LOOSE PUCKS AND OTHER
THOUGHTS
BASIC VARIATION ON LOOSE PUCKS
Strat-O-Matic’s
system for loose pucks has caused me many moments of frustration. The system does not take into consideration
where on the ice a loose puck is occurring as well as the player match-up to
resolve the loose puck. Although this
system does not address the player match-up issue, it does address where on the
ice a loose puck is happening and this impacts the type of shot/possession
result.
This system leaves Strat’s power play loose puck resolve intact. However, it separates different results at
even strength as to what causes a loose puck at neutral as compared to
situations that result in a loose puck in the offensive/defensive zone. The first step is to come up with a list of
situations that cause a loose puck (keep in mind my replays involve loose pucks
that can occur at full and even strength), hopefully this is a definitive list
for my replays and is designed for gamers to use as a template for their
replays allowing them to adapt the system to meet their needs, but it would not
be surprising if I missed something.
LOOSE PUCK SITUATIONS
Situations resulting in a
defensive zone loose puck
|
Shot from the shooting column
resulting in vacant position controlling puck |
|
Goalie rating resulting in
vacant position controlling puck |
|
Forechecking
resulting in vacant position controlling puck |
|
Dump and chase resulting in a
loose puck situation |
|
3 on 2 breakaway resulting in a
loose puck situation |
|
2 on 1 breakaway pass attempt
resulting in a loose puck situation |
|
Wilkerson/Goldberg Passing
attempt resulting in vacant position controlling puck |
|
Rebound resulting in vacant
position controlling puck |
|
Opponent defense 1-6 resulting
in vacant position controlling puck only when an inside shot would have
occurred for either team |
|
Passing A-I resulting in vacant
position controlling puck only when an inside shot would have occurred for
either team |
|
Defensive zone faceoff resulting in vacant position controlling puck |
|
Inside shot result resulting in
vacant position controlling puck |
|
Goalie puck handling resulting
in loose puck situation |
|
Rare play with puck hitting the
goal post or crossbar resulting in a loose puck situation |
|
During power play: Passing J-L
occurs resulting in an inside shot for a vacant player (4 on 3) **Advanced version only |
|
During power play: Icing
attempt resulting in an interception by the power play unit for an inside
shot for a vacant position (4 on 3) **Advanced version only |
|
During power play: Successful
icing were the penalty killer’s defense 12-14 rating is not high enough and
the power play unit takes possession with an outside shot but the power play
position is vacant (4 on 3) **Advanced version only |
|
During power play: Short handed
team draws an Action Card and loses the puck for an inside shot to a vacant
position on the power play (4 on 3) **Advanced version only |
Situations resulting in a neutral
zone loose puck
|
Opponent defense 1-11 resulting
in vacant position controlling puck if an outside shot attempt would result
for either team |
|
Passing A-I resulting in vacant
position controlling puck when either lose to opponent or an outside shot for
either team would have resulted |
|
Neutral zone faceoff resulting in vacant position controlling puck |
|
Breakaway attempt resulting in
vacant position controlling puck |
|
Outside shot only result
resulting in vacant position controlling puck |
|
During power play: Passing J-L
that results in losing the puck to a vacant position **Advanced version only |
|
During power play: Successful icing that results in the short
handed team taking possession without any defense rating involved and that
position is vacant **Advanced version only |
NOTE: Within my replays an
unsuccessful penetration attempt by either the power play or short handed team
results in any player of the coaches choice taking possession of the puck for
the opposition. Most gamers treat this
as a loose puck when the position matched-up against is vacant and will need to
adjust the above charts accordingly.
The next step involves taking the
split cards and writing in neutral by each loose puck even strength of the Strat loose puck section.
Furthermore, I have written in on the split cards that result in a shot,
only for outside shot only. This is at
the discretion of each gamer but I wanted to distinguish between the quality of
neutral zone and offensive zone loose pucks resulting in a shot.
At the very bottom of each split
I write in the following additions:
|
|
Result |
|
1-2 |
DEF: Off LW ( C ) Outside Shot |
|
3-4 |
DEF: Off RW ( C ) Outside Shot |
|
5 |
DEF: Off C (LW) Outside Shot |
|
6 |
DEF: Off C (RW) Outside Shot |
|
7-8 |
DEF: Off RD Outside Shot |
|
9-10 |
DEF: Off LD Outside shot |
|
11-12 |
DEF: Def LW ( C ) Action Card
Draw |
|
13-14 |
DEF: Def RW ( C ) Action Card
Draw |
|
15 |
DEF: Def C (LW) Action Card
Draw |
|
16 |
DEF: Def C (RW) Action Card
Draw |
|
17-18 |
DEF: |
|
19-20 |
DEF: Def LD Action Card Draw |
When an outside shot results use the appropriate varying opponent against chart to determine opponent.
ADVANCED VERSION OF LOOSE PUCK RESOLVES
By Gordon Franklin and Kent Lundahl
The advanced version begins the same as the basic by determining whether the loose puck occurs in the offensive/defensive zone or the neutral zone. The same chart is used to determine this aspect.
After determining which zone the loose puck occurs in, the system diverges quite a lot from the basic. Roll 1 6-sided die and 1 20-sided die/Split Card at the same time to determine where in the zone the loose puck is happening (6-sided) and the player match-up (20-sided) to resolve the loose puck. After the location and match-up are determined, Gordy Franklin’s Loose Puck A & B (with one modification) are used to determine who wins the loose puck and whether a possession or shot results. Another 20-sided die/split card draw will be used for neutral zone results.
Moreover, the power play will also use this system with separate charts to determine location, match-up, and result. When looking at the charts for match-up during the power play, the first position listed is for the power play unit and begins with a P. An example would be 4-18 PLD/RW. The second position will always be the short handed team’s player. In addition, some of the match-up results will be automatics for the power play team (3 during 5 on 4, 4 during 4 on 3, and 5 during 5 on 3), when this occurs at neutral, still roll the 20-sider to determine if possession or a shot results.
As per normal, when an outside shot or inside shot intimidation opponent occur, use the appropriate varying opponent against chart to determine opponent against.
EVEN STRENGTH
OFFENSIVE/DEFENSIVE ZONE LOOSE PUCK LOCATION AND MATCH-UP
|
6-Sided Die # |
Location in the Zone |
5 ON 5 |
4 ON 4 |
3 ON 3 |
|
1 |
High offensive left wall
above faceoff dot |
1-10 OLD VS DRW 11-16 OLD VS DC 17-18 OC VS DRW 19-20 OC VS DC |
1-18 OLD VS DRW 19-20 OLD VS DRD |
1-10 OLD VS DC 11-15 OLD VS DRD 16-20 OC VS DC |
|
2 |
Low offensive left wall faceoff dot to behind the net |
1-8 OLW VS DRD 9-14 OC VS DRD 15-17 OLW VS DC 18-20 OC VS DC |
1-18 OLW VS DRD 19 OLWVS DRW 20 OLD VS DRW |
1-15 OC VS DRD 16-20 OC VS DC |
|
3 |
High slot above faceoff dots |
1-4 OLD VS DC 5-8 ORD VS DC 9-16 OC VS DC 17-18 OLD VS DRW 19-20 ORDVS DLW |
1-10 OLD VS DRW 11-20 ORD VS DLW |
1-7 OLD VS DC 8-14 ORD VS DC 15-20 OC VS DC |
|
4 |
Low slot faceoff
dots and below |
1-4 OLW VS DRD 5-8 OC VS DRD 9-12 OC VS DLD 13-16 ORW VS DLD 17 OLW VS DC 18-19 OC VS DC 20 ORW VS DC |
1-9 OLW VS DRD 10 OLW VS DLD 11 ORW VS DRD 12-20 ORW VS DLD |
1-6 OC VS DLD 7-12 OC VS DRD 13-16 OC VS DC 17 OLD VS DC 18 ORD VS DC 19 OLD VS DRD 20 ORD VS DRD |
|
5 |
Low offensive right wall faceoff dot to behind net |
1-8 ORW VS DLD 9-14 OC VS DLD 15-17 ORW VS DC 18-20 OC VS DC |
1-18 ORW VS DLD 19 ORW VS DLW 20 ORD VS DLW |
1-15 OC VS DLD 16-20 OC VS DC |
|
6 |
High offensive right wall
above faceoff dot |
1-10 ORD VS DLW 11-16 ORD VS DC 17-18 OC VS DLW 19-20 OC VS DC |
1-18 ORD VS DLW 19-20 ORD VS DLD |
1-10 ORD VS DC 11-15 ORD VS DLD 16-20 OC VS DC |
OFFENSIVE/DEFENSIVE ZONE LOOSE
PUCK RESOLVE
|
Offensive Player Ratings |
Defensive Player Ratings |
Result |
|
Offense + Intimidation |
Defense + Intimidation |
When offensive player is the
higher rated an outside shot with options results, except when the loose puck
occurs in the low slot then it becomes inside shot-intimidation
opponent. When defensive player is the
higher rated he wins control and an Action Card is drawn. When a tie results a faceoff
in the offensive/defensive zone will occur. |
EVEN STRENGTH NEUTRAL ZONE
LOOSE PUCK LOCATION AND MATCH-UP
|
6-Sided Die # |
Location in the Zone |
5 ON 5 |
4 ON 4 |
3 ON 3 |
|
1-2 |
Visiting team left wall/home
team right wall |
1-14 VLW VS HRW 15-17 VC VS HRW 18-20 VLW VS HC |
1-16 VLW VS HRW 17-18 VLW VS HRD 19-20 VLD VS HRW |
1-14 VC VS HC 15-17 VC VS HRD 18-20 VLD VS HC |
|
3-4 |
Middle of the ice |
1-8 VC VS HC 9-11VC VS HRD 12-14 VC VS HLD 15-17 VRD VS HC 18-20 VLD VS HC |
1-7 VLW VS HRW 8-10 VLW VS HRD 11-13 VLD VS HRW 14-20 VRW VS HLW |
1-8 VC VS HC 9-11VC VS HRD 12-14 VC VS HLD 15-17 VRD VS HC 18-20 VLD VS HC |
|
5-6 |
Visiting team right
wall/home team left wall |
1-14 VRW VS HLW 15-17 VC VS HLW 18-20 ORW VS HC |
1-16 VRW VS HLW 17-18 VRW VS HLD 19-20 VRD VS HLW |
1-14 VC VS HC 15-17 VC VS HLD 18-20 VRD VS HC |
NEUTRAL ZONE LOOSE PUCK
RESOLVE
|
Split Card #’s |
Ratings Used |
Result |
|
1-5 |
Intimidation ratings. If tied Offensive ratings. |
Highest rating wins control
of puck. Tie after both ratings
results in a faceoff at neutral. |
|
6-10 |
Defense ratings If tied Intimidation
ratings. |
Highest rating wins control
of puck. Tie after both ratings
results in a faceoff at neutral. |
|
11-15 |
Offense ratings If tied Breakaway/Penetration
rating |
Highest rating receives
outside shot only. Tie after both
ratings results in a faceoff at neutral. |
|
16-20 |
Offense + Defense +
Intimidation + Breakaway/Penetration |
Highest rating receives
outside shot with options. Tie after
all ratings results in possible fight (20 chance must be over both player’s
double penalty lines for a fight to occur).
If no fight results, faceoff at neutral. |
SPECIAL TEAMS
OFFENSIVE/DEFENSIVE ZONE LOCATION AND MATCH-UP RESOLVE
|
6-sided die roll for
location |
20-sided die roll to
determine player match-up power play team’s defensive zone |
20-sided die roll to
determine player match-up shorthanded team’s defensive zone |
||||
|
|
5 ON 4 |
4 ON 3 |
5 ON 3 |
5 ON 4 |
4 ON 3 |
5 ON 3 |
|
1 High offensive left wall
above faceoff dot |
1-3 PRW 4-16 PRW/LD 17-20 PC/LD |
1-4 PRW 5-20 PRW/LD |
1-4 PRW 5 PC 6-17 PRW/LD 18-20 PC/LD |
1-3 PLD 4-19 PLD/RW 20 PC/RW |
1-4 PLD 5-20 PLD/C |
1-5 PLD 6-19 PLD/C 20 PC/C |
|
2 Low offensive left wall faceoff dot to behind the net |
1-3 PRD 4-18 PRD/LW 19-20 PC/LW |
1-4 PRD 5-20 PRD/C |
1-4 PRD 5 PC 6-18 PRD/C 19-20 PC/C |
1-2 PLW 3 PC 4-18 PLW/RD 19-20 PC/RD |
1-4 PLW 5-20 PLW/RD |
1-4 PLW 5 PC 6-18 PLW/RD 19-20 PC/RD |
|
3 High slot above faceoff dots |
1-3 PC 4-11 PC/LD 12-20 PC/RD |
1-2 PRW 3-4 PLW 5-12 PRW/LD 13-20 PLW/RD |
1 PRW 2-4 PC 5 PLW 6-12 PRW/LD 13-20 PLW/RD |
1 PLD 2 PC 3 PRD 4-12 PLD/RW 13-20 PRD/LW |
1-2 PLD 3-4 PRD 5-12 PLD/C 13-20 PRD/C |
1-2 PLD 3-4 PRD 5 PC 6-12 PLD/C 13-19 PRD/C 20 PC/C |
|
4 Low slot faceoff dots and below |
1 PRD 2 PLD 3 PC 4-11 PRD/LW 12-20 PLD/RW |
1-2 PRD 3-4 PLD 5-12 PRD/C 13-20 PLD/C |
1-2 PRD 3-4 PLD 5 PC 6-12 PRD/C 13-19 PLD/C 20 PC/C |
1 PLW 2 PC 3 PRW 4-7 PLW/RD 8-11 PRW/LD 12-15 PC/LD 16-20 PC/RD |
1-2 PLW 3-4 PRW 5-12 PLW/RD 13-20 PRW/LD |
1 PLW 2-4 PC 5 PRW 6-9 PLW/RD 10-13 PRW/LD 14-17 PC/RD 18-20 PC/LD |
|
5 Low offensive right wall faceoff dot and behind net |
1-3 PLD 4-18 PLD/RW 19-20 PC/RW |
1-4 PLD 5-20 PLD/C |
1-4 PLD 5 PC 6-18 PLD/C 19-20 PC/C |
1-2 PRW 3 PC 4-18 PRW/LD 19-20 PC/LD |
1-4 PRW 5-20 PRW/LD |
1-4 PRW 5 PC 6-18 PRW/LD 19-20 PC/LD |
|
6 High offensive right wall
above faceoff dot |
1-3 PLW 4-16 PLW/RD 17-20 PC/RD |
1-4 PLW 5-20 PLW/RD |
1-4 PLW 5 PC 6-17 PLW/RD 18-20 PC/RD |
1-3 PRD 4-19 PRD/LW 20 PC/LW |
1-4 PRD 5-20 PLD/C |
1-5 PRD 6-19 PLD/C 20 PC/C |
OFFENSIVE/DEFENSIVE ZONE LOOSE
PUCK RESOLVE
|
Offensive Player Ratings |
Defensive Player Ratings |
Result |
|
Offense + Intimidation |
Defense + Intimidation |
When offensive player is the
higher rated an outside shot with options results, except when the loose puck
occurs in the low slot then it becomes inside shot-intimidation
opponent. When defensive player is the
higher rated he wins control and an Action Card is
drawn if on the power play; however, when on the penalty kill the team has a
choice of icing, skating, or drawing an Action Card. When a tie results a faceoff
in the offensive/defensive zone will occur. |
SPECIAL TEAMS NEUTRAL ZONE
LOCATION AND MATCH-UP RESOLVE
|
6-sided die roll for
location |
20-sided die roll to
determine player match-up |
||
|
|
5 ON 4 |
4 ON 3 |
5 ON 3 |
|
1-2 Power play team left
wall/penalty kill team right wall |
1-3 PLW 4-19 PLW/RW 20 PLD/RW |
1-4 PLW 5-19 PLW/C 20 PLD/C |
1-5 PLW 6-19 PLW/C 20 PC/C |
|
3-4 Middle of the ice |
1 PLD 2 PC 3 PRD 4-9 PLD/RW 10-11 PC/RW 12-13 PC/LW 14-20 PRD/LW |
1-2 PLD 3-4 PRD 5-12 PLD/C 13-20 PRD/C |
1 PLD 2-4 PC 5 PRD 6-10 PLD/C 11-15 PC/C 16-20 PRD/C |
|
5-6 Power play team right
wall/penalty kill team left wall |
1-3 PRW 4-19 PRW/LW 20 PRD/LW |
1-4 PRW 5-19 PRW/C 20 PRD/C |
1-5 PRW 6-19 PRW/C 20 PC/C |
NEUTRAL ZONE LOOSE PUCK
RESOLVE
|
Split Card #’s |
Ratings Used |
Result |
|
1-5 |
Intimidation ratings. If tied Offensive ratings. |
Highest rating wins control
of puck. Tie after both ratings
results in a faceoff at neutral. |
|
6-10 |
Defense ratings If tied Intimidation
ratings. |
Highest rating wins control
of puck. Tie after both ratings
results in a faceoff at neutral. |
|
11-15 |
Offense ratings If tied
Breakaway/Penetration rating |
Highest rating receives
outside shot only. Tie after both
ratings results in a faceoff at neutral. |
|
16-20 |
Offense + Defense +
Intimidation + Breakaway/Penetration |
Highest rating receives
outside shot with options. Tie after
all ratings results in possible fight (20 chance must be over both player’s
double penalty lines for a fight to occur).
If no fight results, faceoff at neutral. |
REVISED 2 ON 1 PASSING ATTEMPT
This system is very similar to
the passing chart for the 2 on 1 system I had previously posted; however, this
takes into account the Wilkerson/Goldberg passing system. All other aspects of the breakaway system
remain the same as the last post covering this area.
2 ON 1 BREAKAWAY CHART (20 CHANCES)
When a 2 on 1 breakaway occurs the player who receives the
head man pass has the option of taking an inside shot or passing to the player
who joins the 2 on 1 breakaway for a rebound/breakaway shot. Draw a
* In all situations a Split Card number of 17 or 18 results
in the pass being blocked for a faceoff in the
defensive zone.
** In all situations a Split Card number of 19 results in
the pass being blocked for an uncontrolled rebound.
*** In all situations a Split Card number of 20 results in
the pass being blocked for a loose puck situation.
**** In all other cases if the Split Card number falls
within the listed range the pass is successful for a rebound breakaway shot and
if the Split Card number is higher than the listed range but below a 17 the
pass is blocked and the defending defense men takes possession.
|
Passing |
Def 5 |
Def 4 |
Def 3 |
Def 2 |
Def 1 |
|
L 12+ |
1-12 |
1-13 |
1-14 |
1-15 |
1-16 |
|
L10-11 |
1-11 |
1-12 |
1-13 |
1-14 |
1-15 |
|
L 8-9 |
1-10 |
1-11 |
1-12 |
1-13 |
1-14 |
|
L 6-7 |
1-9 |
1-10 |
1-11 |
1-12 |
1-13 |
|
L 5or- |
1-8 |
1-9 |
1-10 |
1-11 |
1-12 |
|
K |
1-6 |
1-7 |
1-8 |
1-9 |
1-10 |
|
J |
1-4 |
1-5 |
1-6 |
1-7 |
1-8 |
|
Zero |
1-2 |
1-3 |
1-4 |
1-5 |
1-6 |
Moreover I put in a minor tweak
to the Revised Wilkerson/Goldberg Charts previously posted. This corrects for allowing a K/BAR 5 to be a
better passer than an L/BAR 3.
REVISED
WILKERSON/GOLDBERG PASSING CHART EVEN STRENGTH
|
Passing Rating + BAR |
Passing L/ |
Defense 1 |
Defense 2 |
Defense 3 |
Defense 4 |
Defense 5 |
|
Passing 0 |
|
1-7 |
1-6 |
1-5 |
1-4 |
1-3 |
|
“ J |
|
1-9 |
1-8 |
1-7 |
1-6 |
1-5 |
|
“ K |
|
1-11 |
1-10 |
1-9 |
1-8 |
1-7 |
|
“ L 5 or - |
1-2 |
3-13 |
3-12 |
3-11 |
3-10 |
3-9 |
|
“ L 6-7 |
1-2 |
3-14 |
3-13 |
3-12 |
3-11 |
3-10 |
|
“ L 8-9 |
1-2 |
3-15 |
3-14 |
3-13 |
3-12 |
3-11 |
|
“ L 10-11 |
1-2 |
3-16 |
3-15 |
3-14 |
3-13 |
3-12 |
|
“ L 12+ |
1-2 |
3-17 |
3-16 |
3-15 |
3-14 |
3-13 |
REVISED
WILKERSON/GOLDBERG PASSING CHART SPECIAL TEAMS
|
Power Play |
Short Handed |
|
||||||
|
Passing Rating + Bar |
Passing L / |
Inside Shot |
Inside Shot Int |
|
Assist Rating |
Passing L /Great Pass |
Inside Shot |
|
|
Passing 0 |
|
1 |
2-8 |
|
Passing 0 |
|
1 |
|
|
“ J |
|
1-3 |
4-10 |
|
“ J |
|
1-3 |
|
|
“ K |
|
1-5 |
6-12 |
|
“ K |
|
1-5 |
|
|
“ L 5 or - |
1-2 |
3-7 |
8-14 |
|
“ L 5 or - |
1-2 |
3-7 |
|
|
“ L 6-7 |
1-2 |
3-8 |
9-15 |
|
“ L 6-7 |
1-2 |
3-8 |
|
|
“ L 8-9 |
1-2 |
3-9 |
10-16 |
|
“ L 8-9 |
1-2 |
3-9 |
|
|
“ L 10-11 |
1-2 |
3-10 |
11-17 |
|
“ L 10-11 |
1-2 |
3-10 |
|
|
“ L 12+ |
1-2 |
3-11 |
12-18 |
|
“ L 12+ |
1-2 |
3-11 |
|
The charts to determine inside shot,
lose puck to, and inside shot intimidation all remain the same.
PENALTIES/FIGHTS/INJURIES FROM
SUPER ADVANCED PENALTY CHART
Anytime a MP,
GM, or a stand-alone five minute major occurs, check for possible injury to the
offensive player. If an additional game
injury occurs, the league reviews the tape and penalized player is suspended
for the same number of games as the injured player is out of action.
In the case of
a Match Penalty (MP), regardless of injury the highest penalty rated player for
the offensive team (does not include possibly injured player) fights the player
receiving the match penalty (check for instigator penalty to the offensive
player). If there is one additional B,
A, or AA penalty rated player on the ice for each team (this may include the player
who received the possible injury, if after checking no injury occurred), a
brawl ensues with all players on the ice involved including the goalies. After checking for an injury, if the player
who was possibly injured did not sustain an injury he would be involved in the
brawl. However, if the player was
injured, he and the lowest rated penalty player from the defensive team stay
out of the brawl and are not penalized.
The following penalties would be assessed:
Injury
Occurred: Defensive Team Offensive
Team
|
Player
receiving MP receives 5, 5 and is tossed from the game with a possible
suspension. All other
skaters on the ice except the player with the lowest penalty rating are
penalized 5 and 10MC Lowest
Penalty rated player receives no minutes |
Player who
fights player receiving (MP) receives 5 as well as possible instigator
penalty of 2 and 10MC All other
skaters on the ice except the player with the injury are penalized 5 and
10MC. Injured
player receives no minutes. |
No injury
Occurred: Defensive Team Offensive
Team
|
Player
receiving MP receives 5, 5 and is tossed from the game. All other
skaters on the ice are penalized 5 and 10MC |
Player who
fights player receiving (MP) receives 5 as well as possible instigator
penalty of 2 and 10MC All other
skaters on the ice are penalized 5 and 10MC. |
In Gross
Misconduct (GM) and stand alone five minute majors, check for injury to the
offensive player. If no injury occurs
there are no additional penalties: however, if this was a “Goon” situation the
offensive team may still declare a fight.
When an injury does occur the highest penalty rated player on the ice
for the offensive team may fight the player receiving the initial penalty based
upon the following chart:
|
Penalty
Rating |
Fight |
No Fight |
|
AA |
1-18 |
19-20 |
|
A |
1-16 |
17-20 |
|
B |
1-14 |
15-20 |
|
C |
1-11 |
12-20 |
|
D |
1-8 |
9-20 |
When a fight
does occur check for an instigator penalty to the offensive player. Moreover, for each set of players for each
team that are B, A, AA penalty ratings there will be that many more fights. Example: Defensive player taking original
penalty, the offensive player who is injured, and the offensive player who
fought the player taking the original penalty would not be taken into
consideration. Therefore if the
defensive team had (2) A’s, C, and a D, while the offensive team had a B, C,
and D, only one additional fight would occur.
The additional fights would only be assessed five minute majors, no
misconducts.
Whenever a
goalies gets matching double minors or higher (4/4, 5/2, 5/4, 5/5, 7/2, 7/5,
7/7, 9/7, 12/7) go automatically to the third man in chart and refer to section
11-19. The highest penalty rated player
on the goalie’s team is the third man in during an altercation. There is no chance for an instigator penalty
in this situation, thus substitute the penalties awarded during the original
altercation involving the goalie for the wording: “Therefore, two players in original fight get
5 each and if there was an instigator penalty the instigator receives an
additional 2 & 10 minute misconduct.”
All other penalties remain the same.
RARE PLAYS
With regards to the rare play mentioned in the loose puck
section, here is a description of the rare plays I use. These are all Gordy
Franklin’s from an old Strat Fan Hockey Yearbook publication,
and I find them all to be terrific fun, especially ringing the metal in
overtime causes some of the most animated reactions I have seen in face to face
play yet. This is not a complete list of
the rare plays Gordy came up with and in addition I
made some minor modifications to make those I use fit in better with my replay
rules.
Rare Plays Chart
|
SOM Result |
Rare Play ( |
|
GOAL (and GOAL+ on PP) on Shooter’s Card |
#1 Puck hits post-Loose Puck (pick Action Card if defense
wins puck) #20 Puck hits crossbar-Rebound (pick Action Card if
defense wins puck) |
|
GOAL+ and Goalie Rating+ during Even Strength play |
Draw a #1 Puck hits post-Rebound (Int-either
D, if offense gets rebound) #20 Goalie can’t find handle- Defense falls on puck in
crease, draw another Split Card: #1-2 Penalty Shot for Any Player #3-19 Save and a Faceoff #20 Goal kicked in (Roll 1 6-sided die 1-3 goal allowed 4-6 goal disallowed) |
|
Attacking team with superior rating wins faceoff on #1 |
Draw another #19 Center may take Inside Shot right from draw #20 Center may use Passing L Chart to either wing |
|
Successful Penetration on |
Draw another Draw within penetrating player’s breakaway penetration
range (1-4) is a breakaway #(2-4)-16 Inside Shot #17-19 Defense Option: Opponent
may intimidate (During a power play if there is no opponent to intimidate,
result is inside shot.) If
unsuccessful offensive player still forced into corner; Outside Shot Only
(may Dump and Chase at full/even strength and in at least 2/2 setting) #20 Penetrating offensive player
gets by defense and is hooked down.
(During a power play if there is no opponent against, result is a
breakaway.) Roll 1 6-sided die: 1-3 Penalty Shot/4-6 2 minute minor
penalty
|
Happy rolling!
P.S. All of my charts are saved on MS Word 2003. If anyone has an interest in copies of certain areas please feel free to contact me a witcstrat@yahoo.com and I will be more than willing to send out copies of any areas of interest.
The areas include:
ACTION CARD CHARTS
DUMP AND CHASE SYSTEM CHARTS
FORECHECKING SYSTEM CHARTS
INJURY DURATION & CLARIFICATION CHARTS
LOOSE PUCK CHARTS
REVISED WILKERSON GOLDBERG PASSING CHARTS
PENALTIES, FIGHTS,THIRD MAN IN CHARTS
PENETRATION CHARTS
POSSIBLE BREAKAWAY & RARE PLAYS CHARTS
VARYING OPPONENT AGAINST CHARTS