Trick Shot: Second Edition
Trick Shot: Second Edition Rulebook
Table of Contents
Table of Contents
Introduction
The Game
Trick Shot is a fast-paced tabletop adaptation of Ice Hockey. It covers all the familiar aspects of our favorite sport, such as breakneck speed, and the excitement of scoring the goal.
How to Win
Winning is simple. Get the puck into the opposing Team's Net to score a goal. The Team which scores the most goals by the end of the game — wins.
Keep it Fast-paced!
Trick Shot is a turn-based game of tactics simulating a breakneck real-time sport. Remember, a "good" decision taken quickly often works just as well as the "best" decision that took a long time to calculate. Keeping up the pace will make the game more enjoyable for everyone involved.
Player Count
Trick Shot can be played with 2 or more Players. Regardless of how many Players are in the game, there are always exactly two opposing teams.
Playing With More than Two Players
Trick Shot can be played with more than 2 Players with the following changes to the rules:
- Players split between two teams as equally as possible. If one of the teams has more Players, the more experienced Players should be on that team.
- Players on the same Team must alternate activations (not Turns) and Reaction moves. Players on the same Team share the dice pool and Stamina.
- Players on the same Team are not allowed to talk with their teammate during their Turn. If they do so by accident, the opposing team may either refresh 1 Stamina, or make a Reaction move.
Game Modes
There are three game modes to choose from.
Quick Game Mode
A "Quick" game consists of a single period. The team which scores the most goals by the end of the period wins the game. If by the end of the period no team scored the most goals, the game ends in a draw.
This game mode is best suited for experienced players who are short on time, and should take 25-50 minutes.
Classic Game Mode
A "Classic" game consists of three periods. The team which scores the most goals over the course of three periods wins the game. If by the end of the third period no team scored the most goals, the game is decided in the overtime — continue playing until any team scores a goal. That team is the winner.
This game mode is best suited for experienced Players, and should take 75-150 minutes.
Arcade Game Mode
An "Arcade" game uses the same setup as a "Quick game", with the following changes to the rules (which makes it easier to score goals, and reduces the overall game complexity):
- Player cards are not used
- Arena cards are not used
- All Players (Except Goalies) have a Size and Speed of 4
- Rules for reaction moves are not used
This game mode is best suited for playing the game for the first time, and for playing with younger Players. It should take 25-50 minutes.
In the rest of the rules and in the card texts "Players" refers to hockey Players (represented by miniatures), while "Teams" refers to human players leading them.
Setup
A. Each team chooses a team color, and one half of the board where they will setup their Players.
B. Each team places 2 Defensemen, 2 Wingers, 1 Center and 1 Goalie on the board, as shown on the setup diagram. (Each team will have 1 Center as a spare Player).
C. Each team chooses an Arena card, or draws one randomly. (Skip this step when playing the Arcade mode).
D. Each team then takes 4 Player cards (of their Team's color) listed in the top left corner of their Arena card. (Skip this step when playing the Arcade mode).
E. Choose which team is the Home team, or pick randomly, and place that team's Arena card above the Time track. That Arena card's text affects both teams during the game.
F. Place the Time marker under the first space of the Time track (the one with the "20:00" on it).
G. Set the values on the score dials to 0:0.
H. Place the 3 Stamina tokens of each color on the corresponding bench area with the ready side up (the one without a red cross icon in the corner).
I. Place all the dice within easy reach of each team.
J. Place the puck in the middle of the board and start the game by rolling for Face-off.
Miniatures, Player Types
There are four types of Players in Trick Shot — Wingers, Centers, Defensemen and Goalies, each represented by a different plastic miniature.
Each Player type has different Size, Speed and Special Abilities.
Arena Cards
Before the game, the Arena cards are used to determine the Player cards for each team (listed under their arena's name).
During the game, the special text on one of the Arena cards (home team's) becomes active, affecting both teams!
Anatomy of the Board
The board is made up of two halves (Boards), each with a Blue Line, a Red Line, and a Goal line.
- Blue Line, Red Line, Goal line — the lines dividing the rink into zones.
- Crease — the shaded squares directly in front of each Net.
- Offensive Zone, Defensive Zone, Neutral Zone — the areas of the rink relative to each team's attacking direction.
- Net — the three squares each team shoots at to score.
- Penalty Box — where Players sent off for a penalty wait, tracked along the Time track.
- Time Track — tracks the passage of time in a period and doubles as the penalty timer.
Starting positions of Players: G - Goalie, D - Defenseman, W - Winger, C - Center.
Partially visible squares in the corners of the rink count as regular board squares, and can be used for passing, moving, etc.
Player Cards
Each type of Player on your team has a corresponding Player card. Player cards determine the Size, the Speed, and the special abilities of your Players. The special ability text on the Player cards only applies to your Players of that type.
Other Components
- 2x Pucks
- 8x Dice
- 6x Stamina tokens
- 1x Time marker
- 1x Score Dial
Key Terms and Concepts
This section goes over key terms and concepts. If this is your first time reading the rulebook, you can skim through the next two pages and return here whenever you encounter a term you are unfamiliar with.
Dice Pool
You start each Turn with no dice in your dice pool. Each time you activate a Player, you add one die to your dice pool. The more dice are in your dice pool, the more likely it is that your action will fail and your Turn will end.
Dice Results
Each die rolled will have one of 4 possible results — Reaction, Puck, Blank, or a Fail. (2x Puck, 2x Blank on the die faces, plus Reaction and Fail.)
These symbols can have different effects, depending on the action, but rolling even a single Fail will end your Turn (unless it is re-rolled).
Stamina
Stamina can be used to improve your odds, by re-rolling all the non-blank results in the dice roll, including fails.
Each team has a total of 3 Stamina tokens, which are refreshed after a Face-off, or when you choose to make a Line change instead of an action.
Knowing when to press your luck to do one more action, and when to play it safe and make a Line change, is one of the most important decisions in Trick Shot.
Difficult actions cannot be re-rolled (see Types of Actions, below).
Activation
Activating a player means selecting one of your players to perform an action on your turn.
You may activate multiple players per turn, but never the same player two times in a row (back to back) during the same turn. You must complete the activation of one player before you can activate another.
Action
Action is what your player does when you activate him.
There are many different actions in the game, such as moving, passing the puck and shooting at the goal. All actions are described in detail in the sections below (Moving, Passing, Scoring Goals, Stealing the Puck).
Successful Action
If you roll no Fail symbols when performing the action, the action is successful.
Failed Action
If you roll one or more Fail symbols when performing an action, and choose not to (or unable to) re-roll, the action is failed.
This could mean different things for different actions. For example, if you fail a move action, your player still moved, but because the action failed, your turn ends (see the description of specific action for more details).
Types of Actions
Actions in the game are either Difficult, or Regular.
Difficult Actions cannot be re-rolled and cannot be performed by a checked Player (see Checking).
Regular Actions:
- Move
- Pass
- Shoot
- Poke
Difficult Actions:
- Slapshot
- Hit
- Clear Ice Pass
- All actions involving a Goalie, except the Move action
Remember, even though Move is a Regular action and can be re-rolled, checked Players cannot move (see Checking).
Free Actions
Some cards may allow your Players to perform free actions. A free action always succeeds, requires no roll, and adds no dice to your dice pool.
Performing a free action does not count as an activation.
A checked Player cannot perform a difficult action even if it is a free action (see Checking). The previous action must be completed in full, before performing a free action.
If both teams are granted a free action simultaneously, the team who's turn it is now performs their free action first.
Puck
The puck is a small black disk which Players shoot into the opposing team's Net to score a goal.
Net
Shoot the puck at one of the three net squares to score a goal. (See "Anatomy of the Board" and "Scoring Goals").
Crease
The three shaded squares directly in front of the net are called the crease. Players are prohibited from interfering with the goalie in the crease. In Trick Shot that means that while any of your players are in the opposing crease, you cannot shoot.
Puck Carrier
If the puck is in the same square as a Player, that Player is called the Puck Carrier.
- A Player who wins the Face-off becomes the Puck Carrier.
- If the Puck Carrier moves, the puck moves along with him.
- If your Goalie is the Puck Carrier when your Turn ends, reset the board (see Resetting the Board).
Clear Ice
Any square of the board not occupied by a player miniature is a "clear ice" square.
If the puck is on clear ice, it can be picked up by moving your player through that square.
Direction
Almost everything in the game operates in straight lines — movement, passes, shots etc.
There are 8 possible directions for passing and moving — 4 diagonal and 4 orthogonal.
If a card tells you to move in any direction, you can move in any one of those 8 directions. Once you start moving in a certain direction, you have to complete the movement moving only in that direction.
If a card allows you to change directions, this means that you can split your movement freely, moving 1 square orthogonally, followed by 2 squares diagonally, etc.
Adjacency
Adjacency in Trick Shot is orthogonal. Two Players are adjacent only if they occupy two squares that share a side.
Checking
In Ice Hockey checking refers to angling, lifting a stick, poking the puck, pushing and contacting the Puck Carrier without throwing a full on body check. This is a key defensive tactic.
The Puck Carrier is checked as long as he is adjacent to an opposing Player before performing an action.
Only the Puck Carrier can be checked. Goalies do not check other Players, and are not checked themselves, even when carrying the puck.
A checked Puck Carrier can:
- Pass (to another Player)
- Shoot
A checked Puck Carrier cannot:
- Perform a Move action.
- Make a Reaction Move.
- Perform Difficult Actions (Slapshot, Hit, Clear Ice Pass, Pass to a Goalie).
First Time Playing?
Overview
The game starts with a face-off roll, which determines who gets the puck and takes the first turn (see "Roll for Face-Off" below).
On your turn you activate players, one at a time, performing actions and rolling dice. With each new activation you roll one more die.
You keep doing this until you either choose to stop, performing a Line Change and refreshing your Stamina, or you roll a Fail, which forces you to pass the turn.
Your goal is to get the puck into the opponent's net.
Sample turn: The Blue team wins the Face off by rolling 2x Puck symbols over the Red's 1, and their Center (A) receives the puck and becomes the Puck Carrier. It is now the Blue team's Turn. Note that Blue Center (A) is unable to move since he is checked by the adjacent opposing player (B).
Blue winger has a speed of 4, allowing him to move up to 4 squares. As the first activation, Blue team moves the Winger (C) one square towards the boards (move before rolling the dice!). Blue team adds one die to the dice pool and rolls. No Fails were rolled. Success!
Blue's turn continues. Blue Center (A) passes the puck to the Blue Winger (C). Blue team adds the second die to the dice pool and rolls a Fail and a Puck. This roll would make the puck bounce one square back and end the Blue's turn.
Not willing to end the turn just yet, the Blue team spends one of their 3 stamina tokens by flipping it to its exhausted side. This allows the Blue team to re-roll the dice. This time it's a Blank and a Puck. The puck alone has no effect, the re-roll is successful and Blue's turn continues.
As the third activation Blue team moves the Winger (C) with the puck four squares forward, entering the Red team's defensive zone. The Blue team rolls a Reaction and chooses not to re-roll. This allows the Red team to move their Defenseman (D) one square (orthogonally) as their reaction move.
Confident in their current position, and to avoid making any unnecessary re-rolls, the Blue team decides to make a Line change, restoring all their previously spent stamina and passing the turn to the Red team. The Time marker is moved 1 space forward and the play continues...
Things to Remember
- Everyone moves, shoots and passes in straight lines (diagonally or orthogonally).
- Reaction moves are always orthogonal!
- For most actions (such as movement and passing), first move the player/puck, and only then roll the dice.
- Only the player with the puck can be checked! Checked players cannot move and perform difficult actions!
- You cannot activate the same player two times in a row.
- When making a re-roll, you have to re-roll all the dice, except blanks.
Detailed Turn Sequence
Roll for Face-off
At the start of the game, and every time the board is reset, each team rolls 4 dice. Whoever rolls the most Puck symbols wins the Face-off and takes the turn — place the puck next to that team's Player in the Center position; Re-roll ties.
On Your Turn
At the start of your Turn, and each time after you successfully perform an action, choose one of the following:
- Perform an action
- Make a Line change
Perform an Action
- Activate a Player. Select your Player to activate. You cannot activate the same Player two times in a row in the same Turn! You can activate the Player again after activating another.
- Initiate an action. Choose an action and follow the "Before the roll" steps in that action's description.
- Roll. Add 1 die to your dice pool, then roll that die and any dice already in your dice pool (one die on your first activation, two dice on the second activation etc.). There is no limit to how many dice you may have to roll.
- Re-roll. Difficult Actions cannot be re-rolled! When performing a regular action, you may exhaust a Stamina token to make a re-roll. When making a re-roll, you must re-roll all dice with symbols (Reaction, Puck, Fail), but not blanks! You may re-roll the same action any number of times, as long as you have enough Stamina.
- Resolve the action. If you roll one or more Fail results (after re-rolls), the Action fails; otherwise the Action is successful. Follow all the steps in the corresponding section in the action's description.
- Opponent's Reaction. Skip this step in the Arcade mode! If you roll one or more Reaction results, your opponent may perform a Reaction move.
- Offside Movement. After resolving the action, if the puck or the Puck Carrier leaves the Offensive Zone, follow the Offside Movement steps.
- Success or Fail? If your action failed, your Turn ends now; Otherwise perform another action, or make a Line change.
Make a Line Change
When you make a Line change, Refresh your Stamina — flip all your exhausted Stamina tokens to their Ready side (the one without a red cross icon in the corner).
After a line change your turn ends.
End of Turn
Your Turn ends when:
- You fail an action.
- You make a Line change.
- You score a goal.
At the end of your Turn:
- Empty your Dice pool.
- If your Player is the Puck Carrier, and outside of your Defensive Zone, move your Goalie to his starting position.
- Reset the board, if reset is required (see below).
- If the board was not reset, advance the time marker. If the Time marker was already at the end of the Time track, the Period ends. Never advance the time marker after a reset!
This means that each team will take at least 5 Turns in each period, or more, depending on the number of resets.
Resetting the Board
The board must be reset:
- At the start of a new period.
- After a goal is scored.
- After a Fight.
- If your Goalie is the Puck Carrier at the end of your Turn.
To reset the board:
- Place the Players in their starting positions.
- Both teams refresh all Stamina.
- Roll for Face-off.
If your Center is still in the Penalty Box when the board is reset, choose any of your other Players to take his place during Face-off (in cases when the order matters, the team who had the previous turn chooses first).
Moving
Move (Action)
Move action lets you move one of your Players. Players cannot be activated twice in a row in a single turn!
Before the Roll
Move your Player up to the number of squares equal to that Player's Speed Attribute.
When playing the Arcade mode, all Players (except the Goalies) have a Speed of 4, and the Goalies have a Speed of 1.
Players may move diagonally or orthogonally. The entire move must be done either only diagonally, or only orthogonally, in one direction. Players cannot move through other Players, or change direction within a single Move action.
When moving the Puck Carrier, move the puck along with him. If the puck is on clear ice and a Player moves through (or stops on) the same square as the puck, that Player becomes the Puck Carrier.
A Player cannot move:
- If this Player is checked at the start of movement.
- Into the Offensive Zone (see Board Anatomy), unless the moving Player is the Puck Carrier, or when the puck is already in the Offensive Zone.
- Into or through a square occupied by another Player.
- Into or through a Net square.
A Player can move into the opponent's crease, but if any of your Players, except the puck carrier, is in the opponent's crease, the Shoot action cannot be performed!
A Player may move through a square which is orthogonally adjacent to an opposing Player as long as he wasn't checked at the start of his Activation — a Player is checked only if he is the Puck Carrier and adjacent to an opposing Player before performing the action; a Player who is not the Puck Carrier is never checked, even when adjacent to an opposing Player, since only the Puck Carrier can be checked.
A Player who is the Puck Carrier may cross the Blue line and move into the Offensive Zone; other Players cannot move into the Offensive Zone before the puck is brought across the line.
Moving the Goalie:
- The Goalie moves 1 square.
- The Goalie cannot move diagonally.
Successful Move
As long as no Fails are rolled, the move is successful. Nothing happens.
Failed Move
There are no negative consequences for rolling a Fail when moving, apart from ending your Turn (the opponent may still get a Reaction move).
Passing
Pass (Action)
The Pass action lets you move the puck between your Players.
Before the Roll
Choose one of your Players to pass the puck to, and place the puck in that Player's square.
- The puck can be passed any number of squares, but either only diagonally, or only orthogonally.
- You cannot pass through a square occupied by any other Player or the Net.
- If you Pass with a Goalie, or Pass to a Goalie, the pass becomes a Difficult action (Difficult Actions cannot be performed by checked Players and cannot be re-rolled).
Successful Pass
As long as no Fails are rolled, the pass is successful. In this case any Puck symbols are ignored.
Receiving a pass is not an Activation — you may activate a Player right after that Player received a pass.
Failed Pass
A failed Pass can result in one of the following outcomes:
- If one or more Fail symbols are rolled, but not a single Puck symbol, the pass was failed, but the target Player still becomes the Puck Carrier.
- If in addition to one or more Fail symbols, there are also any Puck symbols in the roll, the Pass was imprecise — move the puck 1 additional square in the same direction for every Puck symbol rolled. The puck can go through Players this way.
If the puck reached the boards before it stopped:
- If the pass was diagonal, the puck keeps moving diagonally.
- If the pass was orthogonal, the puck bounces back along the same path in the opposite direction.
- If the puck reaches the boards behind the goal line, it then moves parallel to the Red line, along the boards.
- If the puck would enter the Net this way, it stops instead.
Clear Ice Pass (Action)
Clear Ice Pass lets you send the puck into an empty square, instead of passing it to one of your Players. It is performed in the same way, as a regular pass, with the following exceptions:
- Clear ice pass is a Difficult action (cannot be performed by checked Players and cannot be re-rolled).
- There cannot be more than one line (red or blue) between the Puck Carrier and the target square.
- The clear ice pass is always imprecise, even when successful — move the puck 1 additional square in the same direction for every Puck symbol rolled. The puck can go through Players this way.
Scoring Goals
Shoot (Action)
The Shoot action lets your Puck Carrier score a goal for your Team by shooting the puck into the opposing Team's Net.
The Player making a Shot must be in the Offensive Zone, and able to trace a path of squares (orthogonally or diagonally) to one of the three squares of the opposing Team's Net.
Before the Roll
Announce that your Player is Performing the Shoot action (do not move the puck yet!).
The Shoot action cannot be performed:
- Through a square occupied by another Player.
- If the Puck Carrier is not in the Offensive Zone.
- If the Puck Carrier is behind the goal line.
- If any of your other players is in the opponent's Crease.
Successful Shot
He shoots! He scores! If you roll no Fails, your team scores a goal! Increase your score by 1 on the Score tracker.
Skip any Reaction moves if a goal is scored.
Reset the board.
Failed Shot
A failed shot can result in one of the following two outcomes:
- If one or more Fail symbols are rolled, but not a single Puck symbol, it's a Save! The Goalie becomes the Puck Carrier and your Turn ends.
- If in addition to one or more Fail symbols, any Puck symbols are rolled, it's a Rebound! The goal is not scored, the puck changes direction (before entering the net) and continues moving 1 square for every Puck symbol rolled. If the shot was diagonal, the puck bounces diagonally, if the shot was orthogonal, the puck bounces back orthogonally. The bouncing puck can go through Players.
Slap Shot (Action)
The Slap Shot action lets your Players take a shot at the net from outside the Offensive Zone. It is performed in the same way as a regular Shot, with the following exceptions:
- Slap Shot is a Difficult action (cannot be performed by checked Players and cannot be re-rolled).
- The shooting Player is outside the Offensive Zone, between the Offensive Zone and the Red line.
Stealing the Puck
Poke (Action)
Poke action lets you take the puck away from the Puck Carrier.
Before the Roll
Announce that your Player is Performing the Poke action (do not move the puck yet!).
- To perform the Poke action, your Player must be adjacent to the opposing Puck Carrier.
- Remember, if you Poke with a Goalie, or target a Goalie with a Poke, the Poke becomes a Difficult action (as a Difficult action, it cannot be re-rolled).
Successful Poke
As long as no Fail symbols are rolled, your Player becomes the new Puck Carrier. Move the puck into your Player's square.
Failed Poke
If one or more Fail symbols are rolled, the Poke was failed. Roll 1 die (this die roll cannot be re-rolled!):
- If you roll a Fail, a Fight starts (see Penalties, Fights, Power Play).
- Otherwise, the poking player receives a Penalty.
Hit (Action)
The Hit action lets your Player move into the opposing Player's square, pushing that Player out, and taking the puck.
A Hit is a Difficult action (cannot be performed by checked Players and cannot be re-rolled).
Before the Roll
The hitting Player moves the target 1 square away from the hitting Player in the direction of the Hit. If that square is occupied, the hitting Player moves the target 1 square in any direction instead. If the target Player was the Puck Carrier, move the puck with the target Player.
The hitting Player then moves into the square previously occupied by the target.
- The hitting Player must be the same Size as the target, or larger.
- The hitting Player must be able to move to the square originally occupied by the target.
Successful Hit
As long as no Fail symbols are rolled, and the target was the Puck Carrier, the hitting Player becomes the new Puck Carrier. Move the puck into the hitting Player's square.
Failed Hit
If one or more Fail symbols are rolled, the Poke was failed. Roll 1 die (this die roll cannot be re-rolled!):
- If you roll a Fail, a Fight starts (see Penalties, Fights, Power Play).
- Otherwise, the hitting player receives a Penalty.
Hits cannot be re-rolled. Calculate your risk!
Penalties, Fights, Power Play
Penalties
There are two ways to receive a penalty in Trick Shot:
- After failing a Hit or a Poke action
- After getting into a Fight
The Player receiving the penalty "goes to the penalty box" — remove the player miniature from the board and place it on the Time track, two spaces ahead of the Time marker.
When a Goalie receives a penalty: Instead of removing the Goalie, choose another Player on your team to be sent to the penalty box in his stead as if that Player received the penalty.
The board is not reset after a penalty; Unless there is a Fight.
Penalty time ends:
- When the Time marker reaches the space with a Player, place that Player into the corresponding team's penalty box exit square. If the exit square is occupied, place the Player into the nearest unoccupied square next to the boards. If multiple Players are leaving the penalty box, start with the team who's turn it is.
- If the opposing team scores a goal while any of your players are in the penalty box those players are placed in their starting positions when the board is reset.
Fights
A failed Poke or a failed Hit can result in a Fight.
During a Fight, each team gets a number of dice in their Fight pool equal to their Player's Size.
Both teams roll the dice in their Fight pool simultaneously. For every Fail rolled, remove that die from the Fight pool.
Both teams keep rolling dice, until one team has no dice left in their Fight pool. That team is considered to have lost the fight.
If both teams lose all the dice in their Fight pool simultaneously, they have both won the fight.
At the end of the fight:
- Both Players receive a Penalty (see above).
- Reset the board. When resetting the board after a fight, only a winning team may refresh Stamina.
Fight example: Blue Defenseman with Size 3 fights a Red Center with Size 2. The Blue Team adds 3 dice to the Fight pool, and the Red Team adds 2. Both teams roll the dice in their respective pools simultaneously. Blue Team rolls 1 Reaction and 2 Fails and removes two dice from the Fight pool, one for each Fail result. The Red team rolls a Blank and a Puck, not losing any dice. Since both teams still have dice in the Fight pool, the Fight continues. Each team rolls one fail, removing a single die. Since the Blue Player has no dice left, the Red team wins the fight. Both Players are sent to the penalty box, and the board is reset, with only the Red team refreshing stamina.
Power Play
If during the turn a team has more Players on the board than the other team, not counting the goalies, that team receives the Power play advantage.
Once per turn, a team with the Power play advantage may make a free re-roll without spending any stamina.
Reactions, Offside, Pulling the Goalie
Reaction Move
If your opponent rolls one or more Reaction results (after re-rolls), you may choose to make one Reaction move with one of your Players.
Only 1 reaction move can be made, regardless of how many Reaction results were rolled.
A Reaction move follows the same restrictions as a Move action (including checking), with the following exceptions:
- The Reaction move is always 1 square, regardless of the moving Player's Speed attribute.
- The Reaction move must be orthogonal.
- The Reaction move does not count as an activation.
Checked Players cannot make reaction moves!
Offside Move
The offside move ensures that all Players of the Attacking team leave the Offensive Zone as soon as the puck leaves the Offensive Zone.
If after an action, or a reaction move, the puck leaves the Offensive Zone, immediately perform the following steps:
- Starting with the attacking Players farthest from the blue line, place each attacking Player who is in the Offensive Zone in the closest unoccupied square in the Neutral Zone. If the closest square is occupied, place that Player in the next square in that horizontal line of squares. There is no limit on how far a Player can be placed this way.
- Starting with the defending players closest to the blue line, place each defending Player (except the Goalie) who is in the Defensive Zone, into the closest unoccupied square, that is closest to the Neutral Zone. If the closest square is occupied, place that Player in the previous square in that horizontal line of squares.
Pulling the Goalie
At the start of their turn, any team carrying the puck may choose to "pull the Goalie" to increase the chance of scoring.
- Remove the Goalie miniature from the board.
- Place the spare Player miniature into one of the three squares in the Neutral Zone, adjacent to your Bench. This may enable Power Play advantage.
- Refresh all your Stamina.
As long as your team has no goalie on the board, any Shot, or a Slapshot at your Net is a free action.
Next time the board is reset, remove the spare Player from the board and Return the Goalie to the board.
Rules Summary
On Your Turn
Perform an action OR Make a Line change.
Perform an Action
- Activate a Player (cannot activate the same Player two times in a row in the same turn).
- Choose an action and follow before the roll steps.
- Add 1 die to your dice pool, then roll all dice in your dice pool.
- May re-roll all non-blanks any number of times (by spending 1 stamina each time).
- Resolve the action.
- Opponent's Reaction (move 1 Player 1 square orthogonally).
- Offside Movement.
Line Change
Refresh all your stamina and end your turn.
End of Turn
- Empty your Dice pool.
- Reset the Goalie positioning if applicable.
- Advance the time marker if applicable.
Resetting the Board
The board must be reset:
- At the start of a new period.
- After a goal is scored.
- After a Fight.
- If your Goalie is the Puck Carrier at the end of your Turn.
To reset the board:
- Place the Players in their starting positions. If the Player in the C position is in the penalty box, choose another Player to take his place (with the last acting team choosing first).
- Both teams refresh Stamina (except after a lost fight).
- Roll for Face-off.
Do not advance the time marker if a turn ends with a reset!
Starting positions: G - Goalie, D - Defenseman, W - Winger, C - Center.
Action Reference Table
| Action | Overview | Diagonally | Penalty | Type |
|---|---|---|---|---|
| Move | Up to Player's speed in one direction. Move before rolling! | Yes | - | Regular |
| Pass | To another Player. Unlimited distance in one direction. Move the puck before rolling! | Yes | - | Regular |
| Clear Ice Pass | Like a regular pass, but to an empty square. Cannot cross more than one line (red or blue). Imprecise, even if successful (apply puck results). | Yes | - | Difficult |
| Shoot | Attempt to score while inside the offensive zone. Requires a clear line (orthogonal or diagonal). | Yes | - | Regular |
| Slapshot | Attempt to score while between the offensive zone and the red line. Requires a clear orthogonal line. | No | - | Difficult |
| Poke | Try to steal the puck from adjacent puck carrier. | No | If Failed | Regular |
| Hit | Displace opposing Player (same size or smaller), try to steal the puck. Displace before rolling. | Yes | If Failed | Difficult |
| Move the Goalie | One square. Only orthogonally. Can't be checked. | No | - | Regular |
| Goalie (other) | Any non-move actions involving the Goalie, including passing to the Goalie, or the Goalie himself making the pass, or attempting a poke. | - | - | Difficult |
Difficult actions cannot be attempted when checked and cannot be re-rolled!