, then roll two dice and refer to that players Inside column for the result of the deflection. Any readings of Goal, Goal+, Goalie Rating or Goalie Rating* are resolved normally.

25.21 Any other reading FROM THE SHOOTING COLUMN indicates that the puck was not deflected by the offensive player and results in a save by the goalie with a rebound to Any Defensive Player (credit the defenseman with the shot on goal).

25.22 However, readings from the goalie's card following a deflection that results in Goalie Rating are treated normally.

26.0 Enforcer Rule

Hard-nosed enforcers traditionally have been underused in Strat-O-Matic because they seldom score much.

However, in real-life these players are used as a physical presence on the ice, and their use often requires the opposing team to put their enforcer onto the ice. If only one team has an enforcer on the ice then the other team's players will become cautious. The Enforcer Rule has been added to represent this reality.

26.1 For purposes of this rule, an "enforcer" is any player with an A or AA Penalty Rating.

26.2 Whenever one team has an "enforcer" on the ice and the opposing team does not, then reduce the Breakaway/Penetration rating of all opposing-team players by 1 when consulting the penetration chart (their ratings cannot be reduced below 1).

26.3 This adjustment applies only to penetration — it is not used for breakaways.

27.0 Super Advanced Timing Chart

27.1 To determine the time of a goal or penalty, count the number of action cards already used in this period. Then consult the Super Advanced Timing Chart (on the back of the blue Supplementary Play Chart) to determine the base time. Then pick two splits, add their numbers and add this sum to the base time.

Example: A goal is scored on the 19th action card. The base time (from the chart) is 12:00. The two splits are 17 and 12. The time of the goal is 12:29.

27.2 If, according to calculation, a power play goal or short-handed goal occurs after the penalty expired, then back up the time of the goal so that it occurs just before the penalty expires. Similarly, a goal cannot occur at 20:00, so make it 19:59.

OVERTIME: For a 5-minute overtime period, reshuffle the action deck and select 8 cards.

28.0 Shootouts and Penalty Shots

End-of-game, tie-breaking shootouts and in-game penalty shots are resolved in identical fashion.

28.1 Roll two dice and refer to the shooters Reb/Bkwy column. If a Goal, Goal+ or X-Reb reading occurs, the penalty shot results in a goal (if a split result occurs, pick the split card in the normal manner to determine if the shot is a goal). If a Goalie Rating or a Goalie Rating+ occurs, then refer to the goalie's card in the normal manner to determine if the shot results in a goal.

28.11 Any other reading results in a save by the goalie.

28.2 IMPORTANT: For players who are primarily defensemen (their first position is listed as LD or RD), Goal+ and Goalie Rating+ are not goals — they are shots wide of the net, both for shootouts and for penalty shots.

29.0 Tendency Rating

Each player has a shooting tendency rating in the top portion of his card. This rating is represented by one to five *'s. The more *'s a player has, the more likely he is to shoot from inside. This is strictly a guide, but a player with one asterisk would shoot strictly outside under normal circumstances. A player with two would shoot mostly from outside. A player with three shoots outside and inside about equally. A player with four would shoot mostly inside. A player with five would shoot strictly inside a player who most often can be found near the opponent's crease.

30.0 Super Advanced Penetration

NOTE: The Player Being Penetrated Against chart replaces the similarly named chart on the Supplementary Play Chart included with your game.

30.1 When penetrating, you must first determine the defensive player who is being penetrated against. In addition, there are times when a player who wishes to penetrate will not be able to do so — in those cases he must pass instead.

30.11 When referring to the Super Advanced Penetration Chart, first take note of the players Tendency rating. Also find the number in the lower right portion of the last discarded Advanced Action Card. This number is in the range of 1 to 30.

30.12 Refer to the Player Being Penetrated Against chart, using the puckhandler's Tendency rating. This chart will tell you whether the puckhandler attempts to penetrate or if he passes. If he attempts to penetrate, the chart will indicate which player he is penetrating against.

30.2 If the chart says "Must Pass," the puckhandler follows the normal passing procedure. Players who are forced to pass the puck most often also are more likely to pass than shoot in real life (as indicated by their Tendency rating).

The Tendency rating was used previously only as a guideline to help you determine who you should penetrate and shoot inside with. However, since it is a component of the card-making process, this new rule will result in a more accurate simulation of real-life results.

30.3 If the chart does not say "Must Pass" it will tell you which defensive player is being penetrated against. In that case, refer to the Penetration Rating / Defensive Rating portion of the original Super Advanced Penetration Chart to determine the players successful penetration numbers. Then pick a split card and follow the normal procedure to determine if the player gets off an inside shot or if he loses the puck.

Example: If a player with a bkwy/penetration rating of 3 is working against a defensive player rated 2 then he successfully penetrates and gets an Inside Shot on a split card reading of 1 to 10.

30.4 When penetrating in non 5-on-5 situations you should refer to the "All Other Situations" portion of the original Super-Advanced Penetration Chart.

30.41 However, before doing so, find the number in the lower right portion of the last discarded Advanced Action Card. Refer to the Player Being Penetrated Against chart and if that number falls within the "Must Pass" range for the puckhandler then he must pass the puck.

30.42 If the player is okay to penetrate ignore the "player being penetrated against" because in these non 5-on-5 situations the defensive players rating is not used to determine the outcome of the penetration.

IMPORTANT: This rule has been changed to improve the statistical accuracy of the game. With this in mind, the decision to penetrate should always be made before referring to the number in the lower right portion of the discarded Advanced Action Card.

When playing the board game in a competitive league you may wish to have a second Advanced Action Deck available solely for the purpose of selecting penetration numbers, as this would prevent somebody from cheating by glancing at the last discarded Advanced Action Deck card before determining if he wants to try to penetrate.

31.0 Alternate Penetration

The original board game penetration system often results in wingers penetrating against wingers and defensemen penetrating against defensemen. For years, board game players have reversed that, so that wingers penetrate against defensemen and defensemen penetrate against wingers, which is more true-to-life.

31.1 Before playing, you may elect to use this Alternate Penetration System. These are the default penetration defensive assignments when using the alternate system:

  • Left Winger penetrates against Right Defenseman
  • Left Defenseman penetrates against Right Winger
  • Center penetrates against Center
  • Right Defenseman penetrates against Left Winger
  • Right Winger Penetrates against Left Defenseman

Note: There are still times where defensemen will penetrate against defensemen using these rules, as the Super Advanced Penetration chart used in 5-on-5 situations allows for this.